gaming machines
The gaming machine enhances player engagement through dynamic display performances triggered by player interaction with movable bodies and operation units, addressing the need for innovative presentation in gaming machines.
Patent Information
- Application Number
- JP2023136440
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-08-24
- Publication Date
- 2025-12-12
- Estimated Expiration
- 2041-10-01
AI Technical Summary
Existing gaming machines lack innovative presentation features that enhance player engagement and excitement.
A gaming machine with a game board featuring a starting winning hole, a display device, and movable bodies operable by player interaction, including a first and second operation unit, where the movement speed of the movable body varies with player input, and the display performance is conditioned on specific operations and timing.
The configuration provides a heightened sense of tension and engagement for players, allowing for repeatable and dynamic display performances based on player interaction.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as pachinko gaming machines (generally also referred to as "pachinko machines") and slot machine gaming machines (generally also referred to as "pachislot machines"). [Background technology]
[0002] Conventionally, a gaming machine is known in which a lottery is held to determine whether or not a jackpot will be awarded based on the entry of a gaming ball into a starting hole, and a pattern is displayed on a display device in a variable manner, and the pattern is displayed in a static manner according to the lottery result, and if the lottery result is a jackpot, a jackpot pattern is displayed in a static manner on the display device, creating a jackpot gaming state.
[0003] In addition, many gaming machines have been proposed that display symbols on a display device in a variable manner and stop the symbols in a manner corresponding to the lottery results while also executing effects that indicate the expectation of a win (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2010-220861 Summary of the Invention [Problem to be solved by the invention]
[0005] However, there is room for improvement in such presentations, and there are quite a few players who are looking for presentations that are even more inventive.
[0006] Therefore, an object of the present invention is to provide a gaming machine that is designed with ingenuity in presentation. [Means for solving the problem]
[0007] Means 1: a game board having a game area in which a starting winning hole is provided; A gaming machine comprising: a display device capable of displaying a display effect suggesting the result of a special lottery that can be executed in response to the reception of a gaming ball when the gaming ball is received into the start winning port by the player's play; and a movable body operable by the player's play; An operation means capable of receiving an operation by a player is provided below the gaming board having the gaming area, the operation means has a first operation unit capable of receiving a first operation by a player, and a second operation unit capable of receiving a second operation by a player on the first operation unit, the second operation being different from the first operation; The movable body that is made operable by the player's play is made operable by the player's first operation on the first operation section of the operation means provided at a position below the game board, and the speed of the operation increases as the amount of the player's first operation increases, When the player performs the second operation on the second operation unit of the operation means while the movable body is in motion due to the first operation on the first operation unit, the movable body in motion is stopped regardless of the motion speed, When a first performance is being performed on the display device, if a predetermined condition is satisfied after the operation means detects the first operation, a second performance is displayed on the display device. 、 The movable body, whose movement speed is variable in accordance with the amount of operation of the first operation by the player, moves within a certain range of movement regardless of the movement speed. It is characterized by:
[0008] Because some players feel a heightened sense of tension when they see the first performance, the above configuration is configured so that the first performance is stopped when the specific detection means detects a specific operation while it is being executed. Furthermore, for players who have stopped the first performance but still want to see it, the above configuration is configured so that the first performance can be executed again if a predetermined time has passed since the first condition was met and the first performance was stopped, but the first condition is not met within that predetermined time. Furthermore, in order to allow the player to concentrate on the movement of the movable body while it is moving, the above configuration is configured so that the condition for stopping the first performance (the first condition) is met when the conditions for the movable body to move (the first condition and the second condition) are met. [Effects of the Invention]
[0009] According to the present invention, it is possible to provide a gaming machine with ingenious presentation features. [Brief explanation of the drawings]
[0010] [Figure 1] 1 is a front view showing an example of a schematic appearance of a pachinko machine. [Figure 2] FIG. 1 is a block diagram showing an outline of the control configuration of a pachinko machine. [Figure 3] Figure 3(a) is a flowchart showing the control processing steps performed by the main control MPU of the main control board when the power is turned on to the pachinko machine, and Figure 3(b) is a flowchart showing the processing steps for timer interrupt control that is periodically performed by the main control MPU of the main control board. [Figure 4] 10 is a flowchart showing the procedure for special symbol process processing. [Figure 5] 10 is a flowchart showing the procedure for first special symbol process processing. [Figure 6] This is a flowchart showing the procedure for the jackpot control processing. [Figure 7] 10 is a flowchart showing the procedure for the normal symbol process. [Figure 8] 10 is a flowchart showing the processing procedure for the control performed by the peripheral control MPU mounted on the peripheral control board when the power is turned on to the pachinko machine. [Figure 9] 10 is a flowchart showing an example of a 16 mS steady process executed every 16 mS in the sub-main process. [Figure 10] 10 is a flowchart showing an example of a performance control process. [Figure 11] This is an explanatory diagram showing an example of a performance when an effective operation period for an attack performance occurs (a period during which a specified operation on a specified operation unit is detected, or which ends when a specified time has passed since the start of the period), and an operation to launch an attack is performed during the effective operation period. [Figure 12] This is an explanatory diagram showing an example of a performance when an effective operation period for an attack performance occurs (a period during which a specified operation on a specified operation unit is detected, or which ends when a specified time has passed since the start of the period), and an operation to launch an attack is performed during the effective operation period. [Figure 13] FIG. 10 is an explanatory diagram showing an example of an attack effect when the operating unit is not operated. [Figure 14] FIG. 10 is an explanatory diagram showing an example of an attack effect in which operation of the operation section has already begun at the start of the effective operation period. [Figure 15] FIG. 10 is an explanatory diagram showing an example of an attack effect in which operation of the operation section has already begun at the start of the effective operation period. [Figure 16] FIG. 10 is an explanatory diagram showing an example of a performance in which the rotation operation unit 302 is operated before the valid operation period in another example of the second performance pattern of the attack performance. [Figure 17] 10A and 10B are schematic diagrams showing other configuration examples of the pressing operation unit and the rotation operation unit. [Figure 18] FIG. 10 is an explanatory diagram showing an example of a cancelable attack effect. [Figure 19] FIG. 10 is an explanatory diagram showing an example of a cancelable attack effect. DETAILED DESCRIPTION OF THE INVENTION
[0011] 1 is a front view showing an example of the outline of the exterior of a pachinko machine 1. The pachinko machine 1 is installed in an island facility (not shown) in a gaming hall. The pachinko machine 1 is equipped with a game board 5 that is visible to the player and has a game area 5a into which the player can shoot game balls and into which the game balls can flow down.
[0012] The gaming area 5a includes a general winning opening 2001, a first starting opening 2002, a gate unit 2003, a second starting opening 2004, and a large winning opening 2005. When a gaming ball enters the general winning opening 2001, a predetermined number of gaming balls (for example, five) are paid out. When a gaming ball enters the first starting opening 2002, a predetermined number of gaming balls (for example, four) are paid out and a first special lottery is executed.
[0013] When a gaming ball passes through the gate section 2003, a normal lottery is held. If a winning ticket is awarded in the normal lottery, an opening / closing member (not shown) provided in the second starting port 2004 opens for a predetermined time. Only when the opening / closing member is open can a gaming ball enter the second starting port 2004. When a gaming ball enters the second starting port 2004, a predetermined number of gaming balls (for example, one) are paid out, and a second special lottery, which is more advantageous to the player than the first special lottery, is held. The first special lottery and the second special lottery are collectively referred to as simply a special lottery.
[0014] Within the game area 5a, multiple obstacle nails (not shown) are planted in a predetermined gauge arrangement at appropriate positions on the front side, and when the game ball hits the obstacle nails, the speed at which the game ball flows down is suppressed and various movements are imparted to the game ball, allowing players to enjoy its movements.In addition to the obstacle nails, within the game area 5a, there are also provided at appropriate positions a windmill (not shown) that rotates when the game ball hits it.
[0015] If a jackpot is won in the first special lottery or the second special lottery, the game transitions to a jackpot gaming state, and the large prize opening 2005 opens. When a gaming ball enters the large prize opening 2005, a predetermined number of gaming balls (for example, 15 balls) are paid out. In the jackpot gaming state, the large prize opening 2005 repeatedly opens and closes. Furthermore, the gaming area 5a is arranged to surround an area where gaming balls do not flow down, and an effect display device 1600 capable of displaying a predetermined effect image is arranged in the area where gaming balls do not flow down.
[0016] The pachinko machine 1 is equipped with a pressing operation unit 303 and a rotation operation unit 302, which are each an operation unit operable by a player. The pressing operation unit 303 is an operation unit that can be pressed by a player. The rotation operation unit 302 is an annular operation unit arranged around the lower side of the pressing operation unit 303, and is an operation unit that can be rotated by a player. The rotation operation unit 302 can be rotated in one direction (for example, only clockwise) or in both directions (clockwise and counterclockwise). In addition, the rotation operation unit 302 is equipped with a detection unit that can detect operations by a player.
[0017] The pachinko machine 1 is equipped with a handle unit 500 that can be operated by a player to shoot game balls stored in an upper tray (not shown) into the game area 5a. The handle unit 500 includes a handle lever, a handle touch sensor, and a shot stop button. When the handle touch sensor detects contact with the player's palm, fingers, etc. and the handle rotates by more than a predetermined amount, the game ball is shot out; the more the handle is rotated, the more powerfully the game ball is shot out. Furthermore, even if the handle touch sensor detects contact and the handle has rotated by more than the predetermined amount, the game ball will not be shot out if the shot stop button is operated.
[0018] Although not visible in Fig. 1, an outlet that penetrates from front to back is formed at the lowest position within the play area 5a (behind the pressing operation unit 303 and the rotation operation unit 302). Game balls that flow down to the bottom end of the play area 5a are guided to the outlet and discharged to the rear of the game board 5 through the outlet.
[0019] FIG. 2 is a block diagram showing an outline of the control configuration of a pachinko machine. As shown in the figure, the main control configuration of the pachinko machine 1 is composed of a main control board 1310 and a peripheral control board 1510 attached to the game board 5, and a payout control board 63 attached to the main body frame, with each board performing its own control. The main control board 1310 controls the game operation (progress of the game). The peripheral control board 1510 is equipped with a peripheral control unit 1511 that controls various effects during game play based on commands from the main control board 1310, and an effect display control unit 1512 that controls the display of effect images on the effect display device 1600 based on commands from the peripheral control unit 1511. The payout control board 63 is equipped with a payout control unit 633a that controls the payout of game balls, etc., and a launch control unit 633b that controls the launch of game balls by rotating the handle.
[0020] The main control board 1310 that controls the progress of the game is not shown in detail, but is equipped with a main control MPU, which is a microprocessor with built-in ROM that stores various processing programs and commands and RAM that temporarily stores data, a main control I / O port as an input / output device (I / O device), a main control input circuit to which detection signals from various detection switches are input, a main control solenoid drive circuit for driving various solenoids, and a RAM clear switch for completely erasing information stored in the RAM built into the main control MPU. In addition to its built-in ROM and RAM, the main control MPU also has built-in functions such as a watchdog timer that monitors its operation (system) and functions to prevent fraud.
[0021] The main control MPU of the main control board 1310 receives detection signals from the first start port sensor 3052 that detects game balls received in the first start port 2002, the gate sensor 2801 that detects game balls that have passed through the gate section 2003, the second start port sensor 2401 that detects game balls received in the second start port 2004, the general prize port sensor 3051 that detects game balls received in the general prize port 2001, the special prize port sensor 2402 that detects game balls received in the special prize port 2005, the outlet sensor 3053 that detects game balls received in the outlet port, and the magnetic sensor 2404 that detects illegal magnetism within the game area 5a, via the main control I / O port.
[0022] Based on these detection signals, the main control MPU outputs a control signal from the main control I / O port to the main control solenoid drive circuit, thereby outputting drive signals to the second starting port solenoid 2415, the attacca solenoid 2418, etc., and outputs drive signals from the main control I / O port to the status indicator, normal pattern indicator, normal hold indicator, first special pattern indicator, first special hold number indicator, second special pattern indicator, second special hold number indicator, round indicator, etc. of the function display unit 1400.
[0023] The main control MPU transmits various information related to games (game information) and various commands related to payouts to the payout control board 63, and receives various commands related to the state of the pachinko machine 1 from the payout control board 63. Furthermore, the main control MPU transmits various commands related to the control of game presentations and various commands related to the state of the pachinko machine 1 to the peripheral control unit 1511 of the peripheral control board 1510 via the main control I / O port. When the main control MPU receives various commands related to the state of the pachinko machine 1 from the payout control board 63, it formats these various commands and transmits them to the peripheral control unit 1511.
[0024] The payout control board 63, which controls the payout of game balls, etc., is equipped with a payout control unit 633a which performs various controls related to payout, a launch control unit 633b which controls launch using the launch solenoid 542 and also controls ball delivery using the ball delivery solenoid 145, an error LED indicator (not shown) which displays the status of the pachinko machine 1, an error release switch (not shown) for clearing the error displayed on the error LED indicator, and a ball removal switch which, during maintenance, discharges the game balls in the ball tank (not shown), tank rail (not shown), ball guidance unit (not shown), and payout device (not shown) outside the pachinko machine 1 and starts the ball removal operation.
[0025] The dispensing control unit 633a, which performs various controls related to dispensing in the dispensing control board 63, is equipped with a dispensing control MPU, which is a microprocessor with built-in ROM for storing various processing programs and commands and RAM for temporarily storing data, a dispensing control I / O port as an I / O device, an external WDT (external watchdog timer) for monitoring whether the dispensing control MPU is operating normally, a dispensing motor drive circuit for outputting a drive signal to the dispensing motor 584 of the dispensing device, and a dispensing control input circuit to which detection signals from various detection switches related to dispensing are input. In addition to its built-in ROM and RAM, the dispensing control MPU also has built-in functions for preventing fraud.
[0026] The payout control MPU of the payout control unit 633a receives various information regarding the game (game information) and various commands regarding payouts from the main control board 1310 serially via the payout control I / O port, and also receives the operation signal (detection signal) of the RAM clear switch from the main control board 1310 via the payout control I / O port.In addition, it also receives detection signals from the full tank detection sensor 154, the ball out detection sensor 574, and the payout detection sensor 591.
[0027] The detection signals from the ball out detection sensor 574 of the ball guide unit and the dispensing detection sensor 591 of the dispensing device are input to the dispensing control input circuit and input to the dispensing control MPU via the dispensing control I / O port. Also, the detection signal from the full tank detection sensor 154 is input to the dispensing control input circuit and input to the dispensing control MPU via the dispensing control I / O port.
[0028] The payout control MPU outputs a drive signal for driving the payout motor 584 to the payout motor 584 via the payout control I / O, outputs a signal for displaying the status of the pachinko machine 1 on the error LED indicator to the error LED indicator via the payout control I / O port, serially transmits commands indicating the status of the pachinko machine 1 to the main control board 1310 via the payout control I / O port, and outputs the number of game balls actually paid out to an external terminal via the payout control I / O port. This external terminal is connected to a hall computer installed in the gaming hall. This hall computer monitors the player's play by keeping track of the number of game balls paid out by the pachinko machine 1 and game information of the pachinko machine 1.
[0029] The error LED indicator (not shown) is a segment indicator that displays alphanumeric characters, figures, etc. to indicate the status of the pachinko machine 1.
[0030] The launch control unit 633b controls launching by the launch solenoid 542 and ball feeding by the ball feeding solenoid 145. The launch control unit 633b controls the launch solenoid 542 and the ball feeding solenoid 145 so that 100 game balls B are shot out toward the game area 5a per minute.
[0031] In the handle unit 500, the detection signals from the handle touch sensor 192, which detects whether the palm or fingers are touching the handle, and the shot stop button sensor 194, which detects whether the player wants to forcibly stop the shooting of the game ball, are input to the launch control input circuit and then to the launch timing control circuit. The handle rotation detection sensor 189 detects the rotation position of the handle. The strength with which the game ball is shot toward the play area 5a is electrically adjusted according to the detected rotation position.
[0032] The peripheral control board 1510 is equipped with a peripheral control unit 1511 that controls the performance based on commands from the main control board 1310, and a performance display control unit 1512 that controls the drawing of the performance display device 1600 based on control data from this peripheral control unit 1511.
[0033] The peripheral control unit 1511 that controls the performance on the peripheral control board 1510 is not shown in detail, but is equipped with a peripheral control MPU as a microprocessor, a peripheral control ROM that stores various processing programs and various commands, a sound source IC that produces high-quality sound, and a sound ROM that stores sound information such as music, voice, and sound effects referenced by this sound source IC.
[0034] The peripheral control MPU has multiple built-in parallel I / O ports, serial I / O ports, etc., and when it receives various commands from the main control board 1310, it transmits game board side light emission data for outputting lighting signals, flashing signals, or gradation lighting signals to color LEDs, etc., provided on the decorative board 184 such as the game board 5 and door frame, etc., from the serial I / O port for the lamp drive board to the decorative board 184 based on these various commands, and transmits drive data for outputting drive signals to drive motors that operate various performance units to the drive motors of the game board 5 from the serial I / O port for the game board decoration drive board. The door side drive light emitting data, which is composed of door side light emitting data for outputting a lighting signal, a flashing signal or a gradation lighting signal to a color LED or the like provided on a decorative board 184 of a door frame or the like, is transmitted from the serial I / O port for the frame decoration drive board to the door frame 3 side, control data (display commands) indicating the screen to be displayed on the performance display device 1600 is transmitted from the serial I / O port for the display control unit to the performance display control unit 1512, and a control signal (sound command) for extracting sound information from the sound ROM is output to the sound source IC.
[0035] Furthermore, detection signals from the pressing detection sensor 381 of the pressing operation unit 303 and the rotation detection sensor 347 of the rotation operation unit 302 are input to the peripheral control MPU. Furthermore, the peripheral control MPU receives a signal (operation signal) from the performance display control unit 1512 informing it that the performance display control unit 1512 is operating normally, and monitors the operation of the performance display control unit 1512 based on this operation signal.
[0036] The sound source IC extracts sound information from the sound ROM based on control data (sound commands) from the peripheral control MPU, and controls the playback of music, sound effects, and other sounds that match various performances from speakers 354 installed on the door frame, main body frame, etc.
[0037] In addition to the built-in WDT (watchdog timer) built into the peripheral control MPU, the peripheral control unit 1511 also has an external WDT (watchdog timer) not shown, and the peripheral control MPU uses both the built-in WDT and the external WDT to diagnose whether its own system is running out of control.
[0038] The performance display control unit 1512 controls the drawing of the performance display device 1600. Although not shown in detail, the performance display control unit 1512 includes a display control MPU as a microprocessor, a display control ROM that stores various processing programs, various commands, and various data, a VDP (short for Video Display Processor) that controls the display of the performance display device 1600, an image ROM that stores various data for the screen displayed on the performance display device 1600, and an image RAM to which the various data stored in this image ROM is transferred and copied.
