Gaming machine
The gaming machine addresses the motivation decline by offering customizable light effects, enhancing the video recording experience and reducing the need for editing, thus encouraging players to shoot and share their gameplay.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- NEWGIN KK
- Filing Date
- 2023-06-20
- Publication Date
- 2026-07-02
AI Technical Summary
Players who record and publish videos of their gaming machine play experience often need to edit out inappropriate content, reducing their motivation to shoot videos due to the processing effort.
A gaming machine with an operation means, effect execution means, and effect control means, including light emitting capabilities, allows for customizable light effects such as specific blinking and flashing illuminations to enhance the video recording experience.
The solution enhances player motivation by providing visually engaging light effects that reduce the need for extensive video editing, thereby encouraging video recording and sharing.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, among pachinko gaming machines, which are a type of gaming machine, there are gaming machines that perform various effects, such as the gaming machine described in Patent Document 1.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Today, there are players who play gaming machines and want to shoot videos of how they play the gaming machines and publish the videos. Such players process inappropriate parts in the shot videos and then publish the videos. Therefore, when there are many parts that need to be processed, there is a risk of reducing the motivation to shoot videos.
Means for Solving the Problems
[0005] The gaming machine that solves the above problems includes an operation means that can be operated by a player, an effect execution means that executes an effect, and an effect control means that controls the effect execution means. The effect execution means includes at least a light emitting means capable of emitting a predetermined light. The effects include a specific effect including a specific blinking light emission, and a preliminary effect that suggests or notifies that the specific effect is to be executed. After the start of the preliminary effect, based on the operation of the operation means, the light emission intensity of the specific blinking in the specific effect is lower than the reference setting SpecialIt can be set to a fixed setting, the pre-performance is performed at least in a variable state in which a variable game is being executed, and when the pre-performance is not being executed, in a standby state in which the variable game is not being executed, it can be set to a specific setting based on the operation of the operation means, the specific performance is a performance that can be executed when a winning lottery is won, and when the variable game is not being executed, the light-emitting means can perform special illumination including special flashing illumination, and the illumination of the special flashing in the special illumination is restricted even when the specific setting is set. Furthermore, when the above-mentioned specific setting is enabled, the light intensity of the special flashing is higher than the light intensity of the specified flashing. This is the gist of it. [Effects of the Invention]
[0006] According to the present invention, it is possible to suppress the decline in the desire to shoot videos. [Brief explanation of the drawing]
[0007] [Figure 1] Figure 1 shows the external appearance of a pachinko game machine. [Figure 2] Figure 2 shows the game board as viewed from the front. [Figure 3] Figure 3 shows the electrical configuration of a pachinko game machine. [Figure 4] Figure 4 shows an example of a variation pattern. [Figure 5] Figures 5(a) to 5(d) show examples of the presentation patterns of the Super Reach animation. [Figure 6] Figure 6(a) shows an example of a pre-show effect, and Figure 6(b) shows an example of a light emission restriction effect. [Figure 7] Figure 7(a) shows an example of a menu presentation, and Figure 7(b) shows an example of a setting status presentation. [Figure 8] Figure 8(a) shows an example of a presentation style for a warning effect, and Figure 8(b) shows an example of a presentation style for a demonstration effect. [Figure 9]Figures 9(a) to 9(e) show examples of how pre-show productions and specific productions are carried out. [Figure 10] Figures 10(a) to 10(e) show examples of how pre-show productions and specific productions are carried out. [Figure 11] Figures 11(a) to 11(e) show examples of how pre-show productions and specific productions are carried out. [Figure 12] Figures 12(a) to 12(e) show examples of the execution methods of the pre-show and specific show in the second embodiment. [Figure 13] Figures 13(a) to 13(d) show examples of the special reach animation in the third embodiment. [Figure 14] Figure 14 shows an example of the output limiting effect in the third embodiment. [Figure 15] Figure 15(a) shows an example of the presentation mode for menu display in the third embodiment, and Figure 15(b) shows an example of the presentation mode for setting status display in the third embodiment. [Figure 16] Figures 16(a) to 16(f) show examples of the execution methods of the second pre-show and the second specific show in the third embodiment. [Figure 17] Figure 17 shows the external appearance of a pachinko game machine in the fourth embodiment. [Figure 18] Figure 18 shows an example of a light-emitting element in the fourth embodiment. [Figure 19] Figures 19(a) to 19(c) show an example of how a specific performance is executed in the fourth embodiment. [Modes for carrying out the invention]
[0008] (First Embodiment) The following describes the first embodiment of a pachinko gaming machine. In this specification, top, bottom, left, right, front (front), and back (back) refer to the directions as seen from the player's perspective.
[0009] A pachinko gaming machine 10, which is an example of a gaming machine, is configured as a circulating pachinko gaming machine that circulates game balls inside the machine. Not limited to this, the pachinko gaming machine 10 may be configured as a non-circulating pachinko gaming machine that pays out prize balls and receives the supply of game balls from island facilities or the like. The game balls may be magnetic or non-magnetic. The pachinko gaming machine 10 may be configured to operate independently, or may be configured to operate in cooperation with an external management unit or management server.
[0010] As shown in FIG. 1, the pachinko gaming machine 10 includes a frame body 11. The frame body 11 includes an outer frame 11a for fixing the machine body to the island facility, and a mounting frame 11b for mounting various gaming components. A game board YB described later is assembled to the mounting frame 11b. The mounting frame 11b may include a protection frame for protecting the game board YB.
[0011] The pachinko gaming machine 10 includes a speaker SP. As an example, the speaker SP is provided on the front (surface) of the mounting frame 11b. As an example, the speaker SP is provided at the upper left portion and the upper right portion of the mounting frame 11b. The speaker SP is capable of executing an effect (hereinafter referred to as a sound effect) that outputs a predetermined sound. For example, the predetermined sound is a music piece, a human voice, a sound effect, etc. The speaker SP is an example of sound output means capable of outputting a predetermined sound. The pachinko gaming machine 10 includes a first decorative lamp LA1 and a second decorative lamp LA2. As an example, the first decorative lamp LA1 is provided on the front of the mounting frame 11b. As an example, the first decorative lamp LA1 is provided at the left portion and the right portion of the mounting frame 11b. As an example, the second decorative lamp LA2 is provided on the front of the mounting frame 11b. As an example, the second decorative lamp LA2 is provided at the upper portion of the mounting frame 11b. Each of the first decorative lamp LA1 and the second decorative lamp LA2 is capable of executing an effect (hereinafter referred to as a light emission effect) by lighting, flashing, and extinguishing a built-in light emitter (not shown). The first decorative lamp LA1 is an example of light emission means capable of performing a predetermined light emission. The second decorative lamp LA2 is an example of light emission means different from the first decorative lamp LA1 as light emission means. The first decorative lamp LA1 is an example of first light emission means capable of performing a predetermined light emission. The second decorative lamp LA2 is an example of second light emission means capable of performing a predetermined light emission.
[0012] The pachinko game machine 10 includes a launch handle HD which is operated when launching game balls. The pachinko game machine 10 includes a performance button BT. The performance button BT is composed of a single operable part. The performance button BT is an example of an operating means that can be operated by a player. The pachinko game machine 10 includes a performance lever LV. The performance lever LV is composed of a single operable part. The performance lever LV is an example of an operating means other than the performance button BT as an operating means. The pachinko game machine 10 includes a directional button JB. The directional button JB is composed of multiple operable parts. For example, the directional button JB is composed of multiple operable parts, namely an up button JBu, a down button JBd, a left button JBl, and a right button JBr. For example, the directional button JB may be composed of a single operable part. For example, the directional button JB may be a so-called joystick. Furthermore, the pachinko game machine 10 does not necessarily have to be equipped with some or all of the performance buttons BT, performance lever LV, and cross buttons JB, and may be equipped with other operating means.
[0013] As shown in Figure 2, a roughly circular game area YBa is formed on the front of the game board YB when viewed from the front. A display window YBb is formed approximately in the center of the game area YBa. To the left of the game area YBa, a launching passage YBc is formed which guides the game balls launched by the operation of the launching handle HD into the game area YBa.
[0014] The pachinko game machine 10 includes a first special symbol display device 19a, a second special symbol display device 19b, a first reserve display device 19c, a second reserve display device 19d, and a regular symbol display device 19e. As an example, each of the display devices 19a to 19e is installed in a position on the game board YB that is visible to the player.
[0015] The first special symbol display device 19a is capable of executing the first special symbol variation game (hereinafter referred to as the first special game), which displays a predetermined symbol in a variable manner and then ultimately displays the first special symbol in a stopped position. The second special symbol display device 19b is capable of executing the second special symbol variation game (hereinafter referred to as the second special game), which displays a predetermined symbol in a variable manner and then ultimately displays the second special symbol in a stopped position. Each special symbol is a symbol used to notify the result of an internal lottery (a lottery for winning special symbols). Hereinafter, the first special game and the second special game will be collectively referred to as the "special game". Special symbols include a jackpot symbol as the result of a jackpot display and a losing symbol as the result of a losing display. If a jackpot is won in the lottery for winning special symbols, the jackpot symbol will be displayed in a stopped position in the special game. After that, a jackpot game is awarded after the special game in which the jackpot symbol was displayed in a stopped position ends.
[0016] The first hold display device 19c displays information that allows for the identification of the number of times the first special game has been held in abeyance 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 device 19d displays information that allows for the identification of the number of times the second special game has been held in abeyance because the hold condition has been met but the start condition has not yet been met (hereinafter referred to as the second hold number). As an example, the upper limit for each hold number is 4. However, the upper limit for each hold number may be 1 to 3, or 5 or more. Also, the upper limits for the first hold number and the second hold number may be different.
[0017] The regular symbol display device 19e is capable of running a regular game in which predetermined symbols are displayed in a variable manner, and finally a regular symbol is displayed in a stopped position. The regular symbol is a symbol used to notify the result of an internal lottery (a lottery for winning regular symbols). There are regular winning symbols and regular losing symbols. If the lottery for winning regular symbols is won, the regular winning symbol is displayed in a stopped position during the regular game. After the regular game in which the regular winning symbol was displayed ends, a regular winning game is awarded.
[0018] The pachinko game machine 10 may be equipped with a normal hold display device, a right-hand play display device, and a round display device. The normal hold display device displays information that can identify the number of normal games (hereinafter referred to as the normal hold count) in which the execution of the normal game is suspended because the hold condition has been met but the start condition has not yet been met. The right-hand play display device displays information that instructs the player to play to the right. Playing to the right involves setting the launch intensity to be stronger so that the game balls flow down the area to the right of the display window YBb within the game area YBa. The round display device notifies the upper limit of the number of round games, which will be described later.
[0019] The pachinko game machine 10 is equipped with a performance display device EH. The performance display device EH has a display area R on which an image can be displayed. The performance display device EH is an example of a display means capable of displaying predetermined information. The performance display device EH is assembled to the game board YB so that the display area R can be viewed through the display window YBb. As an example, the performance display device EH is a liquid crystal display device. The performance display device EH is capable of performing a performance (hereinafter referred to as a display performance) that displays a predetermined object as an image. For example, predetermined objects include performance patterns (decorative patterns), characters, landscapes, letters, numbers, and symbols. Hereinafter, when it is simply said that these characters, etc. are "displayed", it means that these characters, etc. are displayed as images. The performance display device EH, speaker SP, first decorative lamp LA1, and second decorative lamp LA2 are each performance devices capable of performing a performance. The performance display device EH, speaker SP, first decorative lamp LA1, and second decorative lamp LA2 form a performance device group ES consisting of multiple performance devices. In other words, the performance device group ES includes a performance display device EH, a speaker SP, a first decorative lamp LA1, and a second decorative lamp LA2. The performance device group ES is an example of a performance execution means for executing performances.
[0020] As an example, one of the display effects in the EH display device is a variable symbol game using multiple rows of symbols (hereinafter referred to as the "effect game"). In the effect game, after multiple rows of symbols are displayed in a variable manner, a final combination of symbols (hereinafter referred to as the "symbol combination") is displayed in a fixed position. The symbols are characters and patterns that have been decorated, and are used to diversify the display effects. As an example, the effect game is performed by displaying the symbols in the left, middle, and right symbol rows in a variable manner in a predetermined direction.
[0021] The performance game starts together with the special game. The performance game ends together with the special game. In the performance game, the symbol combinations corresponding to the special symbols that stop and are displayed in the special game are displayed. When a winning symbol stops and is displayed in the special game, the winning symbol combination is displayed in the performance game. When a losing symbol stops and is displayed in the special game, the losing symbol combination is displayed in the performance game. Hereinafter, the first special game and the performance game executed in conjunction with it will be collectively referred to as the "first variation game." Similarly, the second special game and the performance game executed in conjunction with it will be collectively referred to as the "second variation game." Furthermore, the first variation game and the second variation game will be collectively referred to as the "variation game."
[0022] The game's presentation may include a "reach" presentation. A reach presentation is a presentation that forms a "reach" and ultimately stops displaying a predetermined combination of symbols. For example, a reach is a state in which the same presentation symbols are temporarily stopped in the left and right rows of symbols, and the presentation symbols continue to change and display in the middle row of symbols. There are two types of reach presentations: normal reach presentations and super reach presentations. In the following explanation, normal reach presentations may be referred to as NR presentations, and super reach presentations as SR presentations. SR presentations have a higher probability of resulting in a big win compared to NR presentations. As an example, SR presentations may be executed via NR presentations or without going through NR presentations.
[0023] The game area YBa has multiple entry points (ball entry points) into which game balls can be entered. The entry points include at least a first start point 12, a second start point 13, and a large entry point 14. The first start point 12 is an entry point into which game balls are entered in order to fulfill the conditions for awarding prize balls and the conditions for starting the first variable game. The first start point 12 is located below the performance display device EH and is open at all times so that game balls can be entered. The game board YB is equipped with a first start sensor SE1 that detects game balls that have entered the first start point 12 (see Figure 3).
[0024] The second starting opening 13 is a prize-winning opening into which game balls are inserted to fulfill the conditions for awarding prize balls and for starting the second variable game. The second starting opening 13 is located to the right of the first starting opening 12. The second starting opening 13 is equipped with a standard opening / closing piece 13a, which is exemplified by a door. When a normal winning game is not awarded, the second starting opening 13 is closed so that game balls cannot enter or are difficult to enter. When a normal winning game is awarded, the second starting opening 13 is opened so that game balls can enter or are easy to enter. The game board YB is equipped with a standard solenoid SL1 as a means for operating the standard opening / closing piece 13a (see Figure 3). The game board YB is equipped with a second starting sensor SE2 for detecting game balls that have entered the second starting opening 13 (see Figure 3). The second starting opening 13 is a so-called "standard electric mechanism".
[0025] The large prize slot 14 is a slot into which game balls are entered in order to fulfill the conditions for awarding prize balls. The large prize slot 14 is located in the lower right of the performance display device EH. The large prize slot 14 is equipped with a special opening / closing piece 14a, which is one example of a door shape. The large prize slot 14 is closed to prevent game balls from entering when a jackpot game has not been awarded. The large prize slot 14 is opened to allow game balls to enter or to facilitate their entry when a jackpot game has been awarded. The game board YB is equipped with a special solenoid SL2 as a means for operating the special opening / closing piece 14a (see Figure 3). The game board YB is equipped with a count sensor SE3 for detecting game balls that have entered the large prize slot 14 (see Figure 3).
[0026] A gate 17 is provided in the game area YBa. The gate 17 is located to the right of the game area YBa, above the second starting gate 13 and the big prize gate 14. The gate 17 has a gate opening 17a that is always open to allow game balls to enter. A gate sensor SE4 is provided in the gate opening 17a to detect game balls entering and passing through (see Figure 3). The gate 17 is an entry point into which game balls are entered in order to fulfill the conditions for starting a normal game. The conditions for awarding prize balls are not met even if game balls enter the gate 17.
[0027] The game area YBa has an out-out opening 18 into which game balls can be entered. The out-out opening 18 is an entry point for collecting game balls that did not enter the first start-up opening 12, the second start-up opening 13, or the big prize-winning opening 14 from the game area YBa.
[0028] Next, I will explain the jackpot game. In a jackpot game, a predetermined sequence of events is performed for a set period of time (hereinafter referred to as the opening time). For example, this sequence of events is an opening sequence that signals the start of a jackpot game. After the opening time has elapsed, a round of games is played, opening the large prize slot 14, up to a predetermined maximum number of times. Each round of games ends when a predetermined maximum number of game balls enters the slot, or when a predetermined maximum time has elapsed. During the rounds, the large prize slot 14 is opened in a predetermined opening pattern. Each round of games includes a round sequence of events. In a jackpot game, once the final round of games has ended, a predetermined sequence of events is played for a set period of time (hereinafter referred to as the ending time). For example, this sequence of events is an ending sequence that signals the end of the jackpot game. The jackpot game ends when the ending time has elapsed.
[0029] This explains the functions of the Pachinko game machine 10. The pachinko game machine 10 is equipped with a probability variation function (hereinafter referred to as the probability variation function). The probability variation function is a function that changes the probability of winning a jackpot in the special symbol winning lottery (hereinafter referred to as the jackpot probability). Pachinko game machine 10 has two states in which the jackpot probability can differ: a low probability state in which the probability variation function is not activated, and a high probability state in which the probability variation function is activated. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state. The high probability state is advantageous for the player because it makes it easier to win a jackpot in the special symbol winning lottery. The high probability state is what is known as the "probability variation state (probability variation state)".
[0030] The pachinko game machine 10 is equipped with a ball entry assistance function. The ball entry assistance function is a function to assist in the entry of the ball into the second starting opening 13. The pachinko game machine 10 has two states in which the probability of a game ball entering the second starting opening 13 differs: a low ball entry rate state in which the ball entry assistance function is not activated, and a high ball entry rate state in which the ball entry assistance function is activated. In the high ball entry rate state, the probability of a game ball entering the second starting opening 13 is higher than in the low ball entry rate state. In the high ball entry rate state, the probability of a game ball entering the second starting opening 13 increases. Since it becomes easier for game balls to enter the second starting opening 13 in the high ball entry rate state, it becomes a favorable state for the player (easy ball entry state).
[0031] For example, a high ball entry rate state can be achieved by performing one of the three controls described below, either by selecting one arbitrarily or by combining multiple controls. The first control is a control that shortens the variation time of the normal symbols, making the variation time of the normal game shorter than in the low ball entry rate state. The second control is a control that changes the probability of winning the normal win lottery (normal win probability) to a higher probability than in the low ball entry rate state. The third control is an opening time extension control that makes the total opening time of the second start opening 13 in one normal win game longer than in the low ball entry rate state. The opening time extension control should be at least one of the following: a control that increases the number of times the second start opening 13 is opened in one normal win game compared to the low ball entry rate state, and a control that makes the single opening time of the second start opening 13 in a normal win game longer than in the low ball entry rate state.
