gaming machines
The gaming machine uses specific and non-specific devices to execute customizable game effects, enhancing entertainment value through variable presentations and player engagement.
Patent Information
- Application Number
- JP2023088472
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-05-30
- Publication Date
- 2025-11-14
- Estimated Expiration
- 2043-05-30
AI Technical Summary
Conventional gaming machines lack innovative methods to enhance entertainment value through customizable and engaging game presentations.
The gaming machine incorporates specific and non-specific devices, including speakers, lamps, vibration motors, and display devices, capable of executing visible and invisible effects, with customizable execution probabilities and intensities, and a control system to manage these effects.
Enhances player interest and engagement by providing variable and customizable game presentations, improving the overall entertainment value.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] BACKGROUND ART Among conventional pachinko gaming machines, which are a type of gaming machine, there are gaming machines that perform various effects, such as the gaming machine described in Patent Document 1, for example. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2008-119131 Summary of the Invention [Problem to be solved by the invention]
[0004] In such gaming machines, it is desirable to improve the entertainment value by devising presentations. [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 includes a specific device, a non-specific device different from the specific device, and a control means, and accompanied by vibration It is possible to execute a specific performance and a non-specific performance by the non-specific device, and the non-specific performance is , visual It is a performance that can be executed in a manner that is easily recognized, and the specific performance is , visual It is a performance that can be performed in a manner that is difficult to recognize or invisible, The specific effect and the non-specific effect can be customized, and can be set to a state where the execution probability of the specific effect is a first value, a state where the execution probability of the specific effect is higher than the first value, a first state where the execution probability of the non-specific effect is a second value, a second state where the execution probability of the non-specific effect is higher than the second value, and a third state where the execution probability of the non-specific effect is the same as in the second state but with strong effect intensity, and the strong effect intensity means that the game effect is relatively easy to recognize, When the variable game is not being executed, accompanied by vibration The gist of the invention is that the specific device is capable of executing a specific notification, the specific device is capable of executing the specific performance by inputting an electrical signal related to the execution of the specific performance, and the non-specific device is capable of executing the non-specific performance by inputting an electrical signal related to the execution of the non-specific performance. [Effects of the Invention]
[0006] According to the present invention, it is possible to improve interest. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a perspective view schematically showing a pachinko gaming machine. [Figure 2] FIG. 2 is a front view schematically showing the game board. [Figure 3] FIG. 3 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 4] FIG. 4 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 5] FIG. 5 is a diagram showing an example of how a specific effect is executed. [Figure 6] FIG. 6 is a diagram showing an example of how a specific effect is executed. [Figure 7] FIG. 7 is a diagram showing an example of an execution mode of a non-specific effect. [Figure 8] 8(a) to 8(f) are diagrams showing an example of how the customization effect is executed. [Figure 9] 9(a) and 9(b) are diagrams showing examples of specific execution modes of specific effects and non-specific effects. [Figure 10] FIG. 10 is a perspective view schematically showing a pachinko gaming machine according to the second embodiment. [Figure 11] FIG. 11 is a diagram showing an example of an execution mode of a special notification in the second embodiment. [Figure 12] FIG. 12 is a diagram showing an example of a specific execution mode of the specific effect and the non-specific effect in the second embodiment. [Figure 13] FIG. 13 is a diagram showing an example of an execution mode of special notification in the third embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0008] [First embodiment] A first embodiment of a pachinko gaming machine will be described. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by the player.
[0009] As shown in FIG. 1, the pachinko gaming machine 10 includes a frame body 11. The frame body 11 includes an outer frame 11a and a mounting frame 11b. The outer frame 11a is a member for fixing the machine body to an island facility. The mounting frame 11b is a member for mounting various gaming components. In the pachinko gaming machine 10, the mounting frame 11b is supported by the outer frame 11a so as to be openable and closable. A game board YB is attached to the mounting frame 11b. The mounting frame 11b may include a protective frame that protects the game board YB.
[0010] The pachinko gaming machine 10 is equipped with a launch handle HD. The launch handle HD is a member that is operated when launching a gaming ball. The launch handle HD is provided on the surface side (front side) of the mounting frame 11b. The pachinko gaming machine 10 is equipped with an effect button BT. The effect button BT is configured to include a single operable portion (operation unit). As an example, the effect button BT is configured to include a button-type operation unit that can be pressed. The effect button BT is provided on the surface side (front side) of the mounting frame 11b.
[0011] The pachinko gaming machine 10 is equipped with a performance device (announcement device) capable of executing various performances and various notifications. As an example, the performance device (announcement device) includes a specific device and a non-specific device that is different from the specific device. As an example, the specific device is a device that is easy to attach and detach. As an example, the non-specific device is a device that is difficult to attach and detach. As an example, the specific device may be a detachable device. As an example, the non-specific device may be a non-detachable device.
[0012] As an example, the pachinko gaming machine 10 is equipped with a presentation unit 60 as a specific device. As an example, the presentation unit 60 is a rectangular member. As an example, the presentation unit 60 is attached to and detached from the surface side (front side) of the mounting frame 11b. As an example, the mounting frame 11b has an attachment portion on the front side (not shown). As an example, the presentation unit 60 has an attachment portion on the back side (not shown). As an example, one of the attachment portion on the presentation unit 60 side and the attachment portion on the mounting frame 11b side is a convex portion. As an example, the other of the attachment portion on the presentation unit 60 side and the attachment portion on the mounting frame 11b side is a concave portion. As an example, the presentation unit 60 is attached to the surface side (front side) of the mounting frame 11b by inserting the convex portion, which is one of the attachment portion on the presentation unit 60 side and the attachment portion on the mounting frame 11b side, into the concave portion, which is the other. As an example, the performance unit 60 is removed from the mounting frame 11b by removing the convex portion, which is one of the mounting portions on the performance unit 60 side and the mounting portion on the mounting frame 11b side, from the concave portion, which is the other.
[0013] The performance unit 60 includes a first speaker SP1. As an example, the first speaker SP1 is fixed to the performance unit 60 using nails, screws, or the like. The first speaker SP1 is capable of performing sound performance. The sound performance by the first speaker SP1 is a performance in which a predetermined sound is output by the first speaker SP1. For example, the predetermined sound is music, a human voice, a sound effect, or the like. The first speaker SP1 is capable of performing sound notification. The sound notification by the first speaker SP1 is a notification in which a predetermined sound is output by the first speaker SP1. The first speaker SP1 is an example of a sound output means.
[0014] The performance unit 60 is equipped with a first decorative lamp LA1. As an example, the first decorative lamp LA1 is fixed to the performance unit 60 using nails, screws, etc. The first decorative lamp LA1 is capable of performing light-emitting performances. The light-emitting performances by the first decorative lamp LA1 are performed by turning on, blinking, and extinguishing an illuminant (not shown) built into the first decorative lamp LA1. The first decorative lamp LA1 is capable of performing light-emitting alerts. The light-emitting alerts by the first decorative lamp LA1 are performed by turning on, blinking, and extinguishing an illuminant (not shown) built into the first decorative lamp LA1.
[0015] The presentation unit 60 includes a first vibration motor SM1 capable of generating vibrations. As an example, the first vibration motor SM1 is built into the presentation unit 60. As a result, the first vibration motor SM1 can impart the generated vibrations to the presentation unit 60. The pachinko gaming machine 10 is capable of executing a swing presentation by the presentation unit 60 when the first vibration motor SM1 generates vibrations. The swing presentation by the presentation unit 60 is a presentation in which the first vibration motor SM1 swings the presentation unit 60. The pachinko gaming machine 10 is capable of executing a swing notification by the presentation unit 60 when the first vibration motor SM1 generates vibrations. The swing notification by the presentation unit 60 is a notification in which the first vibration motor SM1 swings the presentation unit 60. The first vibration motor SM1 is an example of a specific power generating device. The presentation unit 60, which is configured to include the first vibration motor SM1, is an example of a specific device including a specific power generating device. The first vibration motor SM1 is an example of specific power generating means.
[0016] The performance unit 60 is equipped with a first performance display device EH1. As an example, the first performance display device EH1 is fixed to the performance unit 60 using nails, screws, etc. The first performance display device EH1 has a display area R1. The display area R1 is an area in which images as information can be displayed. As an example, the first performance display device EH1 is a liquid crystal device. The first performance display device EH1 is capable of performing display performances. The display performance by the first performance display device EH1 is a performance in which a predetermined object is displayed as an image in the display area R1. For example, the predetermined object is a performance pattern, a character, a landscape, letters, numbers, and symbols. The first performance display device EH1 is capable of performing display notifications. The display notification by the first performance display device EH1 is a notification in which a predetermined object is displayed as an image in the display area R1.
[0017] The pachinko gaming machine 10 is equipped with a second speaker SP2 as a non-specific device. The second speaker SP2 is provided on the surface side (front side) of the mounting frame 11b. As an example, the second speaker SP2 is fixed to the mounting frame 11b using nails, screws, or the like. The second speaker SP2 is capable of performing sound effects. The sound effects by the second speaker SP2 are effects in which a predetermined sound is output by the second speaker SP2. The second speaker SP2 is capable of performing sound alerts. The sound alerts by the second speaker SP2 are alerts in which a predetermined sound is output by the second speaker SP2. The second speaker SP2 is an example of sound output means.
[0018] The pachinko gaming machine 10 is equipped with a second decorative lamp LA2 as a non-specific device. The second decorative lamp LA2 is provided on the surface side (front side) of the mounting frame 11b. As an example, the second decorative lamp LA2 is fixed to the mounting frame 11b using nails, screws, or the like. The second decorative lamp LA2 is capable of performing light-emitting effects. The light-emitting effects by the second decorative lamp LA2 are effects that involve lighting, flashing, and extinguishing of a light-emitting element (not shown) built into the second decorative lamp LA2. The second decorative lamp LA2 is capable of performing light-emitting alerts. The light-emitting alerts by the second decorative lamp LA2 are alerts that involve lighting, flashing, and extinguishing of a light-emitting element (not shown) built into the second decorative lamp LA2.
[0019] The pachinko gaming machine 10 includes a second vibration motor SM2 capable of generating vibrations as a non-specific device. As an example, the second vibration motor SM2 is built into the effect button BT. As a result, the second vibration motor SM2 can impart the generated vibrations to the effect button BT. The pachinko gaming machine 10 can execute a shaking effect using the effect button BT by the second vibration motor SM2 generating vibrations. The shaking effect using the effect button BT is an effect in which the second vibration motor SM2 shakes the effect button BT. The pachinko gaming machine 10 can execute a shaking notification using the effect button BT by the second vibration motor SM2 generating vibrations. The shaking notification using the effect button BT is an notification in which the second vibration motor SM2 shakes the effect button BT. The second vibration motor SM2 is an example of a non-specific power generating device that is different from a specific power generating device. A non-specific device configured to include the second vibration motor SM2 is an example of a non-specific device that includes a non-specific power generating device that is different from a specific power generating device. The second vibration motor SM2 is an example of a non-specific power generating means that is different from a specific power generating means.
[0020] The pachinko gaming machine 10 is equipped with a cross button JB. The cross button JB is configured to include a plurality of operation units that can be operated individually. As an example, the cross button JB is configured to include an up button, a down button, a left button, and a right button as a plurality of operation units that can be operated individually. As an example, the up button, the down button, the left button, and the right button are each configured to include a button-type operation unit that can be pressed.
[0021] As shown in Figure 2, a game area YBa is formed on the front of the game board YB. The game area YBa is approximately circular in front view. A display window YBb is formed in approximately the center of the game area YBa. A launch passage YBc is formed to the left of the game area YBa. The launch passage YBc is a passage for guiding game balls launched by operating the launch handle HD to the game area YBa. The game board YB is equipped with a backflow prevention valve YBd. The backflow prevention valve YBd is a component for preventing game balls launched by operating the launch handle HD from returning back into the launch passage YBc.
[0022] The pachinko gaming machine 10 includes a first special symbol display device 19a, a second special symbol display device 19b, a first reserved symbol display device 19c, a second reserved symbol display device 19d, and a normal symbol display device 19e. As an example, the first special symbol display device 19a, the second special symbol display device 19b, the first reserved symbol display device 19c, the second reserved symbol display device 19d, and the normal symbol display device 19e are provided in positions on the game board YB that are visible to the player.
[0023] The first special pattern display device 19a is capable of executing a first special game. In the first special game, predetermined patterns are displayed in a variable manner, and then the first special pattern is displayed as a static symbol. The first special pattern is a pattern for notifying the result of a lottery for a winning first special pattern. The first special pattern is an example of a special pattern. The first special game is an example of a special game. The special game is a variable special pattern game. In other words, the first special game is an example of a variable game. The second special pattern display device 19b is capable of executing a second special game. In the second special game, predetermined patterns are displayed in a variable manner, and then the second special pattern is displayed as a static symbol. The second special pattern is a pattern for notifying the result of a lottery for a winning second special pattern. The second special pattern is an example of a special pattern. The second special game is an example of a special game. The second special game is an example of a second variable game. The second special game is an example of a variable game. The special symbols include jackpot symbols that are displayed as a jackpot display result, and miss symbols that are displayed as a miss display result. If a jackpot is won in the winning lottery for each special symbol, the jackpot symbol is displayed statically in a special game. After that, the jackpot game is awarded after the special game in which the jackpot symbol is displayed statically ends. A jackpot is an example of a win. A jackpot is an example of a bonus.
[0024] The first hold display device 19c is a display device that displays information that can identify the first hold number. The first hold number is information that indicates the number of first special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met. The second hold display device 19d is a display device that displays information that can identify the second hold number. The second hold number is information that indicates the number of second special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met. As an example, the upper limit number for each hold number is 4. However, the upper limit number for each hold number may be 1 to 3, or may be 5 or more. Furthermore, the upper limit numbers for the first hold number and the second hold number may be different.
[0025] The normal symbol display device 19e can execute a normal game. The normal game is executed by variably displaying predetermined symbols and then finally statically displaying normal symbols. The normal symbols are symbols for announcing the results of a normal symbol winning lottery. There are normal winning symbols and normal losing symbols. If the normal symbol winning lottery is won, the normal winning symbol is statically displayed in the normal symbol variable game. After that, a normal winning game is awarded after the normal game in which the normal winning symbol is statically displayed is completed.
[0026] The pachinko gaming machine 10 may be equipped with a normal hold display device, a right-hand hit display device, and a round display device. For example, the normal hold display device is a display device that displays information that identifies the normal hold number. The normal hold number is information that indicates the number of normal games whose execution is on hold because the hold condition has been met but the start condition has not yet been met. For example, the right-hand hit display device is a display device that displays information instructing a right hit. A right hit is a shot in which the game ball is shot with a stronger launch intensity so that the game ball flows down the area of the game area YBa to the right of the display window YBb (hereinafter referred to as the right area). A left hit is a shot in which the game ball is shot with a weaker launch intensity so that the game ball flows down the area of the game area YBa to the left of the display window YBb (hereinafter referred to as the left area). For example, the round display device is a display device that notifies the player of the upper limit of the number of rounds that constitute a jackpot game.
[0027] The pachinko gaming machine 10 is equipped with a second effect display device EH2 as a non-specific device. The second effect display device EH2 has a display area R2. The display area R2 is an area capable of displaying an image as information. The second effect display device EH2 is provided on the game board YB so that the display area R2 can be seen through the display window YBb. As an example, the second effect display device EH2 is fixed to the game board YB using nails, screws, etc. As an example, the second effect display device EH2 is a liquid crystal device. The second effect display device EH2 is capable of executing a display effect. The display effect by the second effect display device EH2 is an effect that displays a predetermined object as an image in the display area R2. The second effect display device EH2 is capable of executing a display notification. The display notification by the second effect display device EH2 is an notification that displays a predetermined object as an image in the display area R2.
[0028] As an example, the second effect display device EH2 executes an effect game as a display effect. The effect game is a variable effect game using multiple rows of effect symbols. In other words, the effect game is an example of a variable game. In the effect game, multiple rows of effect symbols are variably displayed, and finally a combination of effect symbols (hereinafter referred to as a symbol combination) is statically displayed. The effect game starts together with the special game. The effect game ends together with the special game. In the effect game, a symbol combination corresponding to the special symbols statically displayed in the special game is statically displayed. When a jackpot symbol is statically displayed in the special game, the jackpot symbol combination is statically displayed in the effect game. When a losing symbol is statically displayed in the special game, the losing symbol combination is statically displayed in the effect game. The second effect display device EH2 is an example of a variable game execution means capable of executing a variable game. The second effect display device EH2 is an example of a variable game execution device capable of executing a variable game.
[0029] As an example, the effect symbols are symbols (images) decorated with characters, patterns, etc., and are used to diversify the display effects. The effect symbols are so-called decorative symbols. As an example, an effect game is performed by displaying the effect symbols of the left, middle, and right rows in a variably directional manner. The effect game may include a reach effect. A reach effect is an effect that forms a reach and ultimately displays a predetermined symbol combination in a stopped state. For example, a reach is a state in which the same effect symbols are temporarily displayed in the left and right rows of effect symbols, and the effect symbol in the middle row of effect symbols continues to be displayed in a variably directional manner. Reach effects include normal reach effects and super reach effects. In the following description, normal reach effects may be referred to as NR effects, and super reach effects may be referred to as SR effects. SR effects have a higher probability of winning compared to NR effects. As an example, SR effects are executed via NR effects.
[0030] The game area YBa is formed with a plurality of winning openings. The winning openings are openings into which game balls flowing down the game area YBa can enter. The winning openings are openings into which the conditions for awarding prize balls are met when a game ball enters. The winning openings include at least a first start opening 12, a second start opening 13, and a big prize opening 14. The first start opening 12 is an opening into which a game ball enters when the conditions for awarding prize balls and the conditions for starting the first special game are met. The first start opening 12 is located below the first effect display device EH1, and is always open so that game balls can enter. The game board YB is equipped with a first start sensor SE1 (see Figure 3). The first start sensor SE1 is a sensor that detects game balls that enter the first start opening 12.
[0031] The second start opening 13 is a winning opening through which game balls enter when the conditions for awarding prize balls and the conditions for starting the second special game are met. The second start opening 13 is located to the right of the first start opening 12. The second start opening 13 is equipped with a normal opening / closing piece 13a, for example, in the form of a door. The second start opening 13 is closed so that game balls do not enter or are difficult to enter when a normal win game is not awarded. The second start opening 13 is opened so that game balls enter or are easy to enter when a normal win game is awarded. The game board YB is equipped with a normal actuator AC1 (see FIG. 3) as a member that operates the normal opening / closing piece 13a. For example, the normal actuator AC1 is a solenoid. The game board YB is equipped with a second start sensor SE2 (see FIG. 3). The second start sensor SE2 detects game balls that enter the second start opening 13. The second starting port 13 is a so-called "normal electric accessory."
[0032] The large prize opening 14 is an opening into which game balls enter when the conditions for awarding a prize ball are met. The large prize opening 14 is located at the lower right of the first effect display device EH1. The large prize opening 14 is equipped with a special opening / closing piece 14a, for example, in the form of a door. The large prize opening 14 is closed to prevent game balls from entering when a jackpot game is not awarded. The large prize opening 14 is opened to allow game balls to enter or to make it easier for balls to enter when a jackpot game is awarded. The game board YB is equipped with a special actuator AC2 as a member that operates the special opening / closing piece 14a (see Figure 3). As an example, the special actuator AC2 is a solenoid. The game board YB is equipped with a count sensor SE3 (see Figure 3). The count sensor SE3 is a sensor that detects game balls that enter the large prize opening 14.
[0033] A gate 17 is arranged in the game area YBa. The gate 17 is located to the right of the game area YBa, above the second start opening 13 and the big prize opening 14. The gate 17 has a gate opening 17a that is always open so that game balls can enter. The game board YB is equipped with a gate sensor SE4 (see Figure 3). The gate sensor SE4 is a sensor that detects game balls that have entered the gate opening 17a. The gate sensor SE4 is a sensor that detects game balls passing through the gate 17. The gate 17 is an entry opening through which game balls can enter to satisfy the conditions for starting a normal game. The gate 17 is an entry opening through which the conditions for awarding prize balls are not satisfied even if game balls enter.
[0034] The game area YBa is formed with an outlet 18. The outlet 18 is a ball inlet for collecting (discharging) game balls that have not entered the first start hole 12, the second start hole 13, or the big prize hole 14 from the game area YBa.
[0035] As described above, in this embodiment, by adjusting the launch strength of the game ball, the game ball can be hit into the left area or the right area of the game area YBa. In this embodiment, a game ball flowing down the left area has a possibility of landing in the first starting hole 12. In other words, when hit from the left, there is a possibility that the ball will land in the first starting hole 12. On the other hand, a game ball flowing down the right area has a possibility of landing in the second starting hole 13, the big prize hole 14, and the gate 17. In other words, when hit from the right, there is a possibility that the ball will land in the second starting hole 13, the big prize hole 14, and the gate 17.
[0036] Next, the jackpot game will be explained. As an example, in a jackpot game, a jackpot opening effect is executed first. The jackpot opening effect is an effect that allows the start of a jackpot game to be recognized. As an example, the jackpot opening effect is executed for a predetermined jackpot opening time. In a jackpot game, a round game is executed after the jackpot opening time has elapsed. A jackpot game is composed of multiple round games. In a round game that constitutes a jackpot game, the jackpot winning hole 14 is opened. One round game ends when a number condition or a time condition is met. As an example, the number condition is met when a predetermined number of game balls enter in one round game. As an example, the time condition is met when a predetermined round time has elapsed. In each round game that constitutes a jackpot game, the jackpot winning hole 14 is opened in a predetermined opening manner (opening pattern). In each round game that constitutes a jackpot game, a round effect is executed. In a jackpot game, when the final round of play ends, a jackpot ending effect is executed. The jackpot ending effect is an effect that allows the player to recognize the end of the jackpot game. As an example, the jackpot ending effect is executed for a predetermined jackpot ending time. The jackpot game ends as the jackpot ending time elapses.
[0037] The functions of the pachinko gaming machine 10 will now be described. The pachinko gaming machine 10 is provided with a probability variation function (hereinafter referred to as a probability variation function). The probability variable function is a function for varying the probability of winning a jackpot in the special symbol winning lottery (hereinafter referred to as the jackpot probability). The pachinko gaming machine 10 has two states in which the jackpot probability can differ: a low probability state in which the probability variable function is not activated, and a high probability state in which the probability variable function is activated. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state. The high probability state is advantageous for the player because it makes it easier to win a jackpot in the special symbol winning lottery. The high probability state is what is known as a "probability variable state (probability variable state)."
[0038] The pachinko gaming machine 10 has a ball entry assist function. The ball entry assist function is a function for assisting the game ball to enter the second starting hole 13. The pachinko game machine 10 has two states in which the probability of the game ball entering the second starting hole 13 differs: a low ball entry rate state in which the ball entry assist function is not activated, and a high ball entry rate state in which the ball entry assist function is activated. In the high ball entry rate state, the probability of the game ball entering the second starting hole 13 is higher than in the low ball entry rate state. In the high ball entry rate state, the probability of the game ball entering the second starting hole 13 increases. The high ball entry rate state is advantageous for the player because it makes it easier for the game ball to enter the second starting hole 13 (easy ball entry state). In the low ball entry rate state, left-handed hits are recommended, which have the potential to cause the game ball to enter the first starting hole 12, and in the high ball entry rate state, right-handed hits are recommended, which have the potential to cause the game ball to enter the second starting hole 13.
[0039] For example, a high ball entry rate state can be achieved by performing one of the three ball entry assist controls described below, which are arbitrarily selected, or by performing any combination of multiple ball entry assist controls. The first ball entry assist control is a control to shorten the fluctuation time of the normal symbol. The normal symbol fluctuation time shortening control is a control to shorten the fluctuation time of the normal game compared to when the ball entry rate state is low. The second ball entry assist control is a probability fluctuation control of the normal symbol. The probability fluctuation control of the normal symbol is a control to change the probability of winning the normal win lottery (normal win probability) to a higher probability than when the ball entry rate state is low. The third ball entry assist control is a control to extend the opening time of the normal win game. The opening time extension control for the normal win game is a control to lengthen the total opening time of the second start port 13 in one normal win game compared to when the ball entry rate state is low. The opening time extension control for normal winning games may be at least one of the two opening time extension controls described below. The first opening time extension control is a control that increases the number of times the second start port 13 is opened in one normal winning game compared to when the ball entry rate is low. The second opening time extension control is a control that increases the opening time of one opening of the second start port 13 in a normal winning game compared to when the ball entry rate is low.
[0040] The high ball winning rate state may be realized by combining the fourth ball winning assist control, which will be explained next. The fourth ball winning assist control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to the low ball winning rate state. When the special symbol fluctuation time shortening control is performed, the high ball winning rate state becomes a special symbol fluctuation time shortening state (time shortening state), while the low ball winning rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state). In this way, the game states in the pachinko gaming machine 10 include a low ball winning rate state and a high ball winning rate state.
[0041] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in FIG. 3, the pachinko gaming machine 10 includes a main board 40 and a sub-board 50 on the back (rear) side of the game board YB. The main board 40 and the sub-board 50 are connected so that a control signal (control command) can be output in one direction from the main board 40 to the sub-board 50. As an example, the main board 40 and the sub-board 50 are electrically connected by a cable k1. The main board 40 outputs a control signal to the sub-board 50 via the cable k1 based on the result of executing a predetermined process. The sub-board 50 executes a predetermined process based on the control signal input from the main board 40 via the cable k1.
[0042] The main board 40 will now be described. The main board 40 includes a main CPU 41, a main ROM 42, and a main RAM 43. The main CPU 41 executes a main control program to perform processing related to the progress of the game. The main ROM 42 stores the main control program, judgment values used for various judgments and lotteries, tables, etc.
[0043] The main ROM 42 stores multiple types of fluctuation patterns. The fluctuation pattern is information that specifies the fluctuation time from the start to the end of the fluctuation game. The fluctuation pattern is information that specifies the fluctuation content (effect content) of the fluctuation game. The fluctuation patterns include a jackpot fluctuation pattern and a miss fluctuation pattern. The jackpot fluctuation pattern is information that specifies the fluctuation content in an effect game, in which a reach effect is passed through and a jackpot symbol combination is finally displayed. The miss fluctuation pattern is information that specifies the fluctuation content in an effect game, in which a miss symbol combination is finally displayed through and a reach effect is passed through and a reach effect is not passed. As described above, reach effects include NR effects and SR effects. In other words, there are cases where the reach effect is included in the fluctuation content, cases where only NR effects are included in the fluctuation content, and cases where both NR effects and SR effects are included in the fluctuation content. As an example, the jackpot fluctuation pattern is information that specifies the fluctuation content including both NR effects and SR effects. As an example, there are miss fluctuation patterns that specify fluctuation content including reach effects, such as miss fluctuation patterns that specify fluctuation content including only NR effects, and miss fluctuation patterns that specify fluctuation content including both NR effects and SR effects.
[0044] The main RAM 43 stores various information that is rewritten depending on the processing results of the main CPU 41. For example, the information stored in the main RAM 43 includes flags, counters, and timers. The main board 40 includes a random number generation circuit 44. The random number generation circuit 44 generates hardware random numbers. The main board 40 may be configured to be able to generate software random numbers through the random number generation process performed by the main CPU 41.
[0045] The main board 40 is connected to each of the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4. As an example, the main board 40 is electrically connected to the first start sensor SE1 via cable k2. As an example, the main board 40 is electrically connected to the second start sensor SE2 via cable k3. As an example, the main board 40 is electrically connected to the count sensor SE3 via cable k4. As an example, the main board 40 is electrically connected to the gate sensor SE4 via cable k5. The main CPU 41 can separately input each detection signal output by the first start sensor SE1, the second start sensor SE2, the count sensor SE3, and the gate sensor SE4 upon detecting a gaming ball via cables k2, k3, k4, and k5.
[0046] The main board 40 is connected to each of the first special symbol display device 19a, the second special symbol display device 19b, the first hold display device 19c, the second hold display device 19d, and the normal symbol display device 19e. As an example, the main board 40 is electrically connected to the first special symbol display device 19a by cable k6. As an example, the main board 40 is electrically connected to the second special symbol display device 19b by cable k7. As an example, the main board 40 is electrically connected to the first hold display device 19c by cable k8. As an example, the main board 40 is electrically connected to the second hold display device 19d by cable k9. As an example, the main board 40 is electrically connected to the normal symbol display device 19e by cable k10. The main CPU 41 can separately control the display contents of the first special pattern display device 19a, the second special pattern display device 19b, the first reserve display device 19c, the second reserve display device 19d, and the normal pattern display device 19e via cables k6, k7, k8, k9, and k10.
[0047] The main board 40 is connected to each of the normal actuator AC1 and the special actuator AC2. As an example, the main board 40 is electrically connected to the normal actuator AC1 by a cable k11. As an example, the main board 40 is electrically connected to the special actuator AC2 by a cable k12. The main CPU 41 can control the opening mode of the second start opening 13 by controlling the operation of the normal actuator AC1 via the cable k11. The main CPU 41 can control the opening mode of the special winning opening 14 by controlling the operation of the special actuator AC2 via the cable k12.
[0048] Next, the sub-substrate 50 will be described. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RAM 53. The sub-CPU 51 executes a sub-control program to perform processing related to notifications and effects. The sub-CPU 51 is an example of control means. The sub-ROM 52 stores the sub-control program and determination values used in predetermined lotteries. The sub-ROM 52 stores display data used for display effects and display notifications, light-emitting data used for light-emitting effects and light-emitting notifications, and sound data used for sound effects and sound notifications. The sub-RAM 53 stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, information stored in the sub-RAM 53 includes flags, counters, and timers. The sub-board 50 is configured to generate software random numbers through a random number generation process performed by the sub-CPU 51. The sub-board 50 may include a random number generation circuit and be configured to generate hardware random numbers using the random number generation circuit.
[0049] The sub-board 50 is connected to the performance unit 60. As an example, the sub-board 50 is electrically connected to the performance unit 60 by a cable k13. The sub-CPU 51 can control the performance content of the performance unit 60 via the cable k13. The sub-CPU 51 can control the notification content of the performance unit 60 via the cable k13.
[0050] The sub-substrate 50 is connected to the second performance display device EH2. As an example, the sub-substrate 50 is electrically connected to the second performance display device EH2 by a cable k14. The sub-CPU 51 can control the performance content in the display area R2 of the second performance display device EH2 via the cable k14. The sub-CPU 51 can control the notification content in the display area R2 of the second performance display device EH2 via the cable k14. The sub-substrate 50 is connected to the second speaker SP2. As an example, the sub-substrate 50 is electrically connected to the second speaker SP2 by a cable k15. The sub-CPU 51 can control the performance content of the second speaker SP2 via the cable k15. The sub-CPU 51 can control the notification content of the second speaker SP2 via the cable k15. The sub-substrate 50 is connected to the second decorative lamp LA2. As an example, the sub-substrate 50 is electrically connected to the second decorative lamp LA2 by a cable k16. The sub-CPU 51 can control the effect of the second decorative lamp LA2 via the cable k16. The sub-CPU 51 can control the notification of the second decorative lamp LA2 via the cable k16.
[0051] The sub-substrate 50 is connected to the second vibration motor SM2. As an example, the sub-substrate 50 is electrically connected to the second vibration motor SM2 by a cable k17. The sub-CPU 51 can control the performance content of the second vibration motor SM2 via the cable k17. The sub-CPU 51 can control the notification content of the second vibration motor SM2 via the cable k17. The sub-substrate 50 is connected to the performance button BT. As an example, the sub-substrate 50 is electrically connected to the performance button BT by a cable k18. The sub-CPU 51 can input an operation signal indicating the operation state of the performance button BT via the cable k18.
[0052] The sub-board 50 is connected to the cross button JB. As an example, the sub-board 50 is electrically connected to the cross button JB via a cable k19. The sub-CPU 51 can input operation signals indicating the operation state of the cross button JB via the cable k19. In other words, the sub-CPU 51 can input operation signals indicating the operation state of each of the up button, down button, left button, and right button via the cable k19.
[0053] As shown in FIG. 4, the performance unit 60 is connected to the first performance display device EH1. As an example, the performance unit 60 is electrically connected to the first performance display device EH1 by a cable k20. The sub-CPU 51 can control the performance content in the display area R1 of the first performance display device EH1 via cables k13 and k20. The sub-CPU 51 can control the notification content in the display area R1 of the first performance display device EH1 via cables k13 and k20. The performance unit 60 is connected to the first speaker SP1. As an example, the performance unit 60 is electrically connected to the first speaker SP1 by a cable k21. The sub-CPU 51 can control the performance content of the first speaker SP1 via cables k13 and k21. The sub-CPU 51 can control the notification content of the first speaker SP1 via cables k13 and k21. The performance unit 60 is connected to the first decorative lamp LA1. As an example, the performance unit 60 is electrically connected to the first decorative lamp LA1 via cable k22. The sub-CPU 51 can control the performance content of the first decorative lamp LA1 via cables k13 and k22. The sub-CPU 51 can control the notification content of the first decorative lamp LA1 via cables k13 and k22. The performance unit 60 is connected to the first vibration motor SM1. As an example, the performance unit 60 is electrically connected to the first vibration motor SM1 via cable k23. The sub-CPU 51 can control the performance content of the first vibration motor SM1 via cables k13 and k23. The sub-CPU 51 can control the notification content of the first vibration motor SM1 via cables k13 and k23. The performance unit 60 includes a member (e.g., a circuit board) for connecting cables k13, k20, k21, k22, and k23.
[0054] Next, various processes performed by the main CPU 41 will be described. First, a timer interrupt process that is performed every predetermined control period (for example, 4 ms) will be described. As an example, the timer interrupt process includes a special symbol input process and a special symbol start process.
[0055] The special symbol input process will be described. In the special symbol input process, the main CPU 41 determines whether or not a gaming ball has entered the first start hole 12 based on whether or not a detection signal has been input from the first start sensor SE1. When the gaming ball has entered the first start hole 12, the main CPU 41 determines whether or not the first reserved number stored in the main RAM 43 is less than the upper limit number. When the first reserved number is less than the upper limit number, the main CPU 41 updates the first reserved number by adding 1.
[0056] After updating the first hold number by adding 1, the main CPU 41 controls the first hold display device 19c to display information that can identify the updated first hold number. The main CPU 41 stores a control command that can identify the added first hold number (hereinafter referred to as the first hold number command) in the output buffer. As an example, the control command stored in the output buffer is output to the sub-board 50 when an output condition is met. As an example, one control command is output to the sub-board 50 each time the output condition is met. As an example, the output condition is met every predetermined control period (for example, 16 ms).
[0057] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44. The main CPU 41 stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers may be winning random numbers used in the lottery for determining a winning special symbol, winning symbol random numbers used to determine a winning symbol, and variation pattern random numbers used to determine a variation pattern. The main CPU 41 stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random numbers themselves, or may be information obtained by processing the random numbers using a predetermined method. By storing the random number information used for the first special game in the main RAM 43, the pachinko gaming machine 10 can suspend the execution of the first special game until the start condition of the first special game is met.
[0058] When the main CPU 41 has stored random number information for the first special game in the main RAM 43, if a gaming ball has not entered the first start port 12 and if the first reserved number is not less than the upper limit number, the main CPU 41 determines whether a gaming 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 gaming ball has entered the second start port 13, the main CPU 41 determines whether the second reserved number stored in the main RAM 43 is less than the upper limit number. If the second reserved number is less than the upper limit number, the main CPU 41 updates the second reserved number by adding 1.
[0059] After updating the second reserved number by adding 1, the main CPU 41 controls the second reserved display device 19d to display information that can identify the second reserved number after the addition. The main CPU 41 stores a control command that can identify the second reserved number after the addition (hereinafter referred to as the second reserved number command) in the output buffer. The reservation condition for the second special game can be met when the second reserved number is less than the upper limit number and a game ball is detected by the second start sensor SE2.
[0060] Next, the main CPU 41 acquires random numbers generated within the main board 40. The main CPU 41 stores random number information based on the acquired random numbers in the main RAM 43. The main CPU 41 stores the random number information so that it is possible to identify that the random number information is used for the second special game and the storage order of the random number information. By storing the random number information used for the second special game in the main RAM 43, the pachinko gaming machine 10 can suspend its execution until the start conditions of the second special game are met. When the random number information for the second special game is stored in the main RAM 43, if a gaming ball has not entered the second start hole 13 and if the second reserved number is not less than the upper limit number, the main CPU 41 terminates the special symbol input process.
[0061] Next, the special symbol start process will be described. The main CPU 41 determines whether the start conditions for the special game are met. The main CPU 41 makes a positive determination when neither a jackpot game nor a special game is being played, and makes a negative determination when a jackpot game or a special game is being played. If the start conditions for the special game are not met, the main CPU 41 ends the special symbol start process. If the start conditions for the special game are met, the main CPU 41 determines whether the second reserved number is greater than 0.
[0062] If the second reserved number is greater than 0, the main CPU 41 executes a process to execute a second special game. Specifically, the main CPU 41 updates the second reserved number by subtracting 1. The main CPU 41 controls the second reserved display device 19d to display information that identifies the second reserved number after subtraction. The main CPU 41 stores a second reserved number command that identifies the second reserved number after subtraction in the output buffer. Next, the main CPU 41 acquires the random number information for the second special game that was stored first from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to conduct a winning lottery to determine whether or not a jackpot will be won (a winning lottery for the second special symbol). The main CPU 41 conducts a winning lottery to determine whether or not a jackpot will be won at a predetermined jackpot probability (for example, approximately 1 / 320).
[0063] When a jackpot is won, the main CPU 41 performs jackpot variation processing. In the jackpot variation processing, the main CPU 41 determines the jackpot symbol to be stopped and displayed in the second special game. As an example, the main CPU 41 determines the jackpot symbol by lottery using a winning symbol random number that can be identified from the random number information. Next, the main CPU 41 determines one jackpot variation pattern from multiple jackpot variation patterns. As an example, the main CPU 41 determines one jackpot variation pattern by lottery using a variation pattern random number that can be identified from the random number information. After that, the main CPU 41 ends the special symbol start processing.
[0064] If the jackpot is not won (if the winning lottery is not won), the main CPU 41 performs a loss variation process. In the loss variation process, the main CPU 41 determines a loss symbol to be stopped and displayed in the second special game. As an example, the main CPU 41 determines a predetermined loss symbol as the loss symbol to be stopped and displayed in the second special game. Next, the main CPU 41 determines one loss variation pattern from a plurality of loss variation patterns. As an example, the main CPU 41 determines one loss variation pattern by a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information. After that, the main CPU 41 ends the special pattern start process.
[0065] If the second reserved number is 0, the main CPU 41 determines whether the first reserved number is greater than 0. If the first special reserved number is 0, the main CPU 41 determines whether to store a standby command in the output buffer based on the output information stored in the main RAM 43. The output information is information that can identify whether a standby command has been output. The standby command is a control command that can identify that control has been made to a standby state. The standby state is a state in which a variable game is not being executed and a jackpot game is not being executed.
[0066] As an example, if the main CPU 41 determines from the output information of the main RAM 43 that a wait command has already been output, it terminates the special symbol start process without storing the wait command in the output buffer. As an example, if the main CPU 41 determines from the output information of the main RAM 43 that a wait command has not already been output, it stores the wait command in the output buffer. Next, the main CPU 41 updates the output information of the main RAM 43 so that it can be determined that a wait command has already been output. Thereafter, the main CPU 41 terminates the special symbol start process.
[0067] If the first reserved number is greater than 0, the main CPU 41 executes a process to execute a first special game. Specifically, the main CPU 41 updates the first reserved number by subtracting 1. The main CPU 41 controls the first reserved display device 19c to display information that identifies the first reserved number after subtraction. The main CPU 41 stores a first reserved number command that identifies the first reserved number after subtraction in the output buffer. Next, the main CPU 41 acquires the random number information for the first special game that was stored first from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to conduct a winning lottery (winning lottery for the first special symbol) to determine whether or not a jackpot will be won. The main CPU 41 conducts a jackpot lottery with a predetermined jackpot probability. The jackpot probability in the winning lottery for the first special symbol is the same as the jackpot probability in the winning lottery for the second special symbol (approximately 1 / 320).
[0068] When a jackpot is won, the main CPU 41 performs jackpot variation processing. In the jackpot variation processing, the main CPU 41 determines the jackpot symbol to be stopped and displayed in the first special game. As an example, the main CPU 41 determines the jackpot symbol by lottery using a winning symbol random number that can be identified from the random number information. Next, the main CPU 41 determines one jackpot variation pattern from multiple jackpot variation patterns. As an example, the main CPU 41 determines one jackpot variation pattern by lottery using a variation pattern random number that can be identified from the random number information. After that, the main CPU 41 ends the special symbol start processing.
[0069] If a jackpot is not won, the main CPU 41 performs a loss variation process. In the loss variation process, the main CPU 41 determines a loss symbol to be stopped and displayed in the first special game. As an example, the main CPU 41 determines a predetermined loss symbol as the loss symbol to be stopped and displayed in the first special game. Next, the main CPU 41 determines one loss variation pattern from multiple loss variation patterns. As an example, the main CPU 41 determines one loss variation pattern by a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information. Thereafter, the main CPU 41 ends the special symbol start process. In the jackpot variation process and the loss variation process, the main CPU 41 stores a special variation start command in the output buffer. The special variation start command is a control command that can identify the variation pattern determined in each variation process and the start of the variation game. As an example, the special variation start command is a control command that can identify the special symbol (jackpot symbol or loss symbol) determined in each variation process. In other words, the special variation start command is a control command that can identify the result of the winning lottery. As an example, the special variation start command is a different control command when the variation process for the first special game is executed and when the variation process for the second special game is executed. In other words, the special variation start command is a control command that can identify whether the first special game or the second special game is started. In the jackpot variation process and the loss variation process, the main CPU 41 updates the output information of the main RAM 43 so that it can be identified that the standby command has not been output.
[0070] When the special symbol start process is completed, the main CPU 41 executes a first special game or a second special game through a process separate from the special symbol start process. When the main CPU 41 executes the first special game, it controls the first special symbol display device 19a to start variable display of predetermined symbols. The main CPU 41 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main CPU 41 controls the first special symbol display device 19a to statically display the special symbol determined in the special symbol start process. When the variable time set in the variable pattern has elapsed, the main CPU 41 stores a control command (hereinafter referred to as a variable end command) capable of specifying the end of the variable game in an output buffer.
[0071] When executing the second special game, the main CPU 41 controls the second special symbol display device 19b to start the variable display of a predetermined symbol. The main CPU 41 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main CPU 41 controls the second special symbol display device 19b to statically display the special symbol determined in the special symbol start processing. When the variable time set in the variable pattern has elapsed, the main CPU 41 stores a variable end command in the output buffer. In this way, the pachinko gaming machine 10 can execute the first special game when a gaming ball enters the first start hole 12. Also, the pachinko gaming machine 10 can execute the second special game when a gaming ball enters the second start hole 13.
[0072] The jackpot game processing will now be described. The jackpot game processing is a processing for awarding a jackpot game. When the main CPU 41 stops and displays a jackpot symbol in a special game, the main CPU 41 executes the jackpot game processing after the special game ends. The main 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 main CPU 41 awards the specified type of jackpot game.
[0073] For example, there are two types of jackpot games: a first jackpot game and a second jackpot game. The first jackpot game is a jackpot game based on a first jackpot symbol. The second jackpot game is a jackpot game based on a second jackpot symbol that is different from the first jackpot symbol.
[0074] In the jackpot game processing, the main CPU 41 stores a control command (hereinafter referred to as the jackpot opening command) capable of specifying the start of the jackpot opening time in the output buffer. The jackpot opening command is a control command that instructs the execution of a jackpot opening presentation. For example, the jackpot opening command may include information capable of specifying the type of jackpot game. When the jackpot opening time has elapsed, the main CPU 41 performs processing to execute round games that constitute the jackpot. For example, the main CPU 41 controls the special actuator AC2 using the specified opening control data for the jackpot game to open the jackpot prize opening 14. The main CPU 41 performs this processing to execute round games until the number of round games specified for the jackpot game has been completed. For example, the first jackpot game and the second jackpot game are both specified as 10 round games (10R). A number condition and a time condition are specified as end conditions for each round game that constitutes the jackpot game. As an example, for each round game constituting a jackpot game, the number condition is set as 10 game balls entering the big prize opening 14. As an example, for each round game constituting a jackpot game, the time condition is set as 29 seconds elapsed.
[0075] The main CPU 41 stores a control command (hereinafter referred to as a jackpot round command) capable of specifying the start of a jackpot round game in the output buffer each time a round game constituting a jackpot game is started. When the final round game constituting a jackpot game ends, the main CPU 41 stores a control command (hereinafter referred to as a jackpot ending start command) capable of specifying the start of a jackpot ending time in the output buffer. When the jackpot ending time has elapsed, the main CPU 41 ends the jackpot game. The main CPU 41 stores a control command (hereinafter referred to as a jackpot ending end command) capable of specifying the elapse of the jackpot ending time in the output buffer.
[0076] The game state transition process for transitioning the game state will be described. The game state transition process includes a probability transition process that transitions the probability state, and a winning probability transition process that transitions the winning probability state. As an example, the game state transition process is executed after the end of the jackpot game process. As an example, in the game state transition process, the winning probability transition process and the probability transition process are executed in this order.
[0077] The following describes the process of changing the goal scoring rate state. The goal scoring rate transition process includes a high goal scoring rate transition process for transitioning to a high goal scoring rate state, and a low goal scoring rate transition process for transitioning to a low goal scoring rate state.
[0078] First, the high ball scoring rate transition process will be described. The main CPU 41 executes a high ball entry rate transition process when the first or second jackpot game ends. In the high ball entry rate transition process, the main CPU 41 sets an activation flag in the main RAM 43. That is, when the first or second jackpot game ends, the main CPU 41 controls the system to a high ball entry rate state. After the second jackpot game ends, the main CPU 41 counts the number of times the special game has been executed after the end of the jackpot game by updating the value of the execution counter stored in the main RAM 43 each time a special game is started. When the special game ends in which the number of times the special game has been executed since the end of the jackpot game reaches the activation count, the main CPU 41 erases the activation flag stored in the main RAM 43. That is, after the second jackpot game ends, the main CPU 41 controls the system to a low ball entry rate state when the activated special game ends. The main CPU 41 does not clear the activation flag after the first jackpot game ends until the next jackpot game is awarded. When the main CPU 41 starts a jackpot game and the activation flag is set, the main CPU 41 clears the activation flag. In other words, the main CPU 41 controls the game to a low ball entry rate state during the jackpot game.
[0079] Next, the probability transition process will be described. In the probability transition process, the main CPU 41 sets a high probability flag in the main RAM 43 when the first jackpot game ends. In other words, the main CPU 41 controls to a high probability state when the first jackpot game ends. The main CPU 41 does not clear the probability variable flag after the first jackpot game ends until the next jackpot game is awarded. On the other hand, the main CPU 41 does not set a high probability flag in the main RAM 43 when the second jackpot game ends. In other words, the main CPU 41 controls to a low probability state when the second jackpot game ends. When the main CPU 41 starts a jackpot game and the high probability flag is set, the main CPU 41 clears the high probability flag. In other words, the main CPU 41 controls to a low probability state during a jackpot game.
[0080] As an example, when the game state transitions, the main CPU 41 stores a control command (hereinafter referred to as a state designation command) capable of identifying the current game state in the output buffer. The state designation commands include a state designation command capable of identifying a low-probability non-time-shortening state, a state designation command capable of identifying a low-probability time-shortening state, a state designation command capable of identifying a high-probability non-time-shortening state, and a state designation command capable of identifying a high-probability time-shortening state. The low-probability non-time-shortening state is a state that is a low-probability state and a low ball-scoring rate state. The low-probability time-shortening state is a state that is a low-probability state and a high ball-scoring rate state. The high-probability non-time-shortening state is a state that is a high-probability state and a low ball-scoring rate state. The high-probability time-shortening state is a state that is a high-probability state and a high ball-scoring rate state. As an example, when power supply is started, the main CPU 41 stores a state designation command capable of identifying the current game state in the output buffer.
[0081] The normal symbol input process will be described. The normal symbol input process is an example of timer interrupt processing. In the normal symbol input process, the main CPU 41 determines whether a gaming ball has entered the gate 17 based on whether a detection signal has been input from the gate sensor SE4. When the gaming ball has entered the gate 17, the main CPU 41 determines whether the normal reserved number stored in the main RAM 43 is less than the upper limit number. As an example, the upper limit number for the normal reserved number is 4. When the normal reserved number is less than the upper limit number, the main CPU 41 updates the normal reserved number by adding 1.
[0082] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44. The main CPU 41 stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers are winning random numbers used in the lottery to determine winning normal symbols, and winning symbol random numbers used to determine normal symbols. The main CPU 41 stores the random number information so that the storage order of the random number information can be identified.
[0083] Next, the normal symbol start process will be described. The normal pattern start processing is an example of timer interrupt processing. In the normal pattern start processing, the main CPU 41 determines whether the start conditions for the normal game are met. The main CPU 41 makes a positive determination when neither a normal win game is being played nor a normal game is being executed, and makes a negative determination when a normal win game is being played or a normal game is being executed. If the start conditions for the normal game are not met, the main CPU 41 ends the normal pattern start processing. If the start conditions for the normal game are met, the main CPU 41 determines whether the normal reserve number is greater than 0. If the normal reserve number is 0, the main CPU 41 ends the normal pattern start processing.
[0084] If the normal reserved number is greater than 0, the main CPU 41 performs processing to execute a normal game. Specifically, the main CPU 41 updates the normal reserved number by subtracting 1. The main CPU 41 acquires the random number information for the normal game that was stored first from the main RAM 43. The main CPU 41 uses the winning random number identified from the acquired random number information to perform a normal win lottery to determine whether or not a normal win has been won. The main CPU 41 performs a normal win lottery with a normal win probability according to the current ball entry rate state.
[0085] As an example, the normal win probability in a high ball entry rate state is 1 or approximately 1. As an example, the normal win probability in a low ball entry rate state is 0 or approximately 0. When a normal win is won, the main CPU 41 performs normal win variation processing. In the normal win variation processing, the main CPU 41 uses a normal win pattern random number that can be identified from the random number information to draw a normal win pattern and determines the normal win pattern to be stopped and displayed in the normal game. When a normal win is not won, the main CPU 41 performs normal loss variation processing. In the normal loss variation processing, the main CPU 41 determines the normal loss pattern to be stopped and displayed in the normal game.
[0086] The main CPU 41 determines a variation pattern from among multiple normal variation patterns according to the winning rate state. For example, when the current winning rate state is a low winning rate state, the main CPU 41 determines a variation pattern with a longer variation time than when the current winning rate state is a high winning rate state. Note that multiple variation patterns may be determined for each winning rate state. In this case, the main CPU 41 may use a predetermined random number to perform a lottery to determine the variation pattern for the normal game and determine a variation pattern from among multiple normal variation patterns. Next, the main CPU 41 stores a normal variation start command in the output buffer. The normal variation start command is a control command that can identify the determined normal variation pattern and the start of the normal game. For example, the normal variation start command is a control command that can identify the determined normal symbol (a winning normal symbol or a losing normal symbol). After storing the normal variation start command in the output buffer, the main CPU 41 terminates the normal symbol start process.
[0087] When the normal symbol start process is completed, the main CPU 41 executes a normal game through a process separate from the normal symbol start process. When executing a normal game, the main CPU 41 controls the normal symbol display device 19e to start variable display of predetermined symbols. The main CPU 41 measures a variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main CPU 41 controls the normal symbol display device 19e to statically display the normal symbol determined in the normal symbol start process. In this way, the pachinko gaming machine 10 can execute a normal game when a gaming ball enters the gate 17 (gate opening 17a).
[0088] The normal winning game process will be explained. The normal win game processing is a process for awarding a normal win game. When the main CPU 41 stops and displays a normal win symbol in a normal game, it executes the normal win game processing after the normal game ends. The main CPU 41 controls the normal actuator AC1 using opening control data corresponding to the normal win symbol determined in the normal symbol start processing to open the second start port 13. This awards a normal win game. The normal win game ends when a number condition or a time condition is met. For example, the number condition for the normal win game is met when a predetermined number of game balls enter the ball slot during the normal win game. For example, the predetermined number of game balls for the normal win game is one. For example, the time condition for the normal win game is met when a predetermined normal win game time has elapsed. For example, the normal win game time is 5.7 seconds.
[0089] Next, various processes executed by the secondary CPU 51 will be described. The big win presentation process will be explained. The jackpot effect processing is a process for executing an effect during a jackpot game (hereinafter referred to as a jackpot effect). When the sub-CPU51 inputs an opening command, it controls the second effect display device EH2 to execute an opening effect. The opening effect may include an opening effect that includes a sound effect by the second speaker SP2 as a non-specific device, a light-emitting effect by the second decorative lamp LA2, and part or all of a vibration effect by the second vibration motor SM2.
[0090] When the sub-CPU51 inputs a round command, it controls the second performance display device EH2 to execute a round performance. The round performance may include a round performance that is configured to include some or all of a sound performance by the second speaker SP2 as a non-specific device, a light-emitting performance by the second decorative lamp LA2, and a swing performance by the second vibration motor SM2. When the sub-CPU51 inputs an ending start command, it controls the second performance display device EH2 to execute an ending performance. When the sub-CPU51 inputs an ending end command, it controls the second performance display device EH2 to end the ending performance. The ending performance may include an ending performance that is configured to include some or all of a sound performance by the second speaker SP2 as a non-specific device, a light-emitting performance by the second decorative lamp LA2, and a swing performance by the second vibration motor SM2.
[0091] The effect game processing will now be described. The effect game process is a process for executing an effect game as one of the display effects related to a special game during execution of the special game. When the sub-CPU51 inputs a special variation start command, it controls the second effect display device EH2 to execute an effect game. Note that the effect game may include an effect game that includes some or all of the sound effect by the second speaker SP2 as a non-specific device, the light emission effect by the second decorative lamp LA2, and the vibration effect by the second vibration motor SM2.
[0092] The sub-CPU 51 determines the symbol combination to be stopped and displayed in the effect game based on the special variation start command. The sub-CPU 51 determines the jackpot symbol combination when a jackpot symbol can be identified from the special variation start command. As an example, a jackpot symbol combination is a symbol combination in which multiple effect symbols are the same effect symbol. The sub-CPU 51 determines a losing symbol combination when a losing symbol can be identified from the special variation start command. When determining a losing symbol combination, the sub-CPU 51 determines a losing symbol combination including a reach if the condition for executing a reach effect (hereinafter referred to as a reach condition) is met. As an example, a losing symbol combination including a reach is a symbol combination in which, among the multiple effect symbols, the effect symbols in the left and right columns are the same effect symbol, while the effect symbol in the middle column is a different effect symbol. When determining a losing symbol combination, the sub-CPU 51 determines a losing symbol combination not including a reach if the reach condition is not met. As an example, a losing symbol combination that does not include a reach is a symbol combination in which a plurality of effect symbols are different from each other. As an example, the sub-CPU 51 determines whether a reach condition is met based on a variation pattern that can be specified from the input special variation start command.
[0093] The sub-CPU 51 determines the specific variation content (performance content) of the performance game based on the variation pattern. The sub-CPU 51 starts the performance game based on the determined variation content. As an example, the sub-CPU 51 controls the second performance display device EH2 to start varying display of performance symbols in each symbol column based on the determined variation content. After the performance game starts, when a predetermined timing arrives, the sub-CPU 51 causes the second performance display device EH2 to temporarily display the symbol combination. Thereafter, the sub-CPU 51 causes the symbol combination to be temporarily displayed in a fixed state in response to the input of a variation end command. As an example, the sub-CPU 51 may cause the symbol combination to be temporarily displayed in a fixed state in response to the passage of a variation time set in the variation pattern. In this case, the variation end command may be omitted. Note that if the sub-CPU 51 inputs a variation end command before the predetermined timing arrives after the performance game starts, the sub-CPU 51 causes the symbol combination to be temporarily displayed in a fixed state in response to the input of the variation end command.
[0094] Next, various effects that can be executed by the pachinko gaming machine 10 will be described. As an example, the various effects that the pachinko gaming machine 10 can execute include specific effects and non-specific effects. The specific effects are effects that can be executed by the effect unit 60 as a specific device. The non-specific effects are effects that can be executed by the second effect display device EH2, the second speaker SP2, the second decorative lamp LA2, and the second vibration motor SM2 as non-specific devices. In other words, the pachinko gaming machine 10 can execute specific effects by specific devices and non-specific effects by non-specific devices. As an example, the specific effects and non-specific effects are effects that allow the expectation of a bonus being awarded (hereinafter referred to as bonus expectation) to be recognized. Specifically, the specific effects and non-specific effects are effects that allow the expectation of a jackpot to be awarded to be recognized. As an example, the specific effect is an effect where the bonus expectation is 100. In other words, the specific effect is an effect that can be executed only when a bonus is awarded. As an example, the non-specific effect is an effect where the bonus expectation is neither 100 nor 0. In other words, the non-specific effect is an effect that can be executed both when a benefit is awarded and when a benefit is not awarded. The non-specific effect is an effect that has a lower expectation of a benefit than the specific effect.
[0095] First, the specific effects will be explained. As shown in FIG. 5, as an example, the specific effect may include a specific display effect by the first effect display device EH1. In other words, the pachinko gaming machine 10 is capable of executing a specific display effect by the first effect display device EH1 as a specific effect. The specific display effect is an effect that makes it possible to recognize the degree of expectation of a bonus. The specific display effect is an effect that displays a specific effect image TG in the display area R1 of the first effect display device EH1. The specific effect image TG is an image that makes it possible to recognize the degree of expectation of a bonus. As an example, the specific effect image TG is an image that resembles the string of characters "Congratulations!" In other words, the specific display effect is an effect that displays an image that resembles the string of characters "Congratulations!" in the display area R1 of the first effect display device EH1.
[0096] As an example, the specific effect may include a specific sound effect by the first speaker SP1. In other words, the pachinko gaming machine 10 can execute a specific sound effect by the first speaker SP1 as a specific effect. The specific sound effect is an effect that makes it possible to recognize the degree of expectation of a bonus. The specific sound effect is an effect that outputs a specific sound effect from the first speaker SP1. The specific sound effect is a sound that makes it possible to recognize the degree of expectation of a bonus. As an example, the specific sound effect is a sound that reads out the string "Congratulations!". In other words, the specific sound effect is an effect that outputs a sound that reads out the string "Congratulations!" from the first speaker SP1.
[0097] As an example, the specific effect may include a specific light-emitting effect by the first decorative lamp LA1. In other words, the pachinko gaming machine 10 can execute a specific light-emitting effect by the first decorative lamp LA1 as a specific effect. The specific light-emitting effect is an effect that allows the player to recognize the expected probability of a bonus. The specific light-emitting effect is an effect in which the first decorative lamp LA1 emits light in a specific light-emitting pattern. As an example, the specific light-emitting pattern is an effect in which the first decorative lamp LA1 emits light in rainbow colors. In other words, the specific light-emitting effect is an effect in which the first decorative lamp LA1 emits light in rainbow colors.
[0098] As an example, the specific effect may include a specific vibration effect by the first vibration motor SM1. In other words, the pachinko gaming machine 10 can execute a specific vibration effect by the first vibration motor SM1 as a specific effect. The specific vibration effect is an effect that allows the player to recognize the expected level of a bonus. The specific vibration effect is an effect in which the first vibration motor SM1 vibrates, causing the effect unit 60 to vibrate. As an example, in the specific vibration effect, the first vibration motor SM1 vibrates at a specific intensity. As an example, the specific intensity is the maximum intensity of the first vibration motor SM1. As an example, the various effects that make up the specific effect have the same start timing and end timing. Note that some or all of the various effects that make up the specific effect may have different start timings. Also, some or all of the various effects that make up the specific effect may have different end timings.
[0099] As an example, the execution mode of the specific effect includes a first mode and a second mode which is more difficult for non-players to recognize than the first mode. A non-player is a person different from a player of the pachinko gaming machine 10. As an example, a non-player is a customer of a gaming parlor who plays on a gaming machine other than the pachinko gaming machine 10 (another player). As an example, a non-player is a customer of a gaming parlor who is not actually playing a game. As an example, a non-player is an employee or manager of the gaming parlor.
[0100] As shown in FIG. 6, the special effect according to the first mode is a special effect that is executed when the effect unit 60 is attached to the mounting frame 11b. The special effect according to the second mode is a special effect that is executed when the effect unit 60 is detached from the mounting frame 11b. By detaching the effect unit 60 from the mounting frame 11b, the player can cause the special effect to be executed at a position closer to the player. As a result, the special effect according to the second mode is more difficult for non-players to recognize than the special effect according to the first mode. In particular, the player can cause the special effect to be executed at a position closer to the player by storing the effect unit 60 detached from the mounting frame 11b in their pocket or the like. As a result, the special effect according to the second mode is difficult or impossible for non-players to recognize.
[0101] Next, we will explain non-specific effects. A non-specific effect is an effect that can be executed in a manner that can be recognized by non-players. A non-specific effect is an effect that is easier for non-players to recognize than a specific effect. In other words, a non-specific effect is an effect that is recognized in a different manner from a specific effect.
[0102] As shown in FIG. 7, for example, the non-specific display effects may include non-specific display effects by the second display device EH2. In other words, the pachinko gaming machine 10 can execute non-specific display effects by the second display device EH2 as non-specific display effects. Non-specific display effects are effects that can be executed in a manner that is recognizable by non-players. Non-specific display effects are effects that are easier for non-players to recognize than specific display effects. For example, the ease with which a display effect can be recognized by non-players may vary depending on the execution location of the display effect. For example, as described above, if a player carries a device that executes a display effect in their pocket, it is more difficult for non-players to see the display effect than if they do not. As an example, the ease with which a display effect can be recognized by non-players may vary depending on the display effect intensity, which will be described later. For example, the stronger the display effect intensity, the easier it is for non-players to recognize the display effect. As an example, the ease with which a non-player can recognize a display effect may differ depending on the number of devices executing the display effect. For example, the more devices that execute the display effect, the easier it is for a non-player to recognize the display effect. A non-specific display effect is an effect that allows the player to recognize the expected level of a bonus. A non-specific display effect is an effect that displays a non-specific effect image HG in the display area R2 of the second effect display device EH2. A non-specific effect image HG is an image that allows the player to recognize the expected level of a bonus. As an example, a non-specific display image HG is an image that resembles the character string "chance." In other words, a non-specific display effect is an effect that displays an image that resembles the character string "chance" in the display area R2 of the second effect display device EH2.
[0103] As an example, the non-specific effect may include a non-specific sound effect produced by the second speaker SP2. In other words, the pachinko gaming machine 10 can execute a non-specific sound effect produced by the second speaker SP2 as a non-specific effect. A non-specific sound effect can be executed in a manner that is recognizable by non-players. A non-specific sound effect is an effect that is easier for non-players to recognize than a specific sound effect. As an example, the ease with which a sound effect can be recognized by non-players may vary depending on the location where the sound effect is executed. For example, as described above, when a player carries a device that executes a sound effect in their pocket, the audibility to non-players is reduced compared to when the device is not carried. As an example, the ease with which a sound effect can be recognized by non-players may vary depending on the intensity of the sound effect, as described below. For example, the stronger the intensity of a sound effect, the easier it is for non-players to recognize the sound effect. As an example, the ease with which a sound effect can be recognized by non-players may vary depending on the number of devices that execute the sound effect. For example, the more devices that execute a sound effect, the easier it is for non-players to recognize that sound effect. A non-specific sound effect is an effect that allows the player to recognize the likelihood of a bonus. A non-specific sound effect is an effect that outputs a non-specific sound effect from the second speaker SP2. A non-specific sound effect is a sound that allows the player to recognize the likelihood of a bonus. As an example, a non-specific sound effect is a sound that reads out the string "chance." In other words, a non-specific sound effect is an effect that outputs a sound that reads out the string "chance" from the second speaker SP2.
[0104] As an example, the non-specific lighting effect may include a non-specific lighting effect using the second decorative lamp LA2. In other words, the pachinko gaming machine 10 can execute a non-specific lighting effect using the second decorative lamp LA2 as a non-specific lighting effect. A non-specific lighting effect is an effect that can be executed in a manner that is recognizable by non-players. A non-specific lighting effect is an effect that is easier for non-players to recognize than a specific lighting effect. As an example, the ease with which a lighting effect can be recognized by non-players may vary depending on the location where the lighting effect is executed. For example, as described above, if a player carries a device that executes a lighting effect in their pocket, the lighting effect is more difficult for non-players to see than when the player does not carry the device, making it more difficult for non-players to recognize the lighting effect. As an example, the ease with which a lighting effect can be recognized by non-players may vary depending on the lighting effect intensity, as described below. For example, the stronger the lighting effect intensity, the easier it is for non-players to recognize the lighting effect. As an example, the ease with which non-players can recognize a light-emitting effect may differ depending on the number of devices that execute the light-emitting effect. For example, the more devices that execute the light-emitting effect, the easier it is for non-players to recognize the light-emitting effect. A non-specific light-emitting effect is an effect that allows the expectation of a bonus to be recognized. A non-specific light-emitting effect is an effect in which the second decorative lamp LA2 emits light in a non-specific light-emitting manner. As an example, a non-specific light-emitting manner is an effect in which the second decorative lamp LA2 emits light in red. In other words, a non-specific light-emitting effect is an effect in which the second decorative lamp LA2 emits light in red.
[0105] As an example, the non-specific effect may include a non-specific vibration effect generated by the second vibration motor SM2. In other words, the pachinko gaming machine 10 can execute a non-specific vibration effect generated by the second vibration motor SM2 as a non-specific effect. A non-specific vibration effect is an effect that can be executed in a manner that is recognizable by non-players. A non-specific vibration effect is an effect that is easier for non-players to recognize than a specific vibration effect. As an example, the ease with which a non-player can recognize a vibration effect may vary depending on the location where the vibration effect is executed. For example, as described above, if a player carries a device that executes a vibration effect in their pocket, the vibration effect is more difficult for non-players to see than when the device is not carried. As an example, the ease with which a non-player can recognize a vibration effect may vary depending on the intensity of the vibration effect, as described below. For example, the stronger the intensity of the vibration effect, the easier it is for non-players to recognize the vibration effect. As an example, the ease with which non-players can recognize a shaking effect may vary depending on the number of devices executing the shaking effect. For example, the more devices that execute the shaking effect, the easier it is for non-players to recognize the shaking effect. A non-specific shaking effect is an effect that allows players to recognize the likelihood of a bonus. A non-specific shaking effect is an effect in which the second vibration motor SM2 vibrates, causing the effect button BT to shake. As an example, in a non-specific shaking effect, the second vibration motor SM2 vibrates at a non-specific intensity. As an example, the non-specific intensity includes a first intensity and a second intensity, which has a vibration intensity higher than the first intensity. As an example, the second intensity is the maximum intensity of the second vibration motor SM2. As an example, the various effects that make up a non-specific effect have the same start timing and end timing. Note that some or all of the various effects that make up a non-specific effect may have different start timings. Also, some or all of the various effects that make up a non-specific effect may have different end timings.
[0106] Next, the effect customization function provided in the pachinko gaming machine 10 will be described. The customization function is a function that enables customization of effects. The pachinko gaming machine 10 is provided with the customization function, so that the effects can be customized.
[0107] As shown in FIG. 8(a), when the effect button BT is operated while the device is in a standby state, the second effect display device EH2 executes a customized effect. As an example, the customized effect is a display effect that displays an item image GK in the display area R2 of the second effect display device EH2. As an example, the item image GK is an image related to a customizable effect. As an example, in the customized effect, multiple item images GK are displayed. As an example, the item images GK include a specific item image GK corresponding to a specific item. As an example, the specific item is an item corresponding to the customization of a specific effect. As an example, the specific item image GK is an image imitating the character string "specific effect." As an example, the item images GK include a non-specific item image GK corresponding to a non-specific item. As an example, the non-specific item is an item corresponding to the customization of a non-specific effect. As an example, the non-specific item image GK is an image imitating the character string "non-specific effect."
[0108] As shown in FIG. 8(b), for example, when an item image GK is displayed, an item can be selected by operating the cross button JB. Specifically, when the item image GK is displayed, the selected item can be changed to another item by operating the up or down button of the cross button JB. That is, when a specific item is selected while the item image GK is displayed, operating the up or down button of the cross button JB changes the selected item from the specific item to a non-specific item. Also, when a non-specific item is selected while the item image GK is displayed, operating the up or down button of the cross button JB changes the selected item from the non-specific item to the specific item. For example, when the customization effect is started, a specific item is selected. For example, the item image GK is displayed so that the selected item can be recognized. For example, the item image GK corresponding to the selected item has a different display mode from the other item images GK. Specifically, the item image GK corresponding to the selected item is a brighter image than the other item images GK.
[0109] As an example, when the effect button BT is operated while the item image GK is displayed, the effect corresponding to the item selected at that time can be customized. As shown in FIG. 8(c), when the effect button BT is operated while a specific item is selected while the item image GK is being displayed, the specific effect can be customized. As an example, the specific effect can be set to a first setting in which the execution probability of the specific effect is 0, and a second setting in which the execution probability of the specific effect is not 0. As an example, the specific effect is set to the first setting when power supply is started. In other words, the specific effect can be customized from the first setting in which the execution probability of the specific effect is 0 to the second setting in which the execution probability of the specific effect is not 0. The first setting is the standard setting for the specific effect.
[0110] During customization of a specific effect, a specific situation image TK indicating the customization status of the specific effect is displayed. As an example, the specific situation image TK includes a specific situation image TK that suggests or notifies a first setting in which the execution probability of the specific effect is 0. In other words, the specific situation image TK that suggests or notifies a setting in which the specific effect is not executed can be said to be an image that suggests or notifies a setting in which the specific effect is not executed. As an example, the specific situation image TK that suggests or notifies a first setting is an image that resembles the character string "OFF." As an example, the specific situation image TK includes a specific situation image TK that suggests or notifies a second setting in which the execution probability of the specific effect is not 0. In other words, the specific situation image TK that suggests or notifies a setting in which the specific effect is executed. As an example, the specific situation image TK that suggests or notifies a second setting is an image that suggests or notifies a setting in which the specific effect is executed.
[0111] As an example, the specific situation image TK that suggests or notifies the setting of a specific effect has a different display mode from other specific situation images TK. Specifically, the specific situation image TK that suggests or notifies the setting of a specific effect is a brighter image than other specific situation images TK. As an example, when the specific situation image TK is displayed, item images GK that are different from the specific item image GK are hidden. In other words, when the specific situation image TK is displayed, non-specific item images GK are hidden.
[0112] As shown in FIG. 8(d), as an example, when the cross button JB is operated while the specific situation image TK is displayed, the setting of the specific effect can be changed. Specifically, when the left button or right button on the cross button JB is operated while the specific situation image TK is displayed, the setting of the specific effect can be changed. In other words, when the specific situation image TK is displayed and the specific effect setting is the first setting, the setting of the specific effect can be changed to the second setting by operating the left button or right button on the cross button JB. Also, when the specific situation image TK is displayed and the specific effect setting is the second setting, the setting of the specific effect can be changed to the first setting by operating the left button or right button on the cross button JB.
[0113] As an example, when the setting of a specific effect is switched from the first setting to the second setting, a specific notification related to the specific effect is executed. As an example, the specific notification may include a specific display notification by the first effect display device EH1. In other words, the pachinko gaming machine 10 is capable of executing a specific display notification by the first effect display device EH1 as a specific notification. The specific display notification is a notification that displays a specific notification image TH related to the specific effect image TG in the display area R1 of the first effect display device EH1. As an example, the specific notification image TH is the same image as the specific effect image TG. Note that the specific notification image TH need not be the same image as the specific effect image TG, as long as it is an image related to the specific effect image TG. Here, related images may include images that are partially the same (images that are partially different). Also, related images may include images that display the same object, such as the same character. Also, related images may include images that have the same or approximately the same base color.
[0114] As an example, the specific notification may include a specific sound notification by the first speaker SP1. In other words, the pachinko gaming machine 10 is capable of executing a specific sound notification by the first speaker SP1 as a specific notification. The specific sound notification is an effect in which a specific notification sound related to a specific effect sound is output from the first speaker SP1. As an example, the specific notification sound is the same sound as the specific effect sound. Note that the specific notification sound need only be a sound related to the specific effect sound, and does not have to be the same sound. Here, related sounds may include sounds that are partly the same (partly different sounds). Furthermore, related sounds may include sounds made by the same character.
[0115] As an example, the specific notification may include a specific light-emitting notification by the first decorative lamp LA1. That is, the pachinko gaming machine 10 can execute a specific light-emitting notification by the first decorative lamp LA1 as a specific notification. The specific light-emitting notification is a notification in which the first decorative lamp LA1 emits light in a specific light-emitting pattern. Note that the specific light-emitting notification may also be a notification in which the first decorative lamp LA1 emits light in a light-emitting pattern related to the specific light-emitting pattern. Here, related light-emitting patterns may include light-emitting patterns that are partially the same (partially different light-emitting patterns). Furthermore, related light-emitting patterns may include light-emitting patterns that have the same or approximately the same base color. Furthermore, related light-emitting patterns may include light-emitting patterns that have the same or approximately the same light-emitting pattern, such as blinking.
[0116] As an example, the specific notification may include a specific vibration notification by the first vibration motor SM1. That is, the pachinko gaming machine 10 can execute a specific vibration notification by the first vibration motor SM1 as a specific notification. The specific vibration notification is a notification in which the first vibration motor SM1 vibrates, causing the performance unit 60 to vibrate. As an example, in the specific vibration notification, the performance unit 60 vibrates in the same vibration pattern as the specific vibration performance. Note that the specific vibration notification may also be a notification in which the performance unit 60 vibrates in a vibration pattern associated with the specific vibration performance. Here, the associated vibration pattern may include the same vibration intensity. Also, the associated vibration pattern may include the same vibration duration. Also, the associated vibration pattern may include the same or approximately the same vibration pattern, such as alternating between vibration (vibration) and non-vibration (non-vibration). Note that some or all of the various notifications constituting the specific notification may have different start timings. In addition, some or all of the various notifications that make up the specific notification may have different end timings.
[0117] As shown in FIG. 8(e), when a non-specific item is selected while the item image GK is displayed, the non-specific effect can be customized by operating the effect button BT. For example, the non-specific effect can be set to a first setting in which the execution probability of the non-specific effect is 0, a second setting in which the execution probability of the non-specific effect is non-zero, or a third setting in which the execution probability of the non-specific effect is the same as that of the second setting. For example, the third setting of the non-specific effect is a setting with stronger effect intensity than the second setting. Here, "strong effect intensity" means that the effect is relatively easy for a player to recognize. For example, when the non-specific effect is set to the third setting, the effect intensity of the non-specific display effect is stronger than when the non-specific effect is set to the second setting. For example, with respect to a display effect, "strong effect intensity" may include a relatively large size of the displayed image. For example, with respect to a display effect, "strong effect intensity" may include an image being displayed relatively closer to the center in the display area R2 of the second effect display device EH2. For example, with respect to a display effect, "high effect intensity" may include a relatively long image display time. For example, with respect to a display effect, "high effect intensity" may include a relatively special display mode, such as a blinking image.
[0118] As an example, when the setting for the non-specific sound effect is the third setting, the intensity of the non-specific sound effect is stronger than when the setting is the second setting. As an example, with respect to sound effect, "strong effect intensity" may include a high volume. As an example, with respect to sound effect, "strong effect intensity" may include a long sound output time. As an example, with respect to sound effect, "strong effect intensity" may include a relatively unique output mode, such as a different pitch of the output sound.
[0119] As an example, when the setting for the non-specific light-emitting effect is the third setting, the intensity of the non-specific light-emitting effect is stronger than when the setting is the second setting. As an example, for light-emitting effects, "strong intensity of effect" may include high brightness. As an example, for light-emitting effects, "strong intensity of effect" may include long light-emitting duration. As an example, for light-emitting effects, "strong intensity of effect" may include a relatively special light-emitting pattern, such as flashing.
[0120] As an example, when the setting of the non-specific effect is the third setting, the effect intensity of the non-specific shaking effect is stronger than when it is the second setting. As an example, with respect to a shaking effect, "strong effect intensity" may include strong vibration intensity. As an example, with respect to a shaking effect, "strong effect intensity" may include a long vibration duration. As an example, with respect to a shaking effect, "strong effect intensity" may include a relatively special vibration pattern (swing pattern), such as alternating between vibration and non-vibration.
[0121] As an example, when power supply is started, the non-specific effect is set to the second setting. In other words, the non-specific effect can be customized from the second setting, in which the execution probability of the non-specific effect is not 0, to the first setting, in which the execution probability of the non-specific effect is 0, or to the third setting, in which the effect intensity of the non-specific effect is stronger than the second setting. The second setting is the standard setting for the non-specific effect.
[0122] During customization of a non-specific effect, a non-specific situation image HK indicating the customization status of the non-specific effect is displayed. As an example, the non-specific situation image HK includes a non-specific situation image HK that suggests or notifies a first setting in which the execution probability of the non-specific effect is 0. In other words, the non-specific situation image HK that suggests or notifies a setting in which the non-specific effect is not executed can be said to be an image that suggests or notifies a setting in which the non-specific effect is not executed. As an example, the non-specific situation image HK that suggests or notifies a first setting is an image that resembles the string "OFF." As an example, the non-specific situation image HK includes a non-specific situation image HK that suggests or notifies a second setting in which the execution probability of the non-specific effect is not 0. In other words, the non-specific situation image HK that suggests or notifies a setting in which the non-specific effect is executed. As an example, the non-specific situation image HK that suggests or notifies a second setting is an image that suggests or notifies a setting in which the non-specific effect is executed. As an example, the non-specific situation image HK suggesting or notifying the second setting is an image imitating the string of characters "normal." As an example, the non-specific situation image HK includes a non-specific situation image HK suggesting or notifying the third setting, in which the intensity of the non-specific effects is stronger than that of the second setting. In other words, the non-specific situation image HK suggesting or notifying the third setting is an image suggesting or notifying a setting in which the intensity of the non-specific effects is relatively strong. As an example, the non-specific situation image HK suggesting or notifying the third setting is an image suggesting or notifying a setting in which the non-specific effects are executed. As an example, the non-specific situation image HK suggesting or notifying the third setting is an image imitating the string of characters "strong."
[0123] As an example, a non-specific situation image HK that suggests or notifies the setting of a non-specific effect has a different display mode from other non-specific situation images HK. Specifically, a non-specific situation image HK that suggests or notifies the setting of a non-specific effect is a brighter image than other non-specific situation images HK. As an example, when a non-specific situation image HK is displayed, item images GK that are different from the non-specific item images GK are hidden. In other words, when a non-specific situation image HK is displayed, specific item images GK are hidden.
[0124] As shown in FIG. 8(f), as an example, when the cross button JB is operated while the non-specific situation image HK is displayed, the setting of the non-specific effect can be changed. Specifically, when the left button or right button of the cross button JB is operated while the non-specific situation image HK is displayed, the setting of the non-specific effect can be changed. As an example, when the right button of the cross button JB is operated while the non-specific situation image HK is displayed and the setting of the non-specific effect is in the first setting, the setting of the non-specific effect can be changed to the second setting. Furthermore, when the right button of the cross button JB is operated while the non-specific situation image HK is displayed and the setting of the non-specific effect is in the second setting, the setting of the non-specific effect can be changed to the third setting. Furthermore, when the right button of the cross button JB is operated while the non-specific situation image HK is displayed and the setting of the non-specific effect is in the third setting, the setting of the non-specific effect can be changed to the first setting. Furthermore, when the left button of the cross button JB is operated while the non-specific situation image HK is displayed and the setting of the non-specific effect is in the first setting, the setting of the non-specific effect can be changed to the third setting. Furthermore, while the non-specific situation image HK is displayed, if the left button of the directional pad JB is operated when the non-specific effect setting is set to Setting 2, the non-specific effect setting can be switched to Setting 1. Furthermore, while the non-specific situation image HK is displayed, if the left button of the directional pad JB is operated when the non-specific effect setting is set to Setting 3, the non-specific effect setting can be switched to Setting 2.
[0125] As an example, when the setting of the non-specific effect is switched from the first setting to the second setting, a non-specific notification related to the non-specific effect is executed. Furthermore, when the setting of the non-specific effect is switched from the second setting to the third setting, a non-specific notification related to the non-specific effect is executed. As an example, the non-specific notification may include a non-specific vibration notification by the second vibration motor SM2. That is, the pachinko gaming machine 10 can execute a non-specific vibration notification by the second vibration motor SM2 as a non-specific notification. The non-specific vibration notification is a notification in which the effect button BT vibrates as the second vibration motor SM2 vibrates. As an example, in the non-specific vibration notification, the effect button BT vibrates in the same vibration pattern as the non-specific vibration effect. At this time, the non-specific vibration notification is executed in a vibration pattern corresponding to the setting after the switch. That is, when the setting after the switch is the second setting, in the non-specific vibration notification, the effect button BT vibrates in the same vibration pattern as the non-specific vibration effect executed when the setting is the second setting. Furthermore, when the setting after switching is the third setting, in the non-specific shaking notification, the effect button BT shakes in the same shaking manner as the non-specific shaking effect executed when the setting is the third setting.
[0126] The non-specific vibration notification may be a notification in which the effect button BT vibrates in a vibration pattern associated with the non-specific vibration effect. The non-specific vibration notification may include a non-specific display notification by the second effect display device EH2. The non-specific display notification is a notification in which a non-specific vibration notification image associated with the non-specific effect image HG is displayed in the display area R2 of the second effect display device EH2. As an example, the non-specific vibration notification image is the same image as the non-specific effect image HG. The non-specific vibration notification image need only be an image associated with the non-specific effect image HG, and need not be the same image. The non-specific vibration notification may also include a non-specific sound notification by the second speaker SP2. The non-specific vibration notification is a notification in which a non-specific vibration notification sound associated with the non-specific effect sound is output from the second speaker SP2. As an example, the non-specific vibration notification sound is the same sound as the non-specific effect sound. The non-specific vibration notification sound need only be a sound associated with the non-specific effect sound, and need not be the same sound. Furthermore, the non-specific notification may include a non-specific light-emitting notification by the second decorative lamp LA2. The non-specific light-emitting notification is a notification in which the second decorative lamp LA2 emits light in a non-specific light-emitting manner. Note that the non-specific light-emitting notification may also be a notification in which the second decorative lamp LA2 emits light in a light-emitting manner related to the non-specific light-emitting manner. When the non-specific notification is composed of multiple notifications, some or all of the various notifications that make up the non-specific notification may have different start times. Furthermore, some or all of the various notifications that make up the non-specific notification may have different end times.
[0127] The control executed by the secondary CPU 51 to execute these effects and notifications will be described below. First, the control executed by the secondary CPU 51 to execute customized effects, specific notifications, and non-specific notifications will be described.
[0128] When the sub-CPU 51 receives an operation signal for the effect button BT during standby, it determines that the effect button BT has been operated, and controls the second effect display device EH2 as a non-specific device to execute a customized effect. At this time, the sub-CPU 51 determines that a specific item corresponding to the customization of the specific effect has been selected. In other words, it controls the second effect display device EH2 to display the specific item image GK in a brighter display mode than the other item images GK. As an example, the sub-CPU 51 updates the selection information stored in the sub-RAM 53 so that it can be identified that a specific item is being selected. The selection information is information that can identify the selected item. When the sub-CPU 51 starts the customized effect, it counts a predetermined set time. As an example, the sub-CPU 51 determines that the standby state is in effect from the time the standby command is input until the special variation start command is input.
[0129] Thereafter, the secondary CPU 51 controls the second effect display device EH2 to end the customized effect when the set time has elapsed. Furthermore, if an operation signal of the cross button JB is input during the period until the set time has elapsed, the secondary CPU 51 detects that the up or down button of the cross button JB has been operated based on the operation signal, and changes the selected item. If the secondary CPU 51 can identify that a specific item is being selected from the selection information stored in the secondary RAM 53, it updates the selection information so that it can identify that a non-specific item is being selected. Furthermore, if the secondary CPU 51 can identify that a non-specific item is being selected from the selection information stored in the secondary RAM 53, it updates the selection information so that it can identify that a specific item is being selected. The secondary CPU 51 controls the second effect display device EH2 so that the item image GK corresponding to the selected item after the change is displayed in a brighter manner than the other item images GK. Then, the secondary CPU 51 initializes the timing status of the set time. In other words, the secondary CPU 51 measures the set time again.
[0130] Furthermore, if the sub-CPU 51 receives an operation signal for the effect button BT during the period until the set time has elapsed, it determines that the effect button BT has been operated and controls the second effect display device EH2 so that the customization status of the effect corresponding to the selected item can be recognized. In other words, if the sub-CPU 51 can determine from the selection information stored in the sub-RAM 53 that a specific item is being selected, it controls the second effect display device EH2 to display a specific status image TK indicating the customization status of the specific effect. At this time, the sub-CPU 51 controls the second effect display device EH2 to display the specific status image TK, which suggests or notifies the setting of the specific effect, in a brighter manner than the other specific status images TK. For example, the sub-CPU 51 determines the setting of the specific effect based on the specific setting information stored in the sub-RAM 53. The specific setting information is information that can identify the setting of the specific effect. For example, when power supply is started, the specific setting information is updated so that the setting of the specific effect can be identified as the first setting. Thereafter, the sub-CPU 51 initializes the timing status of the set time.
[0131] On the other hand, when it is possible to determine from the selection information stored in the sub-RAM 53 that a non-specific item is being selected, the sub-CPU 51 controls the second effect display device EH2 to display a non-specific situation image HK indicating the customization status of the non-specific effect. At this time, the sub-CPU 51 controls the second effect display device EH2 to display the non-specific situation image HK, which suggests or notifies the setting of the non-specific effect, in a brighter manner than the other non-specific situation images HK. As an example, the sub-CPU 51 determines the setting of the non-specific effect based on the non-specific setting information stored in the sub-RAM 53. The specific setting information is information that can determine the setting of the non-specific effect. As an example, when power supply is started, the non-specific setting information is updated so that it can be determined that the setting of the non-specific effect is the second setting. Thereafter, the sub-CPU 51 initializes the timing status of the setting time.
[0132] If the secondary CPU 51 receives an operation signal from the cross button JB during the period from when the specific situation image TK is displayed on the second effect display device EH2 until the set time has elapsed, and detects that the left or right button on the cross button JB has been operated based on the operation signal, the secondary CPU 51 changes the specific setting. For example, if the first setting can be identified from the specific setting information stored in the secondary RAM 53, the secondary CPU 51 updates the specific setting information so that the second setting can be identified. Furthermore, if the second setting can be identified from the specific setting information stored in the secondary RAM 53, the secondary CPU 51 updates the specific setting information so that the first setting can be identified. The secondary CPU 51 controls the second effect display device EH2 so that the specific situation image TK suggesting or notifying the changed setting is displayed in a brighter manner than the other specific situation images TK. If the secondary CPU 51 updates the specific setting information so that the second setting can be identified, it controls the effect unit 60 to execute a specific notification. The secondary CPU 51 then initializes the timing status of the set time. That is, the sub-CPU 51 clocks the set time again. If an operation signal of the effect button BT is input during the period until the set time is clocked, the sub-CPU 51 determines that the effect button BT has been operated, and controls the second effect display device EH2 to end the customized effect.
[0133] If the secondary CPU 51 receives an operation signal for the cross button JB during the period from when the non-specific situation image HK is displayed on the second effect display device EH2 until the set time has elapsed, and detects that the left or right button of the cross button JB has been operated based on the operation signal, the secondary CPU 51 changes the setting of the non-specific setting. As an example, if the first setting can be identified from the non-specific setting information stored in the secondary RAM 53 and the secondary CPU 51 detects that the right button of the cross button JB has been operated, the secondary CPU 51 updates the non-specific setting information so that the second setting can be identified. As an example, if the second setting can be identified from the non-specific setting information stored in the secondary RAM 53 and the secondary CPU 51 detects that the right button of the cross button JB has been operated, the secondary CPU 51 updates the non-specific setting information so that the third setting can be identified. As an example, if the third setting can be identified from the non-specific setting information stored in the secondary RAM 53 and the secondary CPU 51 detects that the right button of the cross button JB has been operated, the secondary CPU 51 updates the non-specific setting information so that the first setting can be identified. As one example, when the first setting can be identified from the non-specific setting information stored in the secondary RAM 53, the secondary CPU 51, upon detecting that the left button of the cross button JB has been operated, updates the non-specific setting information so that the third setting can be identified. As one example, when the second setting can be identified from the non-specific setting information stored in the secondary RAM 53, the secondary CPU 51, upon detecting that the left button of the cross button JB has been operated, updates the non-specific setting information so that the first setting can be identified. As one example, when the third setting can be identified from the non-specific setting information stored in the secondary RAM 53, the secondary CPU 51, upon detecting that the left button of the cross button JB has been operated, updates the non-specific setting information so that the second setting can be identified. The secondary CPU 51 controls the second effect display device EH2 so that the non-specific situation image HK that suggests or notifies the changed setting is displayed in a brighter manner than the other non-specific situation images HK.
[0134] When the sub-CPU 51 updates the non-specific setting information so that the second setting can be identified, it controls the second vibration motor SM2 as a non-specific device to execute a non-specific notification corresponding to the second setting. Furthermore, when the sub-CPU 51 updates the non-specific setting information so that the third setting can be identified, it controls the second vibration motor SM2 as a non-specific device to execute a non-specific notification corresponding to the third setting. Thereafter, the sub-CPU 51 initializes the timing status of the set time. In other words, the sub-CPU 51 starts timing the set time anew. If the sub-CPU 51 receives an operation signal for the effect button BT during the period until the set time is counted, it determines that the effect button BT has been operated, and controls the second effect display device EH2 to end the customized effect.
[0135] Next, the control executed by the sub-CPU 51 to execute a specific effect will be described. As an example, when the sub-CPU 51 inputs a special variation start command, it determines whether or not to execute a special effect based on the result of the winning lottery identified from the special variation start command and the specific setting information stored in the sub-RAM 53. As an example, the sub-CPU 51 determines not to execute a special effect if the result of the winning lottery is a loss and if the specific setting information is information that can identify the first setting. As an example, the sub-CPU 51 performs a predetermined lottery if the result of the winning lottery is a jackpot and the specific setting information is information that can identify the second setting. As an example, the sub-CPU 51 determines to execute a special effect if the result of the predetermined lottery is a win. On the other hand, the sub-CPU 51 determines not to execute a special effect if the result of the predetermined lottery is not a win. As an example, the sub-CPU 51 performs a predetermined lottery so that the rate at which the result of the predetermined lottery is not won is higher than the rate at which the result of the predetermined lottery is won. In other words, the sub-CPU 51 performs a predetermined lottery so that the rate at which the result of the determination not to execute a special effect is higher than the rate at which the result of the determination to execute a special effect is higher. For example, when the sub-CPU 51 determines to execute a specific effect, it controls the effect unit 60 to execute the specific effect when a predetermined start timing arrives. For example, the start timing of the specific effect is when a predetermined time has elapsed since the start of the SR effect.
[0136] Next, the control executed by the sub-CPU 51 to execute the non-specific effect will be described. As an example, when the sub-CPU 51 inputs a special variation start command, it determines whether or not to execute a non-specific effect based on the result of the winning lottery specified by the special variation start command, the variation content specified by the special variation start command, and the non-specific setting information stored in the sub-RAM 53. As an example, the sub-CPU 51 determines not to execute a non-specific effect when the variation content does not include an SR effect and when the non-specific setting information is information that can identify the first setting. As an example, the sub-CPU 51 conducts a predetermined lottery when the variation content includes an SR effect and the non-specific setting information is information that can identify the second setting or the third setting. As an example, the sub-CPU 51 determines to execute a non-specific effect if the predetermined lottery is won. On the other hand, the sub-CPU 51 determines not to execute a non-specific effect if the predetermined lottery is not won. As an example, when the result of the winning lottery is a jackpot, the sub-CPU 51 conducts a predetermined lottery to make it easier to win the predetermined lottery compared to when the result of the winning lottery is a miss. In other words, if the result of the winning lottery is a jackpot, the sub-CPU 51 is more likely to decide to execute a non-specific effect than if the result of the winning lottery is a miss. As an example, if the sub-CPU 51 decides to execute a non-specific effect, it controls the effect unit 60 to execute the non-specific effect when a predetermined start timing arrives. As an example, the start timing of the non-specific effect is when a predetermined time has elapsed since the start of the SR effect. As an example, the start timing of the non-specific effect is the same as the start timing of the specific effect.
[0137] The operation of this embodiment will be described. First, a specific example of customization of specific effects and customization of non-specific effects will be described.
[0138] As shown in FIG. 8(a), in the standby state, the player can operate the effect button BT to execute a customization effect for customizing a specific effect or a non-specific effect. When the customization effect starts, the item image GK is displayed on the second effect display device EH2. At this time, the specific item image GK is displayed in a brighter manner than the other item images GK. This makes it easier for the player to recognize that a specific item corresponding to the specific effect has been selected when the customization effect starts.
[0139] As shown in FIG. 8(c), a player who wants to customize a specific effect can customize the specific effect by operating the effect button BT when a specific item corresponding to the specific effect is selected. This causes the specific situation image TK to be displayed on the second effect display device EH2. At this time, the specific effect is set to the first setting. Therefore, on the second effect display device EH2, the specific situation image TK that suggests or notifies the first setting is displayed in a brighter manner than the other specific situation images TK. This makes it easier for the player to recognize that the specific effect is set to the first setting. At this time, a player who wants to set the specific effect to the first setting can end the customization effect without changing the specific effect setting by operating the effect button BT.
[0140] As shown in FIG. 8(d), a player who wishes to change the setting of a special effect to the second setting can change the setting of the special effect to the second setting by operating the left or right button of the cross button JB when the setting of the special effect is the first setting. In other words, the execution probability of the special effect can be set to a setting (second setting) different from the standard setting (first setting). When the setting of the special effect is changed to the second setting, a special notification related to the special effect is executed by the effect unit 60. As described above, customized effects are executed in the standby state. In other words, the pachinko gaming machine 10 can execute a special notification related to the special effect while a variable game is not being executed. This makes it easier for players to recognize the special effect that may be executed thereafter. When the setting of the special effect is changed to the second setting, the second effect display device EH2 displays a special situation image TK that suggests or notifies the second setting in a brighter manner than the other special situation images TK. This makes it easier for players to recognize that the setting of the special effect has changed from the first setting to the second setting.
[0141] As shown in Figure 8(b), after the customization effect has begun, a player who wants to customize a non-specific effect can select a non-specific item corresponding to a non-specific effect by operating the up button or down button on the directional pad JB when a specific item corresponding to a specific effect is selected. When a non-specific item is selected, the non-specific item image GK is displayed brighter than the other item images GK on the second effect display device EH2. This makes it easy for a player who wants to customize a non-specific effect to recognize that a non-specific item corresponding to a non-specific effect has been selected.
[0142] As shown in FIG. 8(e), a player who wants to customize a non-specific effect can customize the non-specific effect by operating the effect button BT when a non-specific item corresponding to the non-specific effect is selected. This causes the non-specific situation image HK to be displayed on the second effect display device EH2. At this time, the non-specific effect is set to the second setting. Therefore, on the second effect display device EH2, the non-specific situation image HK that suggests or notifies the second setting is displayed in a brighter manner than the other non-specific situation images HK. This makes it easier for the player to recognize that the non-specific effect is set to the second setting. At this time, a player who wants to set the non-specific effect to the second setting can end the customization effect without changing the non-specific effect setting by operating the effect button BT.
[0143] As shown in FIG. 8(f), a player who wants to change the setting of the non-specific effect to the third setting can change the setting of the non-specific effect to the third setting by operating the right button of the directional pad JB when the setting of the non-specific effect is the second setting. In other words, the effect intensity of the non-specific effect can be set to a setting (third setting) different from the standard setting (second setting). When the setting of the non-specific effect is changed to the third setting, a non-specific notification related to the non-specific effect is executed by the second vibration motor SM2 as a non-specific device. As described above, customized effects are executed in the standby state. In other words, the pachinko gaming machine 10 can execute a non-specific notification related to the non-specific effect while the variable game is not being executed. This makes it easier for the player to recognize the non-specific effect that may be executed subsequently. In particular, since the non-specific notification is executed based on the changed setting of the non-specific effect, the player can easily recognize the non-specific effect that will be executed based on the changed setting of the non-specific effect. This makes it easier for the player to recognize the effect intensity of the non-specific effect that he or she is relatively fond of before the non-specific effect is executed.
[0144] When the setting for the non-specific effect is changed to the third setting, the second effect display device EH2 displays the non-specific situation image HK, which suggests or notifies the third setting, in a brighter manner than the other non-specific situation images HK. This makes it easier for the player to recognize that the setting for the non-specific effect has changed from the second setting to the third setting. Although not shown, a player who wants to change the setting for the non-specific effect to the first setting can change the setting for the non-specific effect to the first setting by operating the left button of the directional pad JB when the setting for the non-specific effect is the second setting. In other words, the execution probability of the non-specific effect can be set to a setting (first setting) different from the standard setting (second setting). When the setting for the non-specific effect is changed to the first setting, the non-specific notification related to the non-specific effect is not executed. This makes it less likely that a player who does not want the non-specific effect to be executed will feel annoyed. When the setting of the non-specific effect is changed to the first setting, the second effect display device EH2 displays the non-specific situation image HK that suggests or notifies the first setting in a brighter manner than the other non-specific situation images HK, making it easier for the player to recognize that the setting of the non-specific effect has been changed from the second setting to the first setting.
[0145] In this way, in the pachinko gaming machine 10, the effect intensity of non-specific effects can be set to a setting different from the standard setting, while the effect intensity of specific effects cannot be set. In this embodiment, the specific effects are executed by the effect unit 60, which can be removed from the mounting frame 11b. Therefore, the player can execute the specific effects at a position of his / her choice. In other words, the player can execute the specific effects at the effect intensity of his / her choice by arbitrarily changing the position of the effect unit 60. Therefore, since the effect intensity of the specific effects cannot be set, it is possible to provide specific effects at the effect intensity of the player's choice while preventing control from becoming complicated.
[0146] Next, a specific example of how specific effects and non-specific effects are executed will be described. As a premise, in the example described below, the setting for the specific effect is the second setting, the setting for the non-specific effect is the third setting, and it is assumed that the execution of the specific effect and the non-specific effect has been decided.
[0147] 9(a) shows the situation when the SR performance starts. At this time, the performance is not being performed by the performance unit 60. On the other hand, the SR performance is being performed by some or all of the second performance display device EH2, the second speaker SP2, the second decorative lamp LA2, and the second vibration motor SM2 (performance button BT).
[0148] As shown in Figure 9(b), suppose that the start timing of a specific effect and a non-specific effect arrives while an SR effect is being executed. When the start timing of the specific effect arrives, the specific effect is executed in the effect unit 60. At this time, a player who wants to enjoy the specific effect by himself or herself can remove the effect unit 60 from the mounting frame 11b in advance and position it so that only he or she can easily recognize it, in particular, by storing it in his or her pocket, etc., so that the specific effect can be executed in a manner that is difficult or impossible for non-players to recognize.
[0149] Meanwhile, the second effect display device EH2, second speaker SP2, second decorative lamp LA2, and second vibration motor SM2 (effect button BT) execute non-specific effects, which are easier for non-players to recognize than specific effects. As described above, non-specific effects are executed both when the winning lottery is not won and when the winning lottery is won, while specific effects are executed only when the winning lottery is won. In other words, non-specific effects are effects that can be executed both when a bonus is awarded and when a bonus is not awarded, while specific effects are effects that can be executed only when a bonus is awarded. For this reason, while non-players can recognize the probability of a bonus through the non-specific effects executed by the non-specific device, it is difficult for them to recognize whether a specific effect is being executed, or it is difficult for them to recognize that a bonus will be awarded because it is difficult for them to recognize.
[0150] In this way, non-specific effects are effects that can be executed in a manner that can be recognized by non-players. On the other hand, specific effects are effects that can be executed in a manner that is difficult for non-players to recognize, or that is more difficult for non-players to recognize than the non-specific effects. More specifically, specific effects are effects that can be executed in a first manner that is more difficult for non-players to recognize than the non-specific effects, and a second manner that is unrecognizable by non-players, or that is more difficult for non-players to recognize than the first manner. As described above, the player can freely change the position of the effect unit 60 removed from the mounting frame 11b. This allows the effect unit 60 to be changed to a position that is difficult for non-players to see. In particular, when the effect unit 60 is stored in a player's pocket, etc., it can be said to be invisible to non-players. In other words, the non-specific effects produced by the second effect display device EH2, second speaker SP2, second decorative lamp LA2, and second vibration motor SM2, which are non-specific devices whose positions do not change, can be said to be effects that can be executed in an easily visible manner, while the specific effects produced by the effect unit 60, whose position can be changed arbitrarily, can be said to be effects that can be executed in a manner that is difficult or impossible for non-players to see. Similarly, the specific effects can be said to be effects that can be executed in a first manner that is difficult for non-players to see compared to the non-specific effects, and a second manner that is impossible for non-players to see or is difficult for non-players to see compared to the first manner. In this embodiment, such non-specific effects and specific effects can be executed simultaneously.
[0151] The effects of this embodiment will be described. (1-1) The effects of this embodiment include specific effects that are not recognizable to non-players or that can be executed in a manner that is more difficult for non-players to recognize than non-specific effects. This makes it easier for situations to arise where only players can enjoy the specific effects. In other words, it is easy to stimulate a sense of superiority in players. This can therefore increase the player's interest.
[0152] (1-2) In addition, because the special effects are invisible or difficult to see for non-players, it is easy for situations to arise where only the player can enjoy the special effects. In other words, it is easy to stimulate the player's sense of superiority. Therefore, it is possible to increase the player's interest.
[0153] (1-3) The intensity of non-specific effects can be set to a setting different from the standard setting, while the intensity of specific effects cannot be set. By customizing the intensity of non-specific effects, players can make non-specific effects easier to recognize by non-players than the standard setting according to their own preferences. Furthermore, by making non-specific effects easier to recognize by non-players than the standard setting, the sense of superiority when specific effects are executed can be enhanced.
[0154] (1-4) By being able to execute specific notifications related to specific effects while a variable game is not being executed, players can experience the specific notifications related to specific effects in advance, making it easier for players to recognize the specific effects.
[0155] (1-5) By being able to execute non-specific notifications related to non-specific effects while a variable game is not being executed, players can experience the non-specific notifications related to non-specific effects in advance, making it easier for players to recognize the non-specific effects.
[0156] (1-6) By being able to execute specific effects in a first mode that are more difficult for non-players to recognize than non-specific effects, and specific effects in a second mode that are unrecognizable to non-players or more difficult for non-players to recognize than the first mode, it becomes more likely that a situation will arise in which only players can enjoy the specific effects.
[0157] (1-7) By customizing specific effects, the player can create situations that he or she can enjoy by himself or herself. (1-8) By customizing the probability of non-specific effects being executed, the player can relatively change the probability of specific effects being executed, which are more likely to be enjoyed only by the player.
[0158] (1-9) Non-specific effects are effects that can be executed whether or not a bonus is awarded, while specific effects are effects that can be executed only when a bonus is awarded. This makes it easy for specific effects to create situations where only the player can recognize in advance that a bonus will be awarded.
[0159] (1-10) By allowing specific effects and non-specific effects to be executed at the same time, when a non-specific effect is executed, only the player can easily recognize that a specific effect is being executed in addition to the non-specific effect, which tends to result in a situation where only the player can enjoy both effects.
[0160] (1-11) In this embodiment, the vibration effects produced by the power generating device (motor) include specific vibration effects that can be executed in a manner that is not recognizable to non-players or that is more difficult for non-players to recognize than non-specific vibration effects. This makes it easier for situations to arise where only players can enjoy the specific vibration effects. In other words, it is easy to stimulate a sense of superiority in players. This can therefore increase the interest of players. Furthermore, because players can experience in advance the specific vibration notification produced by the first vibration motor SM1, which is the same power generating device as the specific vibration effects, it is easier for players to recognize the specific vibration effects.
[0161] (1-12) Furthermore, since the specific vibration effects are invisible or difficult to see for non-players, it is easy for situations to arise where only players can enjoy the specific vibration effects. In other words, it is easy to stimulate a sense of superiority in players, thereby increasing the interest of players.
[0162] (1-13) The intensity of the non-specific vibration effect can be set to a setting different from the standard setting, while the intensity of the specific vibration effect cannot be set. This allows a player to customize the intensity of the non-specific vibration effect according to his or her preference, making the non-specific vibration effect easier for non-players to recognize than the standard setting. Furthermore, by making the non-specific vibration effect easier for non-players to recognize than the standard setting, the sense of superiority when the specific vibration effect is executed can be enhanced.
[0163] (1-14) By being able to execute specific fluctuation notifications related to specific fluctuation effects while a variable game is not being executed, players can experience the specific fluctuation notifications related to the specific fluctuation effects in advance, making it easier for players to recognize the specific fluctuation effects.
[0164] (1-15) By being able to execute a non-specific fluctuation notification related to a non-specific fluctuation effect while a variable game is not being executed, a player can experience the non-specific fluctuation notification related to a non-specific fluctuation effect in advance, which makes it easier for the player to recognize the non-specific fluctuation effect.
[0165] (1-16) By being able to execute a specific rocking effect in a first mode that is more difficult for non-players to recognize than a non-specific rocking effect, and a specific rocking effect in a second mode that is unrecognizable to non-players or more difficult for non-players to recognize than the first mode, it becomes more likely that a situation will arise in which only players can enjoy the specific rocking effect.
[0166] (1-17) By customizing the specific swing effect, the player can create a situation that he or she can enjoy by himself or herself. (1-18) By customizing the probability of a non-specific vibration effect being executed, the player can relatively change the probability of a specific vibration effect being executed, which is likely to be enjoyed only by the player.
[0167] (1-19) The non-specific vibration effect can be executed whether or not a special benefit is awarded, whereas the specific vibration effect can be executed only when a special benefit is awarded. This makes it easy for a situation to arise where only the player can recognize in advance that a special benefit will be awarded.
[0168] (1-20) Because the specific rocking effect and the non-specific rocking effect can be executed at the same time, when the non-specific rocking effect is executed, only the player can easily recognize that the specific rocking effect is being executed in addition to the non-specific rocking effect, which makes it easy for a situation to arise where only the player can enjoy both effects.
[0169] [Second embodiment] Next, a second embodiment of the pachinko gaming machine will be described. In the following description, the same configurations and the same controls as those in the already described embodiments will be denoted by the same reference numerals, and redundant description thereof will be omitted or simplified.
[0170] As shown in FIG. 10 , the pachinko gaming machine 10 of the second embodiment differs from the first embodiment in that it does not include a performance unit 60 as a specific device. The pachinko gaming machine 10 of the second embodiment also differs from the first embodiment in that it includes a USB cable uk instead of the cable k13. The USB cable uk is a member for electrically connecting the pachinko gaming machine 10 to the specific device. The USB cable uk is an independent wiring section that is different from the cables k14, k15, k16, and k17 that serve as wiring sections for electrically connecting to the non-specific device. Here, an independent wiring section that is different from the wiring section for electrically connecting to the non-specific device means that both connectors (connection sections) at both ends are different from the connectors (connection sections) at both ends of the wiring section for electrically connecting to the non-specific device. An independent wiring section that is different from the wiring section for electrically connecting to the non-specific device means that both connectors (connection sections) at both ends are not common to the connectors (connection sections) at both ends of the wiring section for electrically connecting to the non-specific device. The independent wiring section, which is separate from the wiring section for electrically connecting to the non-specific device, means that both connectors (connecting sections) at both ends are not integrated with the connectors (connecting sections) at both ends of the wiring section for electrically connecting to the non-specific device. In other words, the independent wiring section, which is separate from the wiring section for electrically connecting to the non-specific device, is a component that can be removed while the wiring section for electrically connecting to the non-specific device is attached. As an example, the specific device in the second embodiment is a mobile terminal (e.g., a smartphone) owned by a player. In the second embodiment, a player can electrically connect the pachinko gaming machine 10 to their own mobile terminal via a USB cable uk. This allows the player to have their own mobile terminal execute a specific effect.
[0171] As shown in FIG. 11 , in the pachinko gaming machine 10 of this embodiment, a special notification can be executed when the pachinko gaming machine 10 and the specific device are not connected via the USB cable uk. As an example, the special notification can be executed in a standby state. As an example, the special notification is a notification that allows the player to recognize that the specific device is not connected. As an example, the special notification is a notification that prompts the player to connect the specific device. As an example, the special notification is a notification that allows the player to recognize the conditions for executing a specific effect. As an example, the special notification may include a display effect that displays a special image HS on the second effect display device EH2. As an example, the special image HS is an image that allows the player to recognize that the specific device is not connected. As an example, the special image HS is an image that prompts the player to connect the specific device. As an example, the special image HS is an image that allows the player to recognize the conditions for executing a specific effect. As an example, the special image HS is an image that resembles the text string "When you connect your smartphone, a specific effect will be executed on your smartphone."
[0172] Next, the processing executed by the secondary CPU 51 in the second embodiment will be described. First, the process executed by the secondary CPU 51 to execute the special notification will be described. As an example, when the secondary CPU 51 determines that the pachinko gaming machine 10 has been controlled to a standby state by inputting a standby command, it determines whether a matching condition is satisfied. The matching condition is a condition that at least includes an electrical connection between the USB cable uk and the specific device. The matching condition is satisfied when a matching specific device is connected to the pachinko gaming machine 10 via the USB cable uk. As an example, the secondary CPU 51 determines that a matching specific device is connected to the pachinko gaming machine 10 when a connection command is input from the specific device via the USB cable uk. In other words, the secondary CPU 51 determines that the matching condition is satisfied when a connection command is input from the specific device via the USB cable uk. As an example, the specific device outputs a connection command when a player (owner) executes a dedicated application installed on the specific device. As an example, the dedicated application is distributed by the manufacturer (manufacturer) of the pachinko gaming machine 10 via an application store or the like, and the distributed dedicated application is installed on the specific device by the player acquiring the distributed dedicated application in advance. That is, in this embodiment, the specific device that matches the pachinko gaming machine 10 is a specific device in which a dedicated application is installed.
[0173] If the matching condition is met, the sub-CPU51 does not execute the special notification. If the matching condition is not met, the sub-CPU51 controls the second performance display device EH2 to execute the special notification. In other words, when the USB cable uk is not electrically connected to the specific device, the sub-CPU51 can control the non-specific device to execute a special notification regarding connection with the specific device. As an example, if the matching condition is met while the special notification is being executed, the sub-CPU51 controls the second performance display device EH2 to terminate the special notification. If the sub-CPU51 determines that the standby state has ended by inputting a special variation start command, it controls the second performance display device EH2 to terminate the special notification.
[0174] Next, a process executed by the secondary CPU 51 to execute a specific notification in this embodiment will be described. In the second embodiment, when the specific setting information is updated so that the second setting can be identified, the secondary CPU 51 does not execute a process for executing a specific notification. On the other hand, when the secondary CPU 51 determines that the matching condition is met, that is, when a connection command is input from the specific device via the USB cable uk, the secondary CPU 51 executes a process for executing a specific notification. Specifically, when the matching condition is met, the secondary CPU 51 can output a specific notification command via the USB cable uk to cause the specific device to execute a specific notification related to a specific effect.
[0175] Next, the process executed by the sub-CPU 51 to execute a specific effect in this embodiment will be described. When the secondary CPU 51 decides to execute a specific effect, it determines whether the matching conditions are met when a predetermined start timing arrives. When the matching conditions are met, the secondary CPU 51 can output a specific effect command via the USB cable uk to cause the specific device to execute the specific effect. When the matching conditions are not met, the secondary CPU 51 cannot output the specific effect command via the USB cable uk. In other words, when the USB cable uk is not electrically connected to the specific device, the secondary CPU 51 cannot output the specific effect command.
[0176] The specific execution modes of the specific effects and non-specific effects in this embodiment will be explained. In the example described below, it is assumed that the setting for the specific effect is the second setting, the setting for the non-specific effect is the third setting, and that the execution of the specific effect and the non-specific effect has been determined. Also, in the example described below, it is assumed that the matching condition is met.
[0177] 12 shows the situation when the timing to start the specific effect and the non-specific effect arrives. When the timing to start the specific effect and the non-specific effect arrives, if the matching condition is met, the sub-CPU 51 outputs a specific effect command via the USB cable uk to cause the specific device to execute the specific effect. As an example, when the specific effect command is input via the USB cable uk, the specific device executes the specific effect using the dedicated application that is currently running.
[0178] On the other hand, when the timing for starting the specific effect and the non-specific effect arrives, the sub-CPU 51 can control the second effect display device EH2, the second speaker SP2, the second decorative lamp LA2, and the second vibration motor SM2 as non-specific devices so as to execute a non-specific effect that has a different recognition mode from the specific effect. Specifically, since the setting for the non-specific effect is the third setting, the sub-CPU 51 controls the second effect display device EH2, the second speaker SP2, the second decorative lamp LA2, and the second vibration motor SM2 as non-specific devices so as to execute a non-specific effect that corresponds to the third setting.
[0179] The effects of this embodiment will be described. (2-1) According to this embodiment, when the matching condition is satisfied, that is, when a specific device that is compatible with the pachinko gaming machine 10 is electrically connected via the USB cable uk, a specific effect command can be output to cause the specific device to execute a specific effect. This allows the specific device to be instructed to execute a specific effect when the specific device that is compatible with the pachinko gaming machine 10 is electrically connected. As a result, the specific effect executed by the specific device electrically connected via the USB cable uk can enhance the player's interest. Furthermore, this specific effect is more difficult for non-players to recognize than non-specific effects executed by non-specific devices included in the gaming machine, and therefore more likely to stimulate the player's sense of superiority. This enhances the player's interest.
[0180] (2-2) According to this embodiment, the special effects are executed by a special device connected to the pachinko gaming machine 10. Therefore, the manufacturer of the pachinko gaming machine 10 can change the execution mode of the special effects by updating the dedicated application at any time. This prevents the special effects from becoming monotonous, and increases the interest of players.
[0181] [Third embodiment] Next, a third embodiment of the pachinko gaming machine will be described. As shown in FIG. 13, the pachinko gaming machine 10 of the third embodiment can execute a special notification when a mismatch condition is satisfied. The mismatch condition is satisfied when an incompatible device is connected to the pachinko gaming machine 10 via the USB cable uk. An incompatible device can be said to be a device that does not execute a specific effect even when the pachinko gaming machine 10 outputs a specific effect command. Also, an incompatible device can be said to be a device that does not execute a specific notification even when the pachinko gaming machine 10 outputs a specific notification command.
[0182] As an example, the special notification is a notification that is different from the special notification. As an example, the special notification is a notification that allows the user to recognize that an incompatible device is connected. In other words, the special notification is a notification that allows the user to recognize that a specific effect will not be executed. The special notification is a notification that allows the user to recognize that a specific effect will not be executed. As an example, the special notification may include a display effect that displays a special image FG on the second effect display device EH2. The special image FG is an image that allows the user to recognize that an incompatible device is connected. As an example, the special image FG is an image that resembles the string of characters "This is an incompatible smartphone."
[0183] Next, the process executed by the secondary CPU 51 to execute the special notification will be described. When the sub-CPU 51 determines that the inconsistency condition is met, it controls the second effect display device EH2 to execute a special notification. As an example, the sub-CPU 51 determines that the inconsistency condition is met when a control command different from the connection command is input from the inconsistency device via the USB cable uk. In other words, when a control command different from the connection command is input from the inconsistency device via the USB cable uk, the sub-CPU 51 determines that an inconsistent inconsistency device is connected to the pachinko gaming machine 10. As an example, the sub-CPU 51 controls the second effect display device EH2 to terminate the special notification when the inconsistency condition is resolved. As an example, the sub-CPU 51 determines that the inconsistency condition is resolved when the matching condition is met.
[0184] As one example, a control command different from a connection command may be output when an application different from a dedicated application is executed on a mobile terminal owned by a player. As one example, a control command different from a connection command may be output when a dedicated application is executed on a mobile terminal owned by a player and it is determined that the mobile terminal does not have the function for executing a specific effect by the dedicated application.
[0185] In this way, in this embodiment, the sub-CPU51 can control the second performance display device EH2 to execute a special notification that is different from the special notification when the inconsistency condition is met.
[0186] (3-1) According to this, when the matching conditions are not met, a special notification is issued simply when a specific device is not connected, and a special notification is issued when an incompatible device is connected, so that when the matching conditions are not met, the player can easily recognize the cause.
[0187] The above-described embodiments can be modified as follows: The above-described embodiments and the following modifications can be combined with each other within the scope of technical compatibility. In the second embodiment, it is not necessary to be able to perform special notification.
[0188] In the second embodiment, the special notification may be executed at any timing. For example, the special notification may be executed during at least one of the execution of the variable game and the execution of the winning game in addition to or instead of the standby state.
[0189] In the third embodiment, a special notification may be executed instead of a special notification. In other words, the sub-CPU51 can control the second performance display device EH2 to execute a special notification when the inconsistency condition is met. This allows the special notification to be executed when the matching condition is not met, either when a specific device is not connected or when an inconsistency device is connected. Therefore, the special notification makes it possible to recognize that the matching condition is not met, and also prevents control from becoming complicated.
[0190] In the third embodiment, the special notification may be executed at any timing. For example, the special notification may be executed when the device is in a standby state and the inconsistency condition is satisfied.
[0191] In the second and third embodiments, when the specific setting information is updated so that the second setting can be identified, the secondary CPU 51 may be capable of outputting a specific notification command to cause the specific device to execute a specific notification related to the specific effect. In other words, in the second embodiment, while the variable game is not being executed, the secondary CPU 51 may be capable of outputting a specific notification command via the USB cable uk to cause the specific device to execute a specific notification related to the specific effect.
[0192] In the second and third embodiments, the pachinko gaming machine 10 may be capable of communicating with a specific device (a mobile terminal owned by a player) via Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC (Near Field Communication), or other wireless communication.
[0193] In the second and third embodiments, a specific effect command is output if a matching condition is met when a specific effect start timing arrives during execution of a variable game. However, this is not limited to this. For example, a specific effect command may be output when a matching condition is met during execution of a variable game after the specific effect start timing arrives and before the specific effect end timing arrives. For example, the specific effect command may vary depending on the amount of time elapsed since the specific effect start timing arrives. In this case, the sub-CPU 51 can output a control command to cause a specific device to resume execution of a specific effect from the middle of the specific effect when a matching condition is met during execution of a variable game after the specific effect start timing arrives and before the specific effect end timing arrives. In other words, a specific device that inputs the control command may be configured to consider the specific effect to have been executed during the period from the start timing of the specific effect until the control command is input, and resume execution of the specific effect from the middle of the specific effect.
[0194] Also, as an example, the specific effect command may be the same regardless of the time elapsed since the start timing of the specific effect arrived. In this case, the sub-CPU 51 can be said to be capable of outputting a control command to cause the specific device to execute the specific effect from the beginning when the matching condition is met during the execution of the variable game after the start timing of the specific effect arrives and until the end timing of the specific effect arrives. In other words, the specific device to which the control command is input may be configured to execute the specific effect from the beginning. In this case, the sub-CPU 51 may be capable of outputting a control command to cause the specific device to end the specific effect when the end timing of the specific effect arrives.
[0195] In the second and third embodiments, when determining whether or not to execute a special effect, the secondary CPU 51 may determine not to execute the special effect if the matching condition is not satisfied. In other words, when the matching condition is satisfied during execution of a variation game, the secondary CPU 51 may be able to output a special effect command after the start of the next variation game.
[0196] The effects constituting the specific effect and the effects constituting the non-specific effect may be changed as desired. For example, the specific effect may not include a specific display effect. For example, the specific effect may not include a specific sound effect. For example, the specific effect may not include a specific light-emitting effect. For example, the specific effect may not include a specific shaking effect. For example, the non-specific effect may not include a non-specific display effect. For example, the non-specific effect may not include a non-specific sound effect. For example, the non-specific effect may not include a non-specific light-emitting effect. For example, the non-specific effect may not include a non-specific shaking effect. To give a more specific example, the non-specific effect may include a sound effect that outputs sound, while the specific effect may not include a sound effect that outputs sound. In other words, a sound effect may be executed by the second speaker SP2 in conjunction with the execution of a non-specific shaking effect, while a sound effect by the first speaker SP1 may not be executed in conjunction with the execution of a specific shaking effect. As a specific example, the specific effect may be composed only of the specific swing effect, and the non-specific effect may be composed only of the non-specific swing effect.
[0197] The timing of the execution of specific effects and non-specific effects may be changed as desired. For example, the execution timing of specific effects may be partially or completely different from the execution timing of non-specific effects. In other words, specific effects and non-specific effects may not be able to be executed at the same time.
[0198] The notifications that make up a specific notification may be changed as desired. As an example, a specific notification may not include a specific display notification. As an example, a specific notification may not include a specific sound notification. As an example, a specific notification may not include a specific light notification. As an example, a specific notification may not include a specific vibration notification. As an example, the number of notifications that make up a specific notification may be different from the number of effects that make up a specific effect. In other words, the number of notifications that make up a specific notification may be less than or greater than the number of effects that make up a specific effect. As an example, the notifications that make up a specific notification may include notifications that are not related to the effects that make up a specific effect.
[0199] The notifications that make up a non-specific notification may be changed arbitrarily. As an example, the number of notifications that make up a non-specific notification may be the same as the number of effects that make up a non-specific effect. As an example, the number of notifications that make up a non-specific notification may be greater than the number of effects that make up a non-specific effect. As an example, the notifications that make up a non-specific notification may include notifications that are not related to the effects that make up a non-specific effect.
[0200] The setting of the special effect may be changed arbitrarily. For example, there may be three or more settings for the special effect. For example, the standard setting for the special effect may be a setting in which the execution probability of the special effect is not 0. In this case, the setting for the special effect may include one or both of a setting in which the execution probability of the special effect is lower than the standard setting and a setting in which the execution probability of the special effect is higher than the standard setting. For example, in addition to or instead of a setting (second setting) in which the execution probability of the special effect is different from the standard setting, the setting for the special effect may include a setting in which the recognizable bonus expectation level is different from the standard setting. In other words, at least one of the execution probability of the special effect and the bonus expectation level may be set to a setting different from the standard setting. In addition to or instead of these, the setting for the special effect may include a setting in which the bonus intensity of the special effect is different from the standard setting. In this case, the standard setting for the special effect may be a setting in which the bonus intensity of the special effect is 0 or approximately 0. For example, if multiple of the execution probability, bonus expectation level, and bonus intensity of the special effect can be set to settings different from the standard setting, they may be individually configurable or may not be individually configurable. As an example, certain effects may not be customizable.
[0201] The setting of the non-specific effect may be changed arbitrarily. For example, the setting of the non-specific effect may be 2 or 4 or more. For example, the setting of the non-specific effect may include a setting in which the execution probability of the non-specific effect is higher than the standard setting. For example, the setting of the non-specific effect may include a setting in which the execution intensity of the non-specific effect is lower than the standard setting. For example, the standard setting of the non-specific effect may be a setting in which the execution probability of the non-specific effect is 0. For example, the standard setting of the non-specific effect may be a setting in which the execution intensity of the non-specific effect is 0 or approximately 0. For example, the non-specific effect may be an effect in which some or all of the execution probability, bonus expectation, and effect intensity can be set to settings different from the standard settings. For example, if more than one of the execution probability, bonus expectation, and effect intensity of the non-specific effect can be set to settings different from the standard settings, they may be individually configurable or may not be individually configurable. For example, the non-specific effect may not be customizable.
[0202] The settings for the specific effects and the non-specific effects may be changeable in a state other than the standby state. For example, the settings for the specific effects and the non-specific effects may be changeable during the execution of a variable game and during a winning game, respectively. In this case, the specific notification and the non-specific notification may be executed or not executed during the execution of a variable game and during a winning game. For example, if the settings for the specific effects and the non-specific effects are changed during the execution of a specific effect or a non-specific effect, the changed settings may be reflected in each effect currently being executed, or may be reflected at the start or end of a predetermined variable game. For example, if the effect intensity changes when the settings are changed, each currently being executed effect may be executed with the effect intensity corresponding to the changed settings. For example, if the execution probability or the expected bonus value changes when the settings are changed, the changed settings may be reflected at the start or end of a predetermined variable game.
[0203] The performance unit 60 may be provided with an earphone or an earphone jack to which earphones can be connected in addition to or instead of the first speaker SP1. The content of the various effects may be changed as desired. As an example, the effect produced by the specific device may be performed by one or more components arbitrarily selected from the first effect display device EH1, the first speaker SP1, the first decorative lamp LA1, the first vibration motor SM1, and components other than these provided in the effect unit 60. As an example, the effect produced by the non-specific device may be performed by one or more components arbitrarily selected from the second effect display device EH2, the second speaker SP2, the second decorative lamp LA2, and components other than these (for example, movable bodies, etc.).
[0204] The specific effect may be an effect that allows the player to recognize the type of benefit that can be awarded in addition to or instead of the expected benefit probability. For example, the specific effect may be executed in different presentation modes depending on the type of benefit that can be awarded.
[0205] The devices (components) that make up the specific device may be changed as desired. The devices (components) that make up the non-specific device may be changed as desired. The pachinko gaming machine 10 may be capable of executing one or more optional effects. For example, the optional effect may be an effect executed in one variable game, an effect that can be executed in multiple variable games (so-called pre-reading effect), or an effect during a jackpot game. For example, the optional effect may be an effect executed by a specific device, an effect executed by a non-specific device, or an effect executed by both a specific device and a non-specific device. For example, the effect executed by a specific device may include an effect that is common to the effects executed by a non-specific device, or an effect that is not common to the effects executed by a non-specific device. Furthermore, the effect executed by a specific device may include both an effect that is common to the effects executed by a non-specific device and an effect that is not common to the effects executed by a non-specific device. Furthermore, the effects executed by both a specific device and a non-specific device may be capable of executing an effect that is common to each device, or an effect that is not common to each device, or may be capable of executing an effect that is .... In other words, any given effect may include an effect by a specific device and an effect by a non-specific device that is partially or completely common to the given effect, and these effects may be performed at the same time or at different times. Here, the common effect is not limited to being the same effect as long as it is recognizable as a common effect. For example, the common effect may be related effects.
[0206] The optional effects by the specific devices may be effects by some of the specific devices or effects by all of the specific devices. In other words, the optional effects by the specific devices may be configured by any combination of one or more of the following: display effects common to display effects by non-specific devices, display effects not common to display effects by non-specific devices, sound effects common to sound effects by non-specific devices, sound effects not common to sound effects by non-specific devices, light-emitting effects common to light-emitting effects by non-specific devices, light-emitting effects not common to light-emitting effects by non-specific devices, rocking effects common to rocking effects by non-specific devices, and rocking effects not common to rocking effects by non-specific devices. The pachinko gaming machine 10 may also have a function that replaces the description regarding customization of the optional effects with "optional effects by the specific device." In this case, the pachinko gaming machine 10 may be capable of executing "optional notifications by the specific device" related to the optional effects by the specific devices.
[0207] The optional effects by the non-specific devices may be effects by some of the non-specific devices or effects by all of the non-specific devices. In other words, the optional effects by the non-specific devices may be configured by any combination of one or more of the following: display effects common to display effects by specific devices; display effects not common to display effects by specific devices; sound effects common to sound effects by specific devices; sound effects not common to sound effects by specific devices; light-emitting effects common to light-emitting effects by specific devices; light-emitting effects not common to light-emitting effects by specific devices; rocking effects common to rocking effects by specific devices; and rocking effects not common to rocking effects by specific devices. The pachinko gaming machine 10 may also have a function that replaces the description regarding customization of the optional effects with "optional effects by non-specific devices." In this case, the pachinko gaming machine 10 may be capable of executing "optional notifications by non-specific devices" related to the optional effects by the non-specific devices.
[0208] The pachinko gaming machine 10 may be capable of monitoring for any problematic events, such as malfunctions. Problematic events are commonly referred to as errors. For example, the pachinko gaming machine 10 may be capable of monitoring for specific errors, and if a specific error occurs, a specific error notification may be executed by a non-specific device, allowing the player to recognize that a specific error has occurred. For example, the specific error notification may be executed for a certain period of time or until the specific error is resolved. In this configuration, the specific error notification may be executed simultaneously with the specific effect and the non-specific effect. In this manner, the non-specific effect becomes difficult for players and non-players to recognize as a result of the specific error notification being executed by the non-specific device, while the specific effect executed by the specific device remains unchanged in its recognizable form. As a result, a situation in which the specific effect and the specific error notification are executed simultaneously is more likely to stimulate a player's sense of superiority. This increases the player's interest.
[0209] In addition, as an example, the specific error notification may be executable at the same time as the specific effect, but may not be executable at the same time as the non-specific effect. For example, if the execution conditions for both the specific error notification and the non-specific effect are met at the same time, the specific error notification may be executed, but the non-specific effect may not be executed.
[0210] In addition to or instead of the first jackpot game and the second jackpot game, another jackpot game may be executable. Also, one or more arbitrarily selected jackpot games from the first jackpot game, the second jackpot game, and the other jackpot game may be executable.
[0211] The game state after each jackpot game may be changed as desired. In other words, there may be a jackpot game that is controlled to a low-probability non-time-saving state after it ends, a jackpot game that is controlled to a high-probability non-time-saving state after it ends, a jackpot game that is controlled to a low-probability time-saving state after it ends, or a jackpot game that is controlled to a high-probability time-saving state after it ends.
[0212] For example, the specific effects and non-specific effects may be executable during a jackpot game. In other words, the expected degree of a bonus that can be recognized by the specific effects and non-specific effects may be the expected degree of a more advantageous gaming state being granted as a gaming state after the jackpot game ends.
[0213] The first special game and the second special game may be executed in the order in which the hold conditions are met. The pachinko gaming machine 10 can adopt a specification that provides a high probability state until the next jackpot game, a specification that provides a high probability state until a drop lottery is won (so-called drop specification), or a specification that provides a high probability state until a specified number of variable games have been completed (so-called ST specification). The pachinko gaming machine 10 can adopt a specification that provides a high probability state on the condition that the gaming ball passes through a specific area (so-called V probability variable specification). The pachinko gaming machine 10 may be a specification that combines the drop specification and the V probability variable specification. The pachinko gaming machine 10 may be a specification that combines the ST specification and the V probability variable specification.
[0214] The special symbol winning lottery may include a big win lottery as well as a small win lottery. If a small win is won in the winning lottery, a small win game (winning game) will be awarded after the special game ends. A small win is an example of a win. A small win is an example of a bonus. As an example, the high probability non-time-saving state may be a state in which the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time is improved compared to the low probability non-time-saving state (so-called small win RUSH specification).
[0215] 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, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry port) open when a game ball enters the starting port or a small win is triggered, and the game ball that entered the ball entry device enters the special ball entry port, triggering a big win game. In such a configuration, the conditions for executing a special notification may be met when a game ball enters the special ball entry port.
[0216] The special symbol for when a winning lottery is not won may be a symbol different from the losing symbol (hereinafter referred to as a chance symbol) in addition to or instead of the losing symbol. Furthermore, when a chance symbol is stopped and displayed in a special game during a low winning rate state, the game may be configured to be controlled to a high winning rate state. The type of chance symbol may be one type or multiple types. In this configuration, the high winning rate state awarded by the chance symbol being stopped and displayed is an example of a bonus. In other words, the bonus expectation that can be recognized by the specific effect and the non-specific effect may be the expectation that a high winning rate state will be awarded after the variable game ends.
[0217] The device may be provided with a function (so-called complete function) that restricts the execution of a game when a specific number of balls calculated based on the number of game balls acquired by the player and the number of game balls used by the player in the game reaches a predetermined upper limit.
[0218] The information stored in the main RAM 43 and any information stored in the sub-RAM 53, which may be part or all of the information, may be backup information that can be backed up (retained) even if the power supply is interrupted. For example, if the backup information is information related to the execution of a performance, and if the power supply is interrupted while a performance or notification is being executed or is pending execution and then restarted, the backup information may be able to execute the performance again after the power supply is restarted. For example, if the power supply is interrupted while a specific performance or non-specific performance is being executed or is pending execution and then restarted, the backup information may be able to execute the performance again after the power supply is restarted. For example, if the power supply is interrupted while a specific notification, non-specific notification, special notification, or special notification is being executed or is pending execution and then restarted, the backup information may be able to execute the performance again after the power supply is restarted.
[0219] When the device is configured to be able to back up any information, the information (backup information) may be initialized when power supply is interrupted and then restarted. In this case, when power supply is interrupted and then restarted, a recovery notification may be issued, allowing a user to recognize that the information (backup information) has not been initialized, and an initialization notification may be issued, allowing a user to recognize that the information (backup information) has been initialized. As an example, the recovery notification may be issued by some or all of the specified devices, some or all of the non-specified devices, or both some or all of the specified devices and some or all of the non-specified devices. In other words, the recovery notification may be implemented by any combination of one or more of a visual notification by a specified device, a visual notification by a non-specified device, an audio notification by a specified device, an audio notification by a non-specified device, a light-emitting notification by a specified device, a light-emitting notification by a non-specified device, a vibration notification by a specified device, and a vibration notification by a non-specified device. For example, the initialization notification may be a notification by some or all of the specified devices, a notification by some or all of the non-specified devices, or a notification by both some or all of the specified devices and some or all of the non-specified devices. That is, the initialization notification may be configured by any combination of one or more of a display notification by a specified device, a display notification by a non-specified device, an audible notification by a specified device, an audible notification by a non-specified device, a light-emitting notification by a specified device, a light-emitting notification by a non-specified device, a rocking notification by a specified device, and a rocking notification by a non-specified device. Note that when the restoration notification and the initialization notification are a notification by both some or all of the specified devices and some or all of the non-specified devices, a common notification may be executable by some or all of the specified devices and the non-specified devices.
[0220] In the second and third embodiments, when one or both of the restoration notification and the initialization notification include a notification by a specific device, the secondary CPU 51 may be capable of outputting a control command via the USB cable uk to cause the restoration notification or the initialization notification to be executed when the power supply is cut off while the matching condition is met and then the power supply is started again. As an example, when the power supply is started, the secondary CPU 51 may be capable of outputting a control command to cause the restoration notification or the initialization notification to be executed if the matching condition is met.
[0221] The main CPU 41, main ROM 42, main RAM 43, and random number generation circuit 44 may be configured on a single chip. The specific configuration of the game board YB may be changed arbitrarily.
[0222] The pachinko gaming machine 10 may have the sub-substrate 50 as a sub-general control substrate, and may also have a performance unit control substrate that specializes in controlling the performance unit 60, a display control substrate that specializes in controlling the second performance display device EH2, a light-emitting control substrate that specializes in controlling the second decorative lamp LA2, and a sound control substrate that specializes in controlling the second speaker SP2, separately from the sub-substrate 50. Such a sub-general control substrate and other boards that control performances may be combined together to form a sub-substrate. In an embodiment, the main CPU 41 and the sub-CPU 51 may be mounted on a single board. The performance unit control substrate, display control substrate, light-emitting control substrate, and sound control substrate may be combined in any manner to form a single or multiple boards.
[0223] The various notifications described in this specification may be executable as a performance. The various effects described in this specification may be executable as notifications. Each embodiment may be embodied in a slot machine. A slot machine (slot machine, pachislot) uses medals as a gaming medium, draws a winning combination by operating a start lever, stops the rotation of the reels by operating a stop button, and pays out medals as a prize when a winning combination is obtained according to the result of the winning combination.
[0224] The technical ideas that can be understood from the above-described embodiment and modified examples will be described. (Note A) A gaming machine comprising a specific power generating means, a non-specific power generating means different from the specific power generating means, a control means, and a variable game executing means capable of executing a variable game, wherein the specific swing effect can be executed by the specific power generating means, and the non-specific swing effect can be executed by the non-specific power generating means, wherein the non-specific swing effect is an effect that can be executed in a manner that can be recognized by non-players, and the specific swing effect is an effect that cannot be recognized by non-players or can be executed in a manner that is more difficult for non-players to recognize than the non-specific swing effect, and wherein the specific swing notification can be executed by the specific power generating means while the variable game is not being executed.
[0225] (Appendix B) The gaming machine described in (Appendix A) in which the specific shaking effect can be executed in a first mode that is more difficult for non-players to recognize than the non-specific shaking effect, and a second mode that is unrecognizable to non-players or more difficult for non-players to recognize than the first mode.
[0226] (Appendix C) The specific vibration effect is an effect that allows the player to recognize the expected degree of a bonus being awarded, and at least one of the probability of the specific vibration effect being executed and the expected degree can be set to a setting different from the standard setting.
[0227] (Appendix 2) A gaming machine described in any of (Appendix A), (Appendix B), and (Appendix C), which is equipped with a sound output means for outputting sound, and in which a sound effect is executed by the sound output means in conjunction with the execution of the non-specific shaking effect, and in which a sound effect is not executed by the sound output means in conjunction with the execution of the specific shaking effect.
[0228] (Appendix E) A gaming machine described in any of (Appendix A), (Appendix B), (Appendix C), and (Appendix D), in which the probability of executing the non-specific shaking effect can be set to a setting different from the standard setting. (Appendix F) The non-specific shaking effect is an effect that can be executed whether a bonus is awarded or not, and the specific shaking effect is an effect that can be executed only when a bonus is awarded. A gaming machine described in any of (Appendix A), (Appendix B), (Appendix C), (Appendix D), and (Appendix E).
[0229] (Appendix G) A gaming machine described in any of (Appendix A), (Appendix B), (Appendix C), (Appendix D), (Appendix E), and (Appendix F), which is capable of executing a non-specific oscillation notification by the non-specific power generating means while the variable game is not being executed.
[0230] (Appendix H) A gaming machine described in any one of (Appendix I), (Appendix II), (Appendix III), (Appendix D), (Appendix E), (Appendix F), and (Appendix G), in which the non-specific shaking effect and the specific shaking effect can be executed at the same time.
[0231] (Note 3) A gaming machine comprising a specific device including a specific power generating device, a non-specific device including a non-specific power generating device different from the specific power generating device, and a control means, and capable of executing specific effects by the specific device and non-specific effects by the non-specific device, wherein the specific effects include rocking effects by the specific power generating device, and the non-specific effects include rocking effects by the non-specific power generating device, and the non-specific effects are effects that can be executed in a manner that can be recognized by non-players, and the specific effects are effects that cannot be recognized by non-players or can be executed in a manner that is more difficult for non-players to recognize than the non-specific effects.
[0232] (Note J) A gaming machine capable of executing a variable game, comprising a specific device, a non-specific device different from the specific device, and a control means, capable of executing a specific effect by the specific device and a non-specific effect by the non-specific device, the non-specific effect being an effect that can be executed in a manner that is easily visible to non-players, and the specific effect being an effect that can be executed in a manner that is difficult or impossible to see by non-players, and capable of executing a specific notification related to the specific effect while the variable game is not being executed.
[0233] (Appendix R) A gaming machine described in (Appendix R) or (Appendix J), in which the presentation intensity of the non-specific presentation can be set to a setting different from the standard setting, and the presentation intensity of the specific presentation cannot be set. (Appendix W) A gaming machine described in any of (Appendix R), (Appendix J), and (Appendix K) that is equipped with a variable game execution means capable of executing a variable game, and that is capable of executing a non-specific notification related to the non-specific presentation when the variable game is not being executed.
[0234] (Appendix W) A gaming machine described in any of (Appendix R), (Appendix J), (Appendix R), and (Appendix W), in which the non-specific effect and the specific effect can be executed at the same time. (Appendix F) A gaming machine described in any of (Appendix R), (Appendix J), (Appendix R), (Appendix W), and (Appendix W), which is equipped with a variable game execution means capable of executing a variable game, and which is capable of executing a specific notification related to the specific device when the variable game is not being executed, and the specific notification includes a vibration notification by the specific power generating device.
[0235] (Appendix Yo) A gaming machine described in any of (Appendix Ri), (Appendix Nu), (Appendix Ru), (Appendix W), (Appendix Wa), and (Appendix Ka), wherein the specific effect can be executed in a first mode that is more difficult for non-players to recognize than the non-specific effect, and a second mode that is unrecognizable by non-players or more difficult for non-players to recognize than the first mode.
[0236] (Appendix T) The specific effect is an effect that allows the expectation level of a bonus to be recognized, and at least one of the probability of the specific effect being executed and the expectation level can be set to a setting different from the standard setting in a gaming machine described in any of (Appendix R), (Appendix J), (Appendix R), (Appendix W), (Appendix W), (Appendix F), and (Appendix Yo).
[0237] (Appendix R) A gaming machine described in any of (Appendix R), (Appendix J), (Appendix R), (Appendix W), (Appendix W), (Appendix F), (Appendix Y), and (Appendix T), wherein the non-specific effects include sound effects that output sound, and the specific effects do not include sound effects that output sound.
[0238] (Appendix R) A gaming machine described in any of (Appendix R), (Appendix J), (Appendix R), (Appendix W), (Appendix W), (Appendix K), (Appendix Y), (Appendix T), and (Appendix R), in which the probability of executing the non-specific effect can be set to a setting different from the standard setting.
[0239] (Appendix Tsu) The non-specific effect is an effect that can be executed whether a bonus is awarded or not, and the specific effect is an effect that can be executed only when a bonus is awarded. A gaming machine described in any of (Appendix Ri), (Appendix Nu), (Appendix Ru), (Appendix Wo), (Appendix Wa), (Appendix Ka), (Appendix Yo), (Appendix Ta), (Appendix Re), and (Appendix So).
[0240] (Note N) A gaming machine comprising a specific wiring unit for electrically connecting with a specific device, a non-specific device including a variable game execution device capable of executing a variable game, and a control unit, wherein the specific wiring unit is an independent wiring unit different from the wiring unit for electrically connecting with the non-specific device, and the control unit is capable of outputting a specific control signal via the specific wiring unit to cause the specific device to execute a specific effect when a matching condition is satisfied which includes at least that the specific wiring unit is electrically connected with the specific device, and is unable to output the specific control signal when the specific wiring unit is not electrically connected with the specific device, and the control unit is capable of controlling the non-specific device to execute a non-specific effect whose recognition manner differs from that of the specific effect.
[0241] (Note N) A gaming machine comprising a specific wiring unit for electrically connecting with a specific device, a non-specific device including a variable game execution device capable of executing a variable game, and a control unit, wherein the specific wiring unit is an independent wiring unit different from the wiring unit for electrically connecting with the non-specific device, the control unit is capable of outputting a specific control signal for causing the specific device to execute a specific effect via the specific wiring unit when a matching condition is satisfied which includes at least that the specific wiring unit is electrically connected with the specific device, and is unable to output the specific control signal when the specific wiring unit is not electrically connected with the specific device, the control unit is capable of controlling the non-specific device to execute a non-specific effect whose recognition manner is different from the specific effect, and the control unit is capable of controlling the non-specific device to execute a special notification regarding connection with a specific device when the specific wiring unit is not electrically connected with the specific device.
[0242] (Appendix R) The gaming machine described in (Appendix N), wherein the control unit is capable of controlling the non-specific device to execute the special notification when an inconsistency condition is satisfied. (Appendix M) A gaming machine described in (Appendix N), wherein the control unit is capable of controlling the non-specific device to execute a special notification different from the special notification when an inconsistency condition is met.
[0243] (Appendix C) A gaming machine described in any of (Appendix N), (Appendix N), (Appendix R), and (Appendix M), wherein the control unit is capable of setting the frequency of outputting the specific control signal to a setting different from the standard setting.
[0244] (Appendix Wi) A gaming machine described in any of (Appendix Ne), (Appendix Na), (Appendix Ra), (Appendix Mu), and (Appendix C), wherein the control unit is capable of outputting a control signal via the specific wiring unit to cause a specific device to execute a specific notification related to a specific performance when the matching condition is met.
[0245] (Appendix N) A gaming machine described in any of (Appendix N), (Appendix N), (Appendix R), (Appendix M), (Appendix U), and (Appendix W), wherein, when a variable game is not being executed, the control unit is capable of outputting a control signal via the specific wiring unit to cause a specific device to execute a specific notification related to a specific presentation.
[0246] (Appendix E) A gaming machine described in any of (Appendix N), (Appendix N), (Appendix R), (Appendix M), (Appendix C), (Appendix W), and (Appendix R), wherein the control unit is capable of outputting the specific control signal only when a bonus is awarded. [Explanation of symbols]
[0247] AC1...Normal actuator AC2...Special actuator BT...Effect button EH1...First effect display device EH2...Second effect display device FG...Special image GK...Specific item image, non-specific item image HD...Firing handle HG...Non-specific effect image HK...Non-specific situation image HS...Special image JB...Drawing pad k1~K23...Cable LA1...First decorative lamp LA2...Second decorative lamp R1, R2...Display area SE1...First start sensor SE2...Second start sensor SE3...Count sensor SE4...Gate sensor SM1...First vibration motor SM2...Second vibration motor SP1...First speaker SP2...Second speaker TG...Specific effect image TH...Specific notification image TK...Specific situation image uk...USB cable YB...Game board YBa...Game area YBb...Display window YBc...Firing passage YBd...Prevention valve 10...Pachinko game machine 11...Frame 11a...Outer frame 11b...mounting frame 12...first start port 13...second start port 13a...normal opening / closing piece 14...big prize port 14a...special opening / closing piece 17...gate 17a...gate port 18...out port 19a...first special pattern display device 19b...second special pattern display device 19c...first reserve display device 19d...second reserve display device 19e...normal pattern display device 40...main board 41...main CPU 42...main ROM 43...main RAM 44...random number generation circuit 50...sub board 51...sub CPU 52...sub ROM 53...sub RAM 60...performance unit
Claims
[Claim 1] In a gaming machine capable of executing a variable game, A specific device; a non-specific device different from the specific device; a control means; A specific performance involving vibration by the specific device and a non-specific performance by the non-specific device can be executed, The non-specific effect is an effect that can be executed in a manner that is easily visible, The specific effect is an effect that can be executed in a manner that is difficult to see or impossible to see, The specific effects and the non-specific effects can be customized. The execution probability of the specific effect can be set to a state where the execution probability is a first value and a state where the execution probability of the specific effect is higher than the first value, The execution probability of the non-specific effect can be set to a first state where the second value is the second value, a second state where the execution probability of the non-specific effect is higher than the second value, and a third state where the execution probability of the non-specific effect is the same as the second state but with a strong effect intensity. The strong effect intensity means that the game effect is relatively easy to recognize, When the variable game is not being executed, a specific notification accompanied by vibration can be executed, The specific device can execute the specific effect by inputting an electrical signal related to the execution of the specific effect, The non-specific device is a gaming machine that can execute the non-specific effect by inputting an electrical signal related to the execution of the non-specific effect.
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