gaming machines
The gaming machine enables players to confirm gaming rights through specific settings and effects, addressing the challenge of verifying gaming value held by others, thereby enhancing transparency and player confidence.
Patent Information
- Application Number
- JP2022081450
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-05-18
- Publication Date
- 2026-01-16
- Estimated Expiration
- 2042-05-18
AI Technical Summary
Existing gaming machines do not allow players to physically confirm the gaming value held by another player, making it difficult for new players to determine if a gaming right has been secured.
A gaming machine equipped with a control means to transition into a standby state, execute effects, and perform operations, allowing players to set specific settings that indicate the securing of a gaming right and the return of a storage medium, with distinct attention-calling and setting effects.
Facilitates easy recognition of secured gaming rights, enhancing transparency and player confidence.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] BACKGROUND ART Conventionally, among gaming machines, there are gaming machines that can store the number of gaming values possessed by a player as data, and can allow a game to be played based on the data (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-166002 Summary of the Invention [Problem to be solved by the invention]
[0004] With such gaming machines, it is not possible to physically confirm the gaming value held by a player who has secured a gaming right, making it difficult for a new player to know whether another player has secured the gaming right for the gaming machine. [Means for solving the problem]
[0005] The gaming machine that solves the above problem is a gaming machine that can store the number of game values owned by a player as data and is configured to be able to play a game based on the data, and is equipped with a control means that can be controlled to a standby state, an effect execution means that executes effects, and an operation means that can perform predetermined operations, and in the standby state, the operation means can be operated to set the device to a specific setting, and when the device is set to the specific setting, it is possible to execute a specific effect related to the securing of a gaming right and a predetermined warning effect related to the return of a storage medium that can store data on the number of game values owned by the player. The effects include a setting effect that allows the user to recognize that it is possible to select whether to set the specific setting or not, and a specific attention-calling effect that is different from the predetermined attention-calling effect, and the setting effect can be executed when power supply is started, and the specific effect can be executed when the specific attention-calling effect is being executed. The gist of this is as follows.
[0006] The gaming machine that solves the above problem is a gaming machine that can store the number of game values owned by a player as data and is configured to allow a game to be played based on the data, and is equipped with a control means that can control the machine to a standby state and an effect execution means that executes an effect, and the standby state includes a predetermined standby state and a specific standby state, and when the machine transitions from the predetermined standby state to the specific standby state, it can be set to a specific setting, and when the machine is set to the specific setting, it can execute a specific effect regarding the securing of a gaming right and a predetermined warning effect regarding the return of a storage medium that can store data on the number of game values owned by the player. The effects include a setting effect that allows the user to recognize that it is possible to select whether to set the specific setting or not, and a specific attention-calling effect that is different from the predetermined attention-calling effect, and the setting effect can be executed when power supply is started, and the specific effect can be executed when the specific attention-calling effect is being executed. The gist of this is as follows. [Effects of the Invention]
[0007] According to the present invention, it is possible to provide a gaming machine that makes it easy to recognize whether a gaming right has been secured. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 2 is a front view of the pachinko gaming machine and the card unit. [Figure 2] 2 is a diagram showing a game board provided in the pachinko gaming machine of FIG. 1. FIG. [Figure 3] 2 is an enlarged view of a counting operation unit, a counting notification unit, and a second ball number display unit provided in the pachinko gaming machine of FIG. 1. [Figure 4] 2 is a block diagram showing the electrical configuration of the pachinko gaming machine of FIG. 1. [Figure 5] 2 is a block diagram showing the electrical configuration of the pachinko gaming machine of FIG. 1. [Figure 6] 10(a) to 10(d) are explanatory diagrams illustrating an example of a presentation mode in a standby state. [Figure 7] FIG. 10 is an explanatory diagram illustrating an example of a presentation mode of a specific presentation. [Figure 8] An explanatory diagram illustrating an example of the presentation format of a specific preview presentation. [Figure 9] FIG. 10 is an explanatory diagram illustrating an example of a condition for ending a special effect. [Figure 10]FIG. 10 is an explanatory diagram illustrating an example of a condition for ending a specific effect. [Figure 11] FIG. 10 is an explanatory diagram illustrating a specific example of how special effects and specific effects are executed. [Figure 12] FIG. 10 is an explanatory diagram illustrating a specific example of the execution mode of the special effects and specific effects in the second embodiment. [Figure 13] FIG. 10 is an explanatory diagram illustrating a specific example of the execution mode of the special effects and specific effects in the second embodiment. [Figure 14] FIG. 11 is an explanatory diagram illustrating an example of a presentation mode in a standby state during the second gaming state in the third embodiment. [Figure 15] FIG. 11 is an explanatory diagram illustrating an example of a restriction time in the third embodiment. [Figure 16] FIG. 13 is an explanatory diagram illustrating an example of a presentation mode of a selection presentation in the fourth embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0009] (First embodiment) A first embodiment of the pachinko gaming machine will be described below. As shown in Fig. 1, in an island facility (gaming island), pachinko gaming machines 10, which are an example of gaming machines, and management units 100, which are an example of management devices, are installed alternately. The management units 100 are an example of external units. The management units 100 are installed next to the pachinko gaming machines 10. The management units 100 are connected to the pachinko gaming machines 10 so that they can communicate with each other.
[0010] The management unit 100 will now be described. The management unit 100 includes a medium insertion section 101 into which a management medium can be inserted. As an example, the management medium is a data storage medium such as an IC card or an IC coin. The management medium can store the remaining amount of money deposited and the number of gaming balls owned by the player (hereinafter referred to as the first number of balls under management PA). Gaming balls are an example of gaming value. The first number of balls under management PA is data managed by the management unit 100. The management medium may also be capable of storing the player's personal information or the remaining amount of payment (prepaid balance). The management unit 100 includes a cash insertion section 102 into which cash can be inserted. The amount inserted into the cash insertion section 102 is added to the remaining amount stored in the management medium. As an example, the cash may be either banknotes or coins.
[0011] The management unit 100 is equipped with an operation panel 110. The operation panel 110 is equipped with a ball lending operation section 111, a payout operation section 112, a return operation section 113, a first ball number display section 114, and a balance display section 115. The ball lending operation section 111 is operated when increasing the number of game balls owned by the player (hereinafter referred to as the second managed ball number PB) based on the balance stored in the management medium. The second managed ball number PB is data managed by the pachinko gaming machine 10. The payout operation section 112 is operated when increasing the second managed ball number PB based on the first managed ball number PA. The managed ball numbers PA and PB are examples of the number of balls owned.
[0012] The return operation unit 113 is operated when receiving the return of a management medium inserted into the management unit 100. The first ball number display unit 114 displays information (Arabic numerals, for example) that can identify the first management ball number PA. The balance display unit 115 displays information (Arabic numerals, for example) that can identify the remaining amount of payment.
[0013] The management unit 100 includes a management unit control board 120 (hereinafter referred to as the CU control board 120). The CU control board 120 includes a CPU 120a, a ROM 120b, and a RAM 120c. The CPU 120a executes a management unit control program to perform predetermined processing. The ROM 120b stores the management unit control program. The RAM 120c stores various information that is rewritten during operation of the management unit 100. For example, the information stored in the RAM 120c includes flags, counters, timers, and the like. The management unit 100 includes a communication terminal 120d that is connected to the pachinko gaming machine 10 so as to be able to communicate bidirectionally.
[0014] The CU control board 120 is connected to the medium insertion unit 101. The CPU 120a is configured to be able to rewrite the memory contents of the management medium inserted into the medium insertion unit 101. The CU control board 120 is connected to the cash insertion unit 102. The CPU 120a is configured to be able to input a deposit signal that is output when cash is inserted into the cash insertion unit 102. The deposit signal is a signal that can identify the amount of money inserted into the cash insertion unit 102.
[0015] The CU control board 120 is connected to the operation panel 110. The CPU 120a is configured to be able to input a ball lending signal that is output when the ball lending operation unit 111 is operated. The CU control board 120 is configured to be able to input a payout signal that is output when the payout operation unit 112 is operated. The CPU 120a is configured to be able to input a return signal that is output when the return operation unit 113 is operated. The CPU 120a is configured to be able to control the display content of the first ball number display unit 114. The CPU 120a is configured to be able to control the display content of the remaining balance display unit 115.
[0016] The CU control board 120 is connected to the pachinko gaming machine 10 via the communication terminal 120d. The CPU 120a is configured to be able to input various control signals (control information) output by the pachinko gaming machine 10. The CPU 120a is configured to be able to output various control signals (control information) to the pachinko gaming machine 10. The management unit 100 outputs a connection signal from the communication terminal 120d to the pachinko gaming machine 10. The connection signal may be a command or message generated by the CU control board 120 (CPU 120a), or may be a signal generated by an output circuit (for example, a power supply circuit) different from the CPU 120a.
[0017] The management unit 100 is equipped with an external communication terminal (not shown) for connecting to an external device. As an example, the external device (not shown) is a hall computer installed in the amusement facility. The external device is a management computer that can communicate with server equipment installed in a data center outside the amusement facility via a network. In this case, it is preferable that the management computer and the management unit 100 are connected so that they can communicate with each other.
[0018] The processing executed by the management unit 100 will now be described. When a management medium is inserted into the medium insertion unit 101, the CPU 120a reads out the remaining amount and the first management ball count PA stored in the management medium and stores them in the RAM 120c. Then, when a management medium is inserted, the CPU 120a performs the process described below.
[0019] When the CPU 120a receives a deposit signal from the cash deposit unit 102, it adds the deposit amount, which can be determined from the deposit signal, to the remaining balance. When the remaining balance is not 0, the CPU 120a receives a ball lending signal from the ball lending operation unit 111, and subtracts a specified amount from the remaining balance, and outputs award information, which can determine the award of the number of game balls corresponding to the specified amount, to the pachinko gaming machine 10. Note that when the remaining balance is 0, the CPU 120a does not output award information even if it receives a ball lending signal.
[0020] When the first managed ball count PA is 1 or more, upon receiving a payout signal from the payout operation unit 112, the CPU 120a subtracts a predetermined number from the first managed ball count PA and outputs payout information capable of specifying the payout of the predetermined number of game balls to the pachinko gaming machine 10. When the first managed ball count PA is 0, the CPU 120a does not output payout information even if a payout signal is received. In this manner, the payout information can specify the number of balls to be paid out. When the CPU 120a receives counting information from the pachinko gaming machine 10, the CPU 120a adds the number of game balls that can be specified from the counting information to the first managed ball count PA. As will be described in more detail below, the counting information is control information that is output when a player finishes playing the pachinko gaming machine 10, and can specify the number of game balls to be transferred to the management unit 100.
[0021] CPU 120a controls first ball count display unit 114 to display information that can identify the first managed ball count PA at any given time. The first managed ball count PA is displayed in real time on first ball count display unit 114. CPU 120a controls balance display unit 115 to display information that can identify the remaining balance at any given time. The remaining balance is displayed in real time on balance display unit 115. When CPU 120a inputs a return signal from return operation unit 113, it stores the remaining balance and first managed ball count PA stored in RAM 120c in the management medium, and initializes the remaining balance and first managed ball count PA stored in RAM 120c. CPU 120a controls medium insertion unit 101 so that the management medium is ejected from medium insertion unit 101.
[0022] The pachinko gaming machine 10 will be described. As shown in Figures 1 and 2, the pachinko gaming machine 10 is an enclosed gaming machine in which a specified number of gaming balls are enclosed inside the machine. The pachinko gaming machine 10 is an example of a circulating gaming machine in which gaming balls are circulated inside the machine. In other words, the pachinko gaming machine 10 is an example of a gaming machine that can store the number of gaming values owned by a player as data and allows games to be played based on the data. For this reason, the pachinko gaming machine 10 does not have a storage unit for storing gaming balls. The gaming balls may be either magnetic or non-magnetic. The pachinko gaming machine 10 is designed so that, in principle, the player cannot touch the gaming balls.
[0023] The pachinko gaming machine 10 electromagnetically manages the second managed number of balls PB based on the number of lent balls Pb, the number of acquired balls Pc, and the number of shot balls Pd. The number of lent balls Pb is the number of game balls lent to a player. The number of acquired balls Pc is the number of game balls acquired by a player. The number of shot balls Pd is the number of game balls shot by a player.
[0024] The pachinko gaming machine 10 includes a frame 11. The frame 11 includes an outer frame 11a for fixing the machine body to the island equipment, a mounting frame 11b for mounting various gaming components, and a protective frame 11c. The mounting frame 11b is supported by the outer frame 11a so as to be openable and closable. The protective frame 11c is supported by the mounting frame 11b so as to be openable and closable. The protective frame 11c has protective glass (not shown) that protects the gaming components mounted on the mounting frame 11b. The pachinko gaming machine 10 includes a locking device (not shown) that locks the frames 11b and 11c. The pachinko gaming machine 10 is configured so that the frames 11b and 11c cannot be opened from the outer frame 11a unless they are unlocked using a key that fits the locking device.
[0025] The pachinko gaming machine 10 is equipped with an effect sound unit 12, an example of which is a speaker. The effect sound unit 12 is disposed on the front side of the mounting frame 11b. The effect sound unit 12 can execute an effect that outputs a predetermined sound (hereinafter referred to as an "audio effect") and an announcement that outputs a predetermined sound (hereinafter referred to as an "audio announcement"). For example, the predetermined sound is a piece of music, a sound effect, a human voice reading a predetermined string of characters, etc. As an example, the effect sound unit 12 is disposed in the mounting frame 11b.
[0026] The pachinko gaming machine 10 is equipped with a performance light-emitting unit 13. The performance light-emitting unit 13 is capable of performing notifications (hereinafter referred to as notification light-emitting) by turning on, blinking, and extinguishing a light-emitting element (not shown), an example of which is an LED. The performance light-emitting unit 13 is capable of performing effects (hereinafter referred to as light-emitting effects) by turning on, blinking, and extinguishing a light-emitting element (not shown), an example of which is an LED. As an example, the performance light-emitting unit 13 is disposed in the mounting frame 11b. The performance light-emitting unit 13 is disposed in the gaming board 20, which will be described later.