[0032] A high ball-scoring rate state can also be achieved by combining it with the fourth control described below. The fourth control is a special symbol variation time reduction control, which shortens the variation time of the special game (for example, the average variation time) compared to the low ball-scoring rate state. When special symbol variation time reduction control is performed, a high ball-scoring rate state becomes a special symbol variation time reduction state (time-saving state), while a low ball-scoring rate state becomes a special symbol non-variation time reduction state (non-time-saving state).
[0033] The game state in the pachinko game machine 10 is determined by the combination of whether or not the probability variation function is activated and whether or not the ball entry assistance function is activated. In the following explanation, a game state that is both a low probability state and a low ball entry rate state is referred to as a "low probability non-time reduction state". A game state that is both a high probability state and a low ball entry rate state is referred to as a "high probability non-time reduction state". A game state that is both a low probability state and a high ball entry rate state is referred to as a "low probability time reduction state". A game state that is both a high probability state and a high ball entry rate state is referred to as a "high probability time reduction state".
[0034] Next, we will explain the electrical configuration of the pachinko game machine 10. As shown in Figure 3, the pachinko game machine 10 includes a main board 40 and a sub-board 50 on the back (rear) side of the game board YB. The main board 40 and the sub-board 50 are connected in such a way that control signals (control commands) can be output in one direction from the main board 40 to the sub-board 50. The main board 40 performs predetermined processing and outputs control signals to the sub-board 50. The sub-board 50 performs predetermined processing based on the control signals input from the main board 40.
[0035] The main board 40 will now be described. The main board 40 comprises a main CPU 41, a main ROM 42, a main RAM 43, and a random number generation circuit 44. The main CPU 41 executes processes related to the progress of the game by executing the main control program. The main ROM 42 stores the main control program, judgment values used for various judgments and lotteries, and tables.
[0036] The main ROM 42 stores multiple types of variation patterns. A variation pattern is information that identifies the variation time from the start to the end of a variation game. A variation pattern is information that identifies the variation content (presentation content) of a variation game. There are two types of variation patterns: jackpot variation patterns and losing variation patterns. Jackpot variation patterns identify the variation content in a presentation game that, after a reach presentation, ultimately displays a jackpot combination of symbols. Losing variation patterns identify the variation content in a presentation game that, after a reach presentation, or without a reach presentation, ultimately displays a losing combination of symbols. Details of variation patterns will be described later.
[0037] The main RAM 43 stores various information that is rewritten according to the processing results of the main CPU 41. For example, the information stored in the main RAM 43 may include flags, counters, and timers. The random number generation circuit 44 generates hardware random numbers. The main board 40 may be configured to generate software random numbers through the random number generation process performed by the main CPU 41.
[0038] The main board 40 is connected to each of the sensors SE1 to SE4. The main CPU 41 can receive detection signals output by each of the sensors SE1 to SE4 when they detect a game ball. The main board 40 is connected to each of the display devices 19a to 19e. The main CPU 41 can control the display content of each of the display devices 19a to 19e. The main board 40 is connected to each of the solenoids SL1 and SL2. By controlling the operation of each of the solenoids SL1 and SL2, the main CPU 41 can control the opening modes of the second starting opening 13 and the large prize opening 14.
[0039] Next, we will describe the sub-board 50. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RAM 53. The sub-CPU 51 performs processing related to the game's presentation by executing a sub-control program. The sub-ROM 52 stores the sub-control program and judgment values used for predetermined lotteries. The sub-ROM 52 also stores display presentation data used for display presentations, light-emitting presentation data used for light-emitting presentations, and sound presentation data used for sound presentations. The sub-RAM 53 stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the sub-RAM 53 may include flags, counters, and timers. The sub-board 50 is configured to generate software random numbers through random number generation processing by the sub-CPU 51. The sub-board 50 may also include a random number generation circuit and be configured to generate hardware random numbers using this random number generation circuit.
[0040] Sub-board 50 is connected to the performance display device EH. Sub-CPU 51 can control the display content in the display area R of the performance display device EH. Sub-board 50 is connected to the speaker SP. Sub-CPU 51 can control the output content of the speaker SP. Sub-board 50 is connected to the first decorative lamp LA1. Sub-CPU 51 can control the light emission mode of the first decorative lamp LA1. Sub-board 50 is connected to the second decorative lamp LA2. Sub-CPU 51 can control the light emission mode of the second decorative lamp LA2. The sub-CPU 51, which controls the performance display device EH, speaker SP, first decorative lamp LA1, and second decorative lamp LA2, is an example of a performance control means for controlling the performance device group ES as a performance execution means.
[0041] Sub-board 50 is connected to the performance button BT. Sub-CPU 51 can receive an operation signal indicating that the performance button BT has been operated. Sub-board 50 is connected to the performance lever LV. Sub-CPU 51 can receive an operation signal indicating that the performance lever LV has been operated. Sub-board 50 is connected to the directional buttons JB. Sub-CPU 51 can receive an operation signal indicating that the directional buttons JB have been operated. For example, sub-CPU 51 can receive an operation signal indicating that the up button JBu has been operated. For example, sub-CPU 51 can receive an operation signal indicating that the down button JBd has been operated. For example, sub-CPU 51 can receive an operation signal indicating that the left button JBr has been operated. For example, sub-CPU 51 can receive an operation signal indicating that the right button JBr has been operated.
[0042] Furthermore, the pachinko game machine 10 is equipped with a backup function. In this embodiment, both the main board 40 and the sub-board 50 are equipped with a backup function. The pachinko game machine 10 equipped with a backup function retains information related to game control stored in the main RAM 43 of the main board 40 (hereinafter referred to as main backup information) for a predetermined period even if the power supply is interrupted, and can recover based on the main backup information when the power supply is restarted. In addition, the pachinko game machine 10 equipped with a backup function retains information related to performance control stored in the sub-RAM 53 of the sub-board 50 (hereinafter referred to as sub-backup information) for a predetermined period even if the power supply is interrupted, and can recover based on the sub-backup information when the power supply is restarted.
[0043] For example, the main backup information includes information about special games, information about winning games, and information about the game state. Information about special games includes information that can identify the result of the winning lottery, information that can identify the variation pattern of the special game, and information that can identify the special symbols derived in the special game. Information about winning games includes information that can identify the progress of the winning game. Information about the game state includes information that can identify whether it is in a high probability state, information that can identify whether it is in an improved ball entry rate state, and the remaining number of special games that can grant the improved ball entry rate state if it is in a high probability state.
[0044] As an example, secondary backup information includes information about the performance game, information about winning game performances, and information about the performance mode. Information about the performance game includes information that can identify the result of the winning lottery, information that can identify the variation pattern, information that can identify the progress of the performance game, and information that can identify the progress of various performances and various notifications. Information about winning game performances includes information that can identify the progress of the winning game performance. Information about the performance mode includes information that can identify the current performance mode, the number of variation games played since staying in the current performance mode, etc.
[0045] For example, the predetermined period is the period from when the backup power supply (e.g., an electric double-layer capacitor) is discharged until it becomes impossible to supply power from that backup power supply. Furthermore, the pachinko game machine 10 may retain its backup information even after the power supply is stopped, as it is a non-volatile memory capable of retaining its contents even when power is not supplied to the main RAM 43 and sub-RAM 53.
[0046] When power is supplied to the pachinko game machine 10 and it is started up (including when power is restored), the main CPU 41 determines whether or not to initialize the main backup information stored in the main RAM 43. For example, the main CPU 41 determines to initialize the main backup information when it receives an operation signal from an initialization switch (not shown). If it determines not to initialize the main backup information, it determines whether the main backup information stored in the main RAM 43 is normal. If the main backup information is normal, the main CPU 41 executes a recovery process based on the main backup information. As a result, the pachinko game machine 10 is restored based on the main backup information in the main RAM 43. The determination of whether the main backup information is normal or abnormal is performed, for example, by checking the status of the main backup flag and checking whether the checksum of the main backup information matches. When the main CPU 41 restores based on the main backup information, it outputs control information (hereinafter referred to as a recovery command) that can identify that the system has been restored based on the main backup information to the sub-CPU 51. When the sub-CPU 51 receives a recovery command, it determines whether the sub-backup information is normal. If the secondary backup information is normal, the secondary CPU 51 executes a recovery process based on the secondary backup information. As a result, the pachinko game machine 10 is restored based on the secondary backup information in the secondary RAM 53. Whether the secondary backup information is normal or abnormal is determined, for example, by checking the status of the secondary backup flag and verifying that the checksum of the secondary backup information matches. When the secondary CPU 51 restores based on the secondary backup information, it controls the performance device group ES to execute a recovery notification that allows recognition that the system has been restored based on the secondary backup information. Note that some information stored in the main RAM 43 and secondary RAM 53 that is different from each backup information (hereinafter referred to as non-backup information) is initialized when power supply is started, regardless of whether the system is restored based on each backup information.
[0047] On the other hand, if it determines that it is time to initialize the main backup information, or if the main backup information stored in the main RAM 43 is abnormal, the main CPU 41 will initialize the main backup information. After that, the main CPU 41 will execute startup processing based on the initialized main backup information. When the main CPU 41 initializes the main backup information, it outputs control information (hereinafter referred to as an initialization command) to the sub-CPU 51 that can identify that the main backup information has been initialized. When an initialization command is input, or if the sub-backup information stored in the sub-RAM 53 is abnormal, the sub-CPU 51 will initialize the sub-backup information. After that, the sub-CPU 51 will execute startup processing based on the initialized sub-backup information. When the sub-CPU 51 initializes the sub-backup information, it controls the performance device group ES to execute initialization notification that can recognize that the sub-backup information has been initialized.
[0048] Next, we will explain the various processes performed by the main CPU 41. The main CPU 41 performs timer interrupt processing, such as special symbol input processing and special symbol start processing, at predetermined control cycles (e.g., 4ms).
[0049] This section explains the special symbol input process. The main CPU 41 determines whether a game ball has entered the first start opening 12 based on whether or not it has received a detection signal from the first start sensor SE1. If a game ball has entered the first start opening 12, the main CPU 41 determines whether or not the first reserved number stored in the main RAM 43 is less than the upper limit. If the first reserved number is less than the upper limit, the main CPU 41 updates the first reserved number by adding 1. Subsequently, the main CPU 41 controls the first reserved display device 19c to display information that allows for the identification of the updated first reserved number. The main CPU 41 outputs a control command (hereinafter referred to as the first reserved number command) that allows for the identification of the first reserved number after the addition to the first reserved number to the sub-board 50. Thus, the reservation condition for the first special game can be met if the first reserved number is less than the upper limit and a game ball is detected by the first start sensor SE1.
[0050] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44 and stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers may be winning random numbers used for the special symbol lottery, winning symbol random numbers used to determine the winning symbols, and variation pattern random numbers used to determine the variation pattern. The main CPU 41 stores the random number information in such a way that it is possible to identify that it is random number information for the first special game and that the storage order of the random number information can be identified. The random number information may be the acquired random numbers themselves, or it may be information obtained by processing the random numbers using a predetermined method. By storing the random number information used for the first special game in the main RAM 43, the pachinko game machine 10 can postpone its execution until the start conditions for the first special game are met.
[0051] When the main CPU 41 has stored random number information for the first special game in the main RAM 43, and the game ball has not entered the first start port 12, and the first reserve number is not less than the upper limit, the main CPU 41 determines whether or not a detection signal has been input from the second start sensor SE2, based on whether or not a game ball has entered the second start port 13. If a game ball has entered the second start port 13, the main CPU 41 determines whether or not the second reserve number stored in the main RAM 43 is less than the upper limit. If the second reserve number is less than the upper limit, the main CPU 41 updates the second reserve number by adding 1. The main CPU 41 controls the second reserve display device 19d to display information that allows for the identification of the second reserve number after the addition. The main CPU 41 outputs a control command (hereinafter referred to as the second reserve number command) that allows for the identification of the second reserve number after the addition to the sub-board 50. The conditions for holding the second special game are that the number of held games in the second game is less than the upper limit, and the game ball is detected by the second start sensor SE2.
[0052] Next, the main CPU 41 acquires random numbers generated within the main board 40 and stores random number information based on the acquired random numbers in the main RAM 43. The main CPU 41 stores the random number information in such a way that it is possible to identify that it is random number information to be used for the second special game and the order in which the random number information is stored. By storing the random number information to be used for the second special game in the main RAM 43, the pachinko game machine 10 can postpone the execution of the second special game until the start conditions for the second special game are met. If the random number information for the second special game is stored in the main RAM 43, and no game balls have entered the second start opening 13, and the second reserve number is not less than the upper limit, the main CPU 41 terminates the special symbol input process.
[0053] Next, we will explain the process for initiating the special pattern. The main CPU 41 determines whether the conditions for starting a special game are met. The main CPU 41 makes a positive determination if neither a jackpot game nor a special game is in progress, and a negative determination if either a jackpot game or a special game is in progress. If the conditions for starting a special game are not met, the main CPU 41 terminates the special symbol start process. If the conditions for starting a special game are met, the main CPU 41 determines whether the second reserve number is greater than zero.
[0054] If the second reserve number is greater than zero, the main CPU 41 performs the process of executing the second special game. Specifically, the main CPU 41 updates the second reserve number by subtracting 1. The main CPU 41 controls the second reserve display device 19d to display information that allows for the identification of the second reserve number after the subtraction. The main CPU 41 outputs a second reserve number command that allows for the identification of the second reserve number after the subtraction to the sub-board 50. Next, the main CPU 41 obtains the first stored random number information from the main RAM 43 among the random number information for the second special game. The main CPU 41 uses the winning random number identified from the obtained random number information to perform a jackpot lottery (jackpot determination) to determine whether or not to award a jackpot. The main CPU 41 performs the jackpot lottery with a jackpot probability corresponding to the current probability state.
[0055] If a jackpot is not won, the main CPU 41 performs a losing spin process. In the losing spin process, the main CPU 41 determines the losing symbols to be displayed in the second special game. The main CPU 41 uses random numbers that can be identified from the random number information to perform a spin pattern determination lottery and determines a spin pattern from among multiple losing spin patterns. After that, the main CPU 41 terminates the special symbol start process.
[0056] As shown in Figure 4, as an example, the losing variation patterns include variation pattern HP1, variation pattern HP2, variation pattern HP3, and variation pattern HP4. Variation pattern HP1 is a variation pattern that identifies the variation content in the performance game where the symbol combination ultimately stops and displays a losing outcome without going through a reach animation. Variation pattern HP2 is a variation pattern that identifies the variation content in the performance game where the symbol combination ultimately stops and displays a losing outcome after going through an NR animation. As an example, variation patterns HP3 and HP4 are variation patterns that identify the variation content in the performance game where the symbol combination ultimately stops and displays a losing outcome after going through an SR animation. Variation pattern HP3 is a variation pattern that identifies the variation content that develops from an NR animation to an SR animation. Variation pattern HP4 is a variation pattern that identifies the variation content that develops from an NR animation to an SR animation.
[0057] If a jackpot is won, the main CPU 41 performs the jackpot variation process. In the jackpot variation process, the main CPU 41 uses a random number that can be identified from the random number information to draw for the jackpot symbols and determines which jackpot symbols will be displayed in the second special game. The main CPU 41 uses a random number that can be identified from the random number information to draw for the variation pattern and determines a variation pattern from among several jackpot variation patterns. After that, the main CPU 41 finishes the special symbol start process.
[0058] As an example, there are three types of jackpot variation patterns: variation pattern HP5, variation pattern HP6, and variation pattern HP7. Variation pattern HP5 is a jackpot variation pattern that identifies the variation content that, in the performance game, goes through the NR (Normal) performance and ultimately displays the combination of symbols that will result in a jackpot. Variation patterns HP6 and HP7 are variation patterns that identify the variation content that, in the performance game, goes through the SR (Super Rare) performance and ultimately displays the combination of symbols that will result in a jackpot. Variation pattern HP6 is a variation pattern that identifies the variation content that develops from the NR performance to the SR performance. Variation pattern HP7 is a variation pattern that identifies the variation content that develops from the NR performance to the SR performance without going through the NR performance.
[0059] If the second reserved number is zero, the main CPU 41 determines whether the first reserved number is greater than zero. If the first reserved number is zero, the main CPU 41 terminates the special symbol start process. If the first reserved number is greater than zero, the main CPU 41 performs the process of executing the first special game. Specifically, the main CPU 41 updates the first reserved number by subtracting 1. The main CPU 41 controls the first reserved number display device 19c to display information that allows for the identification of the first reserved number after the subtraction. The main CPU 41 outputs a first reserved number command that allows for the identification of the first reserved number after the subtraction to the sub-board 50. Next, the main CPU 41 obtains the first stored random number information from the main RAM 43 among the random number information for the first special game. The main CPU 41 uses the winning random number identified from the obtained random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won. The main CPU 41 performs a jackpot lottery with a jackpot probability corresponding to the current probability state.
[0060] If a jackpot is not won, the main CPU 41 performs a losing spin process. In the losing spin process, the main CPU 41 determines the losing symbols to be displayed in the first special game. The main CPU 41 performs a spin pattern determination lottery using spin pattern random numbers that can be identified from the random number information, and determines a spin pattern from among several losing spin patterns. For example, the main CPU 41 performs a spin pattern determination lottery using spin pattern random numbers that can be identified from the random number information, and determines spin pattern HP1, spin pattern HP2, spin pattern HP3, or spin pattern HP4 as the spin pattern. After that, the main CPU 41 ends the special symbol start process.
[0061] If a jackpot is won, the main CPU 41 performs the jackpot variation process. In the jackpot variation process, the main CPU 41 uses a random number that can be identified from the random number information to draw jackpot symbols and determines the jackpot symbols to be displayed in the first special game. The main CPU 41 uses a random number that can be identified from the random number information to draw a variation pattern and determines a variation pattern from among several jackpot variation patterns. For example, the main CPU 41 uses a random number that can be identified from the random number information to draw a variation pattern and determines variation pattern HP5, variation pattern HP6, or variation pattern HP7 as the variation pattern. After that, the main CPU 41 finishes the special symbol start process.
[0062] The main CPU 41 outputs a spin start command and a special symbol command to the sub-board 50 during the jackpot spin processing and the loss spin processing. The spin start command is a control command that can specify the spin pattern determined in each spin processing and the start of the spin game. The special symbol command is a control command that can specify the special symbol (jackpot symbol or loss symbol) determined in each spin processing. Note that the spin start command and the special symbol command are different control commands when the spin processing of the first special game is executed and when the spin processing of the second special game is executed.
