Gaming machine
The integration of pre-effects, special notifications, and adjustable audibility in gaming machines improves player engagement by offering diverse audio-visual experiences.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- NEWGIN KK
- Filing Date
- 2024-12-26
- Publication Date
- 2026-07-29
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing gaming machines lack features that enhance player interest and engagement beyond conventional sound effects.
Incorporation of specific operation means and output means to execute pre-effects, special notifications, and music pieces with and without singing, allowing adjustable audibility settings during these events.
Enhances player interest and engagement through varied audio-visual experiences.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, in a gaming machine, it is possible to execute a sound effect that outputs a music piece accompanied by singing. Among such gaming machines, there is one configured to be changeable to a setting for restricting the output of a music piece by a player, like 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] Regarding such a gaming machine, it is desired to improve the interest by further elaborating on the device.
Means for Solving the Problems
[0005] The gaming machine for solving the above problems includes a specific operation means and an output means. By the output means, at least a specific effect in which a specific music piece accompanied by singing is output, a pre-effect that suggests or notifies that the specific music piece is to be output, and a special notification in which a special sound not accompanied by singing is output can be at least executed. During the execution of the pre-effect, based on a first opportunity when the specific operation means is operated, the audibility of the specific music piece can be set to a specific setting lower than the reference setting. When the specific effect is being executed, based on a second opportunity different from the first opportunity, it can be set to a special setting. When the setting is made and the specific effect ends and the special setting is set, the special notification can be executed. During the execution of the aforementioned special notification, no music will be played. The gist is that during the execution of the pre-effect, it is possible to execute a predetermined notification regarding the second opportunity. [Effects of the Invention]
[0006] According to the present invention, it is possible to improve interest. [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] Figures 4(a) to 4(d) show examples of the performance modes of the first specific performance. [Figure 5] Figures 5(a) to 5(d) show examples of the performance modes of the second specific performance. [Figure 6] Figures 6(a) to 6(c) show examples of the performance modes for the first and second special effects. [Figure 7] Figures 7(a) and 7(b) show examples of the presentation methods for the first pre-show presentation. [Figure 8] Figures 8(a) and 8(b) show examples of the presentation methods for the second pre-show presentation. [Figure 9] Figure 9 shows examples of the presentation methods for the third and fourth pre-show presentations. [Figure 10] Figure 10 shows an example of the display mode of the performance display device when the customization setting for a specific performance is a specific setting or a special setting. [Figure 11] Figures 11(a) to 11(d) show examples of how various settings are configured in the standby state. [Figure 12] Figures 12(a) to 12(f) show specific examples of the execution methods of the first specific performance and the first pre-performance. [Figure 13] Figures 13(a) to 13(f) show specific examples of the execution methods of the second specific performance and the second pre-performance. [Figure 14] Figs. 14(a) to 14(f) are diagrams showing a specific example of the execution mode of the first special effect and the first preliminary effect. [Figure 15] Figs. 15(a) and 15(b) are diagrams showing an example of the execution mode of the first specific effect and the first special effect. [Figure 16] Figs. 16(a) and 16(b) are diagrams showing an example of the effect mode of the first preliminary effect in the second embodiment. [Figure 17] Figs. 17(a) and 17(b) are diagrams showing an example of the effect mode of the second preliminary effect in the second embodiment. [Figure 18] Figs. 18(a) and 18(b) are diagrams showing an example of the effect mode of the specific effect in the third embodiment. [Figure 19] Figs. 19(a) to 19(f) are diagrams showing specific examples of the display restrictions in the third embodiment. [Figure 20] Fig. 20 is a diagram showing the appearance of the pachinko gaming machine in the fourth embodiment. [Figure 21] Fig. 21 is a diagram showing an example of the execution mode of the specific effect during the special setting in the fourth embodiment. [Figure 22] Fig. 22 is a diagram showing an example of the execution mode of the special effect during the special setting in the fourth embodiment.
Mode for Carrying Out the Invention
[0008] (First Embodiment) Hereinafter, the first embodiment of the pachinko gaming machine will be described. In this specification, up, down, left, right, front (front side), and back (back side) indicate the respective directions when viewed from the player.
[0009] A pachinko machine 10, which is an example of a gaming machine, is configured as a circulating pachinko machine that circulates game balls inside the machine. Not limited to this, the pachinko machine 10 may be configured as a non-circulating pachinko 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 machine 10 may be configured to operate independently, or may be configured to operate in cooperation with an external management unit or a management server.