[0027] The pachinko gaming machine 10 is equipped with a firing operation unit 15 that can be operated to fire gaming balls. The firing operation unit 15 is disposed on the front side of the mounting frame 11b. The pachinko gaming machine 10 is configured to shoot gaming balls with a firing strength that corresponds to the operation of the firing operation unit 15. As an example, the firing operation unit 15 includes a handle lever 15a that can be rotated, a touch sensor D01, a firing stop switch D02, and a handle volume D03 (see FIG. 5).
[0028] The touch sensor D01 is connected to an energized ring 15b arranged to surround the side of the firing operation unit 15. The touch sensor D01 outputs a touch signal when a player holds the firing operation unit 15 and the player's fingers touch the energized ring 15b. The touch signal is in an ON state when the player's fingers are touching the energized ring 15b, and is in an OFF state when the player's fingers are not touching it. The touch sensor D01 is an example of a means for detecting that a player is touching the firing operation unit 15.
[0029] The launch stop switch D02 outputs a stop signal when the launch stop button 15c protruding from the side of the launch operation unit 15 is pressed. The stop signal is turned on when the launch stop button 15c is operated, and is turned off when it is not operated. The launch stop button 15c is an example of a means that can be operated to stop the launch of game balls. When the handle lever 15a is rotated, the handle volume D03 outputs a volume signal with a voltage corresponding to the amount of rotation.
[0030] The pachinko gaming machine 10 is equipped with a performance operation unit 16. The performance operation unit 16 is an example of an operation means capable of performing a predetermined operation. The performance operation unit 16 may be a button type that can be pressed, a touch sensor type that also serves as a display device, or a lever type.
[0031] As shown in Figures 1 and 3, the pachinko gaming machine 10 is equipped with a second ball number display unit 17 that displays information that can identify the second management ball number PB. In one example of this embodiment, the second ball number display unit 17 is configured with multiple (e.g., six) seven-segment displays arranged and can display multiple (e.g., six-digit) numbers. The second ball number display unit 17 can notify predetermined information by displaying predetermined characters.
[0032] The pachinko gaming machine 10 is equipped with a counting operation unit 18. The counting operation unit 18 is operated when a player ends play on the pachinko gaming machine 10. The counting operation unit 18 allows counting operations using the counting operation unit 18 when the machine is in a predetermined countable state. The counting operation unit 18 outputs a counting signal when a push operation is performed. The pachinko gaming machine 10 is equipped with a counting notification unit 18a. The counting notification unit 18a is an example of a means for notifying whether the machine is in a countable state. As an example, the performance operation unit 16, the second ball number display unit 17, the counting operation unit 18, and the counting notification unit 18a are arranged on the front side of the mounting frame 11b.
[0033] As shown in FIG. 2, the pachinko gaming machine 10 includes a gaming board 20. The gaming board 20 is mounted on a mounting frame 11b. A gaming area 20a having a substantially circular shape in a front view is defined on the front surface of the gaming board 20. A display window 20b is formed in the approximate center of the gaming area 20a. A launch passage 20c is formed on the left side of the gaming area 20a, which guides gaming balls launched by operating the launch operation unit 15 to the gaming area 20a. The gaming board 20 includes a backflow prevention valve 20d that prevents gaming balls launched by operating the launch operation unit 15 from returning back to the launch passage 20c. The gaming board 20 includes a valid ball sensor D11 that detects gaming balls (hereinafter referred to as "valid balls") that have reached the gaming area 20a among the gaming balls launched by operating the launch operation unit 15 (see FIG. 5). As an example, the valid ball sensor D11 is provided near the play area 20a side of the backflow prevention valve 20d. When the valid ball sensor D11 detects a play ball (valid ball), it outputs a valid ball signal. The play area 20a, the shot passage 20c, and the backflow prevention valve 20d are covered by a protective glass (not shown) of the protective frame 11c.
[0034] The gaming board 20 is equipped with an information display device 21 that displays various information. The information display device 21 includes a first special symbol display section 21a, a second special symbol display section 21b, a first hold display section 21c, a second hold display section 21d, a normal symbol display section 21e, and a normal hold display section 21f. As an example, the multiple display sections 21a to 21f are arranged together in a section that is visible to the player, but this is not limiting, and some or all of them may be arranged in different sections.
[0035] The first special symbol display unit 21a can execute a first special symbol variation game (hereinafter referred to as the first special game) that variably displays predetermined symbols and ultimately statically displays special symbols. The second special symbol display unit 21b can execute a second special symbol variation game (hereinafter referred to as the second special game) that variably displays predetermined symbols and ultimately statically displays special symbols. The special symbols are symbols used to notify the results of an internal lottery (a lottery for special symbol wins). Hereinafter, the first special game and the second special game will be collectively referred to as the "special game." Special symbols include jackpot symbols and losing symbols. Special symbols may also include small jackpot symbols. In the pachinko gaming machine 10, when a jackpot is won in the special symbol winning lottery, a jackpot symbol is statically displayed in the special game, and a jackpot game is awarded after the special game for that jackpot is completed. The jackpot game will be described later.
[0036] The first hold display unit 21c displays information that can identify the number of first special games whose execution has been put on hold because the hold condition has been met but the start condition has not yet been met (hereinafter referred to as the first hold number). The second hold display unit 21d displays information that can identify the number of second special games whose execution has been put on hold because the hold condition has been met but the start condition has not yet been met (hereinafter referred to as the second hold number).
[0037] The normal symbol display unit 21e can execute a normal game in which predetermined symbols are variably displayed and finally normal symbols are statically displayed. The normal symbols are symbols for announcing the result of an internal lottery (a normal symbol winning lottery). The normal symbols include a normal winning symbol and a normal losing symbol. In the pachinko gaming machine 10, when a normal winning symbol is won in the normal symbol winning lottery, the normal winning symbol is statically displayed in the normal game, and a normal winning game is awarded after the normal game ends.
[0038] The normal hold display unit 21f displays information that can identify the number of normal games whose execution has been put on hold because the hold condition has been met but the start condition has not yet been met. The information display device 21 may include a right hit display unit that displays information instructing a right hit, and a round display unit that notifies the upper limit number of rounds of play.
[0039] The pachinko gaming machine 10 is equipped with an effect display unit 19. The effect display unit 19 has an image display area 19a capable of displaying an image. The effect display unit 19 is attached to the gaming board 20 so that the image display area 19a can be viewed through a display window 20b. For example, the effect display unit 19 is a liquid crystal device. The effect display unit 19 can execute an effect (hereinafter referred to as a display effect) that displays a predetermined image. For example, the predetermined image is an image such as an effect pattern, a character, a landscape, a letter (character string), a number, or a symbol. In the following description, when these characters, etc. are simply referred to as "displaying," it means that these characters, etc. are displayed as an image. The effect display unit 19 can execute a predetermined notification in a manner that displays a predetermined image.
[0040] Here, the sound effect unit 12, the light-emitting effect unit 13, and the display effect unit 19 are all effect units capable of executing predetermined effects, and constitute an effect device ES consisting of multiple effect units. As described above, the sound effect unit 12, the light-emitting effect unit 13, and the display effect unit 19 are all notification units capable of executing predetermined notifications. The effect device ES can also be understood as a notification device. The effect units and notification units included in the effect device ES are not limited to the sound effect unit 12, the light-emitting effect unit 13, and the display effect unit 19, and may be configured without including some of these effect units. In addition to, or instead of, one or more of these effect units and notification units, the effect device ES may include a moving effect unit that executes a moving effect or a vibration effect unit that executes a vibration effect. The effect device ES is an example of an effect execution means that executes effects. The pachinko gaming machine 10 is a gaming machine capable of executing various notifications using the effect device ES.
[0041] For example, the display effects in the effect display unit 19 include an effect pattern variable game (hereinafter referred to as an effect game) using multiple rows of effect patterns (decorative patterns). In the effect game, multiple rows of effect patterns are variably displayed, and finally a combination of effect patterns (hereinafter referred to as a pattern combination) is stopped and displayed. The effect patterns (decorative patterns) are patterns decorated with characters, patterns, etc., and are patterns for diversifying the display effects. As an example, the effect game is executed by variably displaying (scrolling displaying) the effect patterns of the left, middle, and right pattern rows in a predetermined direction. The effect game may include a reach effect that is performed by forming a reach. The effect game is started and ended together with the special game. In the effect game, a pattern combination corresponding to the special patterns stopped and displayed in the special game is stopped and displayed. When a jackpot pattern is stopped and displayed in the special game, the jackpot pattern combination is stopped and displayed in the effect game. When a losing symbol is displayed in the special game, a losing symbol combination is displayed in the effect game. In the following description, the special game and the effect game executed together with the special game are collectively referred to as the "variable game."
[0042] The game board 20 is formed with a plurality of winning holes 23 through which game balls can enter. These winning holes 23 open to the game area 20a. The plurality of winning holes 23 include a first starting hole 23A, a second starting hole 23B, a big winning hole 23C, and a normal winning hole 23D. The plurality of winning holes may include a winning hole different from these winning holes 23.
[0043] The first start opening 23A is a winning opening through which a gaming ball is allowed to enter in order to fulfill the conditions for awarding a prize ball and the conditions for holding the first special game. As an example, the first start opening 23A is located below the effect display unit 19. The first start opening 23A is always open so that gaming balls can enter. The gaming board 20 is equipped with a first start sensor D12 that detects a gaming ball that has entered the first start opening 23A (see FIG. 5).
[0044] The second start opening 23B is a winning opening through which game balls are inserted to fulfill the conditions for awarding prize balls and the conditions for holding the second special game. For example, the second start opening 23B is located to the right of the first start opening 23A. The second start opening 23B is provided with a normal opening / closing piece 23Ba, for example, in the form of a door. When a normal win game is not awarded, the second start opening 23B is closed to prevent or make it difficult for game balls to enter. When a normal win game is awarded, the second start opening 23B is opened to allow or facilitate game balls to enter. The game board 20 is provided with a normal solenoid SL1 as a means for opening the second start opening 23B (see FIG. 5). The game board 20 also has a second start sensor D13 that detects game balls that have entered the second start opening 23B (see FIG. 5). The normal opening / closing piece 23Ba is a so-called "normal electric accessory."
[0045] The large prize opening 23C is an opening through which game balls are inserted to fulfill the conditions for awarding a prize ball. For example, the large prize opening 23C is located at the lower right of the effect display unit 19. The large prize opening 23C is provided with a special opening / closing piece 23Ca, for example, in the form of a door. When a large prize game is not awarded, the large prize opening 23C is closed to prevent game balls from entering or to make it difficult for balls to enter. When a large prize game is awarded, the large prize opening 23C is opened to allow game balls to enter or to make it easy for balls to enter. The game board 20 is provided with a special solenoid SL2 as a means for opening the large prize opening 23C (see FIG. 5). The game board 20 is also provided with a count sensor D14 that detects game balls that have entered the large prize opening 23C (see FIG. 5).
[0046] The normal winning opening 23D is a winning opening into which a gaming ball enters in order to fulfill the conditions for awarding a prize ball. As an example, the normal winning opening 23D is located at the lower left of the effect display section 19 and at the lower right of the effect display section 19. The normal winning opening 23D is always open so that gaming balls can enter. The gaming board 20 is equipped with a normal sensor D15 that detects a gaming ball that enters the normal winning opening 23D (see FIG. 5).
[0047] The game board 20 is provided with a gate 24. As an example, the gate 24 is located in the right area of the game area 20a, above the second start opening 23B and the special prize opening 23C. The gate 24 is formed with a gate opening 24a. The gate opening 24a is always open so that game balls can enter. The gate 24 has a gate sensor D16 that detects game balls that have entered the gate opening 24a (see Figure 5). The gate 24 is a ball entry opening through which game balls can enter in order to establish the conditions for starting a normal game. Even if a game ball enters the gate 24, the conditions for awarding prize balls are not established.
[0048] An outlet 25 is formed on the gaming board 20. As an example, the outlet 25 opens at the lowest part of the gaming area 20a. If a gaming ball does not enter any of the first starting opening 23A, the second starting opening 23B, the big winning opening 23C, and the normal winning opening 23D, it enters the outlet 25. The multiple winning openings 23 and the outlet 25 can be understood as outlets for ejecting gaming balls from the gaming area 20a, or as return openings for returning gaming balls from the gaming area 20a. When a gaming ball enters one of the multiple winning openings 23 or the outlet 25, it is ejected from the gaming board 20. Hereinafter, a gaming ball ejected from the gaming board 20 through the multiple winning openings 23 or the outlet 25 may be referred to as an out ball.
[0049] The player can adjust the strength of the game ball's launch by operating the launch operation unit 15. In other words, the player can shoot the game ball into either the left area to the left of the display window 20b or the right area to the right of the display window 20b. When the game ball flows down the right area, it has the potential to enter the second start opening 23B, the big prize opening 23C, the regular prize opening 23D, or the gate 24. When the game ball flows down the left area, it has the potential to enter the first start opening 23A or the regular prize opening 23D.
[0050] The frame 11 (mounting frame 11b) is equipped with a distribution mechanism for game balls (not shown). The distribution mechanism includes a collection mechanism, a circulation mechanism, a launch mechanism, and a ball removal mechanism. The collection mechanism is formed in the mounting frame 11b. The collection mechanism guides game balls discharged from the game board 20 (game area 20a) to the circulation mechanism. The collection mechanism is composed of a combination of passages that extend downward or passages that incline downward. When a game ball is received by the collection mechanism from the game board 20, it can reach the circulation mechanism by flowing down the passages that make up the collection mechanism.
[0051] The circulation mechanism is formed in the mounting frame 11b. The circulation mechanism transports the gaming balls received from the collection mechanism in a predetermined direction. As an example, the circulation mechanism lifts the gaming balls. The launching mechanism is formed in the mounting frame 11b. When the gaming balls are transported by the circulation mechanism, they are received by the launching mechanism. The launching mechanism can launch the gaming balls transported by the circulation mechanism toward the gaming area 20a. As an example, the launching mechanism includes a launching section configured to enable the launching operation of the gaming balls. The launching section includes a launching hammer (not shown) and a launching solenoid (not shown) that drives the launching hammer. The launching solenoid may be a motor. When the gaming balls are struck by the launching hammer, they pass through the launch passage 20c and are launched into the gaming area 20a. The ball removal mechanism is formed in the mounting frame 11b. The ball removal mechanism is a mechanism for removing gaming balls from the collection mechanism, the circulation mechanism, and the launching mechanism.
[0052] The flow of gaming balls in the distribution mechanism will now be explained. Assume that a gaming ball is launched by the launching mechanism. The gaming ball can reach the gaming area 20a. When the gaming ball reaches the gaming area 20a, it enters one of the multiple winning holes 23 or the outlet hole 25. The gaming ball is discharged to the collection mechanism from an outlet (not shown) formed in the gaming board 20. The gaming ball passes through the collection mechanism and reaches the circulation mechanism. The gaming ball is transported by the circulation mechanism. As a result, the gaming ball returns to the launching mechanism.
[0053] Next, the jackpot game will be explained. In a jackpot game, a predetermined effect is first executed for a predetermined time (hereinafter referred to as the opening time). For example, the predetermined effect is an opening effect that allows the player to recognize the start of the jackpot game. In a jackpot game, after the opening time has elapsed, a round game in which the large prize opening 23C is opened is executed up to a predetermined upper limit number of times. One round game ends when a number condition is met in which a predetermined upper limit number of game balls enter the opening, or when a time condition is met in which a predetermined upper limit time has elapsed. In a round game, the large prize opening 23C is opened in a predetermined opening manner (opening pattern). In each round game, a round effect is executed. In a jackpot game, when the final round game ends, a predetermined effect is executed for a predetermined time (hereinafter referred to as the ending time). For example, the predetermined effect is an ending effect that allows the player to recognize the end of the jackpot game. The jackpot game ends as the ending time elapses.
[0054] The pachinko gaming machine 10 is equipped with a probability variation function (hereinafter referred to as a probability variation function). The probability variation function is a function for varying the probability of winning a jackpot in a special symbol winning lottery (hereinafter referred to as the jackpot probability). In other words, the pachinko gaming machine 10 has two states in which the jackpot probability can differ: a low probability state in which the probability variation function does not operate, and a high probability state in which the probability variation function operates. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state, making it an extremely advantageous state for the player. The high probability state is what is known as a "probability variation state (probability variation state)."
[0055] The pachinko gaming machine 10 is equipped with a ball entry assist function. The ball entry assist function is a function for varying the ball entry rate into the second starting hole 23B. In other words, the pachinko gaming machine 10 has two states in which the ball entry rate into the second starting hole 23B can vary: a low ball entry rate state in which the ball entry assist function is not activated, and a high ball entry rate state in which the ball entry assist function is activated. In the high ball entry rate state, the probability that a gaming ball will enter the second starting hole 23B is higher than in the low ball entry rate state. In the high ball entry rate state, the probability that a gaming ball will enter the second starting hole 23B increases, making it easier for a gaming ball to enter the second starting hole 23B, making it an advantageous state for the player (easy ball entry state). The high ball entry rate state is what is known as an "electric support state," and the low ball entry rate state is what is known as a "non-electric support state."
[0056] For example, the high ball entry rate state can be achieved by performing one of the three controls described below, selected arbitrarily, or by combining multiple controls. The first control is normal symbol variation time reduction control, which shortens the variation time of the normal game compared to the low ball entry rate state. The second control is normal symbol probability variation control, which changes the probability of winning the normal win lottery (normal win probability) to a higher probability compared to the low ball entry rate state. The third control is opening time extension control, which lengthens the total opening time of the second start port 23B in one normal win game compared to the low ball entry rate state. The opening time extension control may be at least one of control that increases the number of times the second start port 23B is opened in one normal win game compared to the low ball entry rate state, and control that lengthens the opening time of the second start port 23B in one normal win game compared to the low ball entry rate state. The high ball entry rate state may also be achieved by combining the fourth control described below. The fourth control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to when the ball is in a low winning rate state. When the special symbol fluctuation time shortening control is performed, a high winning rate state becomes a special symbol fluctuation time shortening state (time shortening state), and a low winning rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state).
[0057] The game state is determined by the combination of whether or not the probability variable function is activated and whether or not the ball-scoring assist function is activated. In the following explanation, a game state in which the probability state and the ball-scoring rate state are in a state of low probability is referred to as a "low-probability, low-ball-scoring rate state," and a game state in which the probability state and the ball-scoring rate state are in a state of high probability is referred to as a "high-probability, low-ball-scoring rate state." Also, a game state in which the probability state and the ball-scoring rate state are in a state of low probability is referred to as a "low-probability, high-ball-scoring rate state," and a game state in which the probability state and the ball-scoring rate state are in a state of high probability is referred to as a "high-probability, high-ball-scoring rate state."
[0058] The electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 4, the pachinko gaming machine 10 is equipped with multiple control boards. The multiple control boards include a game control board (main control board) 80, a performance control board (sub-control board) 81, a frame control board 82, and a launch control board 83. The frame control board 82 is an example of a control unit that can execute various controls. The multiple control boards are preferably provided in positions that cannot be accessed unless a locking device (not shown) is unlocked to open the mounting frame 11b.
[0059] The game control board 80 and the presentation control board 81 are connected so that control information (such as control commands) can be output in one direction from the game control board 80 to the presentation control board 81. The game control board 80 executes predetermined processing and outputs control information to the presentation control board 81. The presentation control board 81 executes predetermined processing based on the control information input from the game control board 80. The game control board 80 and the frame control board 82 are connected so that control information (such as electronic messages) can be output in two directions. The frame control board 82 and the launch control board 83 are connected so that control information can be output in two directions. The frame control board 82 of the pachinko game machine 10 and the CU control board 120 of the management unit 100 are connected so that control information (such as electronic messages) can be output in two directions via a connection terminal board 98 provided in the pachinko game machine 10.
[0060] The pachinko gaming machine 10 is equipped with a power supply unit 99 on the back side of the machine. The power supply unit 99 receives power from outside the machine, converts the input voltage to a predetermined voltage, and supplies it to the performance control board 81 and the frame control board 82. The power supplied to the frame control board 82 is further supplied to the game control board 80 and the launch control board 83. The power supply unit 99 supplies power to various sensors and switches. The power supply unit 99 is equipped with a main switch 99a. The pachinko gaming machine 10 is configured to be able to supply power by starting power supply to the power supply unit 99 while the main switch 99a is on, or by turning on the main switch 99a while power is being supplied.
[0061] The game control board 80 will now be described in detail. As shown in FIG. 5, the game control board 80 includes a game control CPU 80a, a game control ROM 80b, a game control RAM 80c, and a random number generation circuit 80d. The game control CPU 80a executes a main control program to perform processing related to the progress of the game. The game control ROM 80b stores the main control program, judgment values used for various judgments and lotteries, tables, etc. The game control ROM 80b stores multiple types of variation patterns. The variation pattern is information that can identify the variation time from the start to the end of a special game. The variation pattern is information that can identify the variation content (performance content) of an effect game that is performed during the execution of a special game. The variation patterns include a jackpot variation pattern and a miss variation pattern. The performance game based on the jackpot variation pattern undergoes a reach performance and finally becomes a variation content in which a jackpot symbol combination is stopped and displayed. The presentation game based on the failure variation pattern undergoes a reach presentation or does not undergo a reach presentation, and finally the content of the variation is such that a failure symbol combination is stopped and displayed.
[0062] The game control RAM 80c stores various information that is rewritten depending on the processing results of the game control CPU 80a. For example, the information stored in the game control RAM 80c includes flags, counters, and timers. The game control RAM 80c is an example of a means capable of storing information. The random number generation circuit 80d generates hardware random numbers. The game control board 80 may be configured to be able to generate software random numbers through the random number generation process by the game control CPU 80a.
[0063] The game control board 80 is connected to the valid ball sensor D11, the first start sensor D12, the second start sensor D13, the count sensor D14, the normal sensor D15, and the gate sensor D16. The game control CPU 80a can input detection signals output by each ball sensor D11-D16 upon detecting a game ball. The game control board 80 is connected to each display unit 21a-21f. The game control CPU 80a can control the display content of each display unit 21a-21f. The game control board 80 is connected to each solenoid SL1, SL2. The game control CPU 80a can control the opening state of the second start opening 23B and the special prize opening 23C by controlling the operation of each solenoid SL1, SL2.
[0064] The performance control board 81 will now be described in detail. The performance control board 81 includes a performance control CPU 81a, a performance control ROM 81b, and a performance control RAM 81c. The performance control CPU 81a executes a sub-control program to perform processing related to performance. The performance control ROM 81b stores the sub-control program and judgment values used for predetermined lotteries. The performance control ROM 81b stores display performance data used for display performance, light-emitting performance data used for light-emitting performance, and audio performance data used for audio performance. The performance control RAM 81c stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, information stored in the performance control RAM 81c includes flags, counters, and timers. The performance control board 81 is configured to be able to generate software random numbers through random number generation processing by the performance control CPU 81a. The performance control board 81 may also be equipped with a random number generation circuit to be able to generate hardware random numbers.
[0065] The performance control board 81 is connected to the performance display unit 19. The performance control CPU 81a is capable of controlling the display content of the performance display unit 19. The performance control board 81 is connected to the performance sound unit 12. The performance control CPU 81a is capable of controlling the output content of the performance sound unit 12. The performance control board 81 is connected to the performance light emitting unit 13. The performance control CPU 81a is capable of controlling the light emitting mode of the performance light emitting unit 13.
[0066] The frame control board 82 will now be described in detail. 4, the frame control board 82 includes a frame control CPU 82a, a frame control ROM 82b, a frame control RAM 82c, and a launch permission circuit 82d. The frame control CPU 82a executes a frame control program to perform processing related to the operation of the components mounted on the mounting frame 11b. The frame control ROM 82b stores the frame control program and the like. The frame control RAM 82c stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, the information stored in the frame control RAM 82c includes flags, counters, timers, and the like.
[0067] The launch permission circuit 82d outputs a signal (hereinafter referred to as the launch permission signal) to the launch control board 83 that can identify that the launch control board 83 is in a launch permission state that allows the launch of game balls. As an example, the launch permission signal is in an OFF state when the second control ball count PB is zero. As another example, the launch permission signal is in an ON state when the second control ball count PB is one or more.
[0068] The frame control board 82 is connected to the counting operation unit 18. The frame control CPU 82a is configured to be able to input the counting signal output by the counting operation unit 18. The frame control board 82 is connected to the second ball number display unit 17. The frame control CPU 82a is configured to be able to control the display content of the second ball number display unit 17.
[0069] The frame control board 82 is connected to the management unit 100. The frame control CPU 82a is configured to be able to input (receive) various telegrams output by the CU control board 120. The connection signal output by the management unit 100 is input from the connection terminal board 98 to the launch permission circuit 82d without passing through the frame control CPU 82a. A launch prohibition signal is also input to the launch permission circuit 82d. The launch prohibition signal can be input from both the game control board 80 and the frame control board 82.
[0070] The launch control board 83 is equipped with a launch control circuit 83a for controlling the operation of the launch unit. The launch control circuit 83a outputs a drive signal to the launch solenoid based on a control signal input from the frame control board 82 and signals input from sensors and switches.
[0071] The launch control board 83 is connected to the touch sensor D01, the launch stop switch D02, and the handle volume D03. The launch control circuit 83a is configured to be able to input the touch signal, stop signal, and volume signal output by these switches and sensors. The launch control board 83 is connected to the launch solenoid. When the launch control circuit 83a outputs a drive signal to the launch solenoid, the launch solenoid is driven and the launch hammer strikes the gaming ball. In other words, the launch control board 83 is configured to be able to control the launching operation of the launch unit to launch the gaming ball.
[0072] The firing control circuit 83a has an operation determination unit, a pulse clock generation unit, a timing pulse generation unit, a holding circuit, and a solenoid drive unit. The operation determination unit outputs an operation signal to the timing pulse generation unit when the operation enable condition is met because the firing enable signal from the frame control board 82 is in the ON state, the stop signal from the firing stop switch D02 is in the OFF state, and the touch signal from the touch sensor D01 is in the ON state. The operation determination unit does not output an operation signal to the timing pulse generation unit when the operation enable condition is not met because some or all of the following conditions are not met: the firing enable signal from the frame control board 82 is in the ON state, the stop signal from the firing stop switch D02 is in the OFF state, and the touch signal from the touch sensor D01 is in the ON state.
[0073] When the timing pulse generating unit receives an operation signal, it combines the operation signal with the pulse signal received from the pulse clock generating unit and outputs a launch timing pulse to the solenoid driving unit. Each time the solenoid driving unit receives a launch timing pulse, it supplies (outputs) a drive current to the launch solenoid, the voltage of which corresponds to the volume signal (voltage) received from the handle volume D03. This causes the launch solenoid to be driven with a strength corresponding to the amount of rotation of the handle lever 15a, launching a gaming ball. The launch control circuit 83a outputs a subtraction reference signal to the frame control board 82 at a predetermined timing. As described above, the launch permission signal is in the OFF state when the second management ball count PB is zero. Therefore, when the second management ball count PB is zero, gaming balls are not launched.
[0074] The processing executed by the frame control board 82 (frame control CPU 82a) will be described. The game information storage process will be described. The game information storage process is a process of storing game information input from the game control board 80 in the frame control RAM 82c. The game information is output from the game control board 80 at a predetermined cycle. For example, the game information is output from the game control board 80 every 108 ms. When the frame control CPU 82a inputs game information capable of identifying the game status, it stores the game information in the frame control RAM 82c. By referencing the game information stored in the frame control RAM 82c, the frame control CPU 82a can identify whether a jackpot game is in progress, whether a high probability state is in progress, and whether a high ball entry rate state is in progress. In addition, when various types of game information are input, the frame control CPU 82a generates information capable of identifying the input game information and stores it in the frame control RAM 82c. Furthermore, when the frame control CPU 82a inputs game information, it outputs some or all of the input game information to an external device (such as a hall computer).
[0075] The second management ball count information generation process will be described. The second management ball number information generation process is a process for generating (managing) the second management ball number PB. When the frame control CPU 82a inputs prize ball information from the game control board 80, it adds the number of prize balls that can be identified from the prize ball information to the second management ball number PB. When the frame control CPU 82a inputs award information from the management unit 100, it adds the number of award balls indicated in the award information to the second management ball number PB. When the frame control CPU 82a detects that one game ball has reached the game area 20a, it subtracts the second management ball number PB. As an example, when the frame control CPU 82a inputs a valid ball signal, it detects that one game ball has reached the game area 20a. As a result, the electromagnetically managed game balls (second management ball number PB) are converted into actual balls.
[0076] Alternatively, the frame control CPU 82a may decrement the second management ball count PB by driving the launch solenoid, or may be configured to decrement the second management ball count PB when a sensor is provided in the launch mechanism and detects a game ball received by the launch mechanism. Thus, the second management ball count PB is decremented in connection with at least one of the launching operation by the launch unit and the supply operation to the launch mechanism. By executing the second management ball count information generation process, the frame control CPU 82a can store the number of game values held by the player as data, and play can be performed based on the data. The second management ball count PB is the number of game values stored as data.
[0077] When the counting is possible, the frame control CPU 82a receives a count signal from the counting operation unit 18 and outputs counting information that identifies the number of balls to be counted to the management unit 100. The frame control CPU 82a subtracts the number of balls to be counted, which can be identified from the counting information, from the second management number of balls PB. The frame control CPU 82a may subtract the second management number of balls PB before outputting the counting information, or may output the counting information and then subtract the second management number of balls PB. As an example, the counting is possible when the necessary power is supplied and the second management number of balls PB is not 0. When the counting is possible, the frame control CPU 82a controls the light emitter built into the counting notification unit 18a so that the counting notification unit 18a lights up. Management of the second management number of balls PB is transferred from the pachinko gaming machine 10 to the management unit 100 by outputting the counting information to the management unit 100. The frame control CPU 82a controls the second ball number display unit 17 to display information that can identify the updated second management ball number PB after addition or subtraction.
[0078] Next, various processes performed by the game control board 80 (game control CPU 80a) will be described. The special symbol input process will be described.
[0079] The game control CPU 80a determines whether a game ball has entered the first start opening 23A based on whether a detection signal has been input from the first start sensor D12. When a game ball has entered the first start opening 23A, the game control CPU 80a determines whether the first reserved number stored in the game control RAM 80c is less than the upper limit number (4 in this embodiment). When the first reserved number is less than the upper limit number, the game control CPU 80a updates the first reserved number by adding 1. Subsequently, the game control CPU 80a controls the first reserved display unit 21c to display information that can identify the updated first reserved number. The reserved condition for the first special game is met when a game ball is detected by the first start sensor D12 when the first reserved number is less than the upper limit number.
[0080] Next, the game control CPU 80a acquires the random numbers generated by the random number generation circuit 80d and stores random number information based on the acquired random numbers in the game control RAM 80c. For example, the random numbers may be winning random numbers used in the lottery to determine whether a special symbol is a winning symbol, winning symbol random numbers used to determine a winning symbol, and variation pattern random numbers used to determine a variation pattern. The game control CPU 80a stores the random number information so that it is possible to identify that it is random number information for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself, or information obtained by processing the random number using a predetermined method.
[0081] When the random number information for the first special game is stored in the game control RAM 80c, if the game ball has not entered the first start opening 23A and if the first reserved number is not less than the upper limit number, the game control CPU 80a determines whether the game ball has entered the second start opening 23B based on whether a detection signal has been input from the second start sensor D13. If the game ball has entered the second start opening 23B, the game control CPU 80a determines whether the second reserved number stored in the game control RAM 80c is less than the upper limit number (4 in this embodiment). If the second reserved number is less than the upper limit number, the game control CPU 80a updates the second reserved number by adding 1. The game control CPU 80a controls the second reserved display unit 21d to display information that can identify the second reserved number after the addition. The reserved condition for the second special game is met when the game ball is detected by the second start sensor D13 when the second reserved number is less than the upper limit number.
[0082] Next, the game control CPU 80a acquires random numbers generated within the game control board 80 and stores random number information based on the acquired random numbers in the game control RAM 80c. The game control CPU 80a stores the random number information so that it is possible to identify that the random number information is used for the second special game and the storage order of the random number information. By storing the random number information used for the special game in the game control RAM 80c, the pachinko gaming machine 10 can suspend its execution until the start conditions of the special game are met. When the random number information for the second special game is stored in the game control RAM 80c, if a game ball has not entered the second start hole 23B and if the second reserved number is not less than the upper limit number, the game control CPU 80a terminates the special symbol input process.
[0083] The special symbol start process will be described. First, the game control CPU 80a determines whether the conditions for starting a special game are met. The game control CPU 80a determines whether the conditions for starting a special game are met if neither a jackpot game nor a special game is being played is positive, while it determines whether the conditions for starting a special game are met is negative if a jackpot game or a special game is being played is positive. If the conditions for starting a special game are not met, the game control CPU 80a terminates the special symbol start process. If the conditions for starting a special game are met, the game control CPU 80a determines whether the second reserved number is greater than zero. If the second reserved number is zero, the game control CPU 80a determines whether the first reserved number is greater than zero. If the first reserved number is zero, it determines whether to output a standby command to the presentation control board 81 based on the output information stored in the game control RAM 80c. The output information is information that can identify whether a standby command has been output. The standby command is a control command that can identify that the game has been controlled to a standby state. The standby state is a state in which a variable game is not being played and a jackpot game is not being played.
[0084] If the game control CPU 80a determines from the output information of the game control RAM 80c that the wait command has not been output, it outputs the wait command to the presentation control board 81. Next, the game control CPU 80a updates the output information of the game control RAM 80c so that it can be determined that the wait command has been output. Thereafter, the game control CPU 80a ends the special pattern start processing. If the game control CPU 80a determines from the output information of the game control RAM 80c that the wait command has been output, it ends the special pattern start processing without outputting the wait command to the presentation control board 81.
[0085] If the first reserved number is greater than zero, the game control CPU 80a performs processing to execute a first special game. Specifically, the game control CPU 80a updates the first reserved number by subtracting 1. The game control CPU 80a controls the first reserved display unit 21c to display information that can identify the first reserved number after subtraction. The game control CPU 80a acquires the random number information for the first special game that was stored first from the game control RAM 80c. The game control CPU 80a uses the winning random number identified from the acquired random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot will be won as a special symbol winning lottery. The game control CPU 80a performs a jackpot lottery with a jackpot probability that corresponds to the current probability state (whether or not the special symbol winning function is activated).
[0086] When a jackpot is won, the game control CPU 80a performs jackpot variation processing. In the jackpot variation processing, the game control CPU 80a performs a lottery for a jackpot pattern using a winning pattern random number that can be identified from the random number information. The game control CPU 80a determines the jackpot pattern to be stopped and displayed in the first special game by performing a lottery for a jackpot pattern. The game control CPU 80a performs a lottery for determining a variation pattern using a variation pattern random number that can be identified from the random number information. The game control CPU 80a determines a variation pattern from among multiple jackpot variation patterns by performing a lottery for determining a variation pattern. Thereafter, the game control CPU 80a ends the special pattern start processing.
[0087] If the jackpot is not won, the game control CPU 80a performs a loss variation process. In the loss variation process, the game control CPU 80a determines a loss symbol to be stopped and displayed in the first special game. The game control CPU 80a performs a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information. The game control CPU 80a determines a variation pattern from multiple loss variation patterns by performing a variation pattern determination lottery. Thereafter, the game control CPU 80a ends the special symbol start process.
[0088] If the second reserved number is greater than zero, the game control CPU 80a performs processing to execute a second special game. The processing to execute the second special game is the processing to execute the first special game, except that "first special game" is replaced with "second special game" and "first reserved number" is replaced with "second reserved number," so a detailed explanation of the processing will be omitted. In other words, the game control CPU 80a performs subtraction of the second reserved number, a jackpot lottery, and any variation processing based on the result of the jackpot lottery, and then ends the special symbol start processing.
[0089] The game control CPU 80a outputs a variation start command and a special symbol command to the presentation control board 81 during the jackpot variation processing and the loss variation processing. The variation start command is a control command that can identify the variation pattern determined in each variation processing and the start of the variation game. The special symbol command is a control command that can identify the special symbol determined in each variation processing. The variation start command and the special symbol command are control commands that differ when the variation processing of the first special game is executed and when the variation processing of the second special game is executed. Furthermore, during the jackpot variation processing and the loss variation processing, the game control CPU 80a updates the output information of the game control RAM 80c so that it can be identified that the standby command has not been output.
[0090] When the special symbol start process is completed, the game control CPU 80a executes a first special game or a second special game through a process separate from the special symbol start process (hereinafter referred to as "special symbol variation process"). As an example, in the special symbol variation process, when the first special game is executed, the game control CPU 80a controls the first special symbol display unit 21a to start varying display of a predetermined symbol. The game control CPU 80a measures a variation time set in a variation pattern. When the variation time set in the variation pattern has elapsed, the game control CPU 80a controls the first special symbol display unit 21a to statically display the special symbol determined in the special symbol start process. Furthermore, when the variation time set in the variation pattern has elapsed, the game control CPU 80a outputs a control command (hereinafter referred to as a variation end command) capable of specifying the end of the variation game to the performance control board 81.
[0091] As an example, in the special symbol variation process, when the second special game is executed, the game control CPU 80a controls the second special symbol display unit 21b to start varying the display of a predetermined symbol. The game control CPU 80a measures the variation time set in the variation pattern. When the variation time set in the variation pattern has elapsed, the game control CPU 80a controls the second special symbol display unit 21b to statically display the special symbol determined in the special symbol start process. Furthermore, when the variation time set in the variation pattern has elapsed, the game control CPU 80a outputs a variation end command to the performance control board 81. As described above, the pachinko gaming machine 10 is configured so that, by the game control CPU 80a executing the special symbol input process and the special symbol start process, a winning lottery is held when a gaming ball enters the start hole, and a symbol variation game can be executed based on the result of the winning lottery.
[0092] The jackpot game processing will now be described. The jackpot game processing is a process for awarding a jackpot game. When the game control CPU 80a stops and displays a jackpot symbol in a special game, it executes the jackpot game processing after the end of the jackpot special game. The game control CPU 80a specifies the type of jackpot game based on the jackpot symbol (type of jackpot) determined in the special symbol start processing. The game control CPU 80a is configured to award the specified type of jackpot game.
[0093] First, the game control CPU 80a outputs a control command (hereinafter referred to as the "opening command") capable of specifying the start of the opening time to the presentation control board 81. After the opening time has elapsed, the game control CPU 80a performs processing to execute a round of play. As an example, the game control CPU 80a uses the specified opening control data for the jackpot game to control the special solenoid SL2 to open the special prize opening 23C. The game control CPU 80a terminates the round of play when the number of game balls detected by the count sensor D14 reaches the upper limit or the upper limit time has elapsed. In other words, the game control CPU 80a controls the special solenoid SL2 to close the special prize opening 23C when the number of game balls detected by the count sensor D14 reaches the upper limit or the upper limit time has elapsed. The game control CPU 80a repeatedly performs this processing to execute a round of play until the upper limit number of rounds specified for the jackpot game has been completed. The game control CPU 80a outputs a control command (hereinafter referred to as a round command) capable of specifying the start of a round game to the performance control board 81 each time a round game is started. When the final round game ends, the game control CPU 80a outputs a control command (hereinafter referred to as an ending start command) capable of specifying the start of an ending time to the performance control board 81. When the ending time has elapsed, the game control CPU 80a ends the jackpot game. The game control CPU 80a may output a control command (hereinafter referred to as an ending end command) capable of specifying the passage of the ending time to the performance control board 81.
[0094] The state transition process will be described. When the game control CPU 80a ends a jackpot game based on the first jackpot symbol among the jackpot symbols, it sets a high probability flag in the game control RAM 80c. In other words, the game control CPU 80a controls the game to a high probability state. After the jackpot game based on the first jackpot symbol ends, the game control CPU 80a does not clear the probability flag until the next jackpot game is awarded. On the other hand, when the game control CPU 80a ends a jackpot game based on a second jackpot symbol different from the first jackpot symbol, it does not set the high probability flag in the game control RAM 80c. In other words, the game control CPU 80a controls the game to a low probability state. When the game control CPU 80a starts a jackpot game and the high probability flag is set, it clears the high probability flag. In other words, the game control CPU 80a controls the game to a low probability state during the jackpot game.
[0095] The game control CPU 80a sets an activation flag in the game control RAM 80c when a jackpot game based on the first or second jackpot symbol ends. In other words, the game control CPU 80a controls the game to a high ball entry rate state. After a jackpot game based on the second jackpot symbol ends, the game control CPU 80a counts the number of times a special game has been executed after the jackpot game ends by updating the value of an execution counter stored in the game control RAM 80c each time a special game is started. When a special game ends in which the number of times the special game has been executed since the end of a jackpot game (the value of the execution counter) has reached the activation count, the game control CPU 80a erases the activation flag stored in the game control RAM 80c. In other words, after a jackpot game based on the second jackpot symbol ends, the game control CPU 80a controls the game to a low ball entry rate state when the activated special game ends. The game control CPU 80a does not clear the activation flag after the end of the jackpot game based on the first jackpot symbol until the next jackpot game is awarded. When the jackpot game is started and the activation flag is set, the game control CPU 80a clears the activation flag. In other words, the game control CPU 80a controls the game to a low ball entry rate state during the jackpot game.
[0096] The game information generation process will be described. In the game information generation process, the game control CPU 80a determines whether a predetermined time (e.g., 108 ms) has elapsed since the last time startup information or game information was output to the frame control board 82. If the predetermined time has not elapsed, the game control CPU 80a terminates the game information generation process. If the predetermined time has elapsed, the game control CPU 80a generates game information that can identify whether a jackpot game is in progress, whether a high probability state is in progress, and whether a high ball entry rate state is in progress. As an example, the game information may be information that can identify one or more pieces of information selected by a user from the detection of a valid ball, the occurrence of a start hole win, the occurrence of a normal win, the occurrence of a jackpot win in a jackpot game, passing through a gate, the confirmation of a special symbol (the end of a variable game), the occurrence of a jackpot, and the current game state. After generating the game information, the game control CPU 80a outputs the generated game information to the frame control board 82. That is, in the game information generation process, the game control CPU 80a generates game information at predetermined time intervals and outputs the generated game information to the frame control board 82.
[0097] The various processes executed by the performance control board 81 (performance control CPU 81a) will be described. The big win presentation process will be explained. The jackpot effect processing is a process for executing an effect during a jackpot game (hereinafter referred to as a jackpot effect). When an opening command is input, the effect control CPU 81a controls the effect device ES to execute an opening effect. When a round command is input, the effect control CPU 81a controls the effect device ES to execute a round effect. When an ending start command is input, the effect control CPU 81a controls the effect device ES to execute an ending effect. When an ending end command is input, the effect control CPU 81a controls the effect device ES to end the ending effect.
[0098] The effect game processing will now be described. The effect game processing is a process for executing an effect game as one of the display effects related to a special game during execution of the special game. When the effect control CPU 81a inputs a variation start command and a special pattern command, it controls the effect device ES including the effect display unit 19 to execute an effect game. Specifically, when the effect control CPU 81a inputs a variation start command, it selects an effect pattern (effect content) for the effect game based on a variation pattern that can be specified from the command. Furthermore, when the effect control CPU 81a inputs a special pattern command, it determines a symbol combination to be stopped and displayed in the effect game based on the special pattern that can be specified from the command. If a jackpot symbol can be specified from the special pattern command, the effect control CPU 81a determines a jackpot symbol combination. If a losing symbol can be specified from the special pattern command, the effect control CPU 81a determines a losing symbol combination. Note that, when executing a reach effect, the effect control CPU 81a determines a losing symbol combination including a reach.
[0099] The effect control CPU 81a controls the effect display unit 19 to start the variable display of effect symbols in each symbol row in response to the input of a variation start command. In other words, the effect control CPU 81a starts an effect game. Furthermore, when the effect control CPU 81a executes a predetermined effect in connection with the effect game, it controls the effect device ES including the effect display unit 19 to execute the effect. After starting the effect game, the effect control CPU 81a temporarily stops and displays the symbol combination when a predetermined timing arrives, and stops and displays the symbol combination in a confirmed state in response to the input of a variation end command. Note that the effect control CPU 81a may stop and display the symbol combination in a confirmed state in response to the passage of a variation time set for the variation pattern, regardless of the variation end command. In this case, the variation end command may be omitted.
[0100] Next, the standby state will be described. For example, the standby state may be a first standby state, a second standby state, a third standby state, or a fourth standby state. For example, the standby state transitions in the order of the first standby state, the second standby state, the third standby state, and the fourth standby state. Below, the display mode of each standby state will be described along with the transition mode of each standby state.
[0101] As shown in FIG. 6(a), in the first standby state, the effect symbols are displayed in a swaying state on the effect display unit 19. The first standby state is a standby state that is controlled when a predetermined variable game or a predetermined jackpot game ends and there is no pending variable game. In other words, the first standby state is the standby state that is controlled first. In the first standby state, a transition condition to the second standby state may be established. The second standby state is a standby state that is controlled next to the first standby state. As an example, the transition condition to the second standby state is established when a predetermined first transition time has elapsed since control to the first standby state. As an example, the first transition time is 30 seconds.
[0102] As shown in FIG. 6(b), in the second standby state, a special effect is executed on the effect display unit 19. The special effect is an effect related to a specific setting. The specific setting is a setting related to securing a gaming right. As an example, the specific setting is an away setting related to leaving your seat. As an example, the special effect may include a display effect that displays a special image Sg on the effect display unit 19. The special image Sg is a setting related to the specific setting. As an example, the special image Sg may include an image that resembles the text string "Long press to set away seat." As an example, the special image Sg may include an image that resembles the effect operation unit 16. Also, in the second standby state, the effect symbols on the effect display unit 19 are displayed in a frozen state, continuing from the first standby state, in a swaying state. In the second standby state, a transition condition to a third standby state may be established. The third standby state is a standby state controlled next to the second standby state. As an example, the transition condition to the third standby state is established when a predetermined second transition time has elapsed since control to the second standby state. For example, the second transition time is longer than the first transition time, and for example, the second transition time is 3 minutes.
[0103] As shown in FIG. 6(c), in the third standby state, the display unit 19 executes a demonstration effect. The demonstration effect is an effect for attracting customers. As an example, the demonstration effect may include a display effect that displays a demonstration image Dg on the display unit 19. The demonstration image Dg is an image for attracting customers. As an example, the demonstration image Dg is information suggesting various effects that can be executed in a variable game and various effects that can be executed in a jackpot game. Also, in the third standby state, the display unit 19 executes a special effect continuously from the second standby state. Meanwhile, in the third standby state, the display unit 19 does not display any effect symbols. In the third standby state, a transition condition to a fourth standby state may be established. The fourth standby state is a standby state controlled next to the third standby state. As an example, the transition condition to the fourth standby state is established when a predetermined third transition time has elapsed since the third standby state was entered. For example, the third transition time is longer than the first transition time. For example, the third transition time is shorter than the second transition time. For example, the third transition time is 1 minute.
[0104] As shown in FIG. 6(d), in the fourth standby state, the display unit 19 executes a warning effect. The warning effect is an effect that warns about various precautions regarding pachinko gaming machines. As an example, the warning effect may include a display effect that displays a warning image Ng on the display unit 19. The warning image Ng is an image that warns about various precautions regarding pachinko gaming machines. As an example, the warning image Ng may include an image that warns about the sale of malicious strategies. As an example, the warning image Ng may include an image that warns about cheating. As an example, the warning image Ng may include an image that warns about hitting gaming machines. As an example, the warning image Ng may include an image that warns about playing gaming machines by people under the age of 18. As an example, the warning image Ng may include an image that warns about leaving children unattended in cars. As an example, the warning image Ng may include an image that warns about addiction. In the fourth standby state, the performance display unit 19 does not display a performance pattern. In the fourth standby state, the performance display unit 19 does not execute a special performance. In the fourth standby state, the performance display unit 19 does not execute a demonstration performance.
[0105] In the fourth standby state, a transition condition to the second standby state may be satisfied. The second standby state is a standby state controlled after the fourth standby state. As an example, the transition condition to the second standby state is satisfied when a predetermined fourth transition time has elapsed since control to the fourth standby state. As an example, the fourth transition time is shorter than the first transition time. As an example, the fourth transition time is 10 seconds. In this way, after control to the fourth standby state, the fourth standby state, the second standby state, and the third standby state are repeated, such as the fourth standby state, the second standby state, the third standby state, the fourth standby state, and so on.
[0106] As an example, in the second standby state and the third standby state among the standby states, the specific setting is set by operating the performance operation unit 16. In other words, in the standby state, the specific setting is set by operating the performance operation unit 16 while a special performance is being executed. As an example, the specific setting is set by operating the performance operation unit 16 in a specific operation mode. As an example, the specific operation mode is an operation mode (so-called long press) that turns on the performance operation unit 16 for a specified time (for example, 3 seconds).
[0107] As shown in FIG. 7, when the specific setting is set, a specific effect is executed on the effect display unit 19. The specific effect is an effect related to securing a gaming right. As an example, the specific effect is an effect related to leaving one's seat. As an example, the specific effect may include a display effect in which a specific image Tg is displayed on the effect display unit 19. The specific image Tg is an image related to securing a gaming right. As an example, the specific image Tg is an image related to leaving one's seat. As an example, the specific image Tg may include an image imitating a unique character holding a sign that reads "Away from One's Seat." As an example, the unique character is a character unique to the machine model. An image imitating a unique character holding a sign with a predetermined character string is an example of an effect element that constitutes a specific effect. An image imitating a unique character holding a sign with a predetermined character string is an example of an effect element unique to the machine model. As an example, the specific image Tg may include a timer image that can specify the end time of the specific effect. As an example, the end time of the specific effect may be a first end time and a second end time that is longer than the first end time. As an example, the first end time is 5 minutes. As an example, the second end time is 30 minutes. The specific effect is an effect in which the end time of the specific effect can be changed during a period from when the specific effect starts until a predetermined selection time has elapsed. As an example, the selection time is 5 seconds. As an example, during a period from when the specific effect starts until the selection time has elapsed, the end time of the specific effect changes from the first time, to the second time, to the first time, and so on, each time the effect operation unit 16 is operated. As an example, the end time of the specific effect changes each time the effect operation unit 16 is operated in a change operation mode. As an example, the change operation mode is an operation mode that changes the effect operation unit 16 from an off state to an on state. Note that the change operation mode may also be an operation mode that changes the effect operation unit 16 from an on state to an off state. In other words, the change operation mode may be detected when the effect operation unit 16 is operated (pressed) or when the effect operation unit 16 is no longer operated (released). The specific image Tg changes (switches) the end time indicated by the timer image as the end time of the specific effect switches.
[0108] Next, the specific preview effects will be described. The specific advance notice effect is an effect that can be executed in an effect game. The specific advance notice effect is an effect that can specify the expected probability of winning a variable game that is currently running or on hold. As an example, the specific advance notice effect is an effect that can specify the expected probability of winning a variable game that is currently running. Note that the specific advance notice effect may also be an effect that can specify the expected probability of winning a variable game that is on hold.
[0109] As shown in FIG. 8, the specific preview effect may include a display effect in which a specific preview image Yg is displayed on the effect display unit 19. The specific preview image Yg is an image that can identify the expected win probability of a variable game currently being played or on hold. As an example, the specific preview image Yg is an image that can identify the expected win probability of a variable game currently being played. Note that the specific preview image Yg may also be an image that can identify the expected win probability of a variable game currently being played. As an example, the specific preview image Yg may include an image that resembles a unique character holding a blank signboard. The image that resembles a unique character holding a blank signboard is an example of a display element that constitutes the specific preview effect. The image that resembles a unique character holding a blank signboard is an example of a display element unique to the machine. In other words, some of the display elements that constitute the specific preview effect and some of the display elements that constitute the special effect are the same. More specifically, the specific preview effect and the special effect include the same specific elements in the display elements that constitute the effect, and the specific elements are unique to the machine. As one example, the specific preview image Yg may include a timer image that can specify the time until the display mode of the specific preview image Yg changes. As one example, the specific preview image Yg changes so that the signboard held by the specific character rotates when the time indicated by the timer image of the specific preview image Yg reaches zero. The specific preview image Yg after the change may include an image that resembles the specific character holding a signboard with a predetermined string of characters written on it. As one example, the predetermined string of characters is a string of characters such as "win," "lose," or "chance."
[0110] The control for executing the special effects and specific effects will be explained. When the standby command is input, the performance control CPU 81a controls the device to a first standby state. When the performance control CPU 81a controls the device to the first standby state, it controls the performance display unit 19 to display the performance symbols in a stopped state in a swaying state. Thereafter, the performance control CPU 81a times a first transition time. When the first transition time has elapsed, the performance control CPU 81a controls the device to a second standby state. When the performance control CPU 81a controls the device to the second standby state, it controls the performance display unit 19 to execute a special performance. Furthermore, when the performance control CPU 81a controls the device to the second standby state, it starts a specific operation acceptance period in which it accepts operations of the performance operation unit 16 according to a specific operation mode. Thereafter, the performance control CPU 81a times a second transition time. When the second transition time has elapsed, the performance control CPU 81a controls the device to a third standby state. When the performance control CPU 81a controls the device to the third standby state, it controls the performance display unit 19 to execute a demonstration performance. The performance control CPU 81a also measures a third transition time. When the third transition time has elapsed, the performance control CPU 81a controls the performance display unit 19 to enter a fourth standby state. When the performance control CPU 81a controls the performance display unit 19 to end the demonstration performance. In other words, the third transition time corresponds to the performance time of the demonstration performance. When the performance control CPU 81a controls the performance display unit 19 to enter the fourth standby state, the performance control CPU 81a controls the performance display unit 19 to end the special performance. Being controlled to the fourth standby state is an example of an end condition of the special performance (hereinafter referred to as the "first end condition" of the special performance). The sum of the second transition time and the third transition time corresponds to the performance time of the special performance. Therefore, it can also be said that the first end condition is the elapse of the performance time of the special performance. The performance control CPU 81a also controls the performance display unit 19 to execute an attention-calling performance. Furthermore, when the performance control CPU 81a controls to the fourth standby state, if the specific operation acceptance period has not ended, the performance control CPU 81a ends the specific operation acceptance period. Furthermore, when the performance control CPU 81a controls to the fourth standby state, it times a fourth transition time. When the fourth time has elapsed, the performance control CPU 81a controls to the second standby state. When the performance control CPU 81a controls to the second standby state, it ends the attention drawing performance.Furthermore, when the performance control CPU 81a controls from the fourth standby state to the second standby state, it performs the same control as when it controls from the first standby state to the second standby state.
[0111] When the performance operation unit 16 is operated in a specific operation mode during the specific operation acceptance period, the performance control CPU 81a sets the specific setting. When the specific setting is set, the performance control CPU 81a ends the special performance and controls the performance display unit 19 to execute the specific performance. Setting to the specific setting is an example of an end condition for the special performance (hereinafter referred to as the "second end condition" of the special performance). Furthermore, when the specific setting is set, the performance control CPU 81a sets the first time as the end time of the specific performance. Furthermore, when the specific setting is set, the performance control CPU 81a ends the specific operation acceptance period and starts a change operation acceptance period in which operation of the performance operation unit 16 in a change operation mode is accepted. Thereafter, the performance control CPU 81a measures the selected time. When the performance control CPU 81a is operated in a change operation mode during the change operation acceptance period, the performance control CPU 81a sets (switches) the end time of the specific performance from the first time to the second time, or from the second time to the first time, and controls the performance display unit 19 to change the display mode of the specific performance according to the currently set end time. The performance control CPU 81a ends the change operation acceptance period when the selected time has elapsed. The performance control CPU 81a measures the currently set end time when the change operation acceptance period has ended. The performance control CPU 81a controls the performance display unit 19 to change the display mode of the specific performance while measuring the end time so that the remaining time until the end time can be identified. The performance control CPU 81a controls the performance display unit 19 to end the specific performance when the end time has elapsed. The elapse of the end time (performance time) of the specific performance is an example of an end condition for the specific performance (hereinafter referred to as the "first end condition" for the specific performance). The performance control CPU 81a is an example of control means that can be controlled to a standby state.
[0112] The conditions for ending the special effect will be explained. As shown in FIG. 9, for example, there are multiple types of termination conditions for the special effect. For example, the termination conditions for the special effect may include the first termination condition described above. For example, the first termination condition for the special effect is met by being controlled to the fourth standby state. For example, the termination conditions for the special effect may include the second termination condition described above. For example, the second termination condition for the special effect is met by being set to a specific setting. For example, the termination conditions for the special effect may include the third termination condition. For example, the third termination condition for the special effect is met by the start of a new variable game. For example, when a variable start command is input during the execution of a special effect, the performance control CPU 81a controls the performance display unit 19 to end the special effect. Note that the performance control CPU 81a ends the standby state when a new variable game starts. Therefore, it can be said that the third termination condition for the special effect is met by the end of the standby state.
[0113] The conditions for ending a specific effect will be explained. As shown in FIG. 10 , there are multiple types of end conditions for a specific effect. For example, the end conditions for a specific effect may include the first end condition described above. For example, the first end condition for a specific effect is met when the end time (effect time) of the specific effect has elapsed. For example, the end conditions for a specific effect may include a second end condition. For example, the second end condition for a specific effect is met when the effect operation unit 16 is operated in a release operation mode. For example, the release operation mode is an operation mode that changes the effect operation unit 16 from an off state to an on state. The release operation mode may also be an operation mode that changes the effect operation unit 16 from an on state to an off state. In other words, the release operation mode may be detected when the effect operation unit 16 is operated (pressed) or when the effect operation unit 16 is no longer operated (released). For example, when the effect operation unit 16 is operated in the release operation mode during execution of a specific effect, the effect control CPU 81a controls the effect display unit 19 to end the specific effect. As an example, the termination condition of the specific effect may include a third termination condition. As an example, the third termination condition of the specific effect is met when a new variable game is started. As an example, when the effect control CPU 81a inputs a variable start command while the specific effect is being executed, it controls the effect display unit 19 to terminate the specific effect. Note that the effect control CPU 81a terminates the standby state when a new variable game is started. Therefore, it can be said that the third termination condition of the specific effect is met when the standby state ends.
[0114] Next, an example of a specific presentation mode when a specific setting is set will be described. Time T00 in FIG. 11 shows a situation when a variable game has ended. At this time, it is assumed that there are no variable games on hold. Therefore, the pachinko gaming machine 10 is controlled to a standby state. More specifically, the pachinko gaming machine 10 is controlled to a first standby state. At this time, the effect display unit 19 displays a frozen effect symbol in a swaying state. At time T01, it is assumed that a first transition time has elapsed since the pachinko gaming machine 10 was controlled to the first standby state. When the first transition time has elapsed since the pachinko gaming machine 10 was controlled to the first standby state, the pachinko gaming machine 10 is controlled to a second standby state. At this time, a special effect is executed in the effect display unit 19. Furthermore, the effect display unit 19 displays a frozen effect symbol that continues to sway. At time T02, it shows a situation in which the second transition time has not yet elapsed since the pachinko gaming machine 10 was controlled to the second standby state. At this time, it is assumed that the player operates the effect operation unit 16 in a specific operation mode while the special effect is being executed. As a result, the pachinko gaming machine 10 is set to a specific setting. In other words, the specific setting is set by operating the effect operation unit 16 in a specific operation mode while the special effect is being executed. In the effect display unit 19, the specific setting is set, and the specific effect is executed. At this time, the player can set the effect duration of the specific effect by operating the effect operation unit 16.
[0115] Time T03 shows the situation when the pachinko gaming machine 10 is controlled to the third standby state. At this time, the pachinko gaming machine 10 is not set to the specific setting. Therefore, the effect display unit 19 is executing a demonstration effect and a special effect. Time T04 shows the situation when the third transition time has not yet elapsed after the pachinko gaming machine 10 was controlled to the third standby state. At this time, it is assumed that the player operates the effect operation unit 16 in a specific operation mode while the special effect is being executed. As a result, the pachinko gaming machine 10 is set to the specific setting. In other words, while the special effect is being executed, the effect operation unit 16 is operated in a specific operation mode, thereby setting the pachinko gaming machine 10 to the specific setting. The effect display unit 19 executes a specific effect due to the setting to the specific setting. At this time, the player can set the effect duration of the specific effect by operating the effect operation unit 16.
[0116] Time T05 shows a situation in which the pachinko gaming machine 10 is controlled to the fourth standby state. At this time, the pachinko gaming machine 10 is not set to a specific setting. Therefore, the effect display unit 19 is executing a warning effect. Time T06 shows a situation in which the fourth transition time has not yet elapsed after the pachinko gaming machine 10 was controlled to the fourth standby state. At this time, it is assumed that the effect operation unit 16 is operated in a specific operation mode by the player. In other words, it is assumed that the effect operation unit 16 is operated in a specific operation mode when the pachinko gaming machine 10 is controlled to the fourth standby state. When the pachinko gaming machine 10 is controlled to the fourth standby state, the effect display unit 19 does not execute a special effect. Furthermore, when the pachinko gaming machine 10 is controlled to the fourth standby state, the effect control CPU 81a does not accept operation of the effect operation unit 16 in the specific operation mode. Therefore, at time T06, although the player operates the effect operation unit 16 in the specific operation mode, the pachinko gaming machine 10 is not set to the specific setting. Therefore, the effect display unit 19 does not execute the specific effect.
[0117] In this way, the pachinko gaming machine 10 can execute a special effect related to a specific setting in a standby state. The pachinko gaming machine 10 can be set to a specific setting by operating the effect operation unit 16 while this special effect is being executed. Then, when the pachinko gaming machine 10 is set to the specific setting, it can execute a special effect related to securing a gaming right. In other words, in a standby state, a special effect related to securing a gaming right can be executed. The special effect is an effect that is executed by setting the machine to a specific setting. Then, the special setting can be set by operating the effect operation unit 16 while the special effect is being executed. In other words, it can be said that a special effect can be executed by operating the effect operation unit 16 while the special effect is being executed.
[0118] According to this embodiment, the following effects can be obtained. (1-1) According to this embodiment, when a specific setting related to the securing of gaming rights is set, a specific effect related to the securing of gaming rights is executed. As a result, even if a player leaves his / her seat to take a break, the execution of the specific effect makes it easier for other players to recognize that the gaming rights of the gaming machine are secured. In particular, in this embodiment, a special effect related to the specific setting can be executed in the standby state, so that the player can be prompted to set the specific setting when leaving his / her seat.
[0119] (1-2) There are multiple conditions for ending the special effect, so that the special effect can be ended appropriately depending on the situation. (1-3) In this embodiment, the specific preview effect, which allows a player to specify the probability of winning, is an effect that attracts a high level of interest from players who are expecting a win. Therefore, by including some of the presentation elements of such specific preview effect in the special effect, it is easier to draw the player's attention to the special effect.
[0120] (1-4) In particular, the specific preview effects and special effects include machine-specific elements in the elements that make up the effects, which makes it easier to draw the player's attention to the special effects. (1-5) There are multiple conditions for ending the specific effect, so the specific effect can be ended appropriately depending on the situation.
[0121] (1-6) Since the duration of a specific effect can be set by operating the effect operation unit 16, the player can adjust the duration of the specific effect depending on the duration of time the player is away from the seat. (Second embodiment) A pachinko gaming machine according to a second embodiment will be described.
[0122] In the following description, the same configurations and controls as those in the already described embodiments will be denoted by the same reference numerals, and redundant description thereof will be omitted or simplified. In the pachinko gaming machine 10 of the second embodiment, during a specific period from when the specific setting is released until a predetermined restricted time has elapsed, a new specific setting is restricted. In other words, in the pachinko gaming machine 10 of the second embodiment, during a specific period after the specific setting is released, the specific setting cannot be set again. This will be explained in detail below.
[0123] In this embodiment, when the end condition of the specific effect is met, the effect control CPU 81a controls the effect display unit 19 to end the specific effect, cancels the specific setting, and also counts the restricted time. As an example, the restricted time is shorter than the first end time. As an example, the restricted time is one minute. If the effect control CPU 81a is controlled to the second standby state or the third standby state during the specific period until the restricted time has elapsed, the effect control CPU 81a does not execute the special effect. Furthermore, if the effect control CPU 81a is controlled to the second standby state or the third standby state during the specific period until the restricted time has elapsed, the effect control CPU 81a does not start the specific operation acceptance period. As an example, if the effect control CPU 81a is controlled to the second standby state or the third standby state when the restricted time has elapsed, the effect control CPU 81a controls the effect display unit 19 to execute the special effect and starts the specific operation acceptance period.
[0124] A specific example of the specific period will be described. At time T11 in FIG. 12, the pachinko gaming machine 10 is shown to be in a specific setting. Therefore, the specific effect is being executed on the effect display unit 19. Thereafter, at time T12, the end time of the specific effect has passed. In other words, at time T12, the specific setting is cancelled. At this time, the pachinko gaming machine 10 is controlled to a second standby state. Therefore, the effect display unit 19 displays the effect symbols in a static, oscillating state. Meanwhile, since the cancellation of the specific setting marks the start of a specific period, the effect display unit 19 does not execute a special effect. At time T13, it is assumed that the player operates the effect operation unit 16 in a specific operation mode during the specific period. At this time, since the specific period is in progress, the pachinko gaming machine 10 is not set to the specific setting even if the effect operation unit 16 is operated in a specific operation mode in the second standby state.
[0125] At time T14, the pachinko gaming machine 10 is controlled to the third standby state. At this time, it is assumed that the restricted time has not elapsed since the specific setting was released in the pachinko gaming machine 10. Therefore, the effect display unit 19 executes a demonstration effect, but the special effect is not executed because the specific period is in progress. At time T15, it is assumed that the effect operation unit 16 is operated by the player in a specific operation mode during the specific period. At this time, because the specific period is in progress, even if the effect operation unit 16 is operated in a specific operation mode in the third standby state, the pachinko gaming machine 10 is not set to the specific setting.
[0126] At time T16, the pachinko gaming machine 10 is controlled to the fourth standby state. Therefore, the effect display unit 19 executes a warning effect. Meanwhile, because it is in the fourth standby state, no special effect is executed regardless of whether it is in the specific period or not. At time T17, it is assumed that in the fourth standby state, the effect operation unit 16 is operated by the player in a specific operation mode. At this time, because it is in the fourth standby state, even if the effect operation unit 16 is operated in the specific operation mode, the pachinko gaming machine 10 is not set to the specific setting regardless of whether it is in the specific period or not.
[0127] At time T21 in FIG. 13, the pachinko gaming machine 10 is shown in a state where it is set to a specific setting. Therefore, the specific setting is being executed on the effect display unit 19. Thereafter, at time T22, the end time of the specific setting has elapsed. In other words, at time T22, the specific setting is cancelled. At this time, the pachinko gaming machine 10 is controlled to a second standby state. Therefore, the effect display unit 19 displays the effect symbols in a static, oscillating state. Meanwhile, since the specific period begins when the specific setting is cancelled, the effect display unit 19 does not execute the special effect. At time T23, the specific period ends. Also, at this time, the pachinko gaming machine 10 is controlled to a second standby state. Therefore, the effect display unit 19 executes (starts) the special effect. Thereafter, at time T24, in the second standby state, the player operates the effect operation unit 16 in a specific operation mode. As a result, the pachinko gaming machine 10 is set to the specific setting. In the effect display unit 19, a specific effect is executed by setting the specific setting.
[0128] According to this embodiment, the following effects can be obtained. (2-1) When the specific setting is selected, no game is played. Therefore, if the specific setting is set for a significantly high percentage of the gaming establishment's operating hours, the establishment's profits will decline. Therefore, if no restrictions are placed on "setting the specific setting," there is a risk that those attempting to disrupt the business of the gaming establishment may repeatedly set the specific setting. In light of this risk, limiting the period during which the specific setting can be selected can prevent those attempting to disrupt the business of the gaming establishment from doing so. However, if restrictions are placed on a legitimate player attempting to set the specific setting, there is a risk that their motivation to play may decrease. For a legitimate player, the "time when the specific setting is canceled" is assumed to be when they are about to play (restart). In such a situation, it is unlikely that a legitimate player would attempt to set the specific setting again. Therefore, by preventing the specific setting in such a situation, it is possible to prevent those attempting to disrupt the business of the gaming establishment from disrupting the business while also preventing legitimate players from losing their motivation to play.
[0129] (2-2) During the specific period when the operation of the effect operation unit 16 in the specific operation mode is not accepted, the special effect is not executed, so that the player can easily recognize that the specific setting cannot be set. (Third embodiment) A pachinko gaming machine according to a third embodiment will be described.
[0130] In the pachinko gaming machine 10 of the third embodiment, the controllable standby state differs depending on the gaming state. As an example, in the pachinko gaming machine 10 of the third embodiment, the controllable standby state differs when the gaming state is a first gaming state and when it is a second gaming state. As an example, the first gaming state may include a low-probability, low-ball-entry rate state. As an example, the second gaming state may include a high-probability, low-ball-entry rate state. As an example, the second gaming state may include a low-probability, high-ball-entry rate state. As an example, the second gaming state may include a high-probability, high-ball-entry rate state. In other words, the second gaming state is a gaming state that is more advantageous than the first gaming state.
[0131] As shown in FIG. 14, as an example, in the second gaming state, control to the first standby state and the second standby state is possible. In other words, in the second gaming state, control to the third standby state and the fourth standby state is not possible. As an example, in the second gaming state, after being controlled from the first standby state to the second standby state, it is continuously controlled to the second standby state until a new variable game is started. As an example, when the gaming state is the second gaming state, the presentation control CPU 81a does not count the second transition time when controlling from the first standby state to the second standby state. As a result, when the gaming state is the second gaming state, when being controlled from the first standby state to the second standby state, it does not transition to another standby state.
[0132] As an example, in the first gaming state, as in the first and second embodiments, the game is controlled to the first standby state, the second standby state, the third standby state, and the fourth standby state. Therefore, when controlled to the first gaming state, the special effect is not executed in the period when the game is controlled to the first standby state in the standby state and in the special period when the game is controlled to the fourth standby state, and when controlled to the second gaming state, the proportion of the special period in the standby state is smaller than that in the first standby state.
[0133] In addition, in the pachinko gaming machine 10 of the third embodiment, the length of the specific period differs depending on the gaming state. As an example, in the pachinko gaming machine 10 of the third embodiment, the length of the specific period differs when the gaming state is the first gaming state and when the gaming state is the second gaming state. As an example, the specific period is longer in the first gaming state than in the second gaming state.
[0134] As shown in FIG. 15 , for example, in the first gaming state, the length of the specific period is the first restriction time. That is, in the first gaming state, a new specific setting is restricted from being set for a period from when the specific setting is released until the first restriction time has elapsed. For example, the first restriction time is one minute. For example, in the second gaming state, the length of the specific period is the second restriction time. That is, in the second gaming state, a new specific setting is restricted from being set for a period from when the specific setting is released until the second restriction time has elapsed. For example, the second restriction time is shorter than the first restriction time. For example, the second restriction time is five seconds. For example, when the end condition of the specific effect is met and the gaming state is the first gaming state, the effect control CPU 81a measures the first restriction time. On the other hand, when the end condition of the specific effect is met and the gaming state is the second gaming state, the effect control CPU 81a measures the second restriction time.
[0135] According to this embodiment, the following effects can be obtained. (3-1) By making the length of the specific period different between the first gaming state and the second gaming state, it is possible to effectively restrict "setting to a specific setting."
[0136] (3-2) In particular, business interference by those who wish to disrupt the business of a gaming establishment is more likely to occur when the situation is unfavorable to the player than when the situation is favorable to the player. Therefore, by extending the specific period in the first gaming state, business interference by those who wish to disrupt the business of a gaming establishment can be more effectively suppressed.
[0137] (3-3) It is difficult to imagine that a player will stop playing in the second gaming state, which is more advantageous than the first gaming state. Therefore, even if a special effect is not being executed in the second gaming state, it is easy for a player to perceive that the game right has been secured by another player. Therefore, in such a situation, limiting the special effect related to the specific setting makes it easier for the player to focus their attention on other effects.
[0138] (Fourth embodiment) A pachinko gaming machine according to a fourth embodiment will be described. In the pachinko gaming machine 10 of the fourth embodiment, the special settings include a first special setting and a second special setting. As an example, the first special setting and the second special setting have different end conditions for the special effect. As an example, the first special setting has the same end condition for the special effect as the first embodiment. On the other hand, the second special setting has different end conditions for the special effect than the first embodiment. As an example, the second special setting has a different number of end conditions for the special effect than the first embodiment. As an example, the second special setting has fewer end conditions for the special effect than the first embodiment. As an example, the end conditions for the special effect in the second special setting do not include the third end condition for the special effect. In other words, in the second special setting, the special setting is not canceled even if a new variable game is started while the special effect is being executed. In the pachinko gaming machine 10 of the fourth embodiment, the end conditions for the special effect can be set by operating the effect operation unit 16.
[0139] Specifically, in the pachinko gaming machine 10 of the fourth embodiment, when power supply is started, if the effect operation unit 16 is operated in the setting operation mode during a setting period from the start of power supply until a predetermined setting time has elapsed, it is possible to select whether or not a specific setting can be set, and if so, the type of specific setting. As an example, the setting operation mode is an operation mode (so-called long press) that turns on the effect operation unit 16 for a specified time (e.g., 3 seconds). The specified time in the setting operation mode may be the same as, or may be shorter or longer than, the specified time in the specific operation mode.
[0140] As shown in FIG. 16 , for example, a power supply start effect is executed during the setting period. For example, the power supply start effect is an effect that can identify that power supply has started. For example, the power supply start effect may include a display effect that causes the effect display unit 19 to display a power supply start image Kg. For example, the power supply start image Kg is an image that can identify that power supply has started. For example, the power supply start image Kg is an image that resembles the text string "Recovering." For example, during the setting period, when the effect operation unit 16 is operated in the setting operation mode, a setting effect is executed. For example, the setting effect is an effect that can select whether or not a specific setting is possible, and, if so, the type of specific setting. For example, the setting effect may include a display effect that causes the effect display unit 19 to display a setting image Gs. For example, the setting image Gs may include a setting image Gs1 that can identify that a specific setting cannot be set. For example, the setting image Gs1 is an image that resembles the text string "No Away Setting." As an example, the setting image Gs may include a setting image Gs2 that can be specified as a first specific setting. As an example, the setting image Gs2 is an image imitating the character string "Away from Desk Setting Enabled 1." As an example, the setting image Gs may include a setting image Gs3 that can be specified as a second specific setting. As an example, the setting image Gs3 is an image imitating the character string "Away from Desk Setting Enabled 2." As an example, the setting image Gs is displayed so that it can be specified which of the setting images Gs1, Gs2, and Gs3 is currently selected. As an example, the setting image Gs may include an image that can be specified which of the setting images Gs1, Gs2, and Gs3 is currently selected. As an example, the image that can identify which of the setting images Gs1, Gs2, and Gs3 is currently selected is an image that resembles an arrow pointing to one of the setting images Gs1, Gs2, and Gs3. When the setting effect is being performed and the effect operation unit 16 is operated in a selection operation mode, the currently selected setting image changes as follows: setting image Gs1, setting image Gs2, setting image Gs3, setting image Gs1, and so on.That is, the setting image Gs indicated by the image resembling an arrow progresses as follows: setting image Gs1, setting image Gs2, setting image Gs3, setting image Gs1, etc. As an example, the selection operation mode is an operation mode that changes the performance operation unit 16 from an off state to an on state. Note that the selection operation mode may also be an operation mode that changes the performance operation unit 16 from an on state to an off state. That is, the selection operation mode may be detected when the performance operation unit 16 is operated (pressed), or may be detected when the performance operation unit 16 is no longer operated (released).
[0141] The control for executing the setting effect will be described. When power supply starts, the performance control CPU 81a controls the performance display unit 19 to execute a power supply start performance. Furthermore, the performance control CPU 81a counts the setting time as the power supply start performance is executed. The performance control CPU 81a starts the setting period and also starts a setting operation acceptance period during which operation of the performance operation unit 16 according to the setting operation mode is accepted. When the setting time has elapsed, the performance control CPU 81a controls the performance display unit 19 to end the power supply start performance. In other words, the setting time corresponds to the performance time of the power supply start performance. Furthermore, when the setting time has elapsed, the performance control CPU 81a ends the setting period and also ends the setting operation acceptance period. When the performance operation unit 16 is operated in the setting operation mode during the setting operation acceptance period (setting period), the performance control CPU 81a ends the setting operation acceptance period and also starts a selection operation acceptance period during which operation of the performance operation unit 16 according to the selection operation mode is accepted. When the selection operation acceptance period has started, the performance control CPU 81a counts the selection time. During the selection operation acceptance period, the performance control CPU 81a controls the performance display unit 19 so that each time the performance operation unit 16 is operated in a selection operation mode, the selected setting image becomes setting image Gs1, setting image Gs2, setting image Gs3, and setting image Gs1. The performance control CPU 81a ends the selection operation acceptance period when the selection time has elapsed. The performance control CPU 81a stores selection information in the performance control RAM 81c that can identify whether or not a specific setting can be set, and if so, the type of specific setting, depending on the type of setting image that was selected when the selection operation acceptance period ended.
[0142] In the fourth embodiment, when the performance control CPU 81a controls to the second standby state, if it determines from the selection information that it cannot be set to a specific setting, it does not start the specific operation acceptance period. If the performance operation unit 16 is operated in a specific operation mode during the specific operation acceptance period, the performance control CPU 81a sets the specific setting to the type corresponding to the selection information. Furthermore, when a variation start command is input during execution of a specific performance, if the performance control CPU 81a determines from the selection information that the second specific setting is not available, it does not end the specific performance.
[0143] According to this embodiment, the following effects can be obtained. (4-1) The end conditions of a specific effect can be set by operating the effect operation unit 16, so that the end conditions of a specific effect can be set appropriately depending on the situation.
[0144] The above-described embodiments can be modified as follows: The above-described embodiments and the following modifications can be combined with each other to the extent that no technical contradiction occurs.
[0145] In the second embodiment, a restriction notification effect may be executed during a specific period. As an example, the restriction notification effect is an effect that indicates that a specific setting cannot be set. In the second embodiment, even if a special effect is not being executed during the period from the end of the specific period until the lapse of the predetermined time, an operation of the effect operation unit 16 in a specific operation mode may be accepted. In other words, during the period from the time when the control is made to the fourth standby state until the lapse of the fourth transition time, when the specific period ends and before the lapse of the predetermined time, if the effect operation unit 16 is operated in a specific operation mode, a specific setting may be set.
[0146] In the third embodiment, the lengths of the special periods of the first gaming state and the second gaming state may be changed arbitrarily. As an example, the first gaming state may not be controlled to the first standby state. As an example, the first gaming state may not be controlled to the fourth standby state. As an example, the second gaming state may not be controlled to the first standby state. As an example, the second gaming state may not be controlled to the fourth standby state.
[0147] In the fourth embodiment, it may be possible to back up information (hereinafter referred to as "setting information") that can identify whether a specific setting can be set and, if so, the type of specific setting. When power supply is started, if the performance operation unit 16 is not operated in the setting operation mode during the setting period, it may be possible to select, based on the backed-up setting information, whether a specific setting can be set and, if so, the type of specific setting.
[0148] In the fourth embodiment, the performance control board 81 may be provided with a selection member that can select whether or not a specific setting can be set, and if so, the type of specific setting. In this case, during the setting period, the performance operation unit 16 may not accept operation according to the setting operation mode. As an example, the selection member is a DIP switch. As an example, the selection member is a rotary switch.
[0149] The average fluctuation time may be different between the first gaming state and the second gaming state. As an example, the average fluctuation time may be longer in the first gaming state than in the second gaming state. In other words, the fluctuation time may be more likely to be longer in the first gaming state than in the second gaming state. Here, the specific setting may be set when the pachinko gaming machine 10 is in a standby state. Therefore, if the specific setting is canceled when a new variable game is started while the specific setting is set, the period until the variable game ends (specific period) can be said to be a period that cannot be set to the specific setting. Furthermore, if the fluctuation time is more likely to be longer in the first gaming state than in the second gaming state, it can be said that the specific period is more likely to be longer in the first gaming state than in the second gaming state.
[0150] The termination conditions for the special effects may be changed as desired. For example, the termination conditions for the special effects may include a fourth termination condition that is established when a gaming ball enters one or more predetermined entry slots. For example, the predetermined entry slot is the normal entry slot 23D. That is, the predetermined entry slot is not one that can trigger the execution of a variable game (special game), and is not one that is opened by a winning game. This allows the system to detect that a player is playing (i.e., that the player is not leaving the seat) even if a gaming ball does not enter an entry slot that can trigger the execution of a variable game (special game). The special effects can then be terminated based on this detection, preventing the execution of the special effects in situations where it is assumed that the player is not attempting to set a specific setting. For example, if the termination conditions for the special effects include the fourth termination condition, a different effect from the special effect may be executed when the fourth termination condition for the special effect is established. As one example, the other effect is an effect that allows recognition that a fourth end condition of the special effect has been met. As one example, if the end conditions of the special effect include the fourth end condition, a predetermined notification may be executed when the fourth end condition of the special effect is met. As one example, the predetermined notification is a notification that the fourth end condition of the special effect has been met. As one example, the end conditions of the special effect may include one or more end conditions arbitrarily selected from the first end condition, the second end condition, the third end condition, and the fourth end condition.
[0151] The termination conditions for the special effect may be changed as desired. For example, the termination conditions for the special effect may include a fourth termination condition that is established when a gaming ball enters one or more predetermined entry holes. For example, the predetermined entry hole is the normal entry hole 23D. That is, the predetermined entry hole is not one that can trigger the execution of a variable game (special game), nor is it one that is opened by a winning game. This allows the resumption of play to be detected even if a gaming ball does not enter an entry hole that can trigger the execution of a variable game (special game). The special effect can then be terminated based on this detection, preventing the execution of the special effect when play resumes. For example, if the termination conditions for the special effect include the fourth termination condition, a different effect from the special effect may be executed when the fourth termination condition of the special effect is established. For example, the different effect is an effect that can be recognized as the fourth termination condition of the special effect being established. For example, if the end conditions for the specific effect include the fourth end condition, a predetermined notification may be executed when the fourth end condition of the specific effect is met. For example, the predetermined notification is a notification that the fourth end condition of the specific effect has been met. For example, the end conditions for the specific effect may include one or more end conditions arbitrarily selected from the first end condition, the second end condition, the third end condition, and the fourth end condition.
[0152] While the timing for canceling the specific setting is specified based on the relative time (end time) from when the specific setting was set, this is not limited to this. As an example, the timing for canceling the specific setting may be specified as an absolute time. For example, the pachinko gaming machine 10 may be equipped with a timekeeping component (means) and configured to cancel the specific setting when the time specified as the timing for canceling the specific setting arrives. In this case, the timing for canceling the specific setting can be synchronized across multiple machines. Generally, when a gaming parlor opens, players begin playing in the order in which they enter the parlor. In this case, it is expected that the timing for each player to start playing will differ depending on the order in which they enter the parlor. In this modified example, by setting the same timing for canceling the specific setting across multiple pachinko gaming machines before the gaming parlor opens, the timing for multiple players to start playing can be made uniform regardless of the order in which they enter the parlor.
[0153] The special effects may be executed in any of the first standby state, the second standby state, the third standby state, and the fourth standby state. That is, the special effects may be executed in the first standby state. The special effects may not be executed in the second standby state. The special effects may not be executed in the third standby state. The special effects may be executed in the fourth standby state. The period during which the standby state in which the special effects are not executed corresponds to the special period.
[0154] The effects in each standby state may be set arbitrarily. For example, in the first standby state and the second standby state, the effect display unit 19 may display the effect symbols in a fixed state (completely stopped display).
[0155] When the specific setting is set, the standby state may not be transitioned. In this case, the performance control CPU 81a may suspend the counting of the transition time to the next standby state until the specific setting is released, or may restrict the transition to the next standby state until the specific setting is released, even if the transition time to the next standby state has elapsed.
[0156] When transitioning from the third standby state (non-special period) to the fourth standby state (special period), if the performance operation unit 16 is in the ON state, the specific operation acceptance period may be extended. For example, if the performance control CPU 81a is in the ON state during the specific operation acceptance period when the third transition time elapses, the performance control CPU 81a may not end the specific operation acceptance period until the performance operation unit 16 is turned OFF or until it detects that the performance operation unit 16 has been operated in a specific operation mode. In this case, the performance control CPU 81a may control the system to the fourth standby state regardless of whether the specific operation acceptance period has ended, or may not control the system to the fourth standby state until the specific operation acceptance period has ended.
[0157] The release operation mode may be a more complex operation mode than the specific operation mode. For example, a complex operation mode may include a longer operation time than the operation mode to be compared. For example, a complex operation mode may include a greater number of operations than the operation mode to be compared. For example, a complex operation mode may include a greater number of operating parts to be operated than the operation mode to be compared.
[0158] The pachinko gaming machine 10 may be equipped with an auto button function. The auto button function assists the player in operating the effect operation unit 16 as required during the period when the effect operation unit 16 is accepting operations. As an example, the auto button function may be activated by operating the effect operation unit 16 in a predetermined operation manner during the execution of a variable game. In this case, the predetermined operation manner is an operation manner (so-called long press) that keeps the effect operation unit 16 in an on state for a predetermined time (e.g., 3 seconds). The predetermined time in the predetermined operation manner may be the same as the predetermined time in the specific operation manner, or it may be shorter or longer.
[0159] The conditions for canceling the specific setting may be changed arbitrarily. As an example, the specific setting may be cancelled by inputting a predetermined password through operation of the effect operation unit 16. In this case, the predetermined password may be arbitrarily set when the specific setting is set, or may be generated by the pachinko gaming machine 10 when the specific setting is set. For example, the effect control CPU 81a may generate the predetermined password based on a predetermined random number. Furthermore, the effect control CPU 81a may display a password image that can identify the generated predetermined password on the effect display unit 19. As an example, the password image may be an image that resembles the predetermined password, or may be an image generated based on the predetermined password.
[0160] When the specific setting is set, an effect may be executed to call attention to the need to return the management medium. This can prevent players from leaving the management medium inserted in the management unit 100 and leaving the table.
[0161] If the second management ball count PB is not a specific number, it may not be possible to set it to a specific setting. The specific number may be set arbitrarily. For example, the specific number is zero. This can prevent players from leaving their seats with the management medium inserted in the management unit 100. For example, the specific number is one or more. This can prevent business disruption by those who wish to disrupt the business of the gaming establishment.
[0162] When the specific setting is set, the management unit 100 may be configured not to return the managed medium. As an example, when the pachinko gaming machine 10 is set to the specific setting, the management unit 100 may be able to output information that can identify that the specific setting is set to the management unit 100, and the management unit 100 may not return the managed medium based on that information. This makes it possible to prevent the theft of the managed medium when a player leaves the seat without returning it.
[0163] The specific setting may be difficult for a player to set. As an example, the specific setting may be set when one or both of the mounting frame 11b and the protective frame 11c are open. As an example, the specific setting may be set by operating an operation unit that can be operated on the back of the machine. In this way, the specific setting is set by a staff member of the gaming establishment, etc., and business disruption by those who wish to disrupt the business of the gaming establishment can be suppressed.
[0164] The pachinko gaming machine 10 may be configured to restrict the execution of games when set to a specific setting. As an example, the pachinko gaming machine 10 may be configured to prevent game balls from being fired when set to a specific setting. As an example, the pachinko gaming machine 10 may be configured to prevent variable games from being executed when set to a specific setting.
[0165] The first transition time may be the same as the second transition time. The first transition time may be longer than the second transition time. The first transition time may be the same as the third transition time. The first transition time may be longer than the third transition time. The first transition time may be the same as the fourth transition time. The first transition time may be longer than the fourth transition time.
[0166] The second transition time may be the same as the third transition time. The second transition time may be longer than the third transition time. The second transition time may be the same as the fourth transition time. The second transition time may be longer than the fourth transition time.
[0167] The third transition time may be the same as the fourth transition time. The third transition time may be longer than the fourth transition time. The various effects may be changed as desired. For example, they do not necessarily have to include display effects by the effect display unit 19, but may include light-emitting effects by the effect light-emitting unit 13, and may also include audio effects by the audio effect unit 12. In other words, each of the various effects may be executed by combining one or more effects that can be selected arbitrarily from display effects, light-emitting effects, and audio effects.
[0168] The pachinko gaming machine 10 may be configured to provide a high probability state until the next jackpot game, a high probability state until a jackpot lottery is won (a so-called "falling machine"), or a high probability state until a specified number of variable games have been completed (a so-called ST machine). The pachinko gaming machine 10 may be configured to provide a high probability state on the condition that the gaming ball passes through a specific area (a so-called "V probability variable machine"). The pachinko gaming machine 10 may be configured to combine the specifications of a falling machine and a V probability variable machine.
[0169] In addition to the big win lottery, a small win lottery may be held as a winning lottery for special symbols. If a small win is won in the winning lottery, a small win game (winning game) is awarded after the special game ends. In this embodiment, the system may be configured to be controllable to a state (so-called small win rush) in which the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time is increased compared to a normal game state (for example, a low probability, low ball entry rate state).
[0170] The pachinko gaming machine 10 may adopt specifications classified as the second type, also known as a "wing type" or "airplane type." In this type of pachinko gaming machine 10, when a gaming ball enters the starting hole, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry hole) open, and the gaming ball that entered the ball entry device enters the special prize entry hole, resulting in a big win game.
[0171] The game control CPU 80a, the game control ROM 80b, the game control RAM 80c, and the random number generation circuit 80d may be configured on a single chip. The specific configuration of the game board 20 may be changed arbitrarily.
[0172] The performance control board 81 may be a sub-general control board, and a display control board that specializes in controlling the performance display unit 19, a light-emitting control board that specializes in controlling the performance light-emitting unit 13, and a sound control board that specializes in controlling the performance sound unit 12 may be provided separately from the performance control board 81. Such a sub-general control board and boards that control other performances may be combined together to form a sub-board. In addition, in an embodiment, a single board may be equipped with the game control CPU 80a and the performance control CPU 81a. Furthermore, the display control board, light-emitting control board, and sound control board may be arbitrarily combined to form a single or multiple boards.
[0173] Although the gaming machine is configured to circulate all of a predetermined amount of gaming media (for example, gaming balls), the present invention is not limited to this and may be configured such that some or all of the gaming media can be exchanged for gaming media outside the gaming machine.
[0174] The pachinko gaming machine 10 may be provided with a magnetic sensor in one or both of the mounting frame 11b and the gaming board 20. This configuration makes it possible to detect magnetic foreign objects that should not be present in the pachinko gaming machine 10. It also makes it possible to detect the possibility of the use of goto tools such as magnets and wires that do not fall under the category of gaming media normally used in the pachinko gaming machine 10. It can also contribute to the detection of acts such as intentionally creating a pile of gaming balls using magnetic gaming balls and magnets.
[0175] The pachinko gaming machine 10 may be configured to detect gaming balls that have been deformed by dents, scratches, etc. For example, a sensor such as a camera may be installed in a specified ball passage, and the acquired image may be used to detect whether the gaming ball is normal and free of dents or scratches. Gaming balls with such dents or scratches should not be used normally and are considered abnormal. It is unclear whether gaming balls with dents or scratches can be accurately launched from the launching unit, and even if they are launched, it is unclear whether they will behave in the same way as gaming balls without dents or scratches in the play area 20a. Therefore, it is preferable not to use them.
[0176] The above-described embodiments may be applied to slot machines. In slot machines, a bet amount (also called a wager amount) can be set by operating a BET button or inserting medals. A medal (game medal) is an example of a gaming value. In slot machines, after setting a bet amount, operating the start lever causes multiple reels to spin. In slot machines, after multiple reels have spun, operating the stop button stops the corresponding reel. When all reels have stopped spinning, a prize (a medal or a replay) is awarded according to the symbol combination that stopped. In slot machines, the period from operating the start lever with a bet amount set to the time when all reels have stopped spinning is included in at least one variable game. Some slot machines also perform a lottery for winning bonus combinations, and some slot machines allow players to win bonus combinations in the lottery. In such slot machines, when a symbol combination corresponding to a bonus combination is found on a winning line, a bonus game is awarded. The bonus game is an example of a winning game.
[0177] In addition, some slot machines are configured to be controllable to one of a plurality of game states in which the probability of winning a specific role, such as a replay role (replay role), in the role lottery is different. A game state (so-called RT state) in which the probability of winning a specific role, such as a replay role, is higher than in the normal game state is a game state that is advantageous to the player because the number of balls held increases or is less likely to decrease than in the normal game state.
[0178] Some slot machines can be controlled to a state (so-called AT state) in which the operation of the stop button to win a predetermined winning combination is notified. The AT state is advantageous for the player because it is easier to win a predetermined winning combination compared to the normal game state, and the number of balls held increases, or it is harder to lose balls compared to the normal game state.
[0179] In addition, among slot machines that can be controlled to the AT state, there are some that can execute effects that mimic bonus games in the AT state, and some that make it easier to increase the number of balls in the AT state compared to bonus games. In such slot machines, the AT state can be said to be equivalent to a winning game in the pachinko gaming machine 10.
[0180] The technical ideas that can be understood from the above-described embodiment and modified examples will be described. (Note A) A gaming machine that is capable of storing the number of gaming values possessed by a player as data and is configured to enable playing based on said data, and is equipped with a control means that can be controlled to a standby state, an effect execution means that executes effects, and an operation means that can perform predetermined operations, and in said standby state, a special effect related to a specific setting can be executed, said specific setting being a setting related to securing a gaming right, and while said special effect is being executed, said operation means can be operated to set said specific setting, and when said specific setting is set, a specific effect related to securing a gaming right can be executed, and there are multiple types of conditions for ending said special effect.
[0181] (Note B) The effects include specific preview effects that can identify the expected probability of winning a variable game that is currently running or on hold, and it is preferable that some of the presentation elements that make up the specific preview effect are the same as some of the presentation elements that make up the special effect.
[0182] (Note C) The specific preview effect and the special effect may include the same specific element in the effect elements that make up the effect, and the specific element may be an element specific to the model. (Appendix 2) A gaming machine that is capable of storing the number of gaming values possessed by a player as data and is configured to enable playing based on said data, and is equipped with a control means that can be controlled to a standby state, an effect execution means that executes effects, and an operation means that can perform predetermined operations, and in said standby state, a special effect related to a specific setting can be executed, said specific setting being a setting related to securing a gaming right, and while said special effect is being executed, said operation means can be operated to set said specific setting, and when said specific setting is set, a specific effect related to securing a gaming right can be executed, and there are multiple types of conditions for ending said specific effect.
[0183] (Note E) It is preferable that the duration of the specific effect can be set by operating the operating means. (Note F) It is preferable that the end condition of the specific performance can be set by operating the operating means.
[0184] (Note G) In the first gaming state, the specific period may be more likely to be longer than in the second gaming state. (Note 3) In a gaming machine that can be controlled to a first gaming state and a second gaming state that is more advantageous than the first gaming state, when the gaming machine is controlled to the first gaming state, the special effects are not executed during the special period in the standby state, and when the gaming machine is controlled to the second gaming state, there is preferably no special period in the standby state, or the proportion of times that the special period is in the special period is small. [Explanation of symbols]
[0185] D01...Touch sensor D02...Firing stop switch D03...Handle volume D11...Effective ball sensor D12...First start sensor D13...Second start sensor D14...Count sensor D15...Normal sensor D16...Gate sensor Dg...Demonstration image ES...Performance device Gs...Setting image Kg...Supply start image Ng...Warning image PA...Number of managed balls PA...First number of managed balls PB...Number of managed balls Pb...Number of balls PB...Second number of managed balls Pc...Number of acquired balls Pd...Number of fired balls Sg...Special image SL1, SL2...Solenoid Tg...Specific image Yg...Specific notice image 10...Pachinko game machine 11a...Outer frame 11b...Mounting frame 11c...Protective frame 12...Performance sound section 13...Performance light-emitting section 15...Firing operation section 15a...Handle lever 15b...Electrification ring 15c...Firing stop button 16...Performance operation section 17...Second ball number display section 18...Counting operation section 18a...Counting notification section 19...Performance display section 19a...Image display area 20...Game board 20a...Game area 20b...Display window 20c...Shoot-out passage 20d...Anti-return valve 21...Information display device 21a...First special pattern display section 21b...Second special pattern display section 21c...First hold display section 21d...Second hold display section 21e...Normal pattern display section 21f...Normal hold display section 23...Winning hole 23A...First start hole 23B...Second start hole 23Ba...Normal opening and closing piece 23C...Large winning hole 23Ca...Special opening and closing piece 23D...Normal winning hole 24...Gate 24a...Gate opening 25...Out hole 80...Game control board 80a...Game control CPU 80b...Game control ROM 80c...Game control RAM 80d...Random number generation circuit 81...Performance control board 81a...Performance control CPU 81b...Performance control ROM 81c...Performance control RAM 82...Frame control board 82a...Frame control CPU 82b...Frame control ROM 82c...Frame control RAM 82d...Fire permission circuit 83...Fire control board 83a...Fire control circuit 98...Connection terminal board 99...Power supply unit 99a...Main switch 100...Management unit 101...Media insertion section 102...Cash insertion section 110...Operation panel 111...Ball lending operation section 112...Payout operation section 113...Return operation section 114...First ball number display section 115...Remaining amount display section 120...Management unit control board 120...CU control board 120a...CPU 120b...ROM 120c...RAM 120d...Communication terminal
Claims
1. A gaming machine that can store the number of game values owned by a player as data and can play a game based on the data, a control means capable of controlling the device to a standby state; a performance execution means for executing a performance; and an operation means capable of performing a predetermined operation, In the standby state, the operation means is operated to set a specific setting, When the specific setting is set, a specific effect regarding the securing of a gaming right and a predetermined attention-grabbing effect regarding the return of a storage medium capable of storing data on the number of gaming values owned by the player can be executed; The effects include a setting effect that allows the user to recognize that it is possible to select whether to set the specific setting to a state that can be set, and a specific attention-calling effect that is different from the predetermined attention-calling effect, The setting performance can be executed when power supply is started, The gaming machine is capable of executing the specific performance when the specific attention-calling performance is being executed.
2. A gaming machine that can store the number of game values owned by a player as data and can play a game based on the data, a control means capable of controlling the device to a standby state; a performance execution means for executing a performance, The standby state includes a predetermined standby state and a specific standby state, When the predetermined standby state is shifted to the specific standby state, the specific setting can be set, When the specific setting is set, a specific effect regarding the securing of a gaming right and a predetermined attention-grabbing effect regarding the return of a storage medium capable of storing data on the number of gaming values owned by the player can be executed; The effects include a setting effect that allows the user to recognize that it is possible to select whether to set the specific setting to a state that can be set, and a specific attention-calling effect that is different from the predetermined attention-calling effect, The setting performance can be executed when power supply is started, The gaming machine is capable of executing the specific performance when the specific attention-calling performance is being executed.
Citation Information
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