[0063] When the special symbol start process is completed, the main CPU 41 executes either the first special game or the second special game through a process separate from the special symbol start process. When executing the first special game, the main CPU 41 controls the first special symbol display device 19a to start displaying the variation of a predetermined symbol. The main CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main CPU 41 controls the first special symbol display device 19a to stop displaying the special symbol determined in the special symbol start process. When the variation time defined in the variation pattern has elapsed, the main CPU 41 outputs a control command (hereinafter referred to as the variation end command) that can identify the end of the variation game to the sub-board 50.
[0064] When executing the second special game, the main CPU 41 controls the second special symbol display device 19b to start displaying a predetermined symbol variation. The main CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main CPU 41 controls the second special symbol display device 19b to stop displaying the special symbol determined in the special symbol start process. When the variation time defined in the variation pattern has elapsed, the main CPU 41 outputs a variation end command to the sub-board 50. As described above, the main CPU 41 is configured to perform a winning lottery triggered by the entry of a game ball into the start slot by executing the special symbol input process and the special symbol start process. The main CPU 41 is an example of a variation game execution means that executes a variation game.
[0065] This explains the processing of winning games. The jackpot game processing is the process for granting a jackpot game. When the main CPU 41 stops and displays a jackpot symbol in a special game, it executes the jackpot game processing after the special game for the jackpot has ended. Based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing, the main CPU 41 identifies the type of jackpot game. The main CPU 41 then grants the identified type of jackpot game. For example, there are two types of jackpots: the first jackpot, based on the first jackpot symbol, and the second jackpot, based on a second jackpot symbol different from the first jackpot symbol. In the following explanation, the jackpot game based on the first jackpot will be referred to as the first jackpot game, and the jackpot game based on the second jackpot will be referred to as the second jackpot game. The first jackpot game and the second jackpot game are jackpot games that have different game states after they end.
[0066] First, the main CPU 41 outputs a control command (hereinafter referred to as the opening command) to the sub-board 50 that can identify the start of the opening time. For example, the opening command may include information that can identify the type of jackpot game. Once the opening time has elapsed, the main CPU 41 performs processing to execute the round game. That is, the main CPU 41 controls the special solenoid SL2 using the opening control data for the identified jackpot game to open the large prize winning opening 14. When the number of game balls detected by the count sensor SE3 reaches the above-mentioned upper limit, or when the above-mentioned upper limit time has elapsed, the main CPU 41 controls the special solenoid SL2 to close the large prize winning opening 14, thereby ending the round game. The main CPU 41 repeats this processing to execute the round game until the maximum number of round games specified for the jackpot game have ended. Each time a round game is started, the main CPU 41 outputs a control command (hereinafter referred to as the round command) to the sub-board 50 that can identify the start of the jackpot round game. When the final round of gameplay ends, the main CPU 41 outputs a control command (hereinafter referred to as the ending start command) to the sub-board 50 that can identify the start of the ending time. When the ending time has elapsed, the main CPU 41 terminates the jackpot game. The main CPU 41 outputs a control command (hereinafter referred to as the ending end command) to the sub-board 50 that can identify the elapsed ending time. This makes it possible to execute a variable game based on the result of the winning lottery, and after the end of the variable game, a jackpot game is awarded based on the result of the winning lottery. The jackpot game is an example of a reward. The main CPU 41 is an example of a reward awarding means that awards the jackpot game, which is an example of a reward.
[0067] This section explains the game state transition process, which involves changing the game state. Game state transitions include probability transitions, which change the probability state, and ball entry rate transitions, which change the ball entry rate state. For example, in game state transitions, the probability transition is executed first, followed by the ball entry rate transition.
[0068] First, let's explain the probability transition process. When the first jackpot game ends, the main CPU 41 sets a high probability flag in the main RAM 43. In other words, the main CPU 41 controls the game to be in a high probability state. After the first jackpot game ends, the main CPU 41 does not clear the high probability flag until the next jackpot game is awarded. On the other hand, when the second jackpot game ends, the main CPU 41 does not set a high probability flag in the main RAM 43. In other words, the main CPU 41 controls the game to be in a low probability state. When the main CPU 41 starts a jackpot game and the high probability flag is set, it clears the high probability flag. In other words, the main CPU 41 controls the game to be in a low probability state during the jackpot game.
[0069] Next, I will explain the process for transferring the ball entry rate. The main CPU 41 sets an activation flag in the main RAM 43 when the first or second jackpot game ends. In other words, the main CPU 41 controls the game to a high ball entry rate state. After the second jackpot game ends, the main CPU 41 counts the number of special games executed after the jackpot game ends by updating the value of the execution counter stored in the main RAM 43 each time a special game is started. When the number of special games executed after the jackpot game ends reaches the activation count, the main CPU 41 clears the activation flag stored in the main RAM 43. In other words, after the second jackpot game ends, the main CPU 41 controls the game to a low ball entry rate state when the activation count of the special game ends. After the first jackpot game ends, the main CPU 41 does not clear the activation flag until the next jackpot game is awarded. When the main CPU 41 starts a jackpot game and the activation flag is set, it clears the activation flag. In other words, the main CPU 41 controls the game to a low ball entry rate state during a jackpot game.
[0070] Through probability transition processing and ball entry rate transition processing, after the first jackpot game ends, the game is controlled to a high probability state and a high ball entry rate state. In other words, after the first jackpot game ends, the game is controlled to a high probability time-saving state. Similarly, after the second jackpot game ends, the game is controlled to a low probability state and a high ball entry rate state. In other words, after the second jackpot game ends, the game is controlled to a low probability time-saving state. In this way, the main CPU 41 can control the game state to be advantageous to the player, triggered by the end of a jackpot game. In other words, the pachinko game machine 10 can execute a variable game based on the result of the winning lottery, and after the end of the variable game, a game state advantageous to the player is granted based on the result of the winning lottery. The first jackpot game is a jackpot game in which the game state is controlled to be more advantageous after the end of the jackpot game compared to after the end of the second jackpot game. A game state that is advantageous to the player is one example of a reward. The main CPU 41 is one example of a reward-granting means that grants a "game state that is advantageous to the player," which is one example of a reward.
[0071] This section explains the normal pattern input process. The main CPU 41 executes a normal symbol input process as a timer interrupt process. In the normal symbol input process, the main CPU 41 determines whether a game ball has entered the gate 17 based on whether or not it has received a detection signal from the gate sensor SE4. If a game ball has entered the gate 17, the main CPU 41 determines whether or not the number of normal reserved balls stored in the main RAM 43 is less than the upper limit. For example, the upper limit for the number of normal reserved balls is 4. If the number of normal reserved balls is less than the upper limit, the main CPU 41 updates the number of normal reserved balls by adding 1.
[0072] Next, the main CPU 41 acquires the random numbers generated by the random number generation circuit 44 and stores random number information based on the acquired random numbers in the main RAM 43. For example, the random numbers may be winning random numbers used for the lottery of winning regular symbols, and winning symbol random numbers used for determining regular symbols. The main CPU 41 stores the random number information in such a way that the storage order of the random number information can be specified.
[0073] Next, we will explain the process for starting the normal pattern. The main CPU 41 executes a normal symbol start process as a timer interrupt process. In the normal symbol start process, the main CPU 41 determines whether the conditions for starting a normal game are met. The main CPU 41 makes a positive determination if neither a normal win game nor a normal game is in progress, and a negative determination if either a normal win game or a normal game is in progress. If the conditions for starting a normal game are not met, the main CPU 41 terminates the normal symbol start process. If the conditions for starting a normal game are met, the main CPU 41 determines whether the normal reserve count is greater than zero. If the normal reserve count is zero, the main CPU 41 terminates the normal symbol start process.
[0074] If the normal reserve count is greater than zero, the main CPU 41 performs the process of executing the normal game. Specifically, the main CPU 41 updates the normal reserve count by subtracting 1. The main CPU 41 retrieves the first stored random number information from the main RAM 43 among the random number information for the normal game. The main CPU 41 uses the winning random number identified from the retrieved random number information to perform a normal win lottery to determine whether or not to award a normal win. The main CPU 41 performs the normal win lottery at a normal win probability corresponding to the current ball entry rate state. For example, the normal win probability in a high ball entry rate state is 1 or approximately 1. For example, the normal win probability in a low ball entry rate state is zero or approximately zero.
[0075] If a regular win is achieved, the main CPU 41 performs a regular win variation process. In the regular win variation process, the main CPU 41 uses a random number of regular win symbols that can be identified from the random number information to draw regular win symbols and determines which regular win symbols will be displayed as stops in the regular game. If a regular win is not achieved, the main CPU 41 performs a regular loss variation process. In the regular loss variation process, the main CPU 41 determines which regular loss symbols will be displayed as stops in the regular game.
[0076] The main CPU 41 determines a variation pattern from among several normal variation patterns according to the ball entry rate state. For example, when the current ball entry rate state is low, the main CPU 41 determines a variation pattern with a longer variation time compared to when the current ball entry rate state is high. Note that there may be multiple variation patterns that can be determined for each ball entry rate state. In this case, the main CPU 41 may use a predetermined random number to perform a lottery to determine the variation pattern for the normal game and determine a variation pattern from among the multiple normal variation patterns. After determining the variation pattern, the main CPU 41 terminates the normal symbol start process.
[0077] When the normal symbol start process is completed, the main CPU 41 executes the normal game through a process separate from the normal symbol start process. When the main CPU 41 executes the normal game, it controls the normal symbol display device 19e to start displaying the variation of a predetermined symbol. The main CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main CPU 41 controls the normal symbol display device 19e to stop displaying the normal symbol determined in the normal symbol start process.
[0078] This explains the normal gameplay process. The normal win game processing is the process for granting a normal win game. When the main CPU 41 stops and displays a normal win symbol in a normal game, it executes the normal win game processing after the normal game for the normal win has ended. The main CPU 41 controls the normal solenoid SL1 using the opening control data corresponding to the normal win symbol determined in the normal symbol start processing, and opens the second start port 13.
[0079] Next, we will explain the various processes performed by the sub-CPU 51. This section explains the process of creating a jackpot animation. The jackpot animation processing is the process of executing the animations that occur during a jackpot game (hereinafter referred to as the jackpot animations). When the sub-CPU 51 receives an opening command, it controls the animation device group ES to execute the opening animation. When the sub-CPU 51 receives a round command, it controls the animation device group ES to execute the round animation. When the sub-CPU 51 receives an ending start command, it controls the animation device group ES to execute the ending animation. When the sub-CPU 51 receives an ending end command, it controls the animation device group ES to end the ending animation.
[0080] This section explains the game's presentation and processing. The performance game processing is the process of executing a performance game as one of the display effects associated with a special game while the special game is running. When the sub-CPU 51 receives a variation start command and a special symbol command, it controls the performance device group ES, including the performance display device EH, to execute the performance game.
[0081] The sub-CPU 51 determines the symbol combination to be displayed in the performance game based on the special symbol command. The sub-CPU 51 determines the winning symbol combination (e.g., 777) if it can identify the winning symbol from the special symbol command. The sub-CPU 51 determines the losing symbol combination if it can identify the losing symbol from the special symbol command. When determining the losing symbol combination, the sub-CPU 51 determines a symbol combination that includes a reach (e.g., 787) if the conditions for executing a reach performance (hereinafter referred to as the reach condition) are met. When determining the losing symbol combination, the sub-CPU 51 determines a symbol combination that does not include a reach (e.g., 783) if the reach condition is not met. As an example, the sub-CPU 51 determines whether the reach condition is met based on the variation pattern that can be identified from the input variation start command. As an example, the sub-CPU 51 determines that the reach condition is met if it can identify variation content that includes a reach performance from the variation pattern. In other words, the sub-CPU 51 determines that the reach condition has been met when it identifies variation pattern HP2, variation pattern HP3, or variation pattern HP4 from the input variation start command.
[0082] The sub-CPU 51 determines the specific variation content (performance content) of the performance game based on the variation pattern. For example, the sub-CPU 51 determines an auxiliary variation pattern that can identify the variation content of the performance game based on the variation pattern. For example, the sub-CPU 51 may select one auxiliary variation pattern associated with the variation pattern. For example, the sub-CPU 51 may select one from multiple auxiliary variation patterns associated with the variation pattern. The auxiliary variation pattern should contain variation content that can be identified from the variation pattern. Based on the determined variation content, the sub-CPU 51 controls the performance display device EH to start displaying the variation of the performance symbols in each symbol row. In other words, the sub-CPU 51 starts the performance game.
[0083] The sub-CPU 51 temporarily stops displaying the symbol combination when a predetermined timing arrives after the start of the performance game. The sub-CPU 51 then definitively stops displaying the symbol combination when a variation end command is input. The sub-CPU 51 may also definitively stop displaying the symbol combination when the variation time specified in the variation pattern has elapsed. In this case, the variation end command may be omitted. The sub-CPU 51 is an example of a variation game execution means that executes a variation game.
[0084] Next, we will explain the various effects and animations performed in the pachinko game machine 10. For example, various effects include specific effects. Specific effects include effects that include specific light emission effects. For example, a specific light emission effect is an effect that emits light in a specific light emission pattern. For example, a specific light emission pattern is a light emission pattern that includes emission of a specific color with a light emission intensity above a standard value. For example, a specific light emission pattern is a light emission pattern that includes emission of a specific flashing light with a light emission intensity above a standard value. In this embodiment, the light emission intensities of the first decorative lamp LA1 and the second decorative lamp LA2 can be divided into first light emission intensity, second light emission intensity, third light emission intensity, fourth light emission intensity, and fifth light emission intensity. For example, light emission intensities above a standard value are the fourth and fifth light emission intensities. For example, the first light emission intensity is a light emission intensity of 0% to 20% when the maximum light emission intensity is set to 100%. For example, the second light emission intensity is a light emission intensity of 21% to 40% when the maximum light emission intensity is set to 100%. For example, the third luminous intensity is 41% to 60% of the maximum luminous intensity, which is set to 100%. For example, the fourth luminous intensity is 61% to 80% of the maximum luminous intensity, which is set to 100%. For example, the fifth luminous intensity is 81% to 100% of the maximum luminous intensity, which is set to 100%. For example, the specific color of emission is red emission. For example, the specific color of emission is when the red luminous intensity is stronger than the green luminous intensity and the blue luminous intensity among red, green, and blue. For example, the specific flashing luminous intensity is when the luminous intensity flashes 15 to 20 times per second.
[0085] A specific animation is an animation that can be performed during the execution of a variable game. For example, a specific animation is part of an SR animation. For example, an SR animation consists of an introductory animation, a branching animation which is an example of a specific animation, and a result animation which is another example of a specific animation. An SR animation is an animation that allows the player to recognize whether or not a jackpot game, which is an example of a bonus, will be awarded. An SR animation is an animation that allows the player to recognize the probability of being awarded a jackpot game (hereinafter referred to as the bonus probability). An SR animation that includes a branching animation and a result animation as specific animations has a higher bonus probability compared to when the SR animation is not performed. An SR animation that includes a branching animation and a result animation as specific animations is an animation that can be performed when a bonus is awarded.
[0086] Here, "recognizable" with respect to a predetermined content may include hinting at the predetermined content to the player, or not explicitly revealing the predetermined content to the player. Alternatively, "recognizable" with respect to a predetermined content may include explicitly revealing the predetermined content to the player. In other words, "recognizable" with respect to a predetermined content may include making the predetermined content definitively recognizable to the player. For example, "recognizable" with respect to the expected bonus level may include suggesting that the expected bonus level is relatively high through the display of characters and effects, etc. For example, "recognizable" with respect to the expected bonus level may include informing the player that there is a specific expected bonus level, such as in a jackpot confirmation animation.
[0087] As shown in Figure 5(a), in an SR (Super Rare) performance, an introductory performance is executed first. For example, the introductory performance may include a display performance that shows a predetermined introductory image. For example, the introductory image is an image that allows recognition of the expected level of a bonus. For example, the introductory performance is a performance that does not include a specific light-emitting performance. For example, the introductory performance is a performance in which the first decorative lamp LA1 and the second decorative lamp LA2 each emit light in a non-specific light-emitting manner different from the specific light-emitting manner. The non-specific light-emitting manner is a light-emitting manner that consists of some or all of the following: emission of light of a non-specific color different from a specific color, emission of light of a non-specific flashing that is different from a specific flashing, emission of light of a specific color with a light intensity of less than or equal to a standard value, and emission of light of a specific flashing with a light intensity of less than or equal to a standard value. For example, the non-specific light-emitting manner is a light-emitting manner that emits light with a light intensity of less than or equal to the third light intensity.
[0088] As shown in Figures 5(b) and 5(c), in the SR (Show-Resistant) performance, once the introductory performance is completed, a branching performance is executed as a specific performance. The branching performance as a specific performance includes a specific light emission performance. For example, the specific light emission performance in the branching performance is a performance in which the first decorative lamp LA1 and the second decorative lamp LA2 each emit light in a specific light emission pattern that includes emission of a specific color at a fourth light intensity. For example, the specific light emission performance in the branching performance is a performance in which the first decorative lamp LA1 and the second decorative lamp LA2 each emit light in a specific light emission pattern that includes emission of a specific flashing at a fourth light intensity.
[0089] As shown in Figure 5(b), as an example, a branching sequence may include a first branching sequence that includes a first operation acceptance period during its execution in which the operation of the sequence button BT is accepted. As an example, the first branching sequence may include a display sequence in which a prompting image Gs1 is displayed to encourage the operation of the sequence button BT. As an example, the prompting image Gs1 may be displayed during the first operation acceptance period. As an example, the prompting image Gs1 may include an image that mimics the text "Press the sequence button". As an example, the prompting image Gs1 may include an image that mimics the sequence button BT. As an example, the prompting image Gs1 is an image that allows recognition of the expected level of a bonus.
[0090] As shown in Figure 5(c), as an example, a branching sequence may include a second branching sequence that includes a second operation acceptance period during its execution in which the operation of the sequence lever LV is accepted. As an example, the second branching sequence may include a display sequence that shows a prompting image Gs2 prompting the operation of the sequence lever LV. As an example, the prompting image Gs2 may be displayed during the second operation acceptance period. As an example, the prompting image Gs2 may include an image that mimics the text "Press the sequence lever". As an example, the prompting image Gs2 may include an image that mimics the sequence lever LV. As an example, the prompting image Gs2 is an image that allows recognition of the expected bonus level. As an example, the prompting image Gs2 is an image that allows recognition of a different expected bonus level than the expected bonus level that can be recognized by the prompting image Gs1. As an example, the prompting image Gs2 is an image that allows recognition of a higher expected bonus level compared to the expected bonus level that can be recognized by the prompting image Gs1.
[0091] As shown in Figure 5(d), in the SR performance, when the branching performance ends, a result performance as a specific performance is executed. The result performance as a specific performance includes a specific light emission performance. For example, the specific light emission performance in the result performance is a light emission performance in which the first decorative lamp LA1 and the second decorative lamp LA2 each emit light in a specific light emission mode that includes emission of a specific color at a fifth light emission intensity. For example, the specific light emission performance in the result performance is a light emission performance in which the first decorative lamp LA1 and the second decorative lamp LA2 each emit light in a specific light emission mode that includes emission of a specific flashing at a fifth light emission intensity. For example, the result performance may include a display performance that displays a predetermined result image. For example, the result image is an image that allows recognition of whether or not a jackpot game, which is an example of a bonus, is awarded. For example, the result image is an image that allows recognition of the combination of performance symbols that will be displayed after stopping. For example, the result image may be the combination of performance symbols that will be displayed after stopping itself.
[0092] Let me explain the pre-show production. As an example, the various effects performed in the pachinko game machine 10 include pre-effects. Pre-effects are effects that are performed before a specific effect is performed. In this embodiment, when a specific effect is performed, a pre-effect is always performed. In other words, a pre-effect is an effect that suggests or notifies of the emission of light in a specific emission pattern. As an example, a pre-effect is an effect that suggests or notifies the emission of light of a specific color. As an example, a pre-effect is an effect that suggests or notifies the emission of light in a specific flashing pattern.
[0093] As shown in Figure 6(a), for example, the pre-show may include a display show that displays a pre-show image Gb that makes it recognizable that a specific show will be performed. The pre-show image Gb is an image that makes it recognizable that a specific light emission pattern will be emitted. For example, the pre-show image Gb is an image that mimics the text string "A show accompanied by strong light will be performed." For example, the period from the start of the pre-show until the end of the specific show may include a third operation acceptance period in which the show button BT is accepted for operation. For example, the third operation acceptance period is the entire period from the start of the pre-show until the end of the specific show. Note that the third operation acceptance period may include a period different from the period from the start of the pre-show until the end of the specific show. For example, the third operation acceptance period may be the period from the start of the pre-show until the end of the first variable game, or until the start of the next variable game.
[0094] Next, we will explain the limitations on light emission based on specific emission modes. The pachinko game machine 10 of this embodiment is configured to restrict light emission by specific light emission patterns. For example, restricting light emission by specific light emission patterns means setting the light emission intensity below a standard value. For example, restricting light emission by specific light emission patterns means setting the light emission at the fourth light emission intensity and the light emission at the fifth light emission intensity to the third light emission intensity or lower. Note that setting the light emission intensity below a standard value may include setting the light emission intensity to 0. In other words, restricting light emission by specific light emission patterns may include prohibiting light emission by specific light emission patterns.
[0095] For example, in the pachinko game machine 10, it is possible to restrict illumination by a specific illumination pattern during the execution of a variable game. For example, in the pachinko game machine 10, by operating the performance button BT during the third operation acceptance period, the setting for illumination by a specific illumination pattern can be changed from the standard setting to a specific setting. For example, the specific setting is a setting in which the illumination intensity of illumination by a specific illumination pattern is lower than the standard setting. In other words, the specific setting is a setting in which the illumination intensity of illumination by a specific color is lower than the standard setting. More specifically, the specific setting is a setting in which the illumination intensity of red is lower than the standard setting. Also, the specific setting is a setting in which the illumination intensity of illumination by a specific flashing pattern is lower than the standard setting. In the pachinko game machine 10, by setting to a specific setting by operating the performance button BT during the third operation acceptance period, it is possible to restrict illumination by a specific illumination pattern.
[0096] As shown in Figure 6(b), when the setting for emission by a specific emission mode is set to a specific setting, an emission restriction effect is executed that makes it clear that emission by the specific emission mode is restricted. In other words, when the effect button BT is operated during the third operation acceptance period, the emission restriction effect is executed. For example, the emission restriction effect may include a display effect that shows an emission restriction image Sg that makes it clear that emission by the specific emission mode is restricted. For example, the emission restriction image Sg is an image that mimics the text string "Emission Restricted".
[0097] Furthermore, as an example, in the pachinko game machine 10, it is possible to restrict the emission of light in a specific emission pattern when the pre-show is not being executed and the variable game is not being played. In the pachinko game machine 10, during the standby state, in the fourth operation acceptance period when the performance button BT is pressed, a setting change performance is executed to change the setting related to illumination by a specific illumination pattern. In the setting change performance, various settings can be changed in addition to the setting related to illumination by a specific illumination pattern. For example, the setting change performance can change the setting related to the volume of various performances and various notifications. For example, the setting change performance can change the setting related to the brightness of various performances and various notifications. For example, the setting change performance can change the setting related to the customization of various performances.
[0098] As shown in Figure 7(a), the setting change animation executes a menu animation that allows the user to recognize the item whose setting is to be changed. The menu animation may include a display animation that shows an item image Gm. The item image Gm may include an item image Gm corresponding to a setting related to emission by a specific emission mode. For example, the item image Gm may include an item image Gm corresponding to a setting related to the volume of various animations and various notifications. For example, the item image Gm may include an item image Gm corresponding to a setting related to the light intensity of various animations and various notifications. For example, the item image Gm may include an item image Gm corresponding to a setting related to the customization of various animations. During the execution of the menu animation, in the fifth operation acceptance period in which the animation button BT and the cross button JB are accepted, the item whose setting is to be changed can be selected by operating the cross button JB. For example, the menu animation is executed in such a way that the selected item can be identified. For example, the menu animation may include a display animation that shows an image pointing to the selected item. For example, an item image Gm may be displayed such that the item image Gm corresponding to the selected item image Gm is displayed in a different manner than the item image Gm corresponding to another item.
[0099] As shown in Figure 7(b), during the fifth operation acceptance period, when the performance button BT is operated, a setting status performance is executed that allows the user to recognize the setting status of the selected item in the menu performance. For example, the menu performance ends upon the execution of the setting status performance. For example, the setting status performance may include a display performance that shows a setting status image Gf. For example, the setting status image Gf is an image that allows the user to recognize the setting status of the selected item. During the execution of the setting status performance, during the sixth operation acceptance period when the performance button BT is accepted, the setting of the selected item can be changed by operating the performance button BT. In other words, when the pre-performance is not being executed and the variable game is not being played, the setting related to illumination by a specific illumination pattern can be set to a specific setting based on the operation of the performance button BT. Also, during the sixth operation acceptance period, the setting related to the volume of various performances and various notifications can be changed by operating the performance button BT. Also, during the sixth operation acceptance period, the setting related to the light intensity of various performances and various notifications can be changed by operating the performance button BT. Also, during the sixth operation acceptance period, the setting related to the customization of various performances can be changed by operating the performance button BT.
[0100] Next, we will explain the standby animations that can be performed in standby mode. For example, a standby animation is executed when a predetermined amount of time has elapsed since the machine was controlled to a standby state. For example, a standby animation may include a warning animation that alerts the user to entering a specific state. For example, a specific state is a state in which the user is adversely affected by various animations or notifications of the pachinko machine 10. For example, a specific state is a state in which the user is adversely affected by light emission from a specific light emission pattern. For example, a specific state is a state in which the user experiences dizziness, headache, or convulsions. For example, the target of this warning is the player recording the video, the editor editing the video, and the viewer watching the video.
[0101] As shown in Figure 8(a), the warning effect may include a display effect that shows a predetermined warning image Cg. For example, the warning image Cg is an image that warns of entering a specific state. For example, the warning image Cg is an image that warns of being negatively affected by various effects and notifications of the pachinko game machine 10. For example, the warning image Cg is an image that warns of being negatively affected by light emission of a specific light emission pattern. For example, the warning image Cg is an image that warns of entering a specific state by watching a video. For example, the warning image Cg may include an image that mimics the text "The actual light emission pattern may differ in the video." For example, the warning image Cg may include an image that mimics the text "You may feel unwell if you continue to look at bright lights." For example, the warning effect may include a non-specific light emission effect. As an example, the non-specific light emission effect in the warning effect is a light emission effect in which the first decorative lamp LA1 and the second decorative lamp LA2 each emit light at a first light emission intensity. In this embodiment, by configuring the system to be able to execute the warning effect in the standby state, it is possible to execute the warning before the start of the pre-effect.
[0102] For example, the waiting time sequence may include a demonstration sequence (hereinafter referred to as "demo sequence"). A demo sequence is a sequence designed to attract customers. As shown in Figure 8(b), for example, a demo performance may include a display performance that shows a demo image to attract customers. For example, a demo image is an image displayed in a display performance that is performed during the execution of a variable game, or an image related to that image. For example, a demo performance may include a special light-emitting performance. For example, a special light-emitting performance is a performance that emits light in a specific light-emitting manner. For example, a special light-emitting performance is a performance in which the first decorative lamp LA1 and the second decorative lamp LA2 each emit light in a specific light-emitting manner that includes the emission of a specific color at a fourth light intensity. For example, a special light-emitting performance is a performance in which the first decorative lamp LA1 and the second decorative lamp LA2 each emit light in a specific light-emitting manner that includes the emission of a specific flashing light at a fourth light intensity. For example, a demo performance is an example of a special performance. For example, a standby performance repeats the order of a warning performance and a demo performance. Note that the standby performance may be performed in the order of a demo performance and a warning performance.
[0103] The control performed by the sub-CPU 51 to execute these effects and notifications will now be explained. First, we will explain the controls for executing the SR (Super Rare) effect and the pre-effect.
[0104] When the sub-CPU 51 receives a variation start command, it decides whether or not to execute an SR (Super Rare) effect based on the variation content of the variation game that can be identified from the variation start command. For example, the sub-CPU 51 may decide to execute an SR effect if it identifies variation pattern HP3, variation pattern HP4, variation pattern HP6, or variation pattern HP7 from the input variation start command. Furthermore, if the sub-CPU 51 decides to execute an SR effect, it determines the type of effect to be used for that SR effect. For example, if the sub-CPU 51 identifies variation pattern HP3 or variation pattern HP6 from the input variation start command, it decides to execute an SR effect that includes a first branch effect. On the other hand, if the sub-CPU 51 identifies variation pattern HP4 or variation pattern HP7 from the input variation start command, it decides to execute an SR effect that includes a first branch effect or a second branch effect. For example, if the sub-CPU 51 identifies variation pattern HP4 or variation pattern HP7 from the input variation start command, it performs a predetermined lottery and, depending on the result of the predetermined lottery, decides to execute an SR performance that includes a first branching performance, or an SR performance that includes a second branching performance. As a result, depending on the progress of the game when the SR performance is executed (depending on whether the NR performance has been executed or not), either the first branching performance or either the first branching performance or the second branching performance will be executed.
[0105] If the sub-CPU 51 decides to execute the SR (Super Rare) animation, it also decides to execute the pre-animation animation. If the sub-CPU 51 decides to execute the pre-animation animation, it also decides the timing for executing the pre-animation animation. For example, if the sub-CPU 51 identifies variation pattern HP3 or variation pattern HP6 from the input variation start command, it determines the first timing for executing the pre-animation animation. On the other hand, if the sub-CPU 51 identifies variation pattern HP4 or variation pattern HP7 from the input variation start command, it determines the second timing for executing the pre-animation animation. For example, the first timing is when the NR (Normal Rare) animation progresses to the SR (Super Rare) animation. For example, the second timing is when the SR animation begins.
[0106] If a first timing is determined as the execution timing for the pre-show, the sub-CPU 51 controls the performance device group ES to execute the pre-show when the timing for the transition from the NR performance to the SR performance arrives. If a second timing is determined as the execution timing for the pre-show, the sub-CPU 51 controls the performance device group ES to execute the pre-show when the timing for the start of the SR performance arrives. When the sub-CPU 51 starts the pre-show, it starts a third operation acceptance period in which it accepts operation of the performance button BT. During the third operation acceptance period, the sub-CPU 51, based on the operation signal of the performance button BT, determines that the performance button BT has been operated and changes the setting related to light emission by a specific light emission mode. For example, the sub-CPU 51 refers to setting information stored in the sub-RAM 53. The setting information is information that can identify the setting status of various settings. For example, the setting information is non-backup information. That is, the setting information is information that is initialized when power supply is started. If the sub-CPU 51 identifies from the configuration information that the setting for light emission by a specific light emission mode is the standard setting, it changes the setting for light emission by a specific light emission mode to the specific setting and updates the configuration information so that it can identify that the setting for light emission by a specific light emission mode is the specific setting. If the sub-CPU 51 identifies from the configuration information that the setting for light emission by a specific light emission mode is the specific setting, it changes the setting for light emission by a specific light emission mode to the standard setting and updates the configuration information so that it can identify that the setting for light emission by a specific light emission mode is the standard setting. Subsequently, the sub-CPU 51 controls the performance device group ES to terminate the pre-performance when the pre-performance termination timing has elapsed. For example, if the pre-performance is started at the first timing, the sub-CPU 51 determines that the pre-performance termination timing has arrived when the SR performance start timing has arrived. For example, if the pre-performance is started at the second timing, the sub-CPU 51 determines that the pre-performance termination timing has arrived when the branching performance start timing has arrived. The sub-CPU 51 terminates the third operation acceptance period when the end of the third operation acceptance period arrives.For example, the sub-CPU 51 determines that the end of the third operation acceptance period has arrived when the end of the variable game has occurred.
[0107] If the sub-CPU 51 decides to execute the SR (Super Rare) effect, it controls the effect device group ES to execute the SR effect when the start timing for the SR effect arrives. More specifically, if the sub-CPU 51 decides to execute the SR effect, it controls the effect device group ES to execute the introductory effect when the start timing for the SR effect arrives. For example, when a variable game based on variable pattern HP3 or variable pattern HP6 is executed, the sub-CPU 51 determines that the start timing for the SR effect has arrived when a first predetermined time (e.g., 20 seconds) has elapsed since the start of the variable game. For example, when a variable game based on variable pattern HP4 or variable pattern HP7 is executed, the sub-CPU 51 determines that the start timing for the SR effect has arrived when a second predetermined time (e.g., 15 seconds) has elapsed since the start of the variable game. For example, the second predetermined time is shorter than the first predetermined time.
[0108] The sub-CPU 51 controls the performance device group ES to execute the branching performance when the start timing for the branching performance arrives. Specifically, if the sub-CPU 51 decides to execute an SR performance that includes the first branching performance, it controls the performance device group ES to execute the first branching performance when the start timing for the branching performance arrives. If the sub-CPU 51 decides to execute an SR performance that includes the second branching performance, it controls the performance device group ES to execute the second branching performance when the start timing for the branching performance arrives. The sub-CPU 51 determines that the start timing for the branching performance has arrived when the performance time for the introductory performance has elapsed. In other words, once the performance time for the introductory performance has elapsed, the sub-CPU 51 controls the performance device group ES to execute the branching performance instead of the introductory performance. For example, if the sub-CPU 51 executes the first branching performance, it starts a first operation acceptance period that accepts operation of the performance button BT. For example, if the sub-CPU 51 executes the second branching performance, it starts a second operation acceptance period that accepts operation of the performance lever LV.
[0109] The sub-CPU 51 controls the performance device group ES to execute the result performance when the start timing for the result performance arrives. Specifically, if the player has won the lottery, the sub-CPU 51 controls the performance device group ES to execute the winning result performance when the start timing for the result performance arrives. If the player has not won the lottery, the sub-CPU 51 controls the performance device group ES to execute the losing result performance when the start timing for the result performance arrives. For example, the sub-CPU 51 determines that the start timing for the result performance has arrived when the performance time for the branching performance has elapsed, when the performance button BT is operated during the first operation acceptance period, or when the performance lever LV is operated during the second operation acceptance period. For example, the sub-CPU 51 terminates the first operation acceptance period or the second operation acceptance period when the start timing for the result performance arrives.
[0110] Next, we will explain the control in standby mode. The sub-CPU 51 initiates a fourth operation acceptance period, in which it accepts input from the performance button BT, upon entering a standby state. For example, the sub-CPU 51 initiates the fourth operation acceptance period, in which it accepts input from the performance button BT, after a predetermined time (e.g., 10 seconds) has elapsed since entering a standby state. During the fourth operation acceptance period, the sub-CPU 51, based on the operation signal of the performance button BT, determines that the performance button BT has been operated and controls the performance device group ES to execute the setting change performance. Specifically, during the fourth operation acceptance period, the sub-CPU 51, based on the operation signal of the performance button BT, determines that the performance button BT has been operated and controls the performance device group ES to execute the menu performance. During the fourth operation acceptance period, the sub-CPU 51, based on the operation signal of the performance button BT, determines that the performance button BT has been operated and terminates the fourth operation acceptance period. When initiating the setting change performance, the sub-CPU 51 initializes the item information stored in the sub-RAM 53. The item information is information that can identify the currently selected item. For example, the item information after initialization is information that can identify settings related to the volume of various effects and notifications.
[0111] Next, the sub-CPU 51 starts a fifth operation acceptance period in which it accepts operations on the performance button BT and the directional buttons JB. During the fifth operation acceptance period, the sub-CPU 51, based on the operation signal of the directional buttons JB, determines that the directional buttons JB have been operated and can change the selected item according to the operation pattern of the directional buttons JB. For example, each time the up button JBu is operated, the sub-CPU 51 changes the selected setting in the following order: ...settings related to the volume of various effects and various notifications → settings related to illumination by specific illumination patterns → settings related to customization of various effects → settings related to the light intensity of various effects and various notifications → settings related to the volume of various effects and various notifications... For example, each time the down button JBd is operated, the sub-CPU 51 changes the selected item in the following order: ...settings related to the volume of various effects and various notifications → settings related to the light intensity of various effects and various notifications → settings related to customization of various effects → settings related to illumination by specific illumination patterns → settings related to the volume of various effects and various notifications... When the selected item is changed, the sub-CPU 51 updates the setting type information so that the changed selected item can be identified. During the fifth operation acceptance period, when the sub-CPU 51 determines that the performance button BT has been operated based on the operation signal of the performance button BT, it controls the performance device group ES to execute a setting status performance that allows recognition of the setting status of the selected item, instead of a menu performance. During the fifth operation acceptance period, when the sub-CPU 51 determines that the performance button BT has been operated based on the operation signal of the performance button BT, it terminates the fifth operation acceptance period.
[0112] Next, the sub-CPU 51 starts a sixth operation acceptance period in which it accepts operation of the performance button BT. During the sixth operation acceptance period, the sub-CPU 51, based on the operation signal of the performance button BT, determines that the performance button BT has been operated and changes the setting of the selected item in the menu performance. In other words, if a setting status performance is being executed in which the setting status of the setting for illumination by a specific illumination mode can be recognized, each time the performance button BT is operated, the setting for illumination by a specific illumination mode is changed in the order of standard setting → specific setting → standard setting. As an example, the sub-CPU 51 accepts operation of any operation means, and when that operation means is operated, it ends the sixth operation acceptance period. As an example, when ending the sixth operation acceptance period, the sub-CPU 51 controls the performance device group ES to end the setting change performance. Note that if multiple operation acceptance periods that accept operation by the same operation means start at the same time, the sub-CPU 51 may accept only the operation in the predetermined highest priority operation acceptance period, or it may accept operations in all operation acceptance periods. In other words, one operation may accept operations in multiple operation acceptance periods.
[0113] Furthermore, the sub-CPU 51 controls the performance device group ES to execute a standby animation when it enters a standby state. For example, the sub-CPU 51 controls the performance device group ES to execute a warning animation when a predetermined time (e.g., 15 seconds) has elapsed since entering a standby state. For example, once the duration of the warning animation has elapsed, the sub-CPU 51 controls the performance device group ES to terminate the warning animation and execute a demo animation. After that, the sub-CPU 51 controls the performance device group ES to execute the warning animation and the demo animation alternately until the standby state ends or the setting change animation is executed.
[0114] The process executed by the sub-CPU 51 to restrict the emission of light in a specific light emission mode will be described below. As an example, when the sub-CPU 51 is restricting light emission by a specific light emission mode, that is, when the setting for light emission by a specific light emission mode is set to a specific setting, it controls the first decorative lamp LA1 and the second decorative lamp LA2 based on the light emission effect data for restricting light emission by a specific light emission mode. In other words, the restriction of light emission by a specific light emission mode is achieved by providing light emission effect data for not restricting light emission by a specific light emission mode and light emission effect data for restricting light emission by a specific light emission mode, and by switching the referenced light emission effect data based on the setting for light emission by a specific light emission mode. As an example, when power supply is started, the sub-CPU 51 restricts light emission by a specific light emission mode until a new variable game is started, regardless of whether the setting for light emission by a specific light emission mode is set to a specific setting or not.
[0115] As an example, the light emission effect data for restricting light emission by a specific light emission mode is light emission effect data that does not include a specific color. As an example, the light emission effect data for restricting light emission by a specific light emission mode is light emission effect data that does not include a specific flashing. As an example, the light emission effect data for restricting light emission by a specific light emission mode is light emission effect data that does not include a specific color at a light emission intensity of a standard value or higher. As an example, the light emission effect data for restricting light emission by a specific light emission mode is light emission effect data that does not include a specific flashing at a light emission intensity of a standard value or higher. Note that the restriction of light emission by a specific light emission mode may also be achieved by the sub-CPU 51 treating the information indicating light emission at the 4th light emission intensity and light emission at the 5th light emission intensity in the light emission effect data as information indicating light emission at a specific light emission intensity of 3rd light emission intensity or lower, and controlling the first decorative lamp LA1 and the second decorative lamp LA2.
[0116] In this embodiment, the sub-CPU 51 restricts the emission of light by a specific light emission pattern in the first decorative lamp LA1 and the second decorative lamp LA2, specifically the emission of light by a specific light emission pattern in the first decorative lamp LA1. In other words, the sub-CPU 51 does not restrict the emission of light by a specific light emission pattern in the second decorative lamp LA2. Furthermore, in this embodiment, the sub-CPU 51 restricts the emission of light by a specific light emission pattern during the execution of a variable game and the emission of light by a specific light emission pattern when the variable game is not being executed. In other words, the sub-CPU 51 does not restrict the emission of light by a specific light emission pattern when the variable game is not being executed. As a result, the emission of a specific color in the demo performance as a special effect is not restricted even when a specific setting is set in the settings related to emission by a specific light emission pattern. Furthermore, the emission of a specific flashing light in the demo performance as a special effect is not restricted even when a specific setting is set in the settings related to emission by a specific light emission pattern.
[0117] This section will explain an example of the specific implementation methods for designated performances and pre-show performances. Figure 9(a) shows the situation when the NR performance progresses to the SR performance. At this time, triggered by the progression from the NR performance to the SR performance, the performance display device EH executes a pre-performance. This allows the player to recognize in advance that a specific performance, including a specific light emission pattern, will be executed. At the same time as the start of the pre-performance, the third operation acceptance period begins.
[0118] As shown in Figure 9(b), if the performance button BT is operated during the third operation acceptance period, and the setting for illumination by a specific illumination pattern is changed from the standard setting to the specific setting, the illumination restriction performance is executed on the performance display device EH. This allows the player to recognize that illumination by a specific illumination pattern will be restricted in the specific performance that is executed afterward.
[0119] As shown in Figure 9(c), assume that the SR (Show Responsive Light) effect has started. In other words, assume that the introductory effect has started. At this time, since the setting for light emission by a specific light emission mode is a specific setting, the light emission restriction effect continues to be executed in the effect display device EH. On the other hand, as described above, the introductory effect does not include a specific light emission effect that emits light by a specific light emission mode, but it includes a non-specific light emission effect that emits light by a non-specific light emission mode. For this reason, the light emission effect (non-specific light emission effect) in the introductory effect is not restricted.
[0120] As shown in Figure 9(d), the introductory sequence has finished and the branching sequence, which is a specific sequence, has started. At this time, the first branching sequence has started. As described above, the branching sequence, which is a specific sequence, is a sequence that includes a specific light emission sequence that emits light in a specific light emission mode. Since the emission in the specific light emission mode is restricted, the emission in the specific light emission mode of the first decorative lamp LA1 is restricted. On the other hand, the emission in the specific light emission mode of the second decorative lamp LA2 is not restricted.
[0121] As shown in Figure 9(e), assume that the branching effect has ended and the result effect as a specific effect has started. As described above, the result effect as a specific effect is an effect that includes a specific light emission effect that emits light in a specific light emission mode. And, since the emission in the specific light emission mode is restricted, the emission in the specific light emission mode of the first decorative lamp LA1 is restricted. On the other hand, the emission in the specific light emission mode of the second decorative lamp LA2 is not restricted. As a result, even when the emission in the specific light emission mode is restricted, the difference in light emission intensity between the branching effect as a specific effect and the result effect as a specific effect can be recognized by the light emission mode of the second decorative lamp LA2.
[0122] Figures 10(a) and 10(b) show the situation in which the SR (Super Rare) effect begins without going through the NR (No Rare) effect. At this time, the effect display device EH executes a pre-effect when the SR effect begins. This allows the player to recognize in advance that a specific effect, including a specific light emission pattern, will be executed. At the same time as the start of the pre-effect, the third operation acceptance period begins.
[0123] As shown in Figure 10(c), if the performance button BT is operated during the third operation acceptance period, and the setting for illumination using a specific illumination pattern is changed from the standard setting to the specific setting, the illumination restriction performance will be executed on the performance display device EH. This allows the player to recognize that illumination using a specific illumination pattern will be restricted in the specific performance that is executed afterward. As mentioned above, the introductory performance does not include a specific illumination performance that illuminates using a specific illumination pattern, so illumination performances (non-specific illumination performances) in the introductory performance are not restricted.
[0124] As shown in Figure 10(d), the introductory sequence has finished and the branching sequence, which is a specific sequence, has started. At this time, the second branching sequence has started as a branching sequence. As described above, the branching sequence, which is a specific sequence, is a sequence that includes a specific light emission sequence that emits light in a specific light emission mode. Since the light emission in the specific light emission mode is restricted, the light emission in the specific light emission mode of the first decorative lamp LA1 is restricted. On the other hand, the light emission in the specific light emission mode of the second decorative lamp LA2 is not restricted.
[0125] As shown in Figure 10(e), assume that the branching effect has ended and the result effect as a specific effect has started. As described above, the result effect as a specific effect is an effect that includes a specific light emission effect that emits light in a specific light emission mode. And, since the emission in the specific light emission mode is restricted, the emission in the specific light emission mode of the first decorative lamp LA1 is restricted. On the other hand, the emission in the specific light emission mode of the second decorative lamp LA2 is not restricted. As a result, even when the emission in the specific light emission mode is restricted, the difference in light emission intensity between the branching effect as a specific effect and the result effect as a specific effect can be recognized by the light emission mode of the second decorative lamp LA2.
[0126] Thus, after the start of the pre-show, based on the operation of the performance button BT, it is possible to set the light intensity of a specific color in a specific performance to be lower than the standard setting, or to a specific setting where the specific color is not emitted in the specific performance. Also, after the start of the pre-show, based on the operation of the performance button BT, it is possible to set the light intensity of a specific flash in a specific performance to be lower than the standard setting, or to a specific setting where the specific flash is not emitted in the specific performance. Furthermore, while the period from the start of the pre-show to the start of the specific performance may differ depending on the progress of the game, even if the length of the period from the start of the pre-show to the start of the specific performance differs, it is possible to set the settings related to the emission by a specific emission pattern to a specific setting based on the operation of the performance button BT after the start of the pre-show. In contrast, in this embodiment, the emission pattern of the branching performance as a specific performance may differ depending on the progress of the game. This makes it easier to set the settings related to the emission by a specific emission pattern to a specific setting, while allowing players to enjoy specific performances according to the progress of the game.
[0127] Figure 11(a) shows the situation during the restriction of light emission by a specific light emission mode, while the introductory effect is being executed. As shown in Figures 11(b) and 11(c), suppose the power supply is interrupted during the execution of the introductory sequence, and then the power supply is restored. As described above, in this embodiment, when the power supply is restored, it is possible to restore the system based on the secondary backup information. In other words, in this embodiment, it is possible to restore the system to the state it was in when the power supply was interrupted. On the other hand, the setting information is not secondary backup information, so it is initialized when the power supply is restored. In other words, the setting related to light emission by a specific light emission mode becomes the base setting. For this reason, when the power supply is restored, the introductory sequence is executed, while the light emission restriction sequence is not executed.
[0128] As shown in Figure 11(d), the introductory sequence has finished and the branching sequence, which is a specific sequence, has started. As mentioned above, when power supply is started, the emission of light in a specific light emission pattern is restricted until a new variable game starts. For this reason, in the branching sequence, which is a specific sequence, the emission of light in a specific light emission pattern in the first decorative lamp LA1 is restricted. On the other hand, the emission of light in a specific light emission pattern in the second decorative lamp LA2 is not restricted.
[0129] As shown in Figure 11(e), assume that the branching animation has ended and the result animation as a specific animation has started. At this time, since no new variable game has started after the power supply has been restored, the illumination using the specific illumination pattern is restricted. For this reason, in the result animation as a specific animation, the illumination using the specific illumination pattern of the first decorative lamp LA1 is restricted. On the other hand, the illumination using the specific illumination pattern of the second decorative lamp LA2 is not restricted.
[0130] Thus, when a specific performance is in progress and a specific setting is set for the lighting of a specific light emission mode, the power supply is cut off, and then when the power supply is restored, a standard setting is set for the lighting of a specific light emission mode. On the other hand, the lighting of a specific color in the specific performance after restoration is restricted. Also, when a specific performance is in progress and a specific setting is set for the lighting of a specific light emission mode, the power supply is cut off, and then when the power supply is restored, a standard setting is set for the lighting of a specific light emission mode. On the other hand, the lighting of a specific flashing pattern in the specific performance after restoration is restricted.
[0131] The effects of this embodiment will now be explained. (1-1) The light-emitting effect may appear differently from its intended state depending on the frame rate during video recording and viewing. As a result, the light-emitting effect may unintentionally have a negative impact on viewers who watch videos recorded by the player. Based on this premise, in this embodiment, as a light-emitting effect that may unintentionally have a negative impact, after the start of a pre-effect that suggests or notifies the emission of a specific color, the emission intensity of a specific color in a specific effect can be set to be lower than the standard setting, or a specific setting that does not emit a specific color in the specific effect, based on the operation of the effect button BT. As a result, it is possible to suppress the unintentional negative impact on viewers when a specific effect is executed, and thus reduce the effort required for players to process recorded videos. As a result, it is possible to suppress the decrease in the motivation of players to record videos.
[0132] (1-2) In addition, in this embodiment, as a light emission mode that may cause unintended adverse effects, after the start of a pre-effect that suggests or notifies of the emission of a specific flashing light, the intensity of the specific flashing light in the specific effect can be set to a lower value than the standard setting, or to a specific setting that does not emit light in the specific flashing light in the specific effect, based on the operation of the effect button BT. This makes it possible to suppress the unintended adverse effects on viewers when the specific effect is executed, and as a result, the effort required for players to process the recorded video can be reduced. This makes it possible to suppress the decrease in the motivation of players to take videos.
[0133] (1-3) In addition, in this embodiment, the light intensity can be adjusted regardless of whether it is a specific color or not by adjusting the settings for the light intensity of various effects and various notifications, separate from the settings for the light intensity of specific effects. Therefore, players can adjust the light intensity of various effects to their liking, while setting specific effects according to the shooting conditions of the video.
[0134] (1-4) In addition, in this embodiment, the light intensity can be adjusted regardless of whether it is flashing in a specific way or not by adjusting the settings for the light intensity of various effects and various notifications, separate from the settings for the light intensity of specific effects. Therefore, players can adjust the light intensity of various effects to their liking, while setting specific effects according to the video shooting conditions.
[0135] (1-5) Furthermore, in this embodiment, even when no pre-show is being performed, if the game is in a standby state and no variable game is being played, the setting for illumination by a specific illumination pattern can be set to a specific setting. This makes it possible to set the setting for illumination by a specific illumination pattern to a specific setting before starting the game, thus preventing the specific show from being performed based on the standard setting due to the setting for illumination by a specific illumination pattern not being set to a specific setting.
[0136] (1-6) Demo performances, which are special effects that can be performed in the standby state, are performances that can be enjoyed even by people who are not playing the game. For this reason, videos that are released often do not include footage of such performances being performed. Also, in the standby state, it is conceivable that the player who is filming has stopped playing the game. Therefore, although demo performances as special effects include the emission of light of a specific color (lighting in a specific emission pattern), by exempting them from the restrictions imposed by the specific settings for the lighting in a specific emission pattern, it is possible to suppress the decrease in the desire of players to film videos while also suppressing the reduction in the customer attraction effect of demo performances as special effects.
[0137] (1-7) Furthermore, regarding the demo performance as a special effect, although it is a performance that includes specific flashing lights (lighting in a specific manner of illumination), by exempting it from the restrictions imposed by the setting of specific settings for lighting in a specific manner of illumination, it is possible to suppress the decrease in the desire of players to take videos while suppressing the reduction in the customer attraction effect of the demo performance as a special effect.
[0138] (1-8) Furthermore, in this embodiment, the expectation of winning a prize is higher when a specific performance is performed compared to when it is not performed. In other words, the specific performance is a performance that players who want to film a video would want to capture on video. For this reason, even when such a performance is filmed, video processing is unnecessary, which effectively suppresses the decrease in the desire of players to film a video.
[0139] (1-9) In situations where the power supply is interrupted during gameplay, it is conceivable that an unexpected problem may occur in the gaming machine. In such situations, resetting information that is not related to the progress of the game, such as settings related to the intensity of light emission of a specific color, can make it easier to resolve problems in the gaming machine. However, if a specific performance is executed based on the default settings after the reset when the power supply is restored, the performance will be executed without the player having the opportunity to reset the specific settings, resulting in the player having to process the recorded video, which may decrease the player's motivation to record videos. In this embodiment, by limiting the light emission of a specific color in the specific performance when the power supply is restored, the effort required for the player to process the recorded video can be reduced. This can suppress the decrease in the player's motivation to record videos.
[0140] (1-10) Furthermore, in this embodiment, by restricting the emission of specific flashing lights for a specific effect when power supply is restored, the effort required for players to process recorded videos can be reduced. This helps to suppress a decrease in the motivation of players to take videos.
[0141] (1-11) In this embodiment, the period from the start of the pre-show to the start of the specific show may vary depending on the progress of the game. However, regardless of the length of this period, after the start of the pre-show, the settings for illumination by a specific illumination pattern can be set to a specific setting based on the operation of the show button BT. As a result, it is easier to set the settings for illumination by a specific illumination pattern to a specific setting before the specific show starts, thereby reducing the effort required for the player to process the recorded video.
[0142] (1-12) In this embodiment, the presentation style of the branching presentation as a specific presentation may differ depending on the progress of the game. Therefore, it is possible to make it easier to draw the player's attention to the progress of the game when the specific presentation is initiated.
[0143] (1-13) In this embodiment, the emission of a specific color is such that the emission intensity of red is stronger than that of green and blue among red, green, and blue. Generally, emission of red is more likely to have a negative impact on the player than emission of green and blue. Therefore, by reducing the emission intensity of such colors, the emission intensity can be effectively reduced.
[0144] (1-14) In this embodiment, by issuing a warning before the start of the pre-show, players can more easily recognize in advance that the execution of a specific show may have an unintended negative impact on the viewer, and as a result, it is easier to encourage them to set the settings related to the specific light emission mode to the specific setting.
[0145] (1-15) Generally, depending on the light-emitting means, the impact on the viewer may be small. Under this premise, by varying whether or not to restrict the emission of a specific color depending on the type of light-emitting means, the emission of a specific color can be suitably restricted.
[0146] (1-16) Furthermore, by differentiating whether or not to restrict the emission of specific flashing lights depending on the type of light-emitting means, the emission of specific flashing lights can be suitably restricted. (Second Embodiment) A second embodiment of a pachinko game machine will be described.
[0147] In the following description, the same reference numerals are used for the same configurations and controls as those described in the previously described embodiments, and redundant explanations are omitted or simplified. In the second embodiment, the period from the start of the pre-animation to the start of the specific animation is the same whether the SR animation is executed via the NR animation or without going through the NR animation. When the SR animation is executed via the NR animation, this is an example of when the game is in the first state. When the SR animation is executed without going through the NR animation, this is an example of when the game is in the second state.
[0148] In the second embodiment, control for executing pre-show effects will be described. If the sub-CPU 51 decides to execute a pre-show, it determines the timing for executing the pre-show. For example, regardless of whether the input variation start command identifies variation pattern HP3, variation pattern HP4, variation pattern HP6, or variation pattern HP7, the sub-CPU 51 determines a second timing as the execution timing for the pre-show. In other words, when the sub-CPU 51 decides to execute a pre-show, it determines one predetermined execution timing as the execution timing for the pre-show. If the sub-CPU 51 decides to execute a pre-show, it controls the performance device group ES to execute the pre-show when the SR performance start timing arrives.
[0149] An example of the specific execution method of the special performance and the pre-performance in the second embodiment will be described. Figure 12(a) shows the situation when the NR performance progresses to the SR performance. As described above, in the second embodiment, even when the NR performance progresses to the SR performance, the pre-performance is executed when the start timing of the SR performance arrives. For this reason, in the second embodiment, the pre-performance is not executed at the timing when the NR performance progresses to the SR performance.
[0150] As shown in Figure 12(b), assume that the SR (Super Rare) effect has started. That is, assume that the introductory effect has started. At this time, triggered by the start of the SR effect, the effect display device EH executes a pre-effect. This allows the player to recognize in advance that a specific effect, including a specific light emission pattern, will be executed. Also, at this time, the third operation acceptance period begins along with the start of the pre-effect.
[0151] As shown in Figure 12(c), if the performance button BT is operated during the third operation acceptance period, and the setting for illumination using a specific illumination pattern is changed from the standard setting to the specific setting, the illumination restriction effect is executed on the performance display device EH. This allows the player to recognize that illumination using a specific illumination pattern will be restricted in the specific effect that is executed afterward. As described above, the introductory effect does not include a specific illumination effect that illuminates using a specific illumination pattern, but it includes a non-specific illumination effect that illuminates using a non-specific illumination pattern. Therefore, illumination effects (non-specific illumination effects) in the introductory effect are not restricted.
[0152] As shown in Figure 12(d), the introductory sequence has finished and the branching sequence, which is a specific sequence, has started. At this time, the second branching sequence has started as a branching sequence. As described above, the branching sequence, which is a specific sequence, is a sequence that includes a specific light emission sequence that emits light in a specific light emission mode. Since the light emission in the specific light emission mode is restricted, the light emission in the specific light emission mode of the first decorative lamp LA1 is restricted. On the other hand, the light emission in the specific light emission mode of the second decorative lamp LA2 is not restricted.
[0153] As shown in Figure 12(e), assume that the branching effect has ended and the result effect as a specific effect has started. As described above, the result effect as a specific effect is an effect that includes a specific light emission effect that emits light in a specific light emission mode. And, since the emission in the specific light emission mode is restricted, the emission in the specific light emission mode of the first decorative lamp LA1 is restricted. On the other hand, the emission in the specific light emission mode of the second decorative lamp LA2 is not restricted. As a result, even when the emission in the specific light emission mode is restricted, the difference in light intensity between the branching effect as a specific effect and the result effect as a specific effect can be recognized by the light emission mode of the second decorative lamp LA2.
[0154] Thus, in this embodiment, the period from the start of the pre-show to the start of the specific show is the same whether the game is progressing in the first state or in the second state.
[0155] The effects of this embodiment will now be explained. (2-1) According to this embodiment, the period from the start of the pre-show to the start of the specific show is the same whether the game is in the first state or the second state. This makes it easier to set the settings for the specific light emission mode to a fixed setting after the start of the pre-show but before the specific show starts, whether the pre-show is performed when the game is in the first state or when the pre-show is performed when the game is in the second state.
[0156] (Third embodiment) A third embodiment of a pachinko game machine will be described. The third embodiment differs from the first embodiment in that it is possible to execute a special reach animation (hereinafter referred to as SP animation) as a reach animation. For example, an SP animation is an animation that has a higher probability of winning than an SR animation. For example, an SP animation may be executed via an SR animation. For example, an SP animation may be executed without going through an SR animation. For example, when an SP animation is executed without going through an SR animation, it may be executed via an NR animation or without going through an NR animation.
[0157] As an example, the SP performance may include a pre-show performance (hereinafter referred to as the second pre-show performance) that is different from the pre-show performance (hereinafter referred to as the first pre-show performance) described in the first embodiment, and a specific performance (hereinafter referred to as the second specific performance) that is different from the specific performance (hereinafter referred to as the first specific performance) described in the first embodiment.
[0158] As shown in Figure 13(a), in the SP performance, a second pre-performance is executed first. For example, the second pre-performance is a performance that suggests or announces that a specific song will be played. For example, the second pre-performance may include a display performance that shows a pre-image Gj. For example, the pre-image Gj is an image that allows recognition of the expectation level of the bonus. For example, the pre-image Gj is an image that announces that a specific song will be played. For example, the pre-image Gj may include an image that mimics the text "Show will begin soon".
[0159] As shown in Figure 13(b), in the SP performance, once the second pre-performance is completed, an introductory performance is executed as the second specific performance. For example, the introductory performance of the SP performance may include a display performance in which a character image Gc modeled after a predetermined character is displayed. For example, the introductory performance of the SP performance may include a sound performance that outputs a specific song. Specifically, the sound performance that outputs a specific song is a song accompanied by singing by the predetermined character mentioned above.
[0160] As shown in Figure 13(c), in the SP performance, a branching performance is executed after the introductory performance is completed. For example, the execution period of the branching performance of the SP performance may include a seventh operation acceptance period during which the performance lever LV is accepted for operation. For example, the branching performance of the SP performance may include a display performance that displays a promotional image Gs3 prompting the operation of the performance lever LV. For example, the promotional image Gs3 may be displayed during the seventh operation acceptance period. For example, the promotional image Gs3 may include an image that mimics the text "Press the performance lever". For example, the promotional image Gs3 may include an image that mimics the performance lever LV. For example, the promotional image Gs3 is an image that allows recognition of the expected bonus level. For example, the promotional image Gs3 is a different image from the promotional image Gs2. For example, the promotional image Gs3 is an image that allows recognition of a bonus level different from the bonus level that can be recognized by the promotional image Gs1 and the bonus level that can be recognized by the promotional image Gs2. For example, promotional image Gs3 is an image that allows for the recognition of a higher expected bonus compared to the expected bonus recognized by promotional image Gs2. Note that promotional image Gs3 may be the same image as promotional image Gs2. For example, the branching sequence of the SP sequence may include a sound sequence that outputs a specific song. Specifically, in the branching sequence of the SP sequence, the sound sequence that outputs a specific song is executed continuously from the introductory sequence of the SP sequence. In other words, the branching sequence of the SP sequence may be a second specific sequence.
[0161] As shown in Figure 13(d), in an SP performance, a result performance is executed when the branching performance ends. For example, the result performance of an SP performance may include a display performance that shows a predetermined result image. For example, the result image is an image that can recognize whether or not a jackpot game, which is an example of a bonus, is awarded. For example, the result image is an image that can recognize the combination of performance symbols that will be displayed after stopping. For example, the result image may be the combination of performance symbols that will be displayed after stopping itself. For example, the result performance of an SP performance may include a sound performance that outputs a specific song. Specifically, in the result performance of an SP performance, a sound performance that outputs a specific song is executed continuously from the introduction performance of the SP performance or the branching performance of the SP performance. In other words, the result performance of an SP performance may be a second specific performance. For example, the result performance of an SP performance may include a sound performance that outputs a specific song when displaying a jackpot result, rather than when displaying a losing result.
[0162] Next, we will explain the limitations on the output of specific songs. The pachinko game machine 10 of this embodiment is configured to limit the output of specific songs. As an example, limiting the output of a specific song means reducing the audibility of that song to below a certain threshold. Note that reducing the audibility of a specific song to below a certain threshold may include reducing the audibility of that song to zero. In other words, limiting the output of a specific song may include prohibiting the output of that song.
[0163] For example, in the pachinko game machine 10, the output of a specific song can be restricted during the execution of a variable game. For example, in the pachinko game machine 10, during the 8th operation acceptance period, the setting regarding the audibility of a specific song can be changed from the standard setting to a special setting by operating the performance button BT. For example, the special setting is a setting in which the audibility of a specific song is lower than the standard setting. In the pachinko game machine 10, during the 8th operation acceptance period, the output of a specific song can be restricted by setting it to the special setting by operating the performance button BT. For example, the 8th operation acceptance period is part or all of the period from the start of the 2nd pre-performance to the end of the 2nd specific performance. Note that the 8th operation acceptance period may include a period different from the period from the start of the 2nd pre-performance to the end of the 2nd specific performance. For example, the 8th operation acceptance period may be the period from the start of the 2nd pre-performance to the end of the first variable game, or to the start of the next variable game.
[0164] As shown in Figure 14, when the audibility setting for a particular song is a special setting, a song restriction effect is executed that makes it clear that the output of that song is restricted. In other words, when the effect button BT is operated during the 8th operation acceptance period, the song restriction effect is executed. For example, the song restriction effect may include a display effect that shows a song restriction image Sgg that makes it clear that the output of a particular song is restricted. For example, the song restriction image Sgg is an image that mimics the string "Song Restricted".
[0165] Furthermore, as an example, in the pachinko game machine 10, it is possible to restrict the output of a specific song when pre-show effects are not being executed and the game is in a standby state where no variation game is being played. As an example, in the setting change animation of the third embodiment, in addition to the settings that can be changed in the setting change animation of the first embodiment, it is possible to change settings related to the audibility of a specific song.
[0166] As shown in Figure 15(a), in the menu presentation of the third embodiment, the item image Gm may include an item image Gm corresponding to a setting related to the audibility of a particular song. As shown in Figure 15(b), during the execution of a setting status animation that allows recognition of the setting status of a specific song's audibility, the setting for a specific song's audibility can be changed from the standard setting to a special setting by operating the animation button BT during the sixth operation acceptance period.
[0167] This section explains the controls used to execute special effects. In the losing spin processing of the third embodiment, the main CPU 41 can determine a spin pattern that identifies a spin content that ultimately displays a losing combination of symbols after going through an SP (Special Performance) sequence, in addition to the spin patterns that can be determined in the losing spin processing of the first embodiment. In the winning spin processing of the third embodiment, the main CPU 41 can determine a spin pattern that identifies a spin content that ultimately displays a winning combination of symbols after going through an SP (Special Performance) sequence, in addition to the spin patterns that can be determined in the winning spin processing of the first embodiment.
[0168] When the sub-CPU 51 receives a variation start command, it decides whether or not to execute an SP (Special) effect based on the variation content of the variation game that can be identified from the variation start command. For example, the sub-CPU 51 may decide to execute an SP effect if it identifies a variation pattern that includes an SP effect from the input variation start command. Furthermore, if the sub-CPU 51 decides to execute an SP effect, it determines the type of effect for that SP effect. For example, the sub-CPU 51 may decide the type of effect for the SP effect based on whether it identified a losing special symbol or a winning special symbol from the input variation start command.
[0169] If the subCPU 51 decides to execute the SP performance, it controls the performance device group ES to execute the SP performance when the start timing for the SP performance arrives. More specifically, if the subCPU 51 decides to execute the SP performance, it controls the performance device group ES to execute the second pre-performance when the start timing for the SP performance arrives. For example, when a variation game based on a variation pattern of variation content including the SP performance is executed, the subCPU 51 determines that the start timing for the SP performance has arrived when a second predetermined time has elapsed since the start of the variation game. In other words, the subCPU 51 controls the performance device group ES to execute the SP performance without going through the NR performance and SR performance. For example, if the subCPU 51 decides to execute the second pre-performance, it starts an eighth operation acceptance period that accepts operation of the performance button BT.
[0170] The sub-CPU 51 controls the performance device group ES to execute the SP performance introduction sequence when the timing for the SP performance introduction sequence to begin arrives. The sub-CPU 51 determines that the timing for the SP performance introduction sequence to begin has arrived when the performance time for the second pre-performance sequence has elapsed. In other words, once the performance time for the second pre-performance sequence has elapsed, the sub-CPU 51 controls the performance device group ES to execute the SP performance introduction sequence instead of the second pre-performance sequence.
[0171] The sub-CPU 51 controls the performance device group ES to execute the branching sequence of the SP sequence when the start timing for the branching sequence of the SP sequence arrives. For example, the sub-CPU 51 determines that the start timing for the branching sequence of the SP sequence has arrived when the performance time for the introductory sequence of the SP sequence has elapsed. In other words, once the performance time for the introductory sequence of the SP sequence has elapsed, the sub-CPU 51 controls the performance device group ES to execute the branching sequence of the SP sequence instead of the introductory sequence of the SP sequence. For example, when the sub-CPU 51 executes the branching sequence of the SP sequence, it starts a seventh operation acceptance period in which it accepts operation of the performance lever LV.
[0172] The sub-CPU 51 controls the performance device group ES to execute the SP performance result performance when the start timing for the SP performance result performance arrives. Specifically, if the win lottery is won, the sub-CPU 51 controls the performance device group ES to execute the win result performance when the start timing for the SP performance result performance arrives. If the win lottery is not won, the sub-CPU 51 controls the performance device group ES to execute the loss result performance when the start timing for the SP performance result performance arrives. As an example, the sub-CPU 51 determines that the start timing for the SP performance result performance has arrived when the performance time for the SP performance branching performance has elapsed, or when the performance lever LV is operated during the 7th operation acceptance period. As an example, the sub-CPU 51 terminates the 7th operation acceptance period when the start timing for the SP performance result performance arrives.
[0173] Next, the control in the standby state of the third embodiment will be described. During the fifth operation acceptance period, the sub-CPU 51, based on the operation signal of the directional button JB, determines that the directional button JB has been operated and can change the selected item according to the operation pattern of the directional button JB. For example, each time the up button JBu is operated, the sub-CPU 51 changes the selected setting in the following order: ...settings related to the volume of various effects and various notifications → settings related to the audibility of specific songs → settings related to illumination by specific illumination patterns → settings related to customization of various effects → settings related to the light intensity of various effects and various notifications → settings related to the volume of various effects and various notifications... For example, each time the down button JBd is operated, the sub-CPU 51 changes the selected item in the following order: ...settings related to the volume of various effects and various notifications → settings related to the light intensity of various effects and various notifications → settings related to customization of various effects → settings related to illumination by specific illumination patterns → settings related to the audibility of specific songs → settings related to the volume of various effects and various notifications...
[0174] During the execution of a setting status display that allows recognition of the setting status of the audibility settings for a specific song, in the sixth operation acceptance period, if the sub-CPU 51 determines that the performance button BT has been operated based on the operation signal of the performance button BT, the setting for the audibility settings of the specific song is changed in the following order each time the performance button BT is operated: standard setting → special setting → standard setting.
[0175] This section describes the process that the sub-CPU 51 performs to restrict the output of a specific song. For example, when the output of a particular song is restricted, that is, when the settings related to the audibility of a particular song are specially set, the sub-CPU 51 controls the speaker SP so that the audibility of the particular song is below a standard value when outputting that song.
[0176] The following describes examples of specific implementation methods for the second pre-show production and the second specific production. Figures 16(a) and 16(b) show the situation when the SP performance is executed. As mentioned above, the SP performance begins with the second pre-performance. This allows the player to know in advance that the second specific performance, in which a specific song is played, will be executed. At this time, the eighth operation acceptance period begins along with the start of the second pre-performance.
[0177] As shown in Figure 16(c), if the performance button BT is operated during the eighth operation acceptance period, and the setting for the audibility of a specific song is changed from the standard setting to a special setting, the performance display device EH will execute a song restriction performance. This allows the player to recognize that the output of a specific song will be restricted in the second specific performance that is executed afterward.
[0178] As shown in Figure 16(d), the second pre-show sequence has ended, and the introductory sequence, which is a specific performance sequence, has begun. As mentioned above, the introductory sequence, which is a specific performance sequence, is a performance sequence that includes sound effects in which a specific song is output. And, because the settings regarding the audibility of the specific song are special settings, the output of that song is restricted.
[0179] As shown in Figure 16(e), assume that the introductory sequence has finished and the branching sequence has begun. As mentioned above, the branching sequence may include sound effects in which a specific song is output. In this case, since the settings regarding the audibility of the specific song are special settings, the output of that song is restricted.
[0180] As shown in Figure 16(f), assume that the branching sequence has ended and the result sequence has begun. As mentioned above, the result sequence may include sound effects in which a specific song is output. In this case, since the settings regarding the audibility of the specific song are special settings, the output of that song is restricted.
[0181] Thus, in this embodiment, after the start of the second pre-performance, based on the operation of the performance button BT, the setting regarding the audibility of a specific song can be set so that the audibility of the specific song in the second specific performance is lower than the standard setting, or so that the specific song is not output in the second specific performance.
[0182] The effects of this embodiment will now be explained. (3-1) Generally, sound effects that output music may have restrictions on secondary use. In such cases, when a video is taken of a sound effect that outputs music being performed, the player has to take the trouble to process the video, such as temporarily setting the volume in the video to 0. According to this embodiment, after the start of a second pre-effect that suggests or notifies that a specific song will be output, the audibility of the specific song in the second specific effect can be set to be lower than the standard setting, or the specific song can not be output in the second specific effect, based on the operation of the effect button BT. This reduces the trouble the player has to go through to process the video when the second specific effect is performed. Therefore, it is possible to suppress the decrease in the motivation of players to take videos.
[0183] (Fourth embodiment) A fourth embodiment of a pachinko game machine will be described. In the fourth embodiment, the mode of limiting light emission by a specific light emission mode differs from that of the first, second, and third embodiments. The first decorative lamp LA1 in the fourth embodiment is displaceable from a first state to a second state, and the amount of light received at the installation position of the equipment for shooting video (e.g., a camera) can be changed by the displacement of the first decorative lamp LA1. This will be explained in detail below.
[0184] As shown in Figure 17, the first decorative lamp LA1 is composed of a light-emitting element H and a covering member J that covers the light-emitting element H. For example, the covering member J is a material whose inner surface (the surface facing the center of the pachinko game machine 10) is colorless and transparent, and whose outer surface is opaque. In other words, the light-emitting element H is covered by a material whose outer surface is opaque. For example, the covering member J is a material whose outer surface is milky white.
[0185] As shown in Figure 18, the light-emitting body H comprises a movable body K and an LED substrate lk. For example, the movable body K is a cylindrical member extending vertically in the vertical direction. For example, the light-emitting body H is equipped with a movable actuator AK for moving the movable body K. For example, the movable actuator AK is a stepping motor. For example, the movable actuator AK is provided on the upper part of the movable body K. For example, the movable body K is rotatable laterally by the movable actuator AK. For example, one or more LEDs are mounted on the LED substrate lk. For example, the LED substrate lk is fixed to the movable body K using nails, screws, etc. That is, the mounting surface of the LED substrate lk rotates as the movable body K rotates. For example, the light-emitting body H can be displaced between a first state and a second state as the movable body K operates. For example, the second state of the light-emitting body H is a state in which the amount of light received at a predetermined position increases compared to the first state of the light-emitting body H. For example, the predetermined position is the game position. For example, the game position is the position where the player is expected to play the game. For example, the game position is 50 centimeters in front of the pachinko game machine 10. The movable actuator AK is connected to the sub-board 50. The sub-CPU 51 can control the movement of the movable body K by controlling the movement of the movable actuator AK.
[0186] In the fourth embodiment, the processing performed by the sub-CPU 51 to restrict the emission of light in a specific light emission mode will be described. As an example, when the sub-CPU 51 restricts light emission by a specific light emission mode, that is, when the setting for light emission by a specific light emission mode is set to a specific setting, it controls the movable body K so that the light emitter H is in the second state when executing a light emission effect that includes light emission by a specific light emission mode. When the sub-CPU 51 restricts light emission by a specific light emission mode, that is, when the setting for light emission by a specific light emission mode is set to a specific setting, it controls the movable body K so that the light emitter H is in the first state when executing a light emission effect that does not include light emission by a specific light emission mode.
[0187] For example, when the sub-CPU 51 is controlling the first decorative lamp LA1 to emit light in a specific emission mode, if the setting for emission in the specific emission mode is changed from a standard setting to a specific setting, the sub-CPU 51 controls the movable body K so that the light emitter H enters the second state. For example, when the sub-CPU 51 is controlling the first decorative lamp LA1 to emit light in a specific emission mode, if the setting for emission in the specific emission mode is changed from a specific setting to a standard setting, the sub-CPU 51 controls the movable body K so that the light emitter H enters the first state.
[0188] A specific example of how a particular performance is executed in the fourth embodiment will be described. Figure 19(a) shows the situation in which a branching effect is being executed as a specific effect (first specific effect). In this case, the setting for light emission by the specific light emission mode is assumed to be the standard setting. Therefore, in the branching effect as a specific effect (first specific effect), the amount of light received at the installation position of the equipment for shooting the video (e.g., camera) is not limited because the light emitter H is in the first state.
[0189] As shown in Figure 19(b), during the third operation acceptance period, the effect button BT is operated, and the setting for light emission by a specific light emission mode is changed from the standard setting to the specific setting. In the effect display device EH, the light emission restriction effect is executed because the setting for light emission by a specific light emission mode has been changed from the standard setting to the specific setting. In addition, the light emitter H is displaced from the first state to the second state because the setting for light emission by a specific light emission mode has been changed from the standard setting to the specific setting. As a result, the amount of light received at a predetermined position increases. Consequently, the amount of light received at the installation position of the equipment for shooting video (e.g., a camera) decreases.
[0190] As shown in Figure 19(c), the branching sequence ends and the result sequence, which is the specific sequence (first specific sequence), begins. As described above, the result sequence, which is the specific sequence (first specific sequence), is a sequence that includes a specific light emission sequence that emits light in a specific light emission mode. For this reason, the light emitter H is maintained in the second state.
[0191] Thus, in this embodiment, the specific light emission effect in which the first decorative lamp LA1 emits light in a specific light emission mode is an effect in which the amount of light received at a predetermined position increases as the first decorative lamp LA1 is displaced from a first state to a second state based on the operation of the effect button BT. On the other hand, since the second decorative lamp LA2 does not displace to another state, the specific light emission effect is an effect in which the amount of light received at a predetermined position does not change due to the emission of light from the second decorative lamp LA2.
[0192] The effects of this embodiment will now be explained. (4-1) In this embodiment, in a specific light emission effect that emits light in a specific light emission mode which may have unintended adverse effects, the amount of light received at a predetermined position increases when the effect button BT is operated, causing the first decorative lamp LA1 to shift from a first state to a second state. Therefore, a player who wants to record a video can reduce the light emission intensity in the video being recorded when the specific light emission effect is performed by setting the camera at a position different from the predetermined position and operating the effect button BT during the specific light emission effect. This reduces the effort required for the player to process the recorded video. Thus, it is possible to suppress a decrease in the motivation of players who want to record videos.
[0193] (4-2) Here, depending on the light-emitting means, it is conceivable that the influence on the amount of light received at the location where the camera is expected to be installed is small, that is, the influence on viewers who will watch the recorded video is small. Based on this premise, by making it possible to shift from the first state to the second state depending on the type of light-emitting means, it is preferable to reduce the amount of light received at the location where the camera is expected to be installed.
[0194] (4-3) Generally, the camera is installed outside the player's playing position. Therefore, by covering the outer surface of the first decorative lamp LA1 with an opaque material, the amount of light received at the position where the camera is expected to be installed can be reduced, regardless of whether the first decorative lamp LA1 is in the first or second state. As a result, the light intensity in the video being recorded can be reduced. This reduces the effort required for the player to process the recorded video.
[0195] The above embodiment can be implemented with the following modifications. The above embodiment and the following modifications can be combined with each other to the extent that they do not contradict each other technically. In the first and second embodiments, examples were given in which the period from the start of the pre-show to the start of the specific show differs depending on the progress of the game, and in which the period from the start of the pre-show to the start of the specific show is the same depending on the progress of the game, but the invention is not limited to these examples. For example, there may be cases in which the period from the start of the pre-show to the start of the specific show differs depending on the progress of the game, and cases in which the period from the start of the pre-show to the start of the specific show is the same depending on the progress of the game. In other words, when the progress of the game is in the first state and when the progress of the game is in the second state, the period from the start of the pre-show to the start of the specific show is the same, while when the progress of the game is in the third state, the period from the start of the pre-show to the start of the specific show may differ from when the progress of the game is in the first state and when the progress of the game is in the second state.
[0196] The first embodiment and the fourth embodiment may be adopted in combination, or only one of them may be adopted. In other words, limiting the emission of light in a specific emission mode may be achieved by either preventing light emission in a specific emission mode or by displacing the first decorative lamp LA1 from the first state to the second state, or both.
[0197] In the third embodiment, the second specific effect may be an effect that can be executed at the same time as the first specific effect. For example, at least one of the SR effect and the SP effect may be composed of both a light effect with a specific light emission pattern and a sound effect that outputs a specific song. In this case, the second pre-effect may be the same effect as the first pre-effect. That is, the pre-effect that is both the first pre-effect and the second pre-effect may be an effect that suggests or notifies of light emission with a specific light emission pattern and also suggests or notifies that a specific song will be output.
[0198] In the fourth embodiment, the game position was exemplified as a predetermined position where the amount of light received increases as the first decorative lamp LA1 is displaced from the first state to the second state, but it is not limited to this and may be any position. Even in this case, the player acting as the photographer can reduce the amount of light received at the shooting position by setting up the equipment for shooting at a position different from the predetermined position.
[0199] In the fourth embodiment, the light-emitting position of the first decorative lamp LA1 may differ between the first state and the second state. In this case, when the first decorative lamp LA1 is in the second state, it is preferable that it be positioned closer to the center of the pachinko game machine 10 compared to the first state. This increases the amount of light received at a predetermined position when the first decorative lamp LA1 is in the second state compared to the first state. When the first decorative lamp LA1 is displaced from the first state (first position) to the second state (second position), it may or may not be displaced over the shortest distance. Displacement of the first decorative lamp LA1 from the first state (first position) to the second state (second position) over the shortest distance means that the first decorative lamp LA1 is displaced linearly from the first state (first position) to the second state (second position). The first decorative lamp LA1 does not displace from the first state (first position) to the second state (second position) by the shortest distance if it displaces in a curved or broken line manner from the first state (first position) to the second state (second position).
[0200] ・Examples of specific light emission modes include light emission modes that include light emission of a specific color with a light emission intensity above a standard value, and light emission modes that include light emission of a specific flashing pattern with a light emission intensity above a standard value, but are not limited to these. For example, a specific light emission mode may include one or more light emission modes arbitrarily selected from light emission modes that include light emission of a specific color with a light emission intensity above a standard value, light emission modes that include light emission of a specific flashing pattern with a light emission intensity above a standard value, and other light emission modes. For example, a specific light emission mode may include light emission modes that include light emission with a light emission intensity above a limit value. In other words, light emission with a light emission intensity above a limit value may be considered light emission of a specific light emission mode, regardless of the light emission color or lighting pattern. For example, a light emission intensity above a limit value is the fifth light emission intensity. In this case, the probability of executing a pre-show may differ depending on the light emission color and lighting pattern. For example, a pre-show where a red light emission intensity suggests a stronger light emission than the green and blue light emission intensities may be more likely to be executed than a pre-show where a green light emission intensity suggests a stronger light emission than the red and blue light emission intensities. Furthermore, for example, a pre-show presentation that suggests a green light intensity is stronger than the red and blue light intensity may be more likely to be implemented than a pre-show presentation that suggests a blue light intensity is stronger than the red and green light intensity.
[0201] Furthermore, if a specific light emission pattern includes a light emission pattern with an intensity exceeding a limit, the period from the start of the pre-effect to the start of the specific effect may differ depending on the light color and lighting pattern. In other words, a pre-effect in which the red light emission intensity suggests a stronger emission than the green light emission intensity and the blue light emission intensity may have a different length of time from each start to the specific effect compared to a pre-effect in which the green light emission intensity suggests a stronger emission than the red light emission intensity and the blue light emission intensity. Furthermore, a pre-effect in which the red light emission intensity suggests a stronger emission than the green light emission intensity and the blue light emission intensity may have a different length of time from each start to the specific effect compared to a pre-effect in which the blue light emission intensity suggests a stronger emission than the red light emission intensity and the green light emission intensity. Furthermore, a pre-effect in which the green light emission intensity suggests a stronger emission than the red light emission intensity and the blue light emission intensity may have a different length of time from each start to the specific effect compared to a pre-effect in which the blue light emission intensity suggests a stronger emission than the red light emission intensity and the green light emission intensity. Furthermore, the length can vary; it can be either short or long.
[0202] The presentation style of branching sequences, which are specific presentations, may be made to always differ depending on the progress of the game. In other words, when the progress of the game is in the first state, an SR sequence consisting of a first branching sequence may be executed, and when the progress of the game is in the second state, an SR sequence consisting of a second branching sequence may be executed.
[0203] • Settings for the volume of various effects and notifications may be set by an operating means other than the effect button BT. For example, settings for the volume of various effects and notifications may be changed by operating a dedicated operating means for changing the settings for various effects and notifications, during the operation acceptance period of said dedicated operating means.
[0204] • Settings for the volume of various effects and notifications may be configurable at any time during the execution of the variable game. • Settings for the light intensity of various effects and notifications may be set by an operating means other than the effect button BT. For example, settings for the light intensity of various effects and notifications may be changed by operating a dedicated operating means for changing the settings for the light intensity of various effects and notifications, and by operating the dedicated operating means during the operation acceptance period of the dedicated operating means. In this configuration, it can be said that both the light intensity of a specific color and the light intensity of a non-specific color different from the specific color can be adjusted based on the operation of an operating means other than the effect button BT. Furthermore, it can be said that both the light intensity of a specific flashing pattern and the light intensity of a non-specific flashing pattern different from the specific flashing pattern can be adjusted based on the operation of an operating means other than the effect button BT.
[0205] • Settings regarding the intensity of various effects and notifications may be configurable at any time during the execution of the variable game. • Settings related to illumination by a specific illumination mode may be set by an operation means separate from the operation means that accepts operations in branching effects as specific effects. For example, settings related to illumination by a specific illumination mode may be changed by providing a dedicated operation means for changing the settings related to illumination by a specific illumination mode, and by operating the dedicated operation means during the operation acceptance period of said dedicated operation means.
[0206] • Settings related to the audibility of a specific song may be set by an operating means separate from the operating means that accepts operations in branching sequences as a specific performance. For example, settings related to the audibility of a specific song may be changed by providing a dedicated operating means for changing the audibility of a specific song, and by operating the dedicated operating means during the operation acceptance period for that dedicated operating means.
[0207] • The execution methods of each type of effect may be changed as desired. For example, the first specific effect does not have to include a display effect, but may include a sound effect. For example, the second specific effect does not have to include a display effect, but may include a light-emitting effect.
[0208] • A specific performance may be a performance that is executed across multiple variation games. • When a specific effect is executed, it is acceptable for a pre-effect not to be executed. Even if a specific performance is not performed, a pre-performance may be performed. In this case, the pre-performance is a performance that suggests that the specific performance will be performed.
[0209] The performance device group ES may be configured to include, in addition to or instead of, the performance display device EH, speaker SP, first decorative lamp LA1, and second decorative lamp LA2, any other performance device. For example, when configuring to perform a specific performance including a light-emitting performance with a specific light emission pattern, the performance device group ES may be configured to include at least one of the first decorative lamp LA1 and the second decorative lamp LA2. For example, when configuring to perform a specific performance including a sound performance that outputs a specific song, the performance device group ES may be configured to include at least the speaker SP.
[0210] • The warning effect may include a special effect that includes a light effect using a specific light emission pattern. This makes it easier to recognize the content being warned about by the warning effect. • Warning sequences may include warning sequences related to addiction. For example, a warning sequence related to addiction may be executed in a standby state. In this case, the warning sequence related to addiction may be executed in place of a warning sequence that warns of entering a specific state, may be executed before a warning sequence that warns of entering a specific state, or may be executed after a warning sequence that warns of entering a specific state.
[0211] • Warning sequences about specific situations may include warning sequences that warn about fingers or luggage getting caught in the movable parts, and warning sequences about becoming engulfed. In other words, before the start of the pre-show, warning sequences that warn about fingers or luggage getting caught in the movable parts, and warning sequences about becoming engulfed, may be performed.
[0212] The warning about entering a specific state may be given during one or more periods arbitrarily selected from the running of a variable game, the running of a jackpot game, and the standby state. For example, if the warning about entering a specific state is to be given during all periods of the running of a variable game, the running of a jackpot game, and the standby state, the warning about entering a specific state may be given by directly printing a design that warns about entering a specific state on a component located in a position visible to the player, such as the mounting frame 11b or the game board YB, or by attaching a seal material having a printed surface with a design that warns about entering a specific state and an adhesive surface.
[0213] - The pre-animation may be set to start after a predetermined variable game has finished, and then a specific animation may start after that. In other words, the variable game in which the pre-animation starts and the variable game in which the specific animation starts may be different. In this case, the pre-animation may be performed in a variable game that is earlier than the variable game in which the specific animation is performed. Also, if the variable game in which the pre-animation starts and the variable game in which the specific animation starts are different, the pre-animation may be an animation that is performed over multiple variable games. To give a specific example, during the execution of a predetermined variable game, the pre-animation may start, then the predetermined variable game may end, the pre-animation may end in a subsequent variable game, and then the specific animation may start in the next variable game. As an example, if the variable game in which the pre-animation starts and the variable game in which the specific animation starts are different, the main CPU 41 may, when the conditions for holding a special game are met, pre-determine the type of variable pattern of the special game and output a command (a so-called pre-read command) that can specify the result of the pre-determinion to the sub-board 50. In this case, the sub-CPU 51 may decide whether or not to execute the pre-animation and the manner of its execution if it can be determined in advance by the pre-read command that the specific animation will be performed.
[0214] The performance display device EH is not limited to being composed of one display unit capable of displaying various images, but may be composed of multiple display units. The performance display device EH may be composed in combination with a movable body configured to enable predetermined operations. Some or all of the one or more display units constituting the performance display device EH may be provided on the game board YB or on the mounting frame 11b.
[0215] The first and second variation games may be executed in the order in which the pending conditions are met. The pachinko game machine 10 can employ a specification that grants a high probability state until the next big win, a specification that grants a high probability state until the player wins the fall-out lottery (a so-called fall-out machine), or a specification that grants a high probability state until a specified number of variable games are completed (a so-called ST machine). The pachinko game machine 10 can employ a specification that grants a high probability state on the condition that the game ball passes through a specific area (a so-called V-probability variation machine). The pachinko game machine 10 may also have a specification that combines the specifications of a fall-out machine and a V-probability variation machine.
[0216] • The special symbol winning lottery may include not only the big win lottery but also the minor win lottery. If a minor win is won in the winning lottery, a minor win game (winning game) is awarded after the special game ends. In this embodiment, the game may be configured to be controllable to a state (so-called minor win RUSH) in which the number of times (frequency) minor wins are won per unit time, or the number of times (frequency) minor win games are awarded per unit time, is increased compared to the normal game state (for example, the low probability non-time-saving state).
[0217] The pachinko game machine 10 may adopt a specification classified as Type 2, also known as a "wing type" or "airplane type." In this type of pachinko game machine, when a game ball enters the starting hole, the opening and closing wings (opening and closing members) of the ball entry device (large prize entry hole) open, and a jackpot is generated when the game ball that entered the ball entry device enters the special prize entry hole.
[0218] The main CPU 41, main ROM 42, main RAM 43, and random number generation circuit 44 may be configured on a single chip. The specific configuration of the game board YB may be changed as desired.
[0219] The pachinko game machine 10 may have a sub-board 50 as a sub-overall control board, and may also have a display control board that specializes in controlling the performance display device EH, a light emission control board that specializes in controlling the first decorative lamp LA1 and the second decorative lamp LA2, and a sound control board that specializes in controlling the speaker SP, separate from the sub-board 50. The sub-board may also include such a sub-overall control board and other boards that control the performance. In addition, in this embodiment, the main CPU 41 and the sub-CPU 51 may be mounted on a single board. Furthermore, the display control board, the light emission control board, and the sound control board may be arbitrarily combined to form one or more boards.
[0220] The above embodiment may be applied to a slot machine. In a slot machine, the bet amount (also called the stake) can be set by operating the BET button or inserting tokens. In a slot machine, after the bet amount is set, when the start lever is operated, multiple reels rotate. In a slot machine, after the multiple reels have rotated, when the stop button is operated, the rotation of the corresponding reel stops. Then, in a slot machine, when all the reels have stopped rotating, a prize (awarding of tokens, re-play) is given according to the combination of symbols that stopped. In a slot machine, the period from when the start lever is operated with the bet amount set until all the reels have stopped rotating is included in at least one spinning game. In addition, some slot machines have a prize draw, and it is possible to win a bonus prize in the prize draw. In such a slot machine, when a bonus prize is won by deriving a combination of symbols corresponding to a bonus prize on the winning line, a bonus game is awarded. A bonus game is an example of a special offer. A bonus game is equivalent to a jackpot game in a pachinko game machine 10.
[0221] Furthermore, some slot machines are configured to allow control over one of several different game states, each with a different probability of winning a specific role, such as a replay role (re-play role). A game state where the probability of winning a specific role, such as a replay role, is higher than in the normal game state (the so-called RT state) is advantageous for the player because it increases the number of balls held or reduces the number of balls held compared to the normal game state. In other words, the RT state is one example of a special feature.
[0222] Furthermore, some slot machines can be controlled to a state (so-called AT state) where the player is notified of how to operate the stop button to win a specific combination. The AT state is advantageous for the player because it makes it easier to win the specific combination compared to normal play, resulting in an increase in the number of balls held, or a decrease in the number of balls held compared to normal play. In other words, the AT state is one example of a special feature.
[0223] Furthermore, some slot machines that can be controlled to enter an AT (Automatic Trigger) state can perform effects that mimic bonus gameplay in the AT state, or the number of balls accumulated is more likely to increase in the AT state compared to bonus gameplay. In such slot machines, the AT state can be said to be equivalent to the jackpot game in pachinko machines 10.
[0224] The technical concepts that can be understood from the above embodiments and modified examples are described below. (Note 1) A gaming machine comprising an operating means that can be operated by a player, an effect execution means that executes an effect, and an effect control means that controls the effect execution means, wherein the effect execution means includes at least a light-emitting means capable of emitting a predetermined amount of light, and the effect includes a specific effect that includes the emission of light of a specific color, and a pre-effect that suggests or notifies the emission of light of the specific color, and after the start of the pre-effect, based on the operation of the operating means, the light intensity of the specific color in the specific effect can be set to a specific setting that is lower than a standard setting, or that does not emit light of the specific color in the specific effect.
[0225] (Note 2) A gaming machine comprising: an operating means that can be operated by a player; an effect execution means that executes an effect; and an effect control means that controls the effect execution means, wherein the effect execution means includes at least a light-emitting means capable of emitting a predetermined amount of light; the effect includes a specific effect that includes the emission of light of a specific color; and a pre-effect that suggests or notifies the emission of light of the specific color; and after the start of the pre-effect, based on the operation of the operating means, the light intensity of the specific color in the specific effect can be set to a specific setting that is lower than a standard setting, or that the specific color is not emitted in the specific effect; the pre-effect is executed at least in a variable state in which a variable game is being executed; and when the pre-effect is not being executed, in a standby state in which the variable game is not being executed, the specific setting can be set based on the operation of the operating means.
[0226] (Note 3) A gaming machine comprising an operating means that can be operated by a player, an effect execution means that executes an effect, and an effect control means that controls the effect execution means, wherein the effect execution means includes at least a light-emitting means capable of emitting a predetermined amount of light, and the effect includes a specific effect that includes the emission of a specific color, and a pre-effect that suggests or notifies the emission of the specific color, and after the start of the pre-effect, based on the operation of the operating means, the emission intensity of the specific color in the specific effect can be set to a specific setting that is lower than a standard setting, or that does not emit the specific color in the specific effect, and the specific effect is an effect that has a higher expectation of awarding an award compared to when the specific effect is not executed.
[0227] (Note 4) A gaming machine comprising an operating means that can be operated by a player, an effect execution means that executes an effect, and an effect control means that controls the effect execution means, wherein the effect execution means includes at least a light-emitting means capable of emitting a predetermined light, and the effect includes a specific effect that includes the emission of a specific color, and a pre-effect that suggests or notifies the emission of the specific color, and after the start of the pre-effect, based on the operation of the operating means, the light emission intensity of the specific color in the specific effect can be set to a specific setting that is lower than a standard setting, or that the specific color is not emitted in the specific effect, and the period from the start timing of the pre-effect to the start timing of the specific effect may vary depending on the progress of the game, and even if the length of the period from the start timing of the pre-effect to the start timing of the specific effect varies, the specific setting can be set based on the operation of the operating means after the start of the pre-effect.
[0228] (Note 5) A gaming machine comprising an operating means that can be operated by a player, an effect execution means that executes an effect, and an effect control means that controls the effect execution means, wherein the effect execution means includes at least a light-emitting means capable of emitting a predetermined light, the effect includes a specific effect that includes the emission of a specific color, and a pre-effect that suggests or notifies the emission of the specific color, and after the start of the pre-effect, based on the operation of the operating means, the light emission intensity of the specific color in the specific effect can be set to a specific setting that is lower than a standard setting, or that the specific color is not emitted in the specific effect, the light emission of the specific color is such that the light emission intensity of red is stronger than the light emission intensity of green and blue among red, green and blue, and the specific setting is a setting in which the light emission intensity of red is lower than the standard setting.
[0229] (Appendix 6) A gaming machine comprising an operating means that can be operated by a player, an effect execution means that executes an effect, and an effect control means that controls the effect execution means, wherein the effect execution means includes at least a light-emitting means capable of emitting a predetermined amount of light, and the effect includes a specific effect that includes the emission of light of a specific color, and a pre-effect that suggests or notifies the emission of light of the specific color, and after the start of the pre-effect, based on the operation of the operating means, the light intensity of the specific color in the specific effect can be set to a specific setting that is lower than a standard setting, or that does not emit light of the specific color in the specific effect, and a warning can be issued before the start of the pre-effect.
[0230] (Note 7) A gaming machine comprising: an operating means that can be operated by a player; an effect execution means that executes an effect; and an effect control means that controls the effect execution means, wherein the effect execution means includes at least an effect emission means that can emit a predetermined light and an effect output means that can output a predetermined sound, and the effect includes a first specific effect that includes the emission of a specific color; a second specific effect that outputs a specific song that at least involves singing; a first pre-effect that suggests or notifies the emission of the specific color; and a second pre-effect that suggests or notifies the output of the specific song, wherein, after the start of the first pre-effect, the operating means can be operated to set the emission intensity of the specific color in the first specific effect to be lower than a standard setting, or to a specific setting that does not emit the specific color in the first specific effect, and after the start of the second pre-effect, the operating means can be operated to set the audibility of the specific song in the second specific effect to be lower than a standard setting, or to a setting that does not output the specific song in the second specific effect.
[0231] (Note 8) A gaming machine as described in any of (Note 1), (Note 2), (Note 3), (Note 4), (Note 5), (Note 6), and (Note 7), wherein the period from the start of the pre-show to the start of the specific show is the same when the game is in the first state and when the game is in the second state.
[0232] (Note 9) A gaming machine as described in any of (Note 1), (Note 2), (Note 3), (Note 4), (Note 5), (Note 6), (Note 7), and (Note 8), in which both the emission intensity of the specific color and the emission intensity of a non-specific color different from the specific color can be adjusted based on the operation of an operating means other than the aforementioned operating means.
[0233] (Note 10) The specified performance is a performance that can be executed when a bonus is granted, and the performance includes a special performance that can be executed in a standby state when the variable game is not being executed and includes the emission of light of the specified color, and the emission of light of the specified color in the special performance is not restricted even when the specified setting is set, as described in any of (Note 1), (Note 2), (Note 3), (Note 4), (Note 5), (Note 6), (Note 7), (Note 8), and (Note 9).
[0234] (Note 11) A gaming machine as described in any of (Note 1), (Note 2), (Note 3), (Note 4), (Note 5), (Note 6), (Note 7), (Note 8), (Note 9), and (Note 10), wherein when the specific performance is being executed and the specific setting is set, the power supply is cut off, and when the power supply is then started, the reference setting is set, while the emission of the specific color in the specific performance is restricted.
[0235] (Note 12) The performance of the aforementioned specific performance may differ depending on the progress of the game, as described in any of (Note 1), (Note 2), (Note 3), (Note 4), (Note 5), (Note 6), (Note 7), (Note 8), (Note 9), (Note 10), and (Note 11).
[0236] (Note 13) A gaming machine as described in any of (Note 1), (Note 2), (Note 3), (Note 4), (Note 5), (Note 6), (Note 7), (Note 8), (Note 9), (Note 10), (Note 11), and (Note 12), comprising a light-emitting means other than the light-emitting means, wherein the specific performance is a performance that includes the emission of light of the specific color by the light-emitting means, and the emission of light of the specific color by the other light-emitting means is not limited even when the specific setting is set.
[0237] (Note 14) A gaming machine comprising an operating means that can be operated by a player, an effect execution means that executes an effect, and an effect control means that controls the effect execution means, wherein the effect execution means includes at least a light-emitting means capable of emitting a predetermined amount of light, and the effect includes a specific effect that includes the emission of a specific flash, and a pre-effect that suggests or notifies the emission of the specific flash, and after the start of the pre-effect, based on the operation of the operating means, the light intensity of the specific flash in the specific effect can be set to a lower value than a standard setting, or a specific setting in which the emission of the specific flash is not emitted in the specific effect.
[0238] (Note 15) A gaming machine comprising: an operating means that can be operated by a player; an effect execution means that executes an effect; and an effect control means that controls the effect execution means, wherein the effect execution means includes at least a light-emitting means capable of emitting a predetermined light; the effect includes a specific effect that includes the emission of a specific flashing light; and a pre-effect that suggests or notifies the emission of the specific flashing light; and after the start of the pre-effect, based on the operation of the operating means, the light intensity of the specific flashing light in the specific effect can be set to a specific setting that is lower than a standard setting, or that does not emit the specific flashing light in the specific effect; the pre-effect is executed at least in a variable state in which a variable game is being executed; and when the pre-effect is not being executed, in a standby state in which the variable game is not being executed, the specific setting can be set based on the operation of the operating means.
[0239] (Note 16) A gaming machine comprising an operating means that can be operated by a player, an effect execution means that executes an effect, and an effect control means that controls the effect execution means, wherein the effect execution means includes at least a light-emitting means capable of emitting a predetermined amount of light, and the effect includes a specific effect that includes the emission of a specific flash, and a pre-effect that suggests or notifies the emission of the specific flash, and after the start of the pre-effect, based on the operation of the operating means, the light intensity of the specific flash in the specific effect can be set to a specific setting that is lower than a standard setting, or that does not emit the specific flash in the specific effect, and the specific effect is an effect that has a higher expectation of awarding an award compared to when the specific effect is not executed.
[0240] (Note 17) A gaming machine comprising: an operating means that can be operated by a player; an effect execution means that executes an effect; and an effect control means that controls the effect execution means, wherein the effect execution means includes at least a light-emitting means capable of emitting a predetermined light; the effect includes a specific effect that includes the emission of a specific flashing light; and a pre-effect that suggests or notifies the emission of the specific flashing light; and after the start of the pre-effect, based on the operation of the operating means, the light intensity of the specific flashing light in the specific effect can be set to a specific setting that is lower than a standard setting, or that does not emit the specific flashing light in the specific effect; the period from the start timing of the pre-effect to the start timing of the specific effect may vary depending on the progress of the game; and even if the length of the period from the start timing of the pre-effect to the start timing of the specific effect varies, the specific setting can be set based on the operation of the operating means after the start of the pre-effect.
[0241] (Note 18) A gaming machine comprising an operating means that can be operated by a player, an effect execution means that executes an effect, and an effect control means that controls the effect execution means, wherein the effect execution means includes at least a light-emitting means capable of emitting a predetermined light, and the effect includes a specific effect that includes the emission of a specific flash, and a pre-effect that suggests or notifies the emission of the specific flash, and after the start of the pre-effect, based on the operation of the operating means, the light intensity of the specific flash in the specific effect can be set to a specific setting that is lower than a standard setting, or that does not emit the specific flash in the specific effect, and a warning can be issued before the start of the pre-effect.
[0242] (Note 19) A gaming machine comprising: an operating means that can be operated by a player; an effect execution means that executes an effect; and an effect control means that controls the effect execution means, wherein the effect execution means includes at least a light-emitting means capable of emitting a predetermined light and a sound output means capable of outputting a predetermined sound, and the effect includes a first specific effect that includes the emission of a specific flashing light; a second specific effect that outputs a specific song accompanied by at least singing; a first pre-effect that suggests or notifies the emission of the specific flashing light; and a second pre-effect that suggests or notifies the output of the specific song, wherein, after the start of the first pre-effect, the operating means can be operated to set the light intensity of the specific flashing light in the first specific effect to be lower than a standard setting, or to a specific setting that does not emit the specific flashing light in the first specific effect; and after the start of the second pre-effect, the operating means can be operated to set the audibility of the specific song in the second specific effect to be lower than a standard setting, or to a setting that does not output the specific song in the second specific effect.
[0243] (Note 20) A gaming machine as described in any of (Note 14), (Note 15), (Note 16), (Note 17), (Note 18), and (Note 19), wherein the period from the start of the pre-show to the start of the specific show is the same when the game is in the first state and when the game is in the second state.
[0244] (Note 21) A gaming machine as described in any of (Notes 14), (Note 15), (Note 16), (Note 17), (Note 18), (Note 19), and (Note 20), in which both the light intensity of specific flashing and the light intensity of non-specific flashing can be adjusted based on the operation of an operating means other than the aforementioned operating means.
[0245] (Note 22) The specified performance is a performance that can be executed when a bonus is granted, and the performance includes a special performance that can be executed in a standby state when the variable game is not being executed, and which includes the emission of the specified flashing light, and the emission of the specified flashing light in the special performance is not restricted even when the specified setting is set, as described in any of (Note 14), (Note 15), (Note 16), (Note 17), (Note 18), (Note 19), (Note 20), and (Note 21).
[0246] (Note 23) A gaming machine as described in any of (Note 14), (Note 15), (Note 16), (Note 17), (Note 18), (Note 19), (Note 20), (Note 21), and (Note 22), wherein when the specific performance is being executed and the specific setting is set, the power supply is cut off, and then when the power supply is started, the reference setting is set, while the emission of the specific flashing light in the specific performance is restricted.
[0247] (Note 24) The performance of the aforementioned specific performance may differ depending on the progress of the game, as described in any of (Note 14), (Note 15), (Note 16), (Note 17), (Note 18), (Note 19), (Note 20), (Note 21), (Note 22), and (Note 23).
[0248] (Note 25) A gaming machine as described in any of (Note 14), (Note 15), (Note 16), (Note 17), (Note 18), (Note 19), (Note 20), (Note 21), (Note 22), (Note 23), (Note 24), and (Note 25), wherein the machine is equipped with a light-emitting means other than the light-emitting means, the specific performance is a performance that includes the emission of the specific flashing light by the light-emitting means, and the emission of the specific flashing light by the other light-emitting means is not restricted even when the specific setting is set.
[0249] (Note 26) A gaming machine comprising an operating means that can be operated by a player, an effect execution means that executes an effect, and an effect control means that controls the effect execution means, wherein the effect execution means includes at least a light-emitting means capable of emitting a predetermined amount of light, the light-emitting means is displaceable between a first state and a second state, and a specific light-emitting effect in which the light-emitting means emits light in a specific light-emitting manner is an effect in which the amount of light received at a predetermined position increases as the light-emitting means displaces from the first state to the second state based on the operation of the operating means.
[0250] (Note 27) A gaming machine comprising an operating means that can be operated by a player, an effect execution means that executes an effect, and an effect control means that controls the effect execution means, wherein the effect execution means includes at least a first light-emitting means capable of emitting a predetermined amount of light, and a second light-emitting means different from the first light-emitting means, the first light-emitting means is displaceable between a first state and a second state, and a specific light-emitting effect in which the first light-emitting means and the second light-emitting means emit light in a specific light-emitting manner is an effect in which, based on the operation of the operating means during the execution of the specific light-emitting effect, the first light-emitting means is displaced from a first state to a second state, the amount of light received at a predetermined position due to the emission of light by the first light-emitting means increases, and the amount of light received at a predetermined position due to the emission of light by the second light-emitting means does not change.
[0251] (Note 28) A gaming machine comprising an operating means that can be operated by a player, an effect execution means that executes an effect, and an effect control means that controls the effect execution means, wherein the effect execution means includes at least a light-emitting means capable of emitting a predetermined amount of light, the light-emitting means is displaceable between a first state and a second state, and a specific light-emitting effect in which the light-emitting means emits light in a specific light-emitting manner is an effect in which the amount of light received at a predetermined position increases when the light-emitting means is displaced from the first state to the second state based on the operation of the operating means during the execution of the specific light-emitting effect, and the light-emitting means is covered on its outer surface with an opaque material.
[0252] (Note 29) The specified light-emitting effect is an effect in which the expected value of the bonus is higher compared to when the specified light-emitting effect is not performed, as described in any of (Notes 26), (Note 27), and (Note 28).
[0253] (Note 30) A gaming machine as described in any of (Note 26), (Note 27), (Note 28), and (Note 29) that is capable of issuing a warning before the start of the specific light-emitting effect. [Explanation of Symbols]
[0254] AK...Movable actuator BT...Effect button Cg...Warning image EH...Effect display device ES...Effect device group Gb...Pre-image Gc...Character image Gf...Setting status image Gj...Pre-image Gm...Item image Gs1...Promotion image Gs2...Promotion image Gs3...Promotion image H...Light emitter HD...Firing handle HP1...Variation pattern HP2...Variation pattern HP3...Variation pattern HP4...Variation pattern HP5...Variation pattern HP6...Variation pattern HP7...Variation pattern J...Covering material JB...Cross buttons JBd...Down button JBl...Left button JBr...Right button JBu...Up button K...Movable body LA1...First decorative lamp LA2...Second decorative lamp lk...LED board LV...Effect lever R...Display area SE1...First start sensor SE2...Second start sensor SE3...Count sensor SE4...Gate sensor Sg...Light emission restriction image Sgg...Music restriction image SL1...Normal solenoid SL2...Special solenoid SP...Speaker YB...Game board YBa…Game area YBb…Display window YBc…Launch path 10…Pachinko game machine 11…Frame 11a…Outer frame 11b…Mounting frame 12…First start opening 13…Second start opening 13a…Normal opening / closing piece 14…Big prize opening 14a…Special opening / closing piece 17…Gate 17a…Gate opening 18…Out opening 19a…First special symbol display device 19b…Second special symbol display device 19c…First hold display device 19d…Second hold display device 19e…Normal symbol display device 40…Main board 40a…Main CPU 40b…Main ROM 40c…Main RAM 44…Random number generation circuit 50…Sub board 50a…Sub CPU 50b…Sub ROM 50c…Sub RAM
Claims
[Claim 1] A means of operation that can be operated by the player, A means for executing the performance, The system includes a performance control means for controlling the performance execution means, The aforementioned performance execution means includes at least a light-emitting means capable of emitting a predetermined amount of light, The aforementioned performance includes a specific performance that includes the emission of a specific flashing light, and a pre-performance that suggests or notifies that the aforementioned specific performance will be performed. After the start of the aforementioned pre-performance, based on the operation of the operating means, the light intensity of the specific flashing in the specific performance can be set to a specific setting lower than the standard setting. The aforementioned pre-show is performed at least during a variable state in which the variable game is being played, and the specific setting can be configured based on the operation of the operating means during a standby state in which the variable game is not being played, when the pre-show is not being performed. The aforementioned specific performance is a performance that can be executed when the winning lottery is won, In situations where the variable game is not being played, the light-emitting means can perform special light emission, including special flashing light emission. The emission of the special flashing light in the special light emission is not restricted even when the specific setting is set. A gaming machine in which, when set to the aforementioned specific setting, the light intensity of the special flashing is higher than the light intensity of the aforementioned specific flashing.