[0010] As shown in FIG. 1, the pachinko machine 10 includes a frame body 11. The frame body 11 includes an outer frame 11a for fixing the machine body to the island facilities, and a mounting frame 11b for mounting various game parts. 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 machine 10 includes a speaker SP. The speaker SP can execute an effect (hereinafter referred to as a sound effect) that outputs a predetermined sound. For example, the predetermined sound is a music, a human voice, a sound effect, or the like. The speaker SP is an example of an output means. The pachinko machine 10 includes a decorative lamp LA. The decorative lamp LA can execute an effect (hereinafter referred to as a light emission effect) by lighting, blinking, and extinguishing a built-in light emitter (not shown).
[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 a specific operating means. 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 pad JB. The directional pad JB is composed of multiple operable parts. For example, the directional pad 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 pad JB may be composed of a single operable part. For example, the directional pad 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 changes its display mode to allow recognition 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 changes its display mode to allow recognition 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 changes its display mode so that it can recognize the number of normal games (hereinafter referred to as the normal hold count) whose execution 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 instructing the player to play to the right. Playing to the right involves setting the launch intensity to be stronger and launching the game balls so that they 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, and decorative lamp LA are each performance devices capable of performing a performance. The performance display device EH, speaker SP, and decorative lamp LA form a performance device group ES consisting of multiple performance devices. That is, the performance device group ES includes the performance display device EH, speaker SP, and decorative lamp LA. The ES performance device group is an example of a 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 reach presentations. 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 three types of reach presentations: normal reach presentations, super reach presentations, and special reach presentations. In the following explanation, normal reach presentations may be referred to as NR presentations, super reach presentations as SR presentations, and special reach presentations as SP presentations. SR presentations have a higher probability of winning than NR presentations. SP presentations have a higher probability of winning than SR presentations. As an example, an SR presentation may be executed via an NR presentation. As an example, an SP presentation may be executed via an SR presentation. In other words, an SR presentation may be executed without going through an NR presentation. Also, an SP presentation may be executed without going through an SR presentation. For example, if an SP performance is executed without going through an SR performance, it may be executed via an NR performance, or it may be executed without going through an NR performance.
[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 outlet 18 into which game balls can be entered. The outlet 18 is an entry point for collecting game balls that did not enter the first starting opening 12, the second starting opening 13, or the big prize 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 control CPU 41, a main control ROM 42, a main control RAM 43, and a random number generation circuit 44. The main control CPU 41 executes processes related to the progress of the game by executing the main control program. The main control ROM 42 stores the main control program, judgment values used for various judgments and lotteries, and tables.
[0036] The main control 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 stops and 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 stops and displays a losing combination of symbols. Details of variation patterns will be described later.
[0037] The main control RAM 43 stores various information that is rewritten according to the processing results of the main control CPU 41. For example, the information stored in the main control 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 control CPU 41.
[0038] The main board 40 is connected to each of the sensors SE1 to SE4. The main control 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 control 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 control 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-control CPU 51, a sub-control ROM 52, and a sub-control RAM 53. The sub-control CPU 51 performs processing related to the game's presentation by executing a sub-control program. The sub-control ROM 52 stores the sub-control program and judgment values used for predetermined lotteries. The sub-control ROM 52 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-control 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-control 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-control 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-control 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-control CPU 51 can control the output content of the speaker SP. Sub-board 50 is connected to the decorative lamp LA. Sub-control CPU 51 can control the light emission mode of the decorative lamp LA. The sub-control CPU 51, which controls the performance display device EH, the speaker SP, and the decorative lamp LA, is an example of a performance control means that controls the performance device group ES as a performance execution means.
[0041] Sub-board 50 is connected to the performance button BT. The sub-control 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. The sub-control 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. The sub-control CPU 51 can receive an operation signal indicating that the directional buttons JB have been operated. For example, the sub-control CPU 51 can receive an operation signal indicating that the up button JBu has been operated. For example, the sub-control CPU 51 can receive an operation signal indicating that the down button JBd has been operated. For example, the sub-control CPU 51 can receive an operation signal indicating that the left button JBr has been operated. For example, the sub-control CPU 51 can receive an operation signal indicating that the right button JBr has been operated.
[0042] Next, we will explain the various processes performed by the main control CPU 41. The main control CPU 41 performs timer interrupt processing, such as special symbol input processing and special symbol start processing, at predetermined control cycles (e.g., 4ms).