[0039] This display control MPU has built-in parallel I / O ports, serial I / O ports, etc., and controls the VDP based on control data (display commands) from the peripheral control unit 1511 to control the drawing of the performance display device 1600. When the display control MPU is operating normally, it outputs an operation signal to inform the peripheral control unit 1511. The display control MPU also receives an execution signal from the VDP, and performs interrupt processing when the output of this execution signal is stopped every 16 ms.
[0040] Next, an example of control processing executed by the main control board 1310 (particularly the main control MPU) will be described. Fig. 3(a) is a flowchart showing the procedure of control processing executed by the main control MPU of the main control board 1310 when the power to the pachinko machine 1 is turned on.
[0041] As shown in Figure 3(a), the main control board 1310 according to this embodiment first initializes the data stored in various registers and the RAM built into the main control MPU (hereinafter referred to as the main control built-in RAM) as a process of step S1, provided that the RAM clear switch of the main control board 1310 has been operated. The RAM clear switch is provided on the rear side of the pachinko machine 1 and cannot be operated unless the main body frame 4 is opened. The RAM clear switch outputs a clear signal to the main control board 1310 in response to operation before a predetermined period (e.g., one second) has elapsed since power was turned on, and if the main control MPU determines that a clear signal has been input when power is turned on, it executes initialization processing (step S1) to initialize the data stored in various registers and the main control built-in RAM.
[0042] Although not shown, in this example, when power to the pachinko machine 1 is cut off, a backup process is executed to save information indicating the progress of the game (for example, various flags, etc.) in the main control built-in RAM. If the RAM clear switch is not operated when power is applied to the pachinko machine 1, the information saved in the main control built-in RAM in the backup process is referenced without executing the initialization process (step S1), and a recovery process is executed to restore the state according to that information. Also, if the RAM clear switch is operated when power is applied to the pachinko machine 1, an initialization process is executed without executing the recovery process, and the pachinko machine 1 is set to its initial state. Furthermore, when the initialization process is executed, the game state is controlled to a non-time-shortened state.
[0043] Next, in the process of step S2, a random number, which is a number that is updated within a predetermined numerical range, is updated. That is, the main control board 1310 according to this embodiment is provided with random number counters that hold random numbers such as special random numbers (first special random number, second special random number) used in a lottery process for the display mode when the variable display of the special symbol stops, a variable random number used in a lottery process for a predetermined time (variation time) required for controlling the variable display of the special symbol, a reach random number used in a lottery process for whether or not to make a reach (whether or not to execute a performance) as a game performance executed by the performance display device 1600 in response to the variable display of the special symbol, a pattern random number (first pattern random number, second pattern random number) used in a lottery process for determining the type of jackpot when it is determined that a jackpot has occurred based on the special random number, and a random number (normal random number) used in a lottery process for whether or not to win, which triggers the opening of the second starting port 2004.
[0044] In this example, the reach random number is configured to be the same for the first special pattern and the second special pattern, that is, whether the start winning is at the first start winning port 2002 or the second start winning port 2004, the reach random number is obtained from the same counter that updates the reach random number.However, the execution rate of the reach effect may be made different by obtaining the reach random number from a counter with a different range of random numbers that updates the reach random number, or the execution rate of the reach effect may be made different by providing a reach judgment table that is compared with the obtained reach random number, which is a first reach judgment table corresponding to the first special pattern and a second reach judgment table that is corresponding to the second special pattern and has a judgment value different from that of the first reach judgment table.
[0045] In the process of step S2, only the random numbers (variable random numbers) that are not related to the winning or losing of the lottery are updated, and the counter of the random number counter is operated in such a way. After the processes of steps S1 and S2 are performed in this way, only the process of step S2 is basically repeated. However, in this embodiment, the following timer interrupt control is performed, for example, every 4 mS.
[0046] FIG. 3(b) is a flowchart showing the processing procedure for timer interrupt control periodically performed by the main control MPU of the main control board 1310.
[0047] As shown in FIG. 3(b), this interrupt control first involves a register save process in step S11. Next, in step S12, detection signals are input from various sensors, such as the gate sensor 2801, the first start opening sensor 3052, the second start opening sensor 2401, the first count sensor for detecting the game ball B received in the special prize opening 2005, the general prize opening sensor 3001, and various magnetic sensors. Next, in step S13, a random number update process is performed to update the value of the random number counter that generates the random numbers. In step S13, the random numbers (special random numbers, general random numbers) related to the display mode when the variable display of the special and general symbols is stopped are updated, and the random number counter is operated.
[0048] After the random number has been updated in this way, the main control MPU of the main control board 1310 executes special symbol process processing, including lottery processing relating to the display mode when the variable display of the special symbol is stopped, as processing in step S14. Note that this special symbol process processing will be described later, but here, basically, the corresponding processing is selectively executed based on the special symbol process flags (first special symbol process flag, second special symbol process flag) that indicate the progress of the game stored in the main control built-in RAM.
[0049] Next, in step S15, the main control MPU of the main control board 1310 executes a normal symbol process process including a lottery process for determining whether or not a winning combination will result in the opening of the second starting slot 2004. In this normal symbol process process, basically, the corresponding process is selectively executed according to the normal symbol process flag indicating the progress of the game.
[0050] In addition, when the special symbol process processing (step S14) and the normal symbol process processing (step S15) are performed, the main control MPU of the main control board 1310 then performs a process of step S16 in which the command set in a predetermined area of the main control built-in RAM in the special symbol process processing is sent to the peripheral control board 1510, etc. Next, in step S17, the command set in a predetermined area of the main control built-in RAM in the normal symbol process processing is sent to, for example, the peripheral control board 1510, etc.
[0051] Next, the main control MPU of the main control board 1310 performs an information output process in step S18, for example, to output data such as winning information to be supplied to a hall management computer.
[0052] Next, in step S19, the main control MPU of the main control board 1310 executes a prize ball process that outputs a payout control command to the payout control board 63 so that prize balls corresponding to the signals are paid out to the player when the detection signals of the first start hole sensor 3052, the second start hole sensor 2401, the first count sensor, the second count sensor, the general winning hole sensor 3051, etc. are in the ON state. As a result, the payout control MPU mounted on the payout control board 63 outputs a drive signal to the payout motor 584, and pays out prize balls to the player. In this example, when game ball B enters the first start opening 2002 and the first start opening sensor 3052 turns on, "3 balls" are paid out to the player; when game ball B enters the second start opening 2004 and the second start opening sensor 2401 turns on, "1 ball" is paid out; when game ball B enters the special prize opening 2005 and the first count sensor turns on, "15 balls" are paid out; and when game ball B enters the general prize opening 2001 and the general prize opening sensor 3051 turns on, "8 balls" are paid out to the player.
[0053] The main control MPU of the main control board 1310 then executes a storage process in step S20 to check whether the number of reserved memories has increased or decreased. Next, in step S21, it executes a test terminal process, which is a process of outputting a test signal so that the control status of the pachinko machine 1 can be confirmed outside the gaming machine. After that, it controls the drive of the actuator that operates at all times (step S22), restores the contents of the register (step S23), and ends this control when it is set to an interrupt-permitted state (step S24).
[0054] By the above control, in this embodiment, the game control process is started every 4 mS. In this embodiment, the game control process is executed by the timer interrupt process, but the interrupt process may, for example, only set a flag indicating that an interrupt has occurred. In this case, however, the game control process is executed in the main process.
[0055] Figure 4 is a flowchart showing the procedure for the special symbol process (step S14). Now, assuming that the random numbers used in various lottery processes have been updated (step S13), as shown in Figure 4, the main control MPU of the main control board 1310 first executes the start-up winning determination process (S31).
[0056] An example of the start winning determination process will be described below. When the main control MPU of the main control board 1310 detects that a gaming ball has entered the first start opening 2002, it obtains from the random number counter a first special random number for determining the result of the first special lottery, a reach random number for determining whether a reach will be executed, a first pattern random number, and a variable random number for determining a variation pattern. The main control MPU of the main control board 1310 updates the number of reserved first special random numbers stored in the main control built-in RAM, with a predetermined number (for example, four) as the upper limit (in other words, if the number of reserved numbers has already reached the upper limit, the update process will not be performed).
[0057] In addition, the main control MPU of the main control board 1310 may execute a performance pre-determination process to determine, based on the acquired first special random number, reach random number, first pattern random number, and variable random number, whether the display result of the first special pattern variable display will be a jackpot, the type of jackpot if it is a jackpot, and if it is not a jackpot, whether to execute a reach performance as a game performance executed by the performance display device 1600, or the type of mode (type of variable pattern) of the game performance to be executed, before starting the variable display corresponding to the start winning.
[0058] In this pre-determination process, a pre-determination table (not shown) is compared with the acquired first special random number, first pattern random number, reach random number, and variable random number to determine in advance pre-determination information indicating whether or not a jackpot will occur, the type of jackpot if a jackpot will occur, and if not, whether or not a reach effect will be executed as a game effect executed by effect display device 1600, the type of mode of the game effect to be executed, etc. The main control MPU of main control board 1310 transmits a command associating this pre-determination information with the value of the counter in the reserved memory (i.e., which reserved first special random number the pre-determination information corresponds to) to peripheral control board 1510 before starting the variable display corresponding to the start winning, thereby allowing the peripheral control MPU of peripheral control board 1510 to execute a so-called pre-reading effect corresponding to the start winning before the variable display corresponding to the start winning begins.
[0059] The processing performed when the main control MPU of the main control board 1310 detects that a game ball has entered the second starting hole 2004 is the same as the processing performed when a game ball has entered the first starting hole 2002, although the random numbers and tables used for the judgment are different, so explanation will be omitted.
[0060] Following the start determination process in step S31, the main control MPU determines whether or not a jackpot in progress flag indicating that control is being performed for a jackpot game is set (step S32), and if the jackpot in progress flag is set, executes a jackpot control process (step S36) for controlling the jackpot game. In the jackpot control process, when the result of the lottery process for the display mode when the variable display of the first special symbol or the second special symbol stops (the result of the win determination and the content of the jackpot type) indicates, for example, a "15R jackpot," the main control MPU executes a process for controlling to a 15R jackpot game in which the opening and closing pattern is repeated 15 times after the large prize winning port 2005 has been opened for a long time (for example, 28.5 seconds) or when it is detected that 10 game balls B have entered the large prize winning port 2005.
[0061] Furthermore, in the jackpot control process, a process for setting a time-shortening flag is executed after performing such control for opening the jackpot opening 2005. The time-shortening flag is a flag indicating that time-shortening control (control executed in the time-shortening state) is being executed, and is set when the jackpot game based on the time-shortening controlled jackpot is terminated after the jackpot game ends, and is reset by a first special symbol stop process described later or a second special symbol stop process of a second special symbol process described later.
[0062] In addition, if the jackpot execution flag is not set, the main control MPU executes a first special pattern process including a lottery process for the display mode when the varying display of the first special pattern stops (step S34), provided that the value of the second special reserve number counter, which indicates the number of second special random numbers stored in the second special pattern reserve memory area, is "0" (step S33), and executes a second special pattern process including a lottery process for the display mode when the varying display of the second special pattern stops (step S35), provided that the value of the second special reserve number counter, which indicates the number of second special random numbers stored in the second special pattern reserve memory area, is not "0" (step S33).
[0063] FIG. 5 is a flowchart showing the procedure for the first special symbol process (step S34). The first special symbol process executed in step S34 of the special symbol process and the second special symbol process executed in step S35 of the special symbol process are similar program modules, differing only in the random numbers and tables used for judgment. Therefore, only the first special symbol process executed in step S38 of the special symbol process will be described here. In the first special symbol process, on the condition that the interval timer described below has timed out (YES in step S85), one of the following five process operations is selectively executed according to the first special symbol process flag. If the interval timer has not timed out (NO in step S85), the process ends without executing the following process.
[0064] 1. First special symbol normal processing (step S80) in which the first special random number stored in the main control built-in RAM is read, and a lottery process is performed based on the read first special random number to determine the display mode when the variable control of the first special symbol is stopped.
[0065] 2. First special symbol stop symbol setting process (step S81) in which a process for determining the display mode when the first special symbol variable control is stopped is performed based on the result of a lottery process regarding the display mode when the first special symbol variable control is stopped.
[0066] 3. A first variation pattern setting process (step S82) in which a lottery process is performed on the variation mode of the first special symbol displayed on the first special symbol display device of the function display unit 1400 based on the variation random number, and the variation mode of the performance display executed in response to the first special symbol on the performance display device 1600. 4. First special symbol variation process (step S83) that waits until the variation display of the first special symbol on the first special symbol display device of the function display unit 1400 stops.
[0067] 5. A first special symbol stop process (step S84) for stopping the variable display of the first special symbol so that the display mode at the time of stopping the variable control of the first special symbol determined based on the result of the lottery process for stopping the variable control of the first special symbol is displayed on the first special symbol display device of the function display unit 1400.
[0068] The first special symbol process flag is operated in the process of step S1 to indicate that the first special symbol normal process (step S80) should be performed.
[0069] An example of the first special symbol normal processing (step S80) will be described. When the first special symbol process flag indicates that the first special symbol normal processing should be performed, if the counter value of the first special reserved number counter is 0 or greater, the main control MPU of the main control board 1310 reads random numbers (e.g., first special random number, first pattern random number, reach random number, variable random number) from the main control built-in RAM, subtracts 1 from the first special reserved number counter, and shifts random numbers (first special random number, first pattern random number, reach random number, variable random number) related to the display mode when the variable display of the first special symbol stops, stored in each memory area of the first special symbol reserved memory area of the main control built-in RAM, in a first-in first-out manner. Furthermore, the main control MPU of the main control board 1310 performs a win determination process, which is a lottery process for determining whether the big win or small win will occur, based on the first special random number of the read first special symbol. Thereafter, when the first special symbol process flag is updated so that the process is shifted to the first special symbol stop symbol setting process (step S81), the first special symbol normal process is terminated.
[0070] In the hit determination process described above, the hit determination table stored in the main control built-in ROM is compared with the special random number (if the first special symbol normal processing is being executed, the first special random number read in the first special symbol normal processing; if the second special symbol normal processing is being executed, the second special random number read in the second special symbol normal processing) to determine whether a jackpot has been won, and a jackpot flag is set according to the determination result. If a jackpot has not been won, that is, if it is determined to be a miss, the reach determination table stored in the main control built-in ROM is compared with the read-out reach random number (if the first special symbol normal processing is being executed, the reach random number read in the first special symbol normal processing; if the second special symbol normal processing is being executed, the reach random number read in the second special symbol normal processing) to determine whether or not to execute a reach, and if so, the type of reach to execute, and a reach flag is set according to the determination result.
[0071] An example of the first special symbol stop symbol setting process (step S81) will be described. When the first special symbol process flag indicates that the first special symbol stop symbol setting process should be performed, the main control MPU of the main control board 1310 first determines the result of the lottery process for the display mode when the variable display of the first special symbol stops, i.e., the result of the win determination process, and determines the stopped jackpot symbol or loss symbol based on the determination result. The main control MPU of the main control board 1310 transmits a determination result notification command indicating the lottery result (indicating the type of jackpot, small win, reach miss, or miss (which may also indicate the mode of the stopped symbol of the first special symbol)) to the peripheral control board 1510, and updates the first special symbol process flag so that the process will proceed to the first variable pattern setting process (step S82).
[0072] An example of the first variation pattern setting process (step S82) will be described. When the first special symbol process flag indicates that the first variation pattern setting process should be performed, the main control MPU of the main control board 1310 selects a variation pattern table (not shown) at the time of a jackpot according to the type of jackpot determined if the jackpot flag is set, selects a variation pattern table (not shown) at the time of a reach if the reach flag is set, and selects a variation pattern table (not shown) at the time of a miss if neither the jackpot flag nor the reach flag is set, that is, if it is a normal miss (a miss where the reach effect is not executed). Note that each variation pattern table is stored in the main control built-in ROM.
[0073] Then, the selected variation pattern table is compared with the variation random number read in the first special symbol normal processing to determine the variation pattern to be executed, and a variation pattern command is sent to notify the peripheral control board 1510 that the determined variation pattern will be started, thereby starting the variable display of the first special symbol displayed on the first special symbol display of the function display unit 1400. In addition, the main control MPU sets the variation time set corresponding to the determined variation pattern in the variation timer. As a result, the variable display control of the first special symbol is performed on the first special symbol display of the function display unit 1400 for only the determined variation time, and the effect control is performed on the effect display device 1600 in synchronization with the variable display of the special symbol.
[0074] Furthermore, in the fluctuation pattern table of this example, for example, the fluctuation time corresponding to the first special random number is set to 13 to 60 seconds in the non-time-saving state and 4 to 60 seconds in the time-saving state, and similarly, the fluctuation time corresponding to the second special random number is set to 13 to 60 seconds in the non-time-saving state and 2 to 60 seconds in the time-saving state.
[0075] When the variable display control of the first special symbol is started, it is determined whether the counter value of the time-saving count counter, which sets the number of times the time-saving state continues, is "0," and if this counter value is not "0," the time-saving count counter is counted down, and then it is further determined whether the counter value of the simultaneous time-saving count counter is "0." If the counter value is "0," a time-saving end flag is set, indicating that the time-saving control is to be ended.
[0076] If it is determined that the time-saving counter is not "0", this process is terminated when the above-mentioned first special pattern process flag is updated (step S155) so that the process is transferred to the above-mentioned first special pattern change process (step S83).
[0077] An example of the first special symbol variation process (step S83) will be described. When the first special symbol process flag indicates that the first special symbol variation process should be performed, the main control MPU of the main control board 1310 subtracts 1 from a variation timer in which a variation time corresponding to the variation pattern determined in the variation pattern lottery process (step S82) is set. Then, when it is determined that the variation time timer is 0, that is, the lottery-determined variation time has elapsed, the first special symbol process flag is updated so that the process transitions to the first special symbol stop process (step S84).
[0078] An example of the first special symbol stop processing (step S84) will be described. When the first special symbol process flag indicates that the first special symbol stop processing should be performed, the main control MPU of the main control board 1310 first performs display control to display the stop symbol determined in the first special symbol stop symbol setting processing on the first special symbol display of the function display unit 1400, and also transmits a stop display command to the peripheral control board 1510 to instruct the performance display device 1600 to derive and display the display result of the decorative symbol corresponding to the stop symbol of the first special symbol.
[0079] Next, when the time-saving end flag is set, the main control MPU of the main control board 1310 resets the time-saving end flag and also resets the time-saving flag. As a result, when the variable display of the special symbols (first special symbol, second special symbol) is executed a predetermined number of times (for example, 100 times), the time-saving control is ended and control of the non-time-saving state is started.
[0080] In the time-saving state, in order to make game ball B enter second starting hole 2004, an instruction recommending a right hit (hereinafter also referred to as a right hit instruction) is executed using effect display device 1600, speaker 354, etc. Then, as described above, when a predetermined number of special symbol variations have been completed since the start of the time-saving state, the time-saving state ends, and the state returns to the normal state (non-time-saving state). When the state returns to the normal state, in order to make game ball B enter first starting hole 2002, the right hit instruction ends, and an instruction recommending a left hit (hereinafter also referred to as a left hit instruction) is executed using effect display device 1600, speaker 354, etc.
[0081] For example, if the number of time-saving cycles is 100 (i.e., the time-saving cycle ends when 100 special pattern variations have been completed since the time-saving cycle began), then, for example, by inserting game ball B into second starting hole 2004 during the 100th variation from the start of the time-saving cycle (i.e., the final variation of the time-saving cycle), up to four second special pattern variations can be performed in the normal state after the time-saving cycle ends.
[0082] In other words, after the time-saving state ends, although the second special pattern change (which can mainly be performed during the time-saving state) is executed, the state is still normal, so a state occurs in which a left-hit instruction is executed, which is a different way of hitting than during the time-saving state.
[0083] Furthermore, when the jackpot variation of the second special pattern variation ends, the jackpot game begins, and during the jackpot game, the right-hit instruction is executed in the same way as during the time-saving state in order to make the game ball enter the large prize opening.
[0084] In addition, if a player hits from the right in the normal state after the time-saving feature has finished, the player can enter a lottery that is advantageous to the player, which is different from the special lottery that is normally drawn when game ball B passes through gate 2003. However, since the probability of winning in the normal lottery is extremely low (or zero), it is difficult for game ball B to enter second starting port 2004, and the player has fewer opportunities to enter the special lottery compared to when the player hits from the left, meaning the probability of winning a jackpot is lower. Thus, if a player hits from the right in a situation where a left-handed hit is required (specifically, for example, when a predetermined number of game balls pass through gate 2003 within a predetermined time), a left-handed hit warning effect is executed, warning the player to hit from the left. The left-handed hit warning effect does not appear in situations where a player should hit from the right, such as in the time-saving mode or during a jackpot game.
[0085] Furthermore, the main control MPU of the main control board 1310 determines whether the jackpot flag is set, and if it determines that the jackpot flag is set, it sets a jackpot start command indicating that a jackpot game corresponding to the type of jackpot will start, sets the waiting time until the jackpot game starts (the time during which a message indicating that the jackpot game will start is displayed) in an interval timer, and further sets a jackpot in progress flag and a time-saving flag, and updates the first special symbol process flag so that the process will be shifted to the first special symbol normal processing, which is its initial value. Note that, if the main control MPU of the main control board 1310 determines that the jackpot flag is not set, it updates the first special symbol process flag so that the process will be shifted to the first special symbol normal processing, which is its initial value, without executing the above processing.
[0086] 6 is a flowchart showing the procedure for the jackpot control process (step S40). In the jackpot control process, one of the following three processes is selectively executed according to the jackpot process flag.
[0087] 1. A pre-opening process (step S91) for waiting until the peripheral control board 1510 notifies the player that the game will proceed to the jackpot based on the fact that the state of the special symbols (first special symbol, second special symbol) when the variable display stops has become a jackpot symbol, or until the next round begins.
[0088] 2. A process of controlling the large prize opening 2005 to an open state based on the fact that the mode of the special symbol when the variable display stops becomes a jackpot symbol, or based on the fact that the next round is about to start, and closing the large prize opening 2005 after it has been open for a long time (for example, 28.5 seconds) or when the first count sensor or the second count sensor detects that 10 game balls B have entered the large prize opening 2005 (step S92).
[0089] 3. After all rounds are completed, the peripheral control board 1510 notifies the player that the jackpot game has ended (step S93).
[0090] The jackpot process flag is set in the processing of step S1 (see FIG. 3) to indicate that the pre-opening process (step S91) for the large prize opening should be performed. Furthermore, in the open-opening process (step S92), a jackpot round start command corresponding to the number of rounds is set at the start of the round in which the large prize opening 2005 is controlled to be open, and a jackpot round end command corresponding to the number of rounds is set at the end of the round in which the large prize opening 2005 is controlled to be closed. The jackpot round start command and the jackpot round end command are sent to the peripheral control board 1510, and the effects of the jackpot game corresponding to the number of rounds indicated by the jackpot round start command and the jackpot round end command are executed by the effect display device 1600, lamps, LEDs, speaker 354, etc.
[0091] FIG. 7 is a flowchart showing the procedure for the normal symbol process (step S15).
[0092] Now, in the processing of step S801, if it is determined that the detection signal from the gate sensor 2801 is in the on state and that game ball B has passed through the gate section 2003, then the main control MPU of the main control board 1310 performs gate section passing processing as processing of step S802, such as first obtaining the normal random number of the normal pattern from the random number counter and storing it in the normal pattern reserve memory area of the RAM.
[0093] Next, in the normal symbol process processing, one of the following five processes is selectively executed according to the normal symbol process flag.
[0094] 1. A normal random number stored in the RAM of the main control MPU is read, and a lottery process for determining the display mode when the variable control of the normal symbol is stopped is performed based on the read normal random number (step S803).
[0095] 2. A normal symbol variation pattern determination process (step S804) in which a lottery process is performed on the variation mode (variation time) of the normal symbol displayed on the normal symbol display device of the function display unit 1400 based on the normal symbol variation random number. 3. Normal symbol variation processing (step S805) that waits until the variable display of the normal symbol on the normal symbol display device of the function display unit 1400 stops.
[0096] 4. A normal pattern stop process (step S806) that stops the variable display of the normal pattern so that the display mode at the time of stopping the variable control of the normal pattern determined based on the result of the lottery process for stopping the variable control of the normal pattern is displayed on the normal pattern display device of the function display unit 1400.
[0097] 5. When the result of the lottery process regarding the state when the normal symbol fluctuation control stops indicates a state suggesting a "normal symbol win," a normal electric accessory opening process (step S807) is executed to control the reception of the game ball B into the second starting opening 2004.
[0098] In addition, the normal symbol process flag is operated to indicate that the normal symbol normal process (step S803) should be performed in the process of step S1 described above.
[0099] An example of the gate section passing process (S802) will be described. If the detection signal from the gate sensor 2801 is in the ON state and it is determined that a gaming ball has passed through the gate section 2003, the normal random number and the normal variable random number are obtained from the random number counter, and the main control MPU of the main control board 1310 updates the reserved memory of the normal random number in the main control built-in RAM with a predetermined number (for example, 4) as the upper limit (that is, if the reserved memory number has already reached the upper limit, the update process is not performed). Then, the normal pattern process flag is updated so that the process is shifted to the normal pattern normal process (step S803).
[0100] An example of the normal symbol normal processing (S803) will be described. When the normal symbol process flag indicates that the normal symbol normal processing should be performed, the main control MPU of the main control board 1310 determines whether there is variable display control of the normal symbol in a reserved state based on the counter value of the counter in the normal reserved memory. As a result, if it is determined that there is variable display control of the normal symbol in a reserved state, the random number stored in the earliest memory area of the random numbers (e.g., normal random number, normal symbol variable random number) related to the display mode of the normal symbol stored in the normal symbol reserved memory area of the RAM of the main control MPU is read from the same RAM. Then, the count of the normal reserved number counter is decremented by 1, and the random numbers (normal random number, normal symbol variable random number) related to the display mode when the variable display of the normal symbol is stopped, stored in each memory area of the normal reserved memory area of the RAM of the main control MPU, are shifted in a first-in first-out manner.
[0101] Next, the main control MPU of the main control board 1310 compares the read normal random number with the normal winning judgment table stored in the main control built-in ROM to determine whether it is a normal winning. If it is determined to be a normal winning, it sets a normal winning flag indicating that the variation has won a normal winning, and determines the normal winning pattern as the pattern when the normal pattern variation control stops (the normal pattern stopping pattern). On the other hand, if it is determined not to be a normal winning, it determines the normal losing pattern as the pattern when the normal pattern variation control stops (the normal pattern stopping pattern).
[0102] After the lottery process for the normal symbols has been carried out in this manner, a normal symbol determination result notification command corresponding to the lottery results (indicating either a normal symbol win or a loss) is sent to the peripheral control board 1510, and the normal symbol process flag is updated so that the process moves to the normal symbol variation pattern determination process (step S804).
[0103] An example of the normal symbol variation pattern determination process (step S804) will be described. When the normal symbol process flag indicates that the normal symbol variation pattern determination process should be performed, if the time-saving flag is set, the main control MPU of the main control board 1310 compares the normal symbol variation pattern determination table for time-saving stored in the main control built-in ROM with the normal random number read in the normal symbol normal process, and if the time-saving flag is set, compares the normal symbol variation pattern determination table for non-time-saving stored in the main control built-in ROM with the normal random number read in the normal symbol normal process to determine the normal symbol variation pattern to be executed (normal symbol variation pattern). The main control MPU of the main control board 1310 sets a normal symbol variation pattern command that notifies the peripheral control board 1510 of the start of normal symbol variation in the determined normal symbol variation pattern, and starts the normal symbol variation display displayed on the normal symbol display of the function display unit 1400.
[0104] In addition, when the main control MPU determines the normal symbol variation pattern, it sets the normal symbol variation time corresponding to this determined normal symbol variation pattern in the normal symbol variation timer. As a result, the performance control is performed on the normal symbol display (the normal symbol variation display) of the function display unit 1400 for the normal symbol variation time corresponding to the determined normal symbol variation pattern.
[0105] In addition, in the normal symbol variation pattern determination table of this example when the time is not shortened, the normal symbol variation time is set to, for example, 20 seconds. On the other hand, in the normal symbol variation pattern determination table of this example when the time is shortened, the normal symbol variation time is set to, for example, 0.8 seconds, so that the normal symbol variation time is shorter than that of the normal symbol variation pattern determination table when the time is not shortened. In addition, the normal symbol variation pattern determination table is stored in the ROM of the main control MPU.
[0106] Also, when the variable display control of the normal symbol is started, this process is terminated at the point when the normal symbol process flag is updated so that the process is transferred to the normal symbol variable process (step S805).
[0107] An example of the normal symbol variation process (step S805) will be described. When the normal symbol process flag indicates that the normal symbol variation process should be performed, the main control MPU of the main control board 1310 subtracts 1 from the normal symbol variation timer in which the normal symbol variation time is set. Then, when it is determined that the normal symbol variation time timer is 0, that is, the normal symbol variation time has elapsed, the normal symbol process flag is updated so that the process is shifted to the first special symbol stop process (step S806).
[0108] An example of the normal symbol stop processing (step S806) will be described. When the normal symbol process flag indicates that the normal symbol stop processing should be performed, the main control MPU of the main control board 1310 performs display control to display the normal symbol stop pattern determined in the normal symbol normal processing on the normal symbol display of the function display unit 1400, and transmits a normal symbol stop display command to the peripheral control board 1510 to notify the derived display of the first special symbol stop pattern.
[0109] Next, when the normal winning flag is set, the opening pattern of the second start opening 2004 is set according to the current game state using the normal winning opening pattern table stored in the main control built-in ROM. Specifically, if the game is controlled to a non-time-saving mode when the second start opening 2004 begins, if a lottery result based on a normal random number results in a normal winning, the start opening solenoid 2514 that opens and closes the second start opening 2004 is turned on, and opening pattern A is executed, in which the second start opening 2004 opens and closes in a short opening mode (e.g., 0.05 seconds). As a result, when opening pattern A is executed as the opening pattern of the second start opening 2004, the opening time of the second start opening 2004 is short, making it difficult to insert a game ball when the second start opening 2004 is in the open state. In other words, even if the second start opening 2004 is opened and closed in the non-time-saving mode, almost no game balls will enter the opening pattern.
[0110] On the other hand, if the second starting hole 2004 is controlled to the time-shortened state when it starts to open, when the lottery result based on the normal random number results in a normal winning, the starting hole solenoid 2514 that opens and closes the second starting hole 2004 is turned on to execute opening pattern B in which the second starting hole 2004 opens and closes in a long opening mode (for example, 1.5 seconds). As a result, when opening pattern B is executed as the opening pattern for the second starting hole 2004, the second starting hole 2004 opens for a long time, and a game ball can enter the hole when the second starting hole 2004 is in the open state.
[0111] When the opening pattern of the second start port 2004 is set, a normal symbol win start command indicating that a normal symbol win game is to be started is set, and the normal symbol process flag is updated so that the process is transferred to the normal electric device opening process. The normal symbol win start command is a command sent to the peripheral control board 1510, and the effect of the normal symbol win game according to the type of normal symbol win instructed by the normal symbol win start command can be executed by the effect display device 1600, lamps, LEDs, speaker 354, etc.
[0112] In addition, if the above-mentioned normal winning flag is not set, the main control MPU of the main control board 1310 updates the normal pattern process flag so that the process is shifted to the normal pattern normal processing, which is the initial value, without executing the above-mentioned processing.
[0113] An example of the normal electric accessory opening process (step S807) will be described below. If it is determined that the second starting port 2004 is in the open state, the main control MPU of the main control board 1310 ends this process when it controls the second starting port 2004 to the closed state by turning off the starting port solenoid 2514 that opens and closes the second starting port 2004 if a predetermined time (the opening time of the second starting port 2004 in the set opening pattern) has elapsed since the second starting port 2004 was controlled to the open state.
[0114] Furthermore, if it is determined that the second starting port 2004 is in a closed state, the main control MPU of the main control board 1310 will, if it is time to open the second starting port 2004, turn on the starting port solenoid 2514 that opens and closes the second starting port 2004, and end this processing at the point when it has controlled the second starting port 2004 to an open state.
[0115] Also, if it is not the time to open the second start port 2004, the main control MPU of the main control board 1310 sets a normal winning end command when the number of times the second start port 2004 has been opened reaches a predetermined number (the number of times the second start port 2004 has been opened in the set opening pattern). Then, this processing ends when the normal symbol process flag is updated so that the process transitions to the normal symbol normal processing, which is the initial value. The normal winning end command is sent to the peripheral control board 1510, and when the peripheral control board 1510 receives the normal winning end command, it can end the effect of the normal symbol winning game currently being executed by the effect display device 1600, lamps, LEDs, speaker 354, etc.
[0116] Next, we will explain the processing executed by the peripheral control MPU mounted on the peripheral control board 1510. Figure 8 is a flowchart showing the processing procedure for control performed by the peripheral control MPU mounted on the peripheral control board 1510 when the power to the pachinko machine 1 is turned on.
[0117] When power supply to the pachinko machine 1 is started, the peripheral control MPU performs an initial setting process (step S501). This initial setting process includes processes such as clearing the RAM built into the peripheral control MPU mounted on the peripheral control board 1510. Note that interrupts are prohibited during this initial setting process, and are permitted after the initial setting process. When the initial setting process (step S501) is completed, a loop process is started to monitor whether the 16 ms elapsed flag T has been set (step S502).
[0118] In this embodiment, the peripheral control MPU generates an interrupt every 2 ms and executes 2 ms steady processing. In the 2 ms steady processing, a 16 ms progress monitoring counter is counted up (the 16 ms progress monitoring counter is incremented by 1). When the value of the 16 ms progress monitoring counter reaches 8, i.e., when 16 ms have elapsed, a 16 ms progress flag T is set and the 16 ms progress monitoring counter is reset (to 0). In this way, the 16 ms progress flag T is set to "1" every 16 ms during the 2 ms steady processing and is normally set to "0." When the 16 ms progress flag T is set in step S502 (the 16 ms progress flag T is "1"), the 16 ms steady processing is executed (step S504) after the 16 ms progress flag is reset (step S503).
[0119] In this 16 ms steady-state processing, processing is executed to control the performance display device 1600, lamps, LEDs, speaker 354, etc. based on commands received from the main control board 1310. When the 16 ms steady-state processing is completed, the process returns to step S502 again, and the above steps S503 to S504 are repeated every time the 16 ms elapsed flag T is set, that is, every 16 ms. On the other hand, if the 16 ms elapsed flag T is not set in step S502 (the 16 ms elapsed flag T is "0"), loop processing is executed until the 16 ms elapsed flag T is set.
[0120] 9 is a flowchart showing an example of 16 ms steady-state processing executed every 16 ms in the sub-main processing. In the 16 ms steady-state processing, the peripheral control MPU executes the processing of steps S601 to S606. In the command analysis processing of step S601, the command received from the main control board 1310 is analyzed. In the performance control processing of step S602, control processing related to the performance display device 1600 is executed based on the reception of the variation pattern command transmitted by being set in the variation pattern setting processing (first variation pattern setting processing and second variation pattern setting processing).
[0121] Furthermore, in the sound control process of step S603, control processes relating to the speaker 354 provided in the pachinko machine 1 are executed. In the lamp control process of step S604, control processes relating to the lamps and LEDs provided in the pachinko machine 1 are executed. In the information output process of step S605, processes such as sending lamp and LED lighting signals to the various decorative boards 184, 273, etc. are executed. In the random number update process of step S606, processes are executed to update the random numbers used for various settings in the performance control process (step S602).
[0122] The processing of steps S601 to S606 in the 16 ms steady processing is completed within 16 ms. Even if it takes more than 16 ms from the start of the 16 ms steady processing to the end of the 16 ms steady processing, the 16 ms steady processing is not executed from the beginning (from the command analysis processing of step S601) immediately after 16 ms have elapsed since the start of the 16 ms steady processing. In other words, if 16 ms have elapsed during the execution of the 16 ms steady processing, only the 16 ms elapsed flag is set, and after the end of the 16 ms steady processing, the 16 ms steady processing is started when it is determined in step S502 that the 16 ms elapsed flag has been set.
[0123] In addition, in this embodiment, the random number update process (step S606) is executed in the 16 ms steady process to update various random numbers, but the timing for updating various random numbers is not limited to this. For example, the random numbers may be updated in either or both of the loop process in the sub-main process and the 16 ms steady process.
[0124] 10 is a flowchart showing an example of the effect control process (step S602). In the effect control process, the peripheral control MPU selectively executes one of the following five processes according to the effect process flag that indicates the progress of the game stored in the peripheral control MPU of the peripheral control board 1510.
[0125] 1. After performing processing to control the performance display device 1600, LED, speaker 354, etc. based on the variation pattern command (first variation pattern command indicating the variation pattern of the first special pattern, second variation pattern command indicating the variation pattern of the second special pattern) that indicates the variation pattern of the special patterns (first special pattern, second special pattern) analyzed in the command analysis processing, a variation performance start processing is performed (step S711) that changes the performance process flag to a value corresponding to the variation performance processing.
[0126] 2. The time elapsed since the start of control of the performance display device 1600, LED, speaker 354, etc. is measured, and processing to control the performance display device 1600, LED, speaker 354, etc. is performed according to the elapsed time, and the performance process flag is changed to a value according to the variation end processing according to the variation time according to the variation pattern of the special pattern (first special pattern, second special pattern) during the variation performance (step S712).
[0127] 3. A process for deriving and displaying a predetermined display result based on the reception of a stop display command instructing the stopping of the variable display of the special symbols (first special symbol, second special symbol) is performed, and if it is a miss, the above-mentioned performance process flag is changed to a value corresponding to the variable performance start processing, if it is a big hit, it is changed to a value corresponding to the big hit performance processing, and if it is a small hit, it is changed to a value corresponding to the small hit performance processing. A variable performance end processing (step S713)
[0128] 4. A jackpot performance process (step S714) in which the performance display device 1600 performs processing to execute display control during the jackpot game based on the reception of a jackpot start command instructing the start of the jackpot game, and when the jackpot game ends, the performance process flag is changed to a value corresponding to the variable performance start process.
[0129] By the above processing, the display of the decorative symbols changes in synchronization with the display of the special symbols (first special symbol, second special symbol) executed by the special symbol display devices (first special symbol display device of the function display unit 1400, second special symbol display device of the function display unit 1400). If the special symbol does not change for a predetermined time ... demo screen (a predetermined video including the characters and story that appear in the performance of the pachinko machine 1, an explanation of the performance, the model name, the manufacturer name, etc.) indicating that the machine is in a waiting state is displayed on the display device 1600.
[0130] 11 and 12 are explanatory diagrams showing an example of an attack effect when an effective operation period for an attack effect (a period that ends when a predetermined operation on a predetermined operation unit is detected during the period or when a predetermined time has passed since the start of the period) occurs and an operation to launch an attack is performed during the effective operation period. The attack effect is an effect that is executed, for example, before the start of a reach effect during a fluctuation in which a reach effect is executed, or during a fluctuation in which a reach effect is not executed. The attack effect is an effect that is executed, for example, when a start win is made in the first start slot 2002 or the second start slot 2004 and the jackpot flag is set, and when the reach flag is set, regardless of which fluctuation pattern is selected. The attack effect is an effect that is executed when a start win is made in the first start slot 2002 or the second start slot 2004 and neither the jackpot flag nor the reach flag is set, and when a predetermined fluctuation pattern is selected.
[0131] In an attack effect, an effective operation period occurs, and when a predetermined operation is performed on a predetermined operation unit during that effective operation period, an ally character (a white character in the figure) launches an attack with either a punch or a kick against an enemy character (a character with diagonal lines in the figure), and if the attack hits the enemy character, the effect progresses to a reach effect, and if the enemy character avoids the attack, the effect does not progress to a reach effect, and the decorative pattern stops with a miss combination, and the ongoing variation ends. Note that, for example, when a variation pattern in which a reach is executed is selected, the allocation in which an ally character is determined to execute a punch effect is smaller than the allocation in which an effect in which a kick effect is executed (for example, the allocation in which a punch is executed is 1 / 3 of the allocation in which a kick is executed), and when a variation pattern in which a reach is not executed is selected, the allocation in which an ally character is determined to execute a punch effect is larger than the allocation in which an effect in which a kick effect is executed (for example, the allocation in which a punch is executed is 3 times the allocation in which a kick is executed).
[0132] The first presentation pattern that is performed when an attack presentation is being performed encourages operation of the pressing operation unit 303 (for example, pressing (so-called single pressing)), and the second presentation pattern that is performed when an attack presentation is being performed encourages continuous operation of the rotation operation unit 302 (for example, rotation, which is an operation different from pressing (so-called single pressing) which is an operation of the pressing operation unit 303, continued by a predetermined amount for a predetermined period of time or more).
[0133] In this example, the rotary operation unit 302 can be rotated clockwise within a range of up to 360 degrees (for example, when it has been rotated 360 degrees clockwise, a stopper is activated to prevent it from rotating any further clockwise), and one step of clockwise rotation corresponds to a 10-degree rotation, for a maximum of 36 steps. A rotation detection sensor 347 provided in the rotary operation unit 302 detects the amount of rotation of the rotary operation unit 302 (how many steps it has been rotated). The range of clockwise rotation of the rotary operation unit 302 from its initial position does not have to be the above-mentioned 360 degrees, and may be any value between 45 degrees and 360 degrees, for example.
[0134] In the figure, the effects branch into the upper and lower rows, but the effects before the branching are common to both the first and second effect patterns, and the effects written in the upper row after the branching are the effects of the first effect pattern, and the effects written in the lower row after the branching are the effects of the second effect pattern.
[0135] In the first effect pattern, there is an effective operation period for the pressing operation unit 303. When the pressing detection sensor 381 provided in the pressing operation unit 303 changes from an off state to an on state during the effective operation period, the operation period ends, and as post-operation effects corresponding to the operation, a reach suggestion effect in which the ally character attacks the enemy character (an effect in which the probability of the reach being executed differs depending on whether a punch or a kick appears), and an effect in which the attack hits the enemy character or an effect in which the attack is avoided by the enemy character are executed.
[0136] In the second effect pattern, an effective operation period of the rotation operation unit 302 occurs. During this effective operation period, if the rotation detection sensor 347 provided in the rotation operation unit 302 detects a right rotation of a predetermined amount or more (hereinafter, five steps or more) from the initial position, an effect in which the ally character is surrounded by an aura is executed as an in-operation effect corresponding to that operation. This in-operation effect in which the ally character is surrounded by an aura continues to be executed as long as a right rotation of the rotation operation unit 302 of five steps or more is detected during the effective operation period of the rotation operation unit 302.
[0137] Furthermore, in the second effect pattern, if the rotation operation unit 302 continues to rotate right by five or more steps for three seconds during the valid operation period of the rotation operation unit 302, the valid operation period ends, and as post-operation effects, a reach suggestion effect in which the ally character attacks the enemy character (an effect in which the expectation of a reach being executed differs depending on whether a punch or kick appears) and an effect in which the attack hits the enemy character or an effect in which the attack is avoided by the enemy character are executed. In the first effect pattern, if the pressure detection sensor 381 changes from an off state to an on state during the valid operation period of the press operation unit 303, the valid operation period ends, and in the second effect pattern, the valid operation period ends when the rotation operation unit 302 continues to rotate right by five or more steps for three seconds during the valid operation period of the rotation operation unit 302. In other words, the operation that ends the valid operation period is different between the first effect pattern and the second effect pattern. In the second presentation pattern, the conditions for the end of the valid operation period and the execution of the post-operation presentation may be that the operation of the rotation operation unit 302 continues continuously for a predetermined time during the valid operation period regardless of the amount of rotation, that the rotation operation unit 302 is operated by a rotation amount of 5 steps or more or for a predetermined time in total regardless of the amount of rotation during the valid operation period, or that the rotation amount of the rotation operation unit 302 reaches a predetermined step (for example, 36 steps, which is the maximum amount of rotation) during the valid operation period, etc.
[0138] The effective operation period of pressing operation unit 303 in the first effect pattern and the effective operation period of rotation operation unit 302 in the second effect pattern are both 10 seconds. The effective operation period of pressing operation unit 303 in the first effect pattern may be longer or shorter than the effective operation period of rotation operation unit 302 in the second effect pattern. However, since the operation required for producing the post-operation effect in the second effect pattern (continuing to rotate rotation operation unit 302 right by five or more steps for three seconds during the effective operation period of rotation operation unit 302) takes longer than the operation required for producing the post-operation effect in the first effect pattern (changing pressure detection sensor 381 from the off state to the on state during the effective operation period of pressing operation unit 303), it is desirable that the effective operation period of rotation operation unit 302 in the second effect pattern be longer than the effective operation period of pressing operation unit 303 in the first effect pattern.
[0139] FIG. 11(A) shows a state in which all decorative symbols have changed and an attack effect has begun. In FIG. 11(A), the effect display device 1600 displays a message indicating a chance if the ally character's punch hits the enemy character. The decorative symbols are multiple rows of symbols displayed on the effect display device 1600, indicating the results of a special lottery. The decorative symbols, for example, consist of three rows: a left decorative symbol, a center decorative symbol, and a right decorative symbol. The three rows of decorative symbols begin to change when the special symbol change begins, and then, for example, the left decorative symbol, the right decorative symbol, and the center decorative symbol are displayed in that order. Finally, when all the decorative symbol rows are displayed in a stopped state, the result of the special lottery is indicated to the player based on the combination of the displayed decorative symbols. When the ally character's attack hits the enemy character during the attack effect, the decorative symbols form a reach effect after the attack effect ends, and a reach effect is executed. A state in which a decorative pattern reach has been formed is a state in which all decorative patterns in multiple rows (for example, three rows of left decorative pattern, middle decorative pattern, and right decorative pattern) except for one decorative pattern (for example, the middle decorative pattern) stop in the same display mode (for example, the left decorative pattern and the right decorative pattern are the same pattern) (however, they appear to be stopped even though they are slightly shaking up and down, etc., in a so-called temporary stop state), and the one decorative pattern is fluctuating.
[0140] In Figure 11(A), the valid operation period for the pressing operation unit 303 and the rotation operation unit 302 has not yet begun (the player does not know whether the first presentation pattern will be executed, in which operation of the pressing operation unit 303 is required during the valid operation period, as in the presentation from Figure 11(C) onwards, or whether the second presentation pattern will be executed, in which rotation of the rotation operation unit 302 is required during the valid operation period, as in the presentation from Figure 11(C') onwards), and the player has not yet operated the pressing operation unit 303 or the rotation operation unit 302.
[0141] In Figure 11(B), an ally character and an enemy character are displayed on the effect display device 1600, and a line suggesting that the ally character will soon attack is also displayed on the effect display device 1600. In Figure 11(B), the effective operation period of the pressing operation unit 303 and the rotation operation unit 302 has not yet started, and the player has not yet operated the pressing operation unit 303 or the rotation operation unit 302. In addition, the player does not know whether the first effect pattern or the second effect pattern will be executed.
[0142] After FIG. 11(B), if it is determined that the first effect pattern is to be executed, the display transitions to the effect of FIG. 11(C) or later, and if it is determined that the second effect pattern is to be executed, the display transitions to the effect of FIG. 11(C') or later. First, the case where the display transitions to the effect of FIG. 11(C) (where it is determined that the first effect pattern is to be executed) will be described. Following FIG. 11(B), in FIG. 11(C), the operation valid period of the pressing operation unit 303 begins, and a gauge 1603 indicating the remaining time of the operation valid period and a display prompting the operation of the pressing operation unit 303 (an image imitating the pressing operation unit 303 and a message saying "Press!") are displayed on the effect display device 1600. Note that in FIG. 11(C), the player has not yet operated the pressing operation unit 303.
[0143] In FIG. 12(D), the valid operation period of the pressing operation unit 303 is progressing, and the remaining time of the valid operation period indicated by the gauge 1603 is decreasing, but the player has not yet operated the pressing operation unit 303.
[0144] 12(E) shows a state in which the player operates the pressing operation unit 303 during the valid operation period (a state in which the pressing operation unit 303 is pressed to a height tmax from the initial position of the pressing operation unit 303 before FIG. 12(D), and a press is detected), and the post-operation performance has started. Specifically, a reach suggestion performance is being performed in which the ally character throws a punch (which has a lower expectation of a reach being executed than a kick) at the enemy character, and it has not yet been announced whether the punch will hit the enemy character.
[0145] 12(F) is a continuation of the post-operation performance, in which the enemy character steps back to avoid the punch of the ally character, and it is announced that the performance will not progress to a reach performance, and the post-operation performance ends. In the post-operation performance, a sound corresponding to the display mode of the post-operation performance (for example, a different sound depending on whether the ally character's attack is a punch or a kick, and a different sound depending on whether the ally character's attack hits) is output from speaker 354, and a lamp lights up in a mode corresponding to the display mode of the post-operation performance (for example, a different light-emitting mode depending on whether the ally character's attack is a punch or a kick, and a different light-emitting mode depending on whether the ally character's attack hits).
[0146] When the first presentation pattern is being executed in a variation in which a reach is executed, the reach suggestion presentation in the presentation in Fig. 12(E) (a presentation in which an ally character throws a punch or kick) is followed by a presentation in Fig. 12(F) in which the ally character's attack hits the enemy character (a presentation informing that the game will develop into a reach presentation), the post-operation presentation ends, and then the game develops into a reach presentation. In the post-operation presentation of the first presentation pattern in a variation in which a reach is executed, a sound corresponding to the display mode of the post-operation presentation (which may be the same sound as in the case in which the game does not develop into a reach or a different sound) is output from speaker 354, and a lamp lights up in a mode corresponding to the display mode of the post-operation presentation (which may be the same light-emitting mode as in the case in which the game does not develop into a reach or a different light-emitting mode).
[0147] Following the effect of Figure 12 (F), the decorative patterns stop at a combination that indicates that the result of the special lottery is a miss (a combination in which the display mode of at least one of the left decorative pattern, middle decorative pattern, and right decorative pattern is different from the display mode of the remaining decorative patterns), and the ongoing special pattern variation ends (not shown).
[0148] Next, a case where a transition to the effect of Fig. 11(C') (in which it has been determined that the second effect pattern will be executed) will be described. Following Fig. 11(B), in Fig. 11(C'), the effective operation period of the rotary operation unit 302 begins, and a gauge 1603 indicating the remaining time of the effective operation period and a display prompting the operation of the rotary operation unit 302 (an image imitating the rotary operation unit 302 and a message saying "Spin!") are displayed on the effect display device 1600. Note that in Fig. 11(C'), the player has not yet operated the rotary operation unit 302.
[0149] 12(D'), the valid operation period of the rotary operation unit 302 is progressing, and the remaining time of the valid operation period indicated by the gauge 1603 is decreasing. Furthermore, because the player has rotated the rotary operation unit 302 to the right by five steps or more, an effect is executed in which the ally character is surrounded by an aura, a sound corresponding to the aura is output from the speaker 354, and a lamp lights up in the color of the aura as an in-operation effect. Note that the display mode, such as the color and size of this aura, suggests the attack (punch or kick) that the ally character will make, thereby suggesting the likelihood of a reach being executed before the post-operation effect.
[0150] In Figure 12(E'), the effective operation period of the rotary operation unit 302 ends when the rotary operation unit 302 continues to rotate right for 3 seconds or more than 5 steps during the effective operation period, and the post-operation effect begins. Specifically, a reach suggestion effect is being executed in which an ally character throws a punch at an enemy character (which has a lower likelihood of a reach being executed than a kick), and it has not yet been announced whether the punch will hit the enemy character. Figure 12(F') is a continuation of the post-operation effect, in which the enemy character steps back to avoid the punch from the ally character, an announcement is made that the reach effect will not develop, and the post-operation effect ends. Following the effect of Figure 12(F'), the decorative symbols stop in a combination indicating that the result of the special lottery is a loss, and the special symbol variation currently being executed ends (not shown).
[0151] 13 is an explanatory diagram showing an example of an attack effect when the operation unit is not operated. First, an example in which it has been determined that the first effect pattern will be executed will be described. Following FIG. 11(C), in FIG. 13(D2), as in FIG. 12(D), the effective operation period of the pressing operation unit 303 is progressing, and the remaining time of the effective operation period indicated by the gauge 1603 is decreasing, but the player is not operating the pressing operation unit 303.
[0152] In FIG. 13(E2), the operation valid period of the pressing operation unit 303 continues to progress, and the remaining time of the operation valid period indicated by the gauge 1603 further decreases. Also, in FIG. 13(E2), the player has not operated the pressing operation unit 303, and the display is the same as FIG. 13(D2), except for the display of the remaining time of the operation valid period indicated by the gauge 1603. In FIG. 13(F2), even though the entire operation valid period of the pressing operation unit 303 has elapsed and the operation valid period has ended, the pressing operation unit 303 has not been operated, and the attack effect has ended without the post-operation effect being performed. Following the effect in FIG. 13(F2), the decorative symbols stop in a combination indicating that the special lottery result is a loss, and the currently running special symbol variation ends (not shown).
[0153] Next, an example in which it has been determined that the second effect pattern will be executed will be described. Following Fig. 11(C), Fig. 13(D'2) shows a state in which the effective operation period of the rotary operation unit 302 has progressed and the remaining time of the effective operation period indicated by the gauge 1603 has decreased, as in Fig. 12(D'). In Fig. 13(D'2), the player has not operated the rotary operation unit 302 (has not rotated right by five steps or more), so the effect of the ally character being surrounded by an aura during operation is not executed.
[0154] Figure 13(E'2) shows a state in which the valid operation period of the rotary operation unit 302 has progressed further, and the remaining time of the valid operation period indicated by the gauge 1603 has further decreased. In Figure 13(E'2), the player has not yet started operating the rotary operation unit 302 (right rotation of 5 steps or more has not continued for 3 seconds), so the same display as in Figure 13(D'2) is displayed, except for the display of the remaining time of the valid operation period on the gauge 1603, and no in-operation effects are executed.
[0155] 13(F'2) shows a state in which the condition that the rotation operation element 302 rotates right by five or more steps for three seconds continuously is not met during the effective operation period of the rotation operation element 302, and the effective operation period of the rotation operation element 302 has elapsed, resulting in the end of the effective operation period and the end of the attack effect without a post-operation effect being performed. Following the effect of FIG. 13(F'2), the decorative symbols stop in a combination indicating that the result of the special lottery is a miss, and the ongoing special symbol variation ends (not shown). Note that if the rotation operation element 302 rotates right by five or more steps during the effective operation period of the rotation operation element 302, an effect in which an ally character is surrounded by an aura is performed as an in-operation effect, but if the rotation operation element 302 does not rotate right by five or more steps for three seconds continuously by the end of the effective operation period, the post-operation effect will not be performed.
[0156] In addition, if the effective operation period ends without any operation being performed to execute the post-operation effect during the first and second attack effect patterns, after the effective operation period ends, an effect similar to the post-operation effect (i.e., an attack by an ally character is launched and then an effect in which announcing whether or not the attack will hit will determine whether or not the effect will develop into a reach effect) may be executed, and then an effect in which the decorative patterns stop in a combination indicating that the result of the special lottery is a miss, or a reach effect may be executed.
[0157] 14 and 15 are explanatory diagrams showing examples of effects in which operation of the operation unit has already begun at the start of the effective operation period for the attack effect. FIG. 14(A) is similar to FIG. 11(A). First, an example of a transition to FIG. 14(B3) (in which it has been determined that the first effect pattern will be executed) will be described. Following FIG. 14(A), in FIG. 14(B3), an effect similar to that in FIG. 11(B) is being performed, and the player has already operated the pressing operation unit 303 (the pressing operation unit 303 has been pressed down to a height tmax from the initial position of the pressing operation unit 303 in FIG. 12(A), and the pressing has been detected). In FIG. 14(B3), the pressing operation unit 303 has been operated and is in the on state, but the effective operation period has not yet begun, so the post-operation effect is not being executed.
[0158] In FIG. 14(C3), the effective operation period of the pressing operation unit 303 has begun. In FIG. 14(C3), the player continues to operate (continuously press) the pressing operation unit 303 from FIG. 14(B3). In other words, the pressing detection sensor 381 of the pressing operation unit 303 has been in the ON state before the effective operation period of the pressing operation unit 303 has begun, and has not changed from the OFF state to the ON state since the effective operation period began. In this case (i.e., even if the pressing operation unit 303 is in the operated state at the start of the effective operation period of the pressing operation unit 303, if there is no change from the non-operated state to the operated state during the effective operation period), the post-operation effect will not occur. In addition, if the pressing operation unit 303 is operated simultaneously with the start of the effective operation period in FIG. 14(C3) (i.e., the pressing detection sensor 381 of the pressing operation unit 303 is in the ON state just at the start of the effective operation period), the same effects as those in FIG. 14(C3) and thereafter will be performed.
[0159] In FIG. 15(D3), the player continues to operate (continuously press) the pressing operation unit 303 from FIG. 14(B3). Thus, if the pressing operation unit 303 is in an operating state at the start of the effective operation period of the pressing operation unit 303 and the operation of the pressing operation unit 303 continues thereafter, the pressing detection sensor 381 provided in the pressing operation unit 303 does not change from an OFF state to an ON state during the effective operation period of the pressing operation unit 303, and therefore the post-operation effect is not executed even though the pressing operation unit 303 is being operated. Therefore, no sound corresponding to the display mode of the post-operation effect is output from the speaker 354, and the lamp does not light up in the light-emitting mode corresponding to the display mode of the post-operation effect. In FIG. 15(D3), the same effect as in FIG. 12(D) is executed. In addition, if the pachinko machine 1 is equipped with a lamp that lights up when the pressing operation unit 303 is being operated (the pressing detection sensor 381 is in the on state), the lamp lights up when the pressing operation unit 303 is being operated at the start of the effective operation period of the pressing operation unit 303, and also lights up when the pressing operation unit 303 is operated at the start of the effective operation period of the pressing operation unit 303 and the operation of the pressing operation unit 303 is continuing.
[0160] In FIG. 15(E3), the player continues to operate (continue to press) the pressing operation unit 303 from FIG. 14(B3). The pressing detection sensor 381 provided in the pressing operation unit 303 does not change from an off state to an on state during the valid operation period of the pressing operation unit 303, so the post-operation effect is not executed. Therefore, no sound corresponding to the display mode of the post-operation effect is output from the speaker 354, and the lamp does not light up in the light-emitting mode corresponding to the display mode of the post-operation effect. In FIG. 15(E3), the valid operation period of the pressing operation unit 303 continues to progress, and the remaining time indicated by the gauge 1603 further decreases.
[0161] In Fig. 15(F3), the entire valid operation period has elapsed. Also, in Fig. 15(F3), the player continues to operate (continuously press) the pressing operation unit 303 from Fig. 14(B3), and the pressing detection sensor 381 provided in the pressing operation unit 303 has not changed from the OFF state to the ON state during the valid operation period of the pressing operation unit 303, so no post-operation effect is performed. Following the effect in Fig. 15(F3), the decorative symbols stop in a combination that indicates that the result of the special lottery is a loss, and the currently running special symbol variation ends (not shown).
[0162] 14(B3) , because the same effect is performed for both the first and second effect patterns, the player does not know which effect pattern is being executed. If it is determined that the first effect pattern will be executed, and the pressing operation unit 303 is operated before the effective operation period of the pressing operation unit 303 begins and the pressing detection sensor 381 is in the on state at the start of the effective operation period, if a post-operation effect is executed, a reach suggestion effect (an effect in which a friendly character throws a punch or kick) will be executed suddenly at the start of the effective operation period, which will extremely surprise the player. Therefore, when it is determined that the first effect pattern will be executed, even if the pressing operation unit 303 is operated before the effective operation period of the pressing operation unit 303 begins and the pressing detection sensor 381 is in the on state at the start of the effective operation period, the post-operation effect will not be executed. In addition, if it has been determined that the first presentation pattern will be executed, and the pressing operation unit 303 has been operated before the effective operation period of the pressing operation unit 303 occurs and the pressing detection sensor 381 is in the on state at the start of the effective operation period, the post-operation presentation will not be executed if the operation is continued, and even if the operation is stopped (i.e., even if the pressing detection sensor 381 changes from the on state to the off state), the post-operation presentation will not be executed.
[0163] In addition, if the pressing operation unit 303 is in an operating state before the valid operation period occurs, if the operation is stopped during the valid operation period and the pressing operation unit 303 is operated again (i.e., if the pressing detection sensor 381 changes from an on state to an off state, and then changes from the off state to an on state), the post-operation performance will be executed.
[0164] Next, an example of transition to Figure 14(B'3) (where it has been determined that the second presentation pattern will be executed) will be described. Following Figure 14(A), in Figure 14(B'3), the same presentation as in Figure 11(B) is being performed, and the player has already rotated the rotary operation unit 302 to the right by five steps or more. In Figure 14(B'3), the rotary operation unit 302 has been rotated to the right by five steps or more, but the effective operation period of the rotary operation unit 302 has not yet begun, so the presentation during operation is not being executed.
[0165] In Figure 14(C'3), the effective operation period of the rotary operation unit 302 has begun. Note that in Figure 14(C'3), the player is still operating the rotary operation unit 302 (continuously rotating it to the right by five or more steps) from Figure 14(B'3). In other words, the right rotation of the rotary operation unit 302 by five or more steps has been detected before the effective operation period of the rotary operation unit 302 begins, and the rotation detection sensor 347 is still detecting rotation by five or more steps at the start of the effective operation period of the rotary operation unit 302. As long as the right rotation of the rotary operation unit 302 by five or more steps is detected during the effective operation period of the rotary operation unit 302 (in other words, there is no need for the rotation detection sensor 347 of the rotary operation unit 302 to change from its off state), an in-operation effect in which an ally character is surrounded by an aura similar to that in Figure 12(D') appears. 14(C'3), a right rotation of five steps or more of the rotation operation unit 302 is detected at the start of the valid operation period of the rotation operation unit 302, and so the during operation effect appears from the start of the valid operation period. Note that if the rotation operation unit 302 has not been operated before the start of the valid operation period in Figure 14(B'3), and the rotation operation unit 302 has been rotated right by five steps or more from the start of the valid operation period in Figure 14(C'3), the during operation effect will start at the point when the right rotation of five steps or more of the rotation operation unit 302 is detected.
[0166] In Figure 15 (D'3), continuing from Figure 14 (B'3), the rotation operation unit 302 is being operated (rotating to the right for more than 5 steps), but the rotation operation unit 302 has not been rotated to the right for more than 5 steps for 3 seconds during the valid operation period of the rotation operation unit 302 (3 seconds have not passed since the start of the valid operation period), so the during operation effect continues but the post-operation effect is not performed, and the valid operation period of the rotation operation unit 302 continues to progress, with the remaining time indicated by the gauge 1603 decreasing.
[0167] In FIG. 15(E'3), continuing from FIG. 14(B'3), the rotational operation unit 302 continues to rotate right for 3 seconds or more than 5 steps during the effective operation period of the rotational operation unit 302, ending the effective operation period of the rotational operation unit 302 and starting the post-operation effect. Specifically, a reach suggestion effect is being executed in which an ally character throws a punch at an enemy character (which has a lower likelihood of a reach being executed than a kick), and it has not yet been announced whether the punch will hit the enemy character. FIG. 15(F'3) is a continuation of the post-operation effect, in which the enemy character steps back to avoid the punch of the ally character, an announcement is made that the reach effect will not develop, and the post-operation effect ends. Following the effect of FIG. 15(F'3), the decorative symbols stop with a combination indicating that the special lottery result is a loss, and the special symbol variation currently being executed ends (not shown).
[0168] In the second presentation pattern, when the rotation operation unit 302 has been rotated to the right by five or more steps before the start of the effective operation period of the rotation operation unit 302 and the effective operation period has begun, an in-operation presentation in which an ally character is enveloped in an aura is executed. Therefore, even if a player who becomes extremely nervous when seeing a reach suggestion presentation has rotated the rotation operation unit 302 to the right by five or more steps before the start of the effective operation period and the effective operation period has begun, if the rotation operation unit 302 is stopped from rotating to the right by five or more steps before continuing for three seconds during the effective operation period (by rotating the rotation operation unit 302 by an amount less than five steps, or by not rotating it at all), the player will not need to see the reach suggestion presentation. Note that in the second presentation pattern, when the rotation operation unit 302 has been rotated to the right by five or more steps before the start of the effective operation period of the rotation operation unit 302 and the effective operation period has begun, the in-operation presentation in which an ally character is enveloped in an aura need not be executed. In the second presentation pattern, if the rotation operation unit 302 has been rotated to the right by five steps or more before the start of the effective operation period of the rotation operation unit 302 and the effective operation period begins, even if the operation-in-progress presentation in which the ally character is surrounded by an aura is not executed, if the rotation operation unit 302 is stopped from rotating to the right by five steps or more before continuing for three seconds during the effective operation period (by rotating the rotation operation unit 302 by an amount less than five steps, or by not rotating it at all), the reach suggestion presentation will not be seen.
[0169] In the second presentation pattern, if the rotation operation unit 302 is rotated right by five steps or more at the start of the valid operation period of the rotation operation unit 302 and the rotation is stopped before the post-operation effect appears, and the rotation of the rotation operation unit 302 is restarted to the right by five steps or more during the valid operation period, but the rotation of the rotation operation unit 302 to the right by five steps or more cannot be continued for three seconds by the end of the valid operation period, the post-operation effect will not be performed as shown in Fig. 15 (F3). In other words, in the second presentation pattern, if the rotation operation unit 302 is rotated right by five steps or more at the start of the valid operation period of the rotation operation unit 302 and the rotation is stopped before the post-operation effect appears, the reach suggestion effect cannot be made to appear unless the rotation of the rotation operation unit 302 to the right by five steps or more is resumed three seconds before the end of the valid operation period.
[0170] In the above example, the attack effect is a pre-reach effect that indicates whether the effect will develop into a reach effect, but an attack effect as a reach effect may also be executable. Also, when an attack effect that is a pre-reach effect that indicates whether the effect will develop into a reach effect is performed and it is announced that the effect will develop into a reach effect, an attack effect as a reach effect may be executable in the same variation (i.e., in the reach effect that will develop into).
[0171] In the attack effect as a reach effect, an ally character launches either a punch or a kick attack, and if the ally character's attack hits an enemy character, it is announced that the jackpot has been won, and if the ally character's attack is avoided by the enemy character, it is announced that the jackpot has been lost. Note that, for example, in an attack effect in a jackpot variation (a variation in which the jackpot flag is set), the allocation in which it is decided that an effect in which an ally character throws a punch will be executed is smaller than the allocation in which it is decided that an effect in which ... is thrown is executed will be one-third of the allocation in which a kick will be executed, and the allocation in which it is decided that an effect in which an ally character throws a punch will be executed is larger than the allocation in which it is decided that an effect in which an effect in which an effect in which an effect in which an effect in which an effect in which an effect in which an effect is thrown is executed will be three times the allocation in which a kick will be executed, and
[0172] In the first pattern of attack effects as reach effects, when the press detection sensor 381 changes from the off state to the on state during the effective operation period of the press operation unit 303, an effect in which the ally character attacks the enemy character (an effect in which the rate at which a jackpot is notified differs depending on whether a punch or a kick appears) and an effect in which the attack hits the enemy character or is avoided by the enemy character are executed as post-operation effects. Note that the effective operation period of the press operation unit 303 in the first pattern of attack effects as reach effects may be the same length as or different from the effective operation period in the first effect pattern of the attack effects (the effects in Figures 11(A) to 12(F)), which is the effect before the reach that indicates whether the effect will develop into a reach effect.
[0173] In the second pattern of attack effects as reach effects, when the rotation operation unit 302 is rotated to the right by five steps or more during the effective operation period of the rotation operation unit 302, an effect in which the ally character is enveloped in an aura is executed as an during-operation effect. Note that the effective operation period of the rotation operation unit 302 in the second pattern of attack effects as reach effects is a second effect pattern of attack effects that is a pre-reach effect that indicates whether the effect will develop into a reach effect (this may be the same length as or a different length from the effective operation period in the effects of Figures 11(A) to 12(F')). In the second pattern of attack effects as reach effects, when the rotation operation unit 302 continues to rotate to the right by five steps or more for three seconds during the effective operation period of the rotation operation unit 302, an effect in which the ally character attacks the enemy character (an effect in which the probability of announcing a jackpot differs depending on whether a punch or kick appears) and an effect in which the attack hits the enemy character or is avoided by the enemy character are executed as post-operation effects.
[0174] 14(B3)-(C3), even if the pressing operation unit 303 is kept pressed before the start of the effective operation period of the pressing operation unit 303 and is pressed at the start of the effective operation period (because the pressing detection sensor 381 provided in the pressing operation unit 303 does not change from an OFF state to an ON state during the effective operation period), the post-operation effect is not executed at the start of the effective operation period. However, since whether or not the jackpot notified by the attack effect as the reach effect has been won is important information for the player, it is desirable that at least part of the post-operation effect (for example, both the punch or kick effect of FIG. 12(E) (an effect suggesting the likelihood of a jackpot) and the effect of FIG. 12(F) notifying whether or not the jackpot has been won, or only the effect of FIG. 12(F)) be executed when the effective operation period of the pressing operation unit 303 has ended because a predetermined time has elapsed since the start of the effective operation period of the pressing operation unit 303.
[0175] Furthermore, because whether or not a jackpot has been won is important information for a player, in the second presentation pattern of the attack presentation as a reach presentation, when the valid operation period of the rotation operation unit 302 ends because a predetermined time has elapsed since the start of the valid operation period of the rotation operation unit 302, it is desirable that at least a part of the post-operation presentation (for example, both the presentation of throwing a punch or kick (presenting an expected jackpot) of FIG. 12(E) and the presentation of FIG. 12(F) that notifies whether or not a jackpot has been won, or only the presentation of FIG. 12(F)) be performed. For example, even if the rotation operation unit 302 had been rotated right by five or more steps at the start of the valid operation period of the rotation operation unit 302, but the right rotation was stopped and the right rotation of the rotation operation unit 302 was resumed by five or more steps during the valid operation period, but the duration of the right rotation of the rotation operation unit 302 by five or more steps was less than three seconds by the end of the valid operation period, it is desirable that at least a part of the post-operation presentation be performed when the valid operation period ends.
[0176] In the second attack performance pattern, the player may be prompted to operate another operation unit instead of the rotation operation unit 302. This other operation unit may be, for example, an operation unit capable of performing a rotation operation, other than the rotation operation unit 302. This other operation unit may also be an operation unit capable of performing an operation different from a rotation operation (i.e., an operation different from a rotation operation is prompted). The operation unit prompted to be operated in the first attack performance pattern and the second attack performance pattern may be the same operation unit or different operation units.
[0177] For example, in the second presentation pattern of the attack presentation, an operation may be prompted to be made on the pressing operation unit 303 (i.e., the same operation unit as the operation prompted to be made in the first presentation pattern) instead of the rotation operation unit 302 (the operation valid period of the pressing operation unit 303 occurs instead of the operation valid period of the rotation operation unit 302), and in this case, in the second presentation pattern of the attack presentation, for example, instead of continuing to rotate the rotation operation unit 302 to the right for five steps or more for three seconds, an operation to the pressing operation unit 303 by long pressing or repeated tapping (continuous operations on the pressing operation unit 303) is prompted.
[0178] In the second attack effect pattern, when a long press of the pressing operation unit 303 is prompted instead of rotating the rotation operation unit 302 to the right by five steps or more for three seconds, an effect in which the ally character is enveloped in an aura is executed as an effect during operation if the pressing detection sensor 381 is in the on state during the effective operation period of the pressing operation unit 303 (regardless of whether the pressing detection sensor 381 changes from the off state to the on state). In other words, when a long press of the pressing operation unit 303 is prompted instead of rotating the rotation operation unit 302 to the right by five steps or more for three seconds in the second attack effect pattern, the fact that the pressing detection sensor 381 is in the on state during the effective operation period of the pressing operation unit 303 corresponds to the rotation operation unit 302 being rotated to the right by five steps or more during the effective operation period of the rotation operation unit 302 when rotation of the rotation operation unit 302 is prompted in the second attack effect pattern.
[0179] Furthermore, in the second attack effect pattern, when a long press of the pressing operation unit 303 is prompted instead of rotating the rotation operation unit 302 to the right for five or more steps for three seconds, if the pressing operation unit 303 continues to be pressed for a predetermined time during the effective operation period (if the pressing detection sensor 381 continues to be in the on state for the predetermined time), the post-operation effect appears. In other words, in the second attack effect pattern, when a long press of the pressing operation unit 303 is prompted instead of rotating the rotation operation unit 302 to the right for five or more steps for three seconds, the pressing detection sensor 381 continuing to be in the on state for a predetermined time during the effective operation period of the pressing operation unit 303 corresponds to the rotation of the rotation operation unit 302 to the right for five or more steps for three seconds during the effective operation period of the rotation operation unit 302 when rotation of the rotation operation unit 302 is prompted in the second attack effect pattern.
[0180] In the second attack effect pattern, if the user is prompted to repeatedly tap the pressing operation unit 303 instead of continuing to rotate the rotation operation unit 302 to the right by five steps or more for three seconds, an effect in which the ally character is enveloped in an aura is executed as an in-operation effect when the pressure detection sensor 381 changes from the off state to the on state during the effective operation period of the pressure operation unit 303. In other words, in the second attack effect pattern, if the user is prompted to repeatedly tap the pressing operation unit 303 instead of continuing to rotate the rotation operation unit 302 to the right by five steps or more for three seconds, and the pressure detection sensor 381 changes from the off state to the on state during the effective operation period of the pressure operation unit 303, this corresponds to the rotation operation unit 302 being rotated to the right by five steps or more during the effective operation period of the rotation operation unit 302 when the rotation of the rotation operation unit 302 is encouraged in the second attack effect pattern. However, in the second attack effect pattern, if the player is prompted to repeatedly tap the pressing operation unit 303 instead of continuing to rotate the rotation operation unit 302 to the right for five or more steps for three seconds, an effect in which the ally character is enveloped in an aura is executed as an in-operation effect if the pressing detection sensor 381 is in the on state at the start of the effective operation period of the pressing operation unit 303 (regardless of whether the pressing detection sensor 381 changes from an off state to an on state). Note that the in-operation effect in the second attack effect pattern in which the player is prompted to repeatedly tap the pressing operation unit 303 is erased when a predetermined time has elapsed since the pressing detection sensor 381 turned on. However, if the pressing detection sensor 381 changes from the off state to the on state again while the in-operation effect in the second attack effect pattern in which the player is prompted to repeatedly tap the pressing operation unit 303 instead of continuing to rotate the rotation operation unit 302 to the right for five or more steps for three seconds is being executed, the in-operation effect is restarted. In other words, if the pressure detection sensor 381 changes to the OFF state and then changes to the ON state again before a predetermined time has elapsed since the start of the in-operation performance, the in-operation performance will continue without ending.
[0181] Furthermore, in the second attack effect pattern, when repeated taps of the pressing operation unit 303 are encouraged instead of rotating the rotation operation unit 302 to the right for five or more steps for three seconds, the post-operation effect appears if the pressing operation unit 303 is pressed a predetermined number of times during the effective operation period (if the pressing detection sensor 381 turns on a predetermined number of times). In other words, in the second attack effect pattern, when repeated taps of the pressing operation unit 303 are encouraged instead of rotating the rotation operation unit 302 to the right for five or more steps for three seconds, the pressing detection sensor 381 turning on a predetermined number of times during the effective operation period of the pressing operation unit 303 corresponds to the rotation of the rotation operation unit 302 being continued to the right for five or more steps for three seconds during the effective operation period of the rotation operation unit 302 when rotation of the rotation operation unit 302 is encouraged in the second attack effect pattern.
[0182] Note that a second attack effect pattern may be performed after a first attack effect pattern is performed in the same variation. For example, a first attack effect pattern is performed as a pre-reach effect indicating whether the effect will develop into a reach effect, and after the first effect pattern, a second attack effect pattern is executed as a reach effect in the same variation.
[0183] Also, the first attack effect pattern may be performed after the second attack effect pattern is performed in the same variation. For example, the second attack effect pattern is performed as a pre-reach effect indicating whether the game will develop into a reach effect, and after the second effect pattern, the first attack effect pattern is executed as a reach effect in the same variation.
[0184] Figure 16 is an explanatory diagram showing another example of an attack effect in the second attack effect pattern when operation of the rotation operation unit 302 has begun at the start of the valid operation period of the rotation operation unit 302. In the second attack effect pattern of Figure 16, if the rotation operation unit 302 is rotated five steps or more to the right at the start of the valid operation period of the rotation operation unit 302, a penalty is incurred in which operation of the rotation operation unit 302 is invalid for a predetermined time (hereinafter, eight seconds) from the start of the valid operation period.
[0185] Figure 16(A) is the same as Figure 11(A). Following Figure 16(A), in Figure 16(B'4), the effective operation period of the rotary operation unit 302 has not started, and a message ("Don't turn it until the gauge appears!!") is displayed on the effect display device 1600 to urge the player not to operate the rotary operation unit 302 before the effective operation period starts.
[0186] In Figure 16(C'4), the valid operation period for the rotary operation unit 302 has not yet begun, and the same effect as in Figure 11(B) is being performed, but the rotary operation unit 302 has been rotated to the right by five or more steps. Figure 16(D'4) shows the state after the valid operation period for the rotary operation unit 302 has begun. Because the rotary operation unit 302 was rotated to the right by five or more steps at the start of the valid operation period for the rotary operation unit 302, a penalty has been incurred in which operation of the rotary operation unit 302 is invalid for eight seconds from the start of the valid operation period. In Figure 16(D'4), a message indicating that the penalty has occurred ("Since it was rotated before the gauge appeared, rotation is invalid for eight seconds") is displayed on the effect display device 1600, superimposed on the effect display of Figure 13(D'2).
[0187] Also, in Figure 16 (D'4), since a penalty is being imposed that makes the operation invalid, the rotation operation unit 302 is rotated to the right by more than five steps, but the effect of the ally character being surrounded by an aura as part of the during-operation effect is not performed, and this is not counted toward the duration of the right rotation of more than five steps that is a condition for the after-operation effect to appear.
[0188] In Fig. 16(E'4), 8 seconds have passed since the start of the valid operation period (i.e., since the penalty started), so the penalty is released and operation of the rotary operation unit 302 is now valid. Note that the valid operation period for the rotary operation unit 302 continues to progress even while the penalty is occurring, so the initial 10-second valid operation period has only 2 seconds remaining when the penalty is released in Fig. 16(E'4).
[0189] Therefore, when a penalty occurs, even if rotation of rotation operation unit 302 to the right by five steps or more is continued from the time the penalty is released until the end of the valid operation period, the post-operation effect cannot be made to appear (because there are two seconds remaining in the valid operation period when the penalty is released, and the condition for making the post-operation effect appear is that rotation of rotation operation unit 302 to the right by five steps or more is continued for three seconds during the valid operation period of rotation operation unit 302). Note that if rotation operation unit 302 is rotated to the right by five steps or more during the valid operation period of rotation operation unit 302 after the penalty is released, the effect of an ally character being surrounded by an aura will be executed as an in-operation effect.
[0190] In Fig. 16(E'4), the effective operation period of the rotary operation unit 302 has elapsed, and therefore the attack effect ends without the post-operation effect being performed. Following the effect in Fig. 16(E'4), the decorative symbols stop in a combination that indicates that the result of the special lottery is a miss, and the ongoing special symbol variation ends (not shown).
[0191] In the above example, the penalty time is set to 8 seconds from the start of the valid operation period, but the penalty time may be set to 7 seconds or less from the start of the valid operation period so that the reach suggestion effect can appear even if operation of the rotation operation unit 302 is started after the penalty has ended.
[0192] 17 is a schematic diagram showing another example of the configuration of the pressing operation unit 303 and the rotation operation unit 302. The rotation operation unit 302 in this example can be rotated clockwise from the initial position within a range of up to 360 degrees (for example, when it has been rotated 360 degrees clockwise, a stopper is activated to prevent it from rotating any further clockwise), and one step of rotation clockwise corresponds to a 10-degree rotation, allowing it to rotate a maximum of 36 steps, which is similar to the rotation operation unit 302 in FIGS. 11 to 16. The rotation operation unit 302 is also similar to the rotation operation unit 302 in FIGS. 11 to 16 in that it is provided with a sensor that can detect the amount of rotation (how many steps it has been rotated).
[0193] The rotary operation unit 302 in this example further includes a specific operation detection unit (not shown) that can detect a specific operation. The specific operation detected by the specific operation detection unit may be, for example, a touch by the player, or a pressing or rotation by the player. The specific operation detection unit may be provided so as to cover the entire rotary operation unit 302 (i.e., if the specific operation is a touch, operating the rotary operation unit 302 will result in contact with the specific operation detection unit), or may be provided so as to cover a portion of the rotary operation unit 302 (i.e., if the specific operation is a touch, it is possible to operate the rotary operation unit 302 without contacting the specific operation detection unit). The pachinko machine 1 also includes a movable body 310 that resembles a chicken character, which is attached to the game board 5 and located outside the play area 5a (which may be located above, below, to the right, or to the left of the play area 5a).
[0194] In FIG. 17(a), the rotation operation unit 302 is in the initial position, that is, the amount of rotation is zero. At this time, the pressing operation unit 303 is in the initial position (the initial position in this example is the lowest position, and at the initial position, a part of the pressing operation unit 303 is hidden by the rotation operation unit 302 (that is, the part is not visible to the player because of the rotation operation unit 302), and a part of the pressing operation unit 303 protrudes from the rotation operation unit 302), and cannot be pressed. Note that when the pressing operation unit 303 is in the initial position, the entire pressing operation unit 303 may be hidden by the rotation operation unit 302 (that is, the entire pressing operation unit 303 is not visible to the player because of the rotation operation unit 302). Also, in FIG. 17(a), the movable body 310 is not moving.
[0195] In FIG. 17(b), the rotary operation unit 302 is rotated clockwise by r1 steps from the initial position. When the rotary operation unit 302 is rotated clockwise from the initial position, the pressing operation unit 303 begins to protrude, and when the rotary operation unit 302 is rotated by r1 steps, the pressing operation unit 303 protrudes by t1 from the initial position (i.e., the area of the pressing operation unit 303 that is not visible due to the rotary operation unit 302 is reduced compared to the state in FIG. 17(a)). Note that as long as the pressing operation unit 303 protrudes further than the initial position (i.e., as long as the rotary operation unit 302 has rotated clockwise from the initial position, regardless of whether a specific operation has been performed on the specific detection unit), the pressing operation unit 303 can be pressed. In this way, the pressing operation unit 303 can be operated only when the rotary operation unit 302 is rotated clockwise, allowing the player to enjoy complex operations.
[0196] When the rotation operation unit 302 is rotated clockwise by r1 steps or more and the specific detection unit provided in the rotation operation unit 302 detects a specific operation, the movable body 310 performs a periodic movement (here, a movement of swinging from side to side). In FIG. 17(b), the rotation operation unit 302 is rotated clockwise by r1 steps and the specific detection unit provided in the rotation operation unit 302 detects the specific operation, so the movable body 310 swings from side to side, with a swing amplitude of w1. Note that if the specific detection unit does not detect the specific operation, the movable body 310 will not move even if the rotation operation unit 302 rotates by r1 steps or more. Furthermore, as described above, the specific detection unit may be arranged to cover the entire outer circumferential surface of the rotation operation unit 302. In this case, for example, if the specific operation detected by the specific detection unit is contact, the player will inevitably come into contact with the specific detection unit when rotating the rotation operation unit 302, and therefore the movable body 310 will move when the player rotates the rotation operation unit 302 by r1 steps or more.
[0197] Note that when a specific detection unit provided in rotary operation unit 302 detects a specific operation, the greater the amount of rotation of rotary operation unit 302, the greater the range of movement of movable body 310. Furthermore, if a specific detection unit provided in rotary operation unit 302 detects a specific operation, the movement of movable body 310 may start at the point when rotation of rotary operation unit 302 starts, even if the amount of rotation is less than r1 steps.
[0198] In FIG. 17(c), the rotary operation unit 302 has been rotated clockwise by r2 (>r1) steps from the initial position (i.e., in FIG. 17(b), the rotary operation unit 302 has been rotated clockwise by r1 steps from the initial position, and then rotated clockwise by r2-r1 steps), and the player is performing a specific operation on the specific detection unit provided on the rotary operation unit 302. When the rotary operation unit 302 has been rotated by r2 steps, the pressing operation unit 303 protrudes by a maximum protrusion amount tmax (>t1) from the initial position (i.e., the area of the pressing operation unit 303 that is invisible due to the rotary operation unit 302 is reduced compared to the state in FIG. 17(b)). Furthermore, in FIG. 17(c), the rotary operation unit 302 has been rotated by r2 (>r1) steps, and the specific detection unit provided on the rotary operation unit 302 has detected the specific operation, so the movable body 310 swings left and right, with a swing amplitude of w2 (>w1).
[0199] Note that within the range of 0 to r2 steps of the right rotation of the rotary operation unit 302, the greater the amount of rotation, the greater the amount of protrusion of the press operation unit 303; however, even if the rotary operation unit 302 is rotated right by more than r2 steps, the amount of protrusion of the press operation unit 303 remains at tmax. On the other hand, when the rotary operation unit 302 is rotated right by an amount greater than r2 steps, the amplitude of the swing of the movable body 310 continues to increase until the rotary operation unit 302 is rotated right by the maximum rotation amount rmax. When the rotary operation unit 302 is rotated right by the maximum rotation amount rmax, the movable body 310 swings left and right by the maximum swing amplitude wmax.
[0200] In FIG. 17(d), the rotary operation unit 302 is rotated clockwise (r2<)r3 (<maximum rotation amount rmax) steps from the initial position (i.e., in FIG. 17(c), the rotary operation unit 302 is rotated clockwise r2 steps from the initial position, and then further rotated clockwise r3-r2 steps), and the player is performing a specific operation on the specific detection unit provided on the rotary operation unit 302. Even if the rotary operation unit 302 is rotated clockwise r3 steps (which is equal to or greater than r2 steps), the pressing operation unit 303 remains protruding by the maximum protrusion amount tmax from the initial position. Furthermore, when the rotary operation unit 302 is rotated r3 (>r2) steps and the specific detection unit provided on the rotary operation unit 302 detects a specific operation, the movable body 310 swings left and right, with the swing amplitude being (maximum swing amplitude wmax>)w3 (>w2).
[0201] In FIG. 17(e), the rotary operation unit 302 has been rotated clockwise (r3<)r4 (<maximum rotation amount rmax) steps from the initial position (i.e., in FIG. 17(d), the rotary operation unit 302 has been rotated clockwise r3 steps from the initial position, and then further rotated clockwise r4-r3 steps), and the player is performing a specific operation on the specific detection unit provided on the rotary operation unit 302. Even when the rotary operation unit 302 is rotated r4 steps (which is equal to or greater than r2 steps), the pressing operation unit 303 remains protruding by the maximum protrusion amount tmax from the initial position. Furthermore, when the rotary operation unit 302 has been rotated clockwise r4 (>r3) steps, if the specific detection unit provided on the rotary operation unit 302 detects a specific operation, the movable body 310 swings left and right, with the swing amplitude being (maximum swing amplitude wmax>)w4 (>w3).
[0202] Note that even if rotation operation unit 302 is rotated right, if the specific detection unit does not detect a specific operation, movable body 310 does not move, but if a specific operation is performed on the specific detection unit while maintaining the right rotation of rotation operation unit 302, movable body 310 suddenly moves with a width corresponding to the amount of rotation. Specifically, for example, even if rotation operation unit 302 is rotated right by r4 steps, if the specific detection unit does not detect a specific operation, movable body 310 does not move, but if a specific operation is performed on the specific detection unit while maintaining the right rotation of rotation operation unit 302 by r4 steps, movable body 310 suddenly swings with a swing width w4.
[0203] 17(f) shows a state in which the rotation operation unit 302 has been rotated clockwise r4 steps from the initial position, the player has performed a specific operation on a specific detection unit provided in the rotation operation unit 302, and the pressing operation unit 303 has been pressed to the initial position. When the pressing operation unit 303 is pressed to the initial position, the movement of the movable body 310 stops regardless of the amount of rotation of the rotation operation unit 302 and even if the specific detection unit detects a specific operation. Note that when the rotation operation unit 302 has been rotated clockwise from the initial position, the player has performed a specific operation on a specific detection unit provided in the rotation operation unit 302, and the pressing operation unit 303 has been pressed to the initial position, if the pressing of the pressing operation unit 303 is stopped, the movable body 310 moves according to the amount of rotation of the rotation operation unit 302. Furthermore, the drive member for swinging the movable body 310 left and right operates with a strength corresponding to the amount of rotation of the rotation operation unit 302, and when the pressing operation unit 303 is pressed to the initial position while the movable body 310 is operating, for example, stoppers are activated on the left and right sides of the movable body 310 when the movable body 310 returns to the initial position, thereby stopping the operation of the movable body 310.
[0204] Furthermore, when rotation operation unit 302 is rotated clockwise from the initial position, a specific operation is being performed on the specific detection unit, and pressing operation unit 303 is pressed to the initial position, the detection of the specific operation by the specific detection unit may be configured to be invalidated by the operation of pressing operation unit 303, or the detection of the specific operation may be blocked from input (that is, the specific operation on the specific detection unit is invalidated when pressing operation unit 303 is being operated), thereby stopping the operation of movable body 310. Furthermore, if rotation operation unit 302 is rotated while pressing pressing operation unit 303, pressing operation unit 303 will not protrude as long as the pressure on pressing operation unit 303 is maintained.
[0205] In the illustrated example, the volume of the rotation operation unit 302 is drawn smaller than the volume of the pressing operation unit 303, but the volume of the protruding portion when the pressing operation unit 303 protrudes up to tmax may be smaller than the volume of the rotation operation unit 302.
[0206] Furthermore, when the rotary operation unit 302 has been rotated clockwise by r1 steps or more from the initial position and the specific detection unit provided in the rotary operation unit 302 has detected the specific operation and the movable body 310 is operating periodically, it is desirable that the operating mode of the movable body 310 change, such as by increasing the speed of the operation or widening the operating range, as the number of steps by which the rotary operation unit 302 has been rotated clockwise increases. In the example of FIG. 17 , an example is described in which the operating range of the movable body 310 increases as the number of steps by which the rotary operation unit 302 has been rotated clockwise increases. However, while the operating range and operating period of the movable body 310 remain the same, the speed at which the movable body 310 moves from the initial position to the maximum operating range may increase. Specifically, for example, when the movable body 310 operates, the movable body 310 moves to the right from the initial position, returns to the initial position, stops at the initial position, moves to the left from the initial position, and returns to the initial position, repeating this series of operations. In this case, for example, the movable body 310 moves from the initial position to the maximum operating range on the right side in time t1-kr (where t1 and k are positive constants, and r is the number of steps by which the rotation operation unit 302 is rotated to the right, and t1 and k are determined so that t1-kr>0 even when r is at its maximum value), returns from the maximum operating range on the right side to the initial position in time t2 (a positive constant), stops at the initial position for time t3+2kr (where t3 is a positive constant), moves from the initial position to the maximum operating range on the left side in time t1-kr, and returns from the maximum operating range on the right side to the initial position in time t2 (a positive constant). As a result, the greater the amount of rotation of the rotary operation unit 302, the smaller the value of the time t1-kr. Therefore, although the speed at which the movable body 310 moves from the initial position to the maximum operating range on the right and left sides increases, the operating range of the series of operations and the time required for the series of operations, i.e., the operating period of the series of operations, (t1-kr)+t2+(t3+2kr)+(t1-kr)+t2=2t1+2t2+t3, can be kept constant regardless of the amount of rotation of the rotary operation unit 302.In addition, as the number of steps by which the rotation operation unit 302 is rotated clockwise increases, the speed at which the movable body 310 moves from the initial position to the maximum operating range increases, even though the operating range and operating period of the movable body 310 remain the same.In this case, when the pressing operation unit 303 is pressed to the initial position while the movable body 310 is performing periodic operation, the periodic operation of the movable body 310 is stopped regardless of the speed of the movable body 310.
[0207] Furthermore, when the pressing operation unit 303 has not protruded to the maximum protrusion amount tmax, pulling the pressing operation unit 303 (i.e., performing an operation on the pressing operation unit 303 such that a force is applied to the pressing operation unit 303 in the direction opposite to the direction of the force applied to the pressing operation unit 303 when pressing) can cause the pressing operation unit 303 to protrude to the maximum protrusion amount tmax, and at this time the rotation operation unit 302 may be configured to rotate clockwise in accordance with the protrusion amount of the pressing operation unit 303. In other words, when the pressing operation unit 303 has not protruded to the maximum protrusion amount tmax in accordance with the operation of the rotation operation unit 302, pulling the pressing operation unit 303 to the maximum protrusion amount tmax without operating the rotation operation unit 302 can cause the rotation operation unit 302 to rotate up to r2 steps without the player operating the rotation operation unit 302. Furthermore, by pulling the pressing operation unit 303 and performing a specific operation on the specific detection unit, the state shown in Figure 17(c) can be achieved without the player operating the rotation operation unit 302, and periodic movement of the movable body 310 can be initiated.
[0208] 17(b), the operation of movable body 310 can be started even if the amount of rotation of rotation operation unit 302 is less than the minimum amount of rotation (r2 steps) for pressing operation unit 303 to reach the maximum protrusion amount tmax, but movable body 310 may not operate until the amount of rightward rotation of rotation operation unit 302 reaches a predetermined amount of rotation (e.g., r3 steps) that is greater than r2 steps, which is the minimum amount of rotation for pressing operation unit 303 to reach the maximum protrusion amount tmax. In other words, movable body 310 can be prevented from operating even if pressing operation unit 303 has protruded to the maximum protrusion amount tmax. In addition, if the movable body 310 can start operating for the first time when the rotation operation unit 302 is rotated beyond the state in which the pressing operation unit 303 first protrudes to the maximum protrusion amount tmax (for example, when the pressing operation unit 303 is rotated r3 steps, which is larger than the r2 steps that are the rotation amount of the rotation operation unit 302 required for the pressing operation unit 303 to first protrude to the maximum protrusion amount tmax), the movable body 310 will not operate even if the specific detection unit provided in the rotation operation unit 302 detects a specific operation after the pressing operation unit 303 has been pulled to the maximum protrusion amount tmax.
[0209] 17 has been described as an example in which the protruding pressing operation unit 303 protrudes upward from the top surface of the rotation operation unit 302, but the protruding pressing operation unit 303 may be provided so as to protrude outward from a part of the side surface of the rotation operation unit 302. The protruding pressing operation unit 303 may be attached to the rotation operation unit 302, or the protruding pressing operation unit 303 and the rotation operation unit 302 may be integrated. When the protruding pressing operation unit 303 is provided so as to protrude outward from a part of the side surface of the rotation operation unit 302, it is desirable that the surface area exposed to the outside of the rotation operation unit 302 when the pressing operation unit 303 is in the initial position be approximately 1 / 30 to 1 / 5 of the surface area of the side surface of the rotation operation unit 302.
[0210] 18 and 19 are explanatory diagrams showing an example of a cancelable attack effect. Cancellation of an attack effect means that the attack effect is stopped and another effect is performed instead, or the effect is not performed at all. A cancelable effect is an effect that can be determined in both a variation pattern in which a reach is executed and a variation pattern in which a reach is not executed. In FIG. 19, the effects are branched into an upper section and a lower section according to the operation on the operation unit. In the example of FIG. 18 and FIG. 19, the pachinko machine 1 is equipped with the pressing operation unit 303, the rotation operation unit 304, and the movable body 310 shown in FIG. 17, as well as a specific detection unit.
[0211] A cancelable attack effect is canceled if a right rotation of the rotation operation unit 302 is detected during the valid operation period of the rotation operation unit 302 (that is, the attack effect is stopped and ends at that point. For example, if it is canceled before a reach suggestion effect in which an ally character launches a punch or kick attack, the reach suggestion effect will not be performed, and no effect will be performed to notify whether the attack will develop into a reach depending on whether it hits). Note that in a cancelable attack effect, if force is applied to the pressing operation unit 303 so that it does not protrude (that is, if the pressing operation unit 303 is not moved from its initial position), the attack effect will not be canceled even if the rotation operation unit 302 detects a right rotation. If the detection of rotation operations by the rotation operation unit 302 is configured to be invalidated by operation of the pressing operation unit 303, or if the detection of specific operations is blocked for input, even if the pressing operation unit 303 does not have a sensor for detecting pressure, even if the rotation operation unit 302 is rotated to the right while the pressing operation unit 303 is pressed (i.e., with the pressing operation unit 303 not protruding), the right rotation of the rotation operation unit 302 is invalidated, and the attack effect is not canceled.
[0212] Note that a cancelable attack effect is always within the valid operation period of the rotation operation unit 302, and the attack effect can be canceled by operating the rotation operation unit 302 at any timing from the start of the attack effect (from the time a message similar to that in FIG. 11(A) is displayed) to the end (until the end of the effect in which the attack hits or is avoided by the enemy character similar to that in FIG. 12(F) and FIG. 12(F')). Also, if a predetermined time has passed since the start of a cancelable attack effect without the attack effect being canceled, a reach suggestion effect is displayed in which the ally character launches an attack (punch or kick) at the enemy character, and an effect is displayed in which it is announced whether or not the enemy character will avoid the attack of the ally character or the attack will develop into a reach in which the enemy character will avoid the attack of the ally character or the attack will hit the enemy character.
[0213] In Figure 18(A), the same effect as in Figure 11(A) is being performed. In Figure 18(A), because the rotation operation unit 302 is not being operated, the pressing operation unit 303 is in the initial position and does not protrude, so the pressing operation unit 303 cannot be pressed, the movable body 310 is not moving, and the attack effect continues without being canceled.
[0214] In FIG. 18(B), a message indicating that the attack effect will be canceled when the rotation operation unit 302 is operated ("Spin if you don't want to see the effect!") is displayed on the effect display device 1600. In FIG. 18(B), the rotation operation unit 302 is not operated, so the pressing operation unit 303 is not protruding from the initial position and cannot be pressed, the movable body 310 is not moving, and the attack effect continues without being canceled. Note that if a cancelable attack effect has started even before the message in FIG. 18(B) is displayed (for example, even at the timing of FIG. 18(A)), the attack effect can be canceled. Note that the effect in FIG. 18(B), which displays a message indicating the operation to cancel the attack effect, does not have to be performed.
[0215] In Figure 18(C), the same effect as in Figure 11(B) is being performed, but the gauge 1603 indicating the remaining time in the effective operation period of the rotation operation unit 302 is not displayed because the entire attack effect is during the effective operation period of the rotation operation unit 302. In Figure 18(C), again, because the rotation operation unit 302 is not being operated, the pressing operation unit 303 is not protruding from its initial position and cannot be pressed, the movable body 310 is not moving, and the attack effect continues without being canceled.
[0216] First, an example of a transition to FIG. 19(D) (an example of canceling an attack effect) will be described. FIG. 19(D) shows a state in which, in the state of FIG. 18(C), the rotation operation unit 302 is rotated clockwise by r1 steps, and furthermore, the specific detection unit provided in the rotation operation unit 302 detects a specific operation. However, in FIG. 19(D), the pressing operation unit 303 is not operated. At this time, since the right rotation of the rotation operation unit 302 is detected without detecting the pressing of the pressing operation unit 303, the attack effect is canceled (ended). Note that in FIG. 19(D), the attack effect is canceled and only the changing decorative pattern is displayed on the effect display device 1600, but when the attack effect is canceled, the stopped decorative pattern and an image that is not displayed in a cancelable attack effect (for example, an image different from either the ally character or the enemy character that is displayed in a cancelable attack effect) may be displayed. 19(D), the rotation operation unit 302 has been rotated clockwise by r1 steps, causing the pressing operation unit 303 to protrude to t1, and the specific detection unit has detected a specific operation, causing the movable body 310 to move to a width w1. In this way, when the conditions for canceling the attack effect are met, the movable body 310 is moving, so even if the attack effect is canceled, the player's interest in the game will not decrease as long as they watch the movement of the movable body 310.
[0217] As described above, when a cancelable attack effect is being executed, the attack effect may be canceled simply by detecting a specific operation on the specific detection unit provided in the rotation operation unit 302. In this case, the attack effect can be canceled without the pressing operation unit 303a protruding and without operating the movable body 310, and the attack effect is necessarily canceled in order to operate the movable body 310 (because the condition for operating the movable body 310 includes the specific detection unit detecting a specific operation) (i.e., the movable body 310 cannot be operated when a cancelable attack effect is being executed). Furthermore, during a cancelable attack effect, there may be a time when the attack effect is not canceled even if a specific operation on the specific detection unit provided in the rotation operation unit 302 is detected.
[0218] FIG. 19(E) shows a state in which the attack effect has been canceled, but the rotation operation unit 302 has rotated clockwise by r3 steps, and the specific detection unit included in the rotation operation unit 302 has detected a specific operation. Some players may feel bored if nothing is displayed on the effect display device 1600 after the attack effect has been canceled. Therefore, on the condition that the amount of clockwise rotation of the rotation operation unit 302 is within a predetermined range (here, greater than or equal to r3 steps and less than r4 steps) and the specific detection unit included in the rotation operation unit 302 has detected a specific operation, an effect in which an ally character practices a punch is displayed on the effect display device 1600. Also, in FIG. 19(E), because the rotation operation unit 302 has rotated clockwise by r3 (>r2) steps, the pressing operation unit 303 protrudes to tmax, and because the specific detection unit has detected a specific operation, the movable body 310 operates with a width w3. When this ally character is practicing a punch, the color of the fist may indicate the likelihood of a jackpot in the variation being executed (for example, when an ally character is punching with a white fist, the likelihood of a jackpot in the variation being executed is lower than when the ally character is punching with a red fist). Note that instead of the effect of an ally character practicing a punch, the attack effect described in Figures 11 to 16 may be executed, or an effect different from the attack effect that can be canceled (an effect in which a display different from the ally character or enemy character displayed in the attack effect is displayed) may be executed.
[0219] The effect of an ally character practicing a punch may be executed immediately when the amount of right rotation of rotation operation unit 302 is equal to or greater than r3 steps and less than r4 steps and a specific operation is detected by a specific detection unit included in rotation operation unit 302, or it may not be executed immediately after these operations are detected; for example, it may be executed after a predetermined time has elapsed since the amount of right rotation of rotation operation unit 302 is equal to or greater than r3 steps and less than r4 steps and a specific operation is detected by a specific detection unit included in rotation operation unit 302. Furthermore, the effect of an ally character practicing a punch may be executed with a predetermined probability when the amount of right rotation of rotation operation unit 302 is equal to or greater than r3 steps and less than r4 steps and a specific operation is detected by a specific detection unit included in rotation operation unit 302 (i.e., it does not necessarily have to be executed even if these operations are detected).
[0220] Furthermore, after a cancelable attack effect is canceled, the next special pattern variation may begin and an effect in which an ally character practices a punch may be performed, provided that the amount of right rotation of the rotation operation unit 302 is equal to or greater than r3 steps and less than r4 steps and a specific operation has been detected by a specific detection unit provided in the rotation operation unit 302. Furthermore, in the special variation that begins next after a cancelable attack effect is canceled, an effect may be performed in which an ally character strikes a fighting pose but is not practicing a punch (an example of an effect suggesting that an effect in which an ally character practices a punch will be performed in the next special pattern variation), provided that the amount of right rotation of the rotation operation unit 302 is equal to or greater than r3 steps and less than r4 steps and a specific operation has been detected by a specific detection unit provided in the rotation operation unit 302.
[0221] FIG. 19(F) shows a state in which, after the attack effect is canceled, the rotation operation unit 302 is rotated clockwise by r4 steps, and the specific detection unit included in the rotation operation unit 302 detects a specific operation. In FIG. 19(F), because the rotation operation unit 302 has been rotated clockwise by r4 (>r2) steps, the pressing operation unit 303 protrudes to tmax, and because the specific detection unit has detected a specific operation, the movable body 310 moves with a width w4. Furthermore, when the rotation amount of the rotation operation unit 302 is r4 steps or more and the specific detection unit included in the rotation operation unit 302 detects a specific operation, a message is displayed on the effect display device 1600. This message may be displayed so that it appears to the player as if it is coming from the chicken on the movable body 310. The message in Figure 19(F), "You're shaking too much and making me dizzy, stop it, stop it..." encourages the player to reduce the amount of rotation of the rotary operation unit 302. Seeing this message allows the player to enjoy the game even more. If the player reduces the amount of rotation of the rotary operation unit 302 in accordance with the message, the amount of movement of the movable body 310 decreases, thereby reducing the load on the movable body 310. The message may encourage the player to reduce the amount of rotation of the rotary operation unit 302, such as "You're shaking too much and making me dizzy, stop it, stop it..." or may also suggest to what extent the amount of rotation of the rotary operation unit 302 should be reduced (for example, to less than r4 steps). The message will not be displayed unless the following conditions are met: the amount of rotation of the rotary operation unit 302 is r4 steps or more, and the specific detection unit of the rotary operation unit 302 detects a specific operation.
[0222] 19(E)。 However, in order to make the message of FIG. 19(F) more easily recognizable to the player and to quickly reduce the load on the movable body 310, when the message of FIG. 19(E) and the message of FIG. 19(F) are displayed overlapping each other, it is desirable that the message of FIG. 19(F) has a higher display priority in the area where the message of FIG. 19(E) and the message of FIG. 19(F) are displayed overlapping each other (i.e., the message of FIG. 19(F) is displayed in front of the message of FIG. 19(E)).
[0223] Note that the message in Figure 19(F) is a message that conveys that the amount of movement of movable body 310 is too large, and therefore it is desirable that it be displayed immediately when the amount of rotation of rotation operation unit 302 is r4 steps or more and the specific detection unit provided in rotation operation unit 302 detects a specific operation; however, it may also be displayed a predetermined time after the amount of rotation of rotation operation unit 302 is r4 steps or more and the specific detection unit provided in rotation operation unit 302 detects a specific operation (i.e., it does not have to be displayed immediately), or it may be displayed with a predetermined probability when the amount of rotation of rotation operation unit 302 is r4 steps or more and the specific detection unit provided in rotation operation unit 302 detects a specific operation (i.e., it does not necessarily have to be displayed even if these operations are detected).
[0224] 19(E) and 19(F) illustrate an effect in which an ally character practices a punch only when the specific detection unit detects a specific operation when the amount of rotation of the rotation operation unit 302 to the right is equal to or greater than r3 steps and less than r4 steps, and a message urging the player to reduce the amount of rotation of the rotation operation unit 302 is displayed when the specific detection unit detects a specific operation when the amount of rotation of the rotation operation unit 302 is equal to or greater than r4 steps. In addition to this effect, a message urging the player to increase the amount of rotation of the rotation operation unit 302, such as "If you turn it more, a kick practice effect will occur!" may be displayed only when the specific detection unit detects a specific operation when the amount of rotation of the rotation operation unit 302 is equal to or greater than r3 steps and less than r4 steps, and an effect in which an ally character practices a kick only when the amount of rotation of the rotation operation unit 302 is equal to or greater than r4 steps and less than r4 steps.
[0225] Note that the effect of the ally character practicing a punch in FIG. 19(E) ends when a predetermined time has elapsed since the effect started. Also, the message in FIG. 19(F) disappears when a predetermined time has elapsed since the message started to be displayed. If the pressing operation unit 303 is operated while the ally character practicing a punch in FIG. 19(E) or the message in FIG. 19(F) is displayed, the movement of the movable body 310 stops, but the effect of the ally character practicing a punch in FIG. 19(E) and the display of the message in FIG. 19(F) do not end until the predetermined time has elapsed. In other words, the movement of the movable body 310 stops even when the effect of the ally character practicing a punch in FIG. 19(E) or the message in FIG. 19(F) is displayed.
[0226] Note that the predetermined time from the start to the end of the effect of the ally character practicing a punch in Figure 19(E) and the predetermined time from the display to the disappearance of the message in Figure 19(F) may be the same as or different from each other. Furthermore, the predetermined time from the start to the end of the effect of the ally character practicing a punch in Figure 19(E) may be a time determined from a plurality of times. Each of the plurality of times may be different from the predetermined time from the display to the disappearance of the message in Figure 19(F), or some of the plurality of times may be the same as the predetermined time for displaying the message in Figure 19(F).
[0227] Also, the performance where the ally character in FIG. 19(E) makes a punching shadowboxing motion ends after a lapse of a predetermined time. However, if the condition for executing the performance where the ally character in FIG. 19(E) makes a punching shadowboxing motion is satisfied again after the performance has ended, the performance where the ally character in FIG. 19(E) makes a punching shadowboxing motion may be executed again. Further, when the performance where the ally character in FIG. 19(E) makes a punching shadowboxing motion is being executed and the condition for executing the performance where the ally character in FIG. 19(E) makes a punching shadowboxing motion is satisfied again, the count of the predetermined time may be cleared, the predetermined time may be reset, and the count may be restarted when the condition is satisfied again (that is, the time for the ally character to make a punching shadowboxing motion may be extended), or the count may be continued without clearing the count of the predetermined time (that is, the time for the ally character to make a punching shadowboxing motion may not be extended). Similarly, the message in FIG. 19(F) is erased after a lapse of a predetermined time. However, if the condition for displaying the message in FIG. 19(F) is satisfied again after the message in FIG. 19(F) has been erased, the message in FIG. 19(F) may be displayed again. Further, when the message in FIG. 19(F) is being displayed and the condition for displaying the message in FIG. 19(F) is satisfied again, the count of the predetermined time may be cleared, the predetermined time may be reset, and the count may be restarted when the condition is satisfied again (that is, the display time of the message may be extended), or the count may be continued without clearing the predetermined time (that is, the display time of the message may not be extended).
[0228] It is desirable that the effect of the teammate character practicing a punch in FIG. 19(E) and the effect of the message in FIG. 19(F) be non-cancellable (i.e., not halted by a player's operation). Note that, when the message in FIG. 19(F) is displayed, if a condition for starting the display of the teammate character practicing a punch in FIG. 19(E) is satisfied, the message in FIG. 19(F) may be erased (i.e., the display of the message in FIG. 19(F) may be canceled on the condition that the rotation operation unit 302 is rotated right by r3 steps or more but less than r4 steps and the specific detection unit detects a specific operation). The fact that the condition for starting the display of the teammate character practicing a punch in FIG. 19(E) is satisfied means that the rotation amount of the rotation operation unit 302 has become less than r4 steps, and it is considered that the player reduced the rotation amount of the rotation operation unit 302 in accordance with the message in FIG. 19(F).
[0229] An example of a transition from Fig. 18(C) to Fig. 19(D') (an example in which the attack effect is not canceled) will be described. Fig. 19(D') shows a state in which, in the state of Fig. 18(C), force is applied to the pressing operation unit 303 so that the pressing operation unit 303 does not protrude, the rotation operation unit 302 is rotated clockwise by r1 steps, and the specific detection unit provided in the rotation operation unit 302 detects a specific operation. In a cancelable attack effect, even if the rotation operation unit 302 is rotated clockwise, by not protruding the pressing operation unit 303 (i.e., by preventing the pressing operation unit 303 from moving from its initial position), the attack effect continues without being canceled, and an effect similar to that of Fig. 12(E) is performed, and the movable body 310 does not move.
[0230] If the pressing operation unit 303 does not protrude in this way, the attack effect will not be canceled even if the rotation operation unit 302 is operated (even if the operation necessary for cancellation is performed), so a player who does not want to accidentally cancel the attack effect can simply prevent the pressing operation unit 303 from protruding during a cancelable attack effect.
[0231] 19(E'), rotation operation unit 302 remains rotated clockwise by r1 steps, and no force is applied to pressing operation unit 303, so pressing operation unit 303 protrudes to t1. In other words, because pressing operation unit 303 protrudes and only rotation operation unit 302 is rotating clockwise, the same effect as in FIG. 12(F) is not performed, and the attack effect is canceled, as in FIG. 19(D), and movable body 310 also moves with width w1.
[0232] 19(D) and 19(E'), when an attack effect is canceled, a dedicated sound may be output from the speaker 354, or a dedicated image may be displayed on the effect display device 1600. The output of the dedicated sound and / or the display of the dedicated image may be performed in place of the cancelable attack effect. For example, a dedicated sound may be output from the speaker 354 or a dedicated image may be displayed on the effect display device 1600 simply by performing a specific operation on the specific detection unit of the rotation operation unit 302 during the operation valid period of the rotation operation unit 302. In this case, the dedicated sound may be output or the dedicated image may be displayed even though the movable body 310 is not moving. This allows the player to concentrate on the dedicated sound or the dedicated image without being distracted by the movement of the movable body 310.
[0233] Furthermore, following the effect of Figure 19(E'), if the rotation operation unit 302 is rotated by r3 steps or more but less than r4 steps and the specific detection unit detects a specific operation, the effect of Figure 19(E) can be executed, and if the rotation operation unit 302 is rotated by r4 steps or more and the specific detection unit detects a specific operation, the effect of Figure 19(F) can be executed.
[0234] 18 and 19, not only can the reach suggestion effect not appear like the attack effect in FIG. 13, but effects before the reach suggestion effect (such as the display of a message explaining the cancellable attack effect in FIG. 18(A) and FIG. 18(B), or the display of allied and enemy characters in FIG. 19(C) before the allied character starts attacking) can also be canceled, so players who tend to feel tense when watching attack effects can calmly proceed with the game by canceling the effects before the reach suggestion effect. Also, with the cancellable attack effect in FIG. 18 and FIG. 19, the effect can be canceled even after the reach suggestion effect has started, so a player can cancel the effect even at a timing after the reach suggestion effect has started when the player has a hunch that the reach suggestion effect will not suggest that a reach effect will be executed.
[0235] Furthermore, it is desirable that the operation unit for canceling the attack effect be limited to some of the operation units of the pachinko machine 1 (for example, the only operation unit for canceling the attack effect is the rotation operation unit 302). If the attack effect could be canceled by operating any operation unit of the pachinko machine 1 during the attack effect, there is a risk that a player who did not intend to cancel the attack effect may unintentionally cancel the attack effect. However, in order to make it easy to cancel the attack effect, it is also possible to make it possible to cancel the attack effect by operating any operation unit of the pachinko machine 1.
[0236] 18 and 19 may appear in the normal mode, the time-saving mode, and the probability-varying mode, but it is desirable that they not appear during a jackpot game. This is because if a player accidentally cancels an effect midway through a jackpot game, the player's sense of elation at winning the jackpot will be diminished. Note that not all effects that trigger an effective period for the rotary operation unit 302 can be canceled by rotating the rotary operation unit 302 during that effective period or by performing a specific operation on the specific detection unit of the rotary operation unit 302 during that effective period (i.e., there are effects that cannot be canceled among effects that trigger an effective period for operation of the rotary operation unit 302).
[0237] In addition, because some players do not want to see even a small amount of attack effects because they increase the sense of tension, for example, if the right rotation of the rotation operation unit 302 is maintained (a state in which an operation to cancel a cancellable attack effect is being performed) when a cancellable attack effect is not being performed (this may be before the cancellable attack effect starts or after the cancellable attack effect has been canceled), the cancellable attack effect itself may not appear. Because the operation to cancel a cancellable attack effect (whether this operation is the right rotation of the rotation operation unit 302 or the detection of a specific operation by the specific detection unit) is included in the conditions for operating the movable body 310, a cancellable attack effect is not performed when the movable body 310 is operating (the operation of the movable body 310 and a cancellable attack effect are not performed simultaneously). However, a player who rotates the rotation operation unit 302 to the right while not protruding the pressing operation unit 303 when a cancelable attack effect is not being executed is considered to be a player who intends to see a cancelable attack effect, so it is desirable that even if the rotation operation unit 302 is maintained in the right direction when a cancelable attack effect is not being executed, a cancelable attack effect can be made to appear as long as the pressing operation unit 303 is not protruding.
[0238] As described above, when pressing operation unit 303 is pulled from its initial position, rotation operation unit 302 rotates to the right in accordance with the amount of protrusion of pressing operation unit 303, without directly operating rotation operation unit 302. Therefore, if the condition for canceling the attack effect is the detection of a specific operation by the specific detection unit, the specific operation is contact, and the specific detection unit is provided to cover the entire outer circumferential surface of rotation operation unit 302, pulling pressing operation unit 303 without operating rotation operation unit 302 and without the specific detection unit detecting the specific operation will cause rotation operation unit 302 to rotate to the right, but because the specific detection unit provided on rotation operation unit 302 does not detect the specific operation (contact), the attack effect can be continued without being canceled, even though rotation operation unit 302 has rotated to the right and pressing operation unit 303 is protruding.
[0239] 18 and 19 may be performed when a game is not in progress (when neither a winning game, including a big win game and a small win game, nor a special symbol variation is being executed). In a cancelable attack effect performed when a game is not in progress, for example, a fortune-telling effect (which does not show the results of a special lottery) is performed. A cancelable attack effect performed when a game is not in progress begins, for example, when a predetermined time has passed since a game entered a state where a game is not in progress, without detecting rotation of the rotation operation unit 302 (i.e., without performing an operation to cancel the cancelable attack effect). If the rotation operation unit 302 is operated during a cancelable attack effect performed when a game is not in progress, the attack effect is canceled. When a predetermined operation unit other than rotation operation unit 302 (an operation unit for canceling a cancelable attack effect) is operated during a cancelable attack effect that is performed when a game is not in progress, an effect is performed in which an ally character launches an attack (punch or kick) at an enemy character, and an effect in which the enemy character dodges the ally character's attack or the attack hits the enemy character (for example, according to a predetermined allocation, it is determined whether the enemy character dodges the ally character's attack or the attack hits the enemy character), and if the enemy character dodges the ally character's attack, the fortune-telling result is announced as "bad luck," and if the ally character's attack hits the enemy character, the fortune-telling result is announced as "good luck." Note that, in a cancelable attack effect that is performed when a game is not in progress, the condition for executing the effect in which an ally character launches an attack (punch or kick) at an enemy character and an effect in which the enemy character dodges the ally character's attack or the attack hits the enemy character may be that a predetermined amount of time has passed since the attack effect started without being canceled. In addition, when a cancelable attack effect is being performed while the game is not in progress, if the pressing operation unit 303 is not protruded so that the attack effect is not canceled, the game progress may remain stopped as long as the operation is maintained.
[0240] Furthermore, for players who have canceled a cancellable attack effect but still want to see it, the cancellable attack effect may be executed again after a predetermined time has elapsed since the attack effect was canceled (or after the attack effect ended without being canceled) unless the rotation control unit 302 is rotated right (unless the same operation as the operation to cancel the attack effect is performed). During this predetermined time, the stopped decorative pattern and an image not displayed in the cancellable attack effect (for example, an image different from either the ally character or the enemy character displayed in the cancellable attack effect) may be displayed. Furthermore, even if the rotation control unit 302 is rotated right after canceling the attack effect, the cancellable attack effect may be displayed again with a predetermined probability after a predetermined time has elapsed since the cancellation.
[0241] 19(E) and 19(F), which are the effects after canceling the attack effect, are performed on the rotation operation unit 302 (rotation of r3 steps or more and detection of a specific operation by the specific detection unit), the player may be given a benefit such as an increased likelihood of starting a winning combination or an advantageous special lottery. Also, for example, the effect in which an ally character practices a punch in FIG. 19(E) and the effect in which a message is displayed in FIG. 19(F) may be effects that are performed under predetermined conditions. The state in which game ball B is being fired is an example of the predetermined condition, and the strength with which game ball B is fired determines whether the effect of an ally character swinging a punch in FIG. 19(E) is executed or the message in FIG. 19(F) is displayed (for example, in order for the effect of an ally character swinging a punch in FIG. 19(E) to be executed, the strength with which game ball B is fired needs to be within a first predetermined range, and in order for the message in FIG. 19(F) to be displayed, the strength with which game ball B is fired needs to be within a second predetermined range (the minimum value of the second predetermined range is equal to or greater than the maximum value of the first predetermined range)). Furthermore, the effect of an ally character swinging a punch in FIG. 19(E) and the effect of displaying the message in FIG. 19(F) may be executed not only after a cancelable attack effect is canceled, but also when the above-mentioned predetermined conditions are met.
[0242] 11 to 16, the pressing operation unit 303, the rotating operation unit 302 including the specific detection unit, and the movable body 310 shown in FIG. 17 may be applied.
[0243] 11 to 16, when the pressing operation unit 303, the rotating operation unit 302 including the specific detection unit, and the movable body 310 shown in FIG. 17 are used, in the first performance pattern of the attack performance, the effective operation period of the pressing operation unit 303 starts in FIG. 11(C) and FIG. 14(C3), and when the pressing detection sensor 381 changes from the OFF state to the ON state during the effective operation period, the post-operation performance is executed. However, when the rotating operation unit 302 is not rotated clockwise, the pressing operation unit 303 does not protrude. Therefore, in order to execute the post-operation performance in the first performance pattern of the attack performance, it is necessary to rotate the rotating operation unit 302 clockwise to protrude the pressing operation unit 303 and turn the pressing detection sensor 381 OFF, and then operate the pressing operation unit 303 to turn the pressing detection sensor 381 ON during the effective operation period of the pressing operation unit 303.
[0244] 11 to 16, when the pressing operation unit 303, the rotating operation unit 302 including the specific detection unit, and the movable body 310 shown in Fig. 17 are used, in the second performance pattern of the attack performance, an effective operation period of the rotating operation unit 302 occurs in Fig. 11(C'), Fig. 14(C'3), and Fig. 16(D'4), and when right rotation of the rotating operation unit 302 by a predetermined amount or more (hereinafter, referred to as r1 steps or more at which the operation of the movable body 310 can start) is detected during the effective operation period, an during-operation performance is executed. Also, when right rotation of the rotating operation unit 302 by a predetermined amount or more (hereinafter, referred to as r1 steps or more at which the operation of the movable body 310 can start) is continuously detected for a predetermined time (hereinafter, referred to as 3 seconds) during the effective operation period of the rotating operation unit 302, an after-operation performance is executed. However, in Figure 16, if the rotation operation unit 302 is rotated to the right by more than a predetermined amount (more than r1 steps) after the start of the attack effect (the start of the display of the message in Figure 16(A)) and before the start of the valid operation period of the rotation operation unit 302, a penalty of a predetermined time will begin from the start of the valid operation period in Figure 16(D'4), and until the predetermined time has elapsed, even if the rotation operation unit 302 is rotated to the right by more than the predetermined amount (more than r1 steps), the during-operation effect will not be executed, and it will not be counted towards the duration of the right rotation of more than the predetermined amount (more than r1 steps) that is a condition for causing the post-operation effect to appear.
[0245] 11 to 16, if the pressing operation unit 303, the rotation operation unit 302 including the specific detection unit, and the movable body 310 shown in Fig. 17 are used, in the second performance pattern of the attack performance, a performance during operation may be executed on the condition that a right rotation of the rotation operation unit 302 of a predetermined amount or more (hereinafter, r1 steps or more at which the movement of the movable body 310 can start) is detected during the effective operation period of the rotation operation unit 302, and the specific detection unit detects a specific operation. In this case, when the performance during operation is being executed in the second performance pattern, the condition for moving the movable body 310 is also satisfied, and therefore the movable body 310 moves. 16, if the rotation operation unit 302 is rotated right by more than a predetermined amount (more than r1 steps) after the start of the attack effect (the start of the display of the message in FIG. 16(A)) and before the start of the valid operation period of the rotation operation unit 302, a penalty of a predetermined time is initiated from the start of the valid operation period, and until the predetermined time has elapsed, even if the rotation operation unit 302 is rotated right by more than the predetermined amount (more than r1 steps) and the specific detection unit detects a specific operation, the movable body 310 will operate but the during-operation effect will not be executed. Also, in a second effect pattern for the attack effect, a post-operation effect may be executed on the condition that, during the valid operation period of the rotation operation unit 302, the detection of the right rotation of the rotation operation unit 302 by more than the predetermined amount (hereinafter, more than r1 steps at which the movement of the movable body 310 can begin) and the detection of a specific operation by the specific detection unit are simultaneously and continuously detected for a predetermined time (hereinafter, three seconds). However, in Figure 16, if the rotation operation unit 302 is rotated to the right by more than a predetermined amount (more than r1 steps) after the start of the attack effect (the start of the display of the message in Figure 16(A)) and before the start of the valid operation period of the rotation operation unit 302, a penalty of a predetermined time will begin from the start of the valid operation period in Figure 16(D'4), and until the predetermined time has elapsed, it will not be counted towards the duration of the detection of the right rotation of more than a predetermined amount (more than r1 steps) and the detection of the specific operation by the specific detection unit, which are conditions for causing the post-operation effect to appear.
[0246] 11 to 16, when the pressing operation unit 303, the rotation operation unit 302 including the specific detection unit, and the movable body 310 shown in Fig. 17 are used instead, the minimum amount of rotation of the rotation operation unit 302 required to perform the during-operation performance in the second performance pattern of the attack performance may be the same as or different from the amount of rotation required to cancel the attack performance in the cancelable attack performance of Fig. 18 and 19. When the pressing operation unit 303, the rotation operation unit 302 including the specific detection unit, and the movable body 310 shown in Fig. 17 are used instead of the pressing operation unit 303 and the rotation operation unit 302 shown in Fig. 11 to 16, the minimum amount of rotation of the rotation operation unit 302 required to perform the after-operation performance in the second performance pattern of the attack performance may be the same as or different from the amount of rotation required to cancel the attack performance in the cancelable attack performance of Fig. 18 and 19. It should be noted that the cancelable attack effects in Figures 18 and 19 may be performed when the game is not in progress (when neither a winning game, including a big win game and a small win game, nor a special pattern change is being performed), but it is desirable that the attack effects in Figures 11 to 16 be performed only when a special pattern change is being performed.
[0247] When the pressing operation unit 303, the rotating operation unit 302 including the specific detection unit, and the movable body 310 shown in FIG. 17 are used instead of the pressing operation unit 303 and the rotating operation unit 302 shown in FIG. 11 to FIG. 16, it is desirable that a predetermined operation be required to execute the attack effects shown in FIG. 11 to FIG. 16 for players who do not want to see the attack effects. Specifically, for example, to execute the attack effects shown in FIG. 11 to FIG. 16, the rotating operation unit 302 must be rotated right by r3 steps or more but less than r4 steps, the specific detection unit must detect the specific operation, and the pressing operation unit 303 must not be operated (protruding from its initial position). On the other hand, the cancelable attack effects shown in FIG. 18 and FIG. 19 can be canceled at any time even by players who do not want to see the attack effects, so they may be able to appear regardless of the amount of rotation of the rotating operation unit 302.
[0248] 17 is used instead of the pressing operation unit 303 and rotation operation unit 302 in Figures 11 to 16, the conditions for executing the first attack performance pattern and the conditions for executing the second attack performance pattern may be different. For example, the first attack performance pattern may be executed on the condition that the rotation operation unit 302 is rotated right by r3 steps or more but less than r4 steps, the specific detection unit detects the specific operation, and the pressing operation unit 303 is not operated (i.e., the movable body 310 moves with a width of w3 or more but less than w4), and the second attack performance pattern may be executed on the condition that the rotation operation unit 302 is rotated right by r4 steps or more, the specific detection unit detects the specific operation, and the pressing operation unit 303 is not operated (i.e., the movable body 310 moves with a width of w4 or more but less than wmax).
[0249] In this case, the shortest time required for the second pattern of the attack presentation (the time required for the presentation of FIGS. 12(E') and 12(F') to end after rotating the rotation operation unit 302 to the right for 3 seconds, continuing 5 steps or more from the start of the effective operation period of the rotation operation unit 302) should be shorter than the shortest time required for the first pattern of the attack presentation (the time required for the presentation of FIGS. 12(E) and 12(F) to end after changing the pressing operation unit 303 from the off state to the on state at the start of the effective operation period of the pressing operation unit 303). In other words, the shortest time required for the presentation performed when the rotation operation unit 302 is rotated to the right by r4 steps or more and the pressing operation unit 303 is not operated should be shorter than the shortest time required for the presentation performed when the rotation operation unit 302 is rotated to the right by r3 steps or more but less than r4 steps and the pressing operation unit 303 is not operated.
[0250] 17, rotation operation unit 302 including a specific detection unit, and movable body 310 are used instead of pressing operation unit 303 and rotation operation unit 302, the likelihood of a reach effect being executed is higher when the first attack effect pattern is executed than when the second attack effect pattern is executed (i.e., the probability that an ally character's attack will hit an enemy character is higher). In other words, the likelihood of a reach effect being executed is higher when the rotation operation unit 302 is rotated right by r3 steps or more but less than r4 steps and the pressing operation unit 303 is not operated than when the rotation operation unit 302 is rotated right by r4 steps or more and the pressing operation unit 303 is not operated.
[0251] 11 to 16, when the pressing operation unit 303, the rotating operation unit 302 equipped with the specific detection unit, and the movable body 310 shown in Fig. 17 are used, the expectation of a jackpot is higher when the second attack performance pattern (for example, the performance in Fig. 11(A) to 12(F')) is executed than when the first attack performance pattern (for example, the performance in Fig. 11(A) to 12(F)) is executed. In other words, the expectation of a jackpot is higher in the performance when the rotating operation unit 302 is rotated right by r3 steps or more but less than r4 steps and the pressing operation unit 303 is not operated than in the performance when the rotating operation unit 302 is rotated right by r3 steps or more but less than r4 steps and the pressing operation unit 303 is not operated.
[0252] 11 to 16, even if the pressing operation unit 303, the rotating operation unit 302 equipped with a specific detection unit, and the movable body 310 shown in Fig. 17 are used. The attack effects in Fig. 11 to 16 cannot be canceled (i.e., cannot be stopped by an operation by the player). After the rotation operation unit 302 is operated to cancel the cancelable attack effect in Fig. 18 and 19, the first attack effect pattern may be executed on the condition that the rotation operation unit 302 is rotated right by r3 steps or more but less than r4 steps, the specific detection unit detects the specific operation, and the pressing operation unit 303 is not operated (protruding from the initial position). In addition, in the cancelable attack performance of Figures 18 and 19, after the rotation operation unit 302 is operated to cancel the cancelable attack performance, the second performance pattern of the attack performance may be executed on the condition that the rotation operation unit 302 is rotated to the right by r4 steps or more, the specific detection unit detects a specific operation, and the pressing operation unit 303 is not operated.
[0253] The above is one embodiment of the pachinko machine 1 of the present invention, but the present invention is not limited to this. The present invention can also be applied to gaming machines other than slot machines, such as pachinko machines and gaming machines that combine pachinko machines and slot machines.
[0254] Although the present invention has been described in detail above with reference to the accompanying drawings, the present invention is not limited to such specific configurations, and includes various modifications and equivalent configurations within the spirit of the appended claims. [Explanation of symbols]
[0255] 1 Pachinko machine, 302 Rotation operation unit, 303 Press operation unit, 310 Movable body, 347 Rotation detection sensor, 354 speaker, 381 pressure detection sensor, 1310 main control board, 1510 peripheral control board, 1600 performance display device
Claims
[Claim 1] a game board having a game area in which a starting winning hole is provided; A gaming machine comprising: a display device capable of displaying a display effect suggesting the result of a special lottery that can be executed in response to the reception of a gaming ball when the gaming ball is received into the start winning port by the player's play; and a movable body operable by the player's play; An operation means capable of receiving an operation by a player is provided below the gaming board having the gaming area, the operation means has a first operation unit capable of receiving a first operation by a player, and a second operation unit capable of receiving a second operation by a player on the first operation unit, the second operation being different from the first operation; The movable body that is made operable by the player's play is made operable by the player's first operation on the first operation section of the operation means provided at a position below the game board, and the speed of the operation increases as the amount of the player's first operation increases, When the player performs the second operation on the second operation unit of the operation means in a state in which the movable body is being operated by the first operation on the first operation unit, the operation of the movable body in operation is stopped regardless of the operation speed, When a first performance is being executed on the display device, after the operation means detects the first operation, if a predetermined condition is satisfied, a second performance is displayed on the display device, The movable body, whose movement speed is variable in accordance with the amount of operation of the first operation by the player, moves within a certain range of movement regardless of the movement speed. A gaming machine characterized by:
Citation Information
Patent Citations
Game machine
JP2010220861A
JPP7343204B