[0043] This section explains the special symbol input process. The main control 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 control CPU 41 determines whether or not the first reserved number stored in the main control RAM 43 is less than the upper limit. If the first reserved number is less than the upper limit, the main control CPU 41 updates the first reserved number by adding 1. Subsequently, the main control CPU 41 controls the display mode of the first reserved display device 19c so that the updated first reserved number can be recognized. The main control CPU 41 outputs a control command (hereinafter referred to as the first reserved number command) that can identify 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.
[0044] Next, the main control 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 control RAM 43. For example, the random numbers may be winning random numbers used for the special symbol lottery, winning symbol random numbers used for determining the winning symbols, and variation pattern random numbers used for determining the variation pattern. The main control 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 control RAM 43, the pachinko game machine 10 can suspend its execution until the start conditions for the first special game are met.
[0045] When the main control CPU 41 has stored random number information for the first special game in the main control RAM 43, and if no game ball has entered the first start port 12, and the first reserve number is not less than the upper limit, it 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 control CPU 41 determines whether or not the second reserve number stored in the main control RAM 43 is less than the upper limit. If the second reserve number is less than the upper limit, the main control CPU 41 updates the second reserve number by adding 1. The main control CPU 41 controls the display mode of the second reserve display device 19d so that the second reserve number after the addition can be recognized. The main control CPU 41 outputs a control command (hereinafter referred to as the second reserve number command) that can identify 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.
[0046] Next, the main control 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 control RAM 43. The main control 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 control RAM 43, the pachinko game machine 10 can suspend the execution of the second special game until the start conditions for the second special game are met. When the random number information for the second special game is stored in the main control RAM 43, if no game balls have entered the second start opening 13 and the second reserve number is not less than the upper limit, the main control CPU 41 terminates the special symbol input process.
[0047] Next, we will explain the process for initiating the special pattern. The main control CPU 41 determines whether the conditions for starting a special game are met. The main control CPU 41 makes a positive determination if neither a jackpot game nor a special game is currently being played, and a negative determination if either a jackpot game or a special game is currently being played. If the conditions for starting a special game are not met, the main control CPU 41 terminates the special symbol start process. If the conditions for starting a special game are met, the main control CPU 41 determines whether the second reserve number is greater than zero.
[0048] If the second reserve number is greater than zero, the main control CPU 41 performs the process of executing the second special game. Specifically, the main control CPU 41 updates the second reserve number by subtracting 1. The main control CPU 41 controls the display mode of the second reserve display device 19d so that the second reserve number after subtraction can be recognized. The main control CPU 41 outputs a second reserve number command to the sub-board 50 that allows the second reserve number after subtraction to be identified. Next, the main control CPU 41 obtains the first stored random number information from the main control RAM 43 among the random number information for the second special game. The main control 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 control CPU 41 performs a jackpot lottery with a jackpot probability according to the current probability state.
[0049] If a jackpot is won, the main control CPU 41 performs the jackpot variation process. In the jackpot variation process, the main control CPU 41 uses random numbers that can be identified from the random number information to draw jackpot symbols and determines the jackpot symbols to be displayed in the second special game. The main control CPU 41 uses random numbers 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. After that, the main control CPU 41 terminates the special symbol start process. As an example, one jackpot variation pattern is a jackpot variation pattern that identifies the variation content that ultimately displays the jackpot symbol combination after going through the NR (Noritual) performance in the performance game (hereinafter referred to as the NR jackpot variation pattern). As an example, one jackpot variation pattern is a jackpot variation pattern that identifies the variation content that ultimately displays the jackpot symbol combination after going through the SR (Super Rare) performance in the performance game (hereinafter referred to as the SR jackpot variation pattern). As an example, among the jackpot variation patterns, there are jackpot variation patterns (hereinafter referred to as SP jackpot variation patterns) that specify the variation content that will ultimately stop and display the winning combination of symbols after going through special effects in the performance game.
[0050] If a big win is not achieved, the main control CPU 41 performs a losing spin process. In the losing spin process, the main control CPU 41 determines the losing symbols to be displayed in the second special game. The main control CPU 41 uses random numbers that can be identified from 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 control CPU 41 terminates the special symbol start process. As an example, one losing spin pattern is a spin pattern that specifies the content of the spin that ultimately displays a losing combination of symbols without going through a reach animation in the performance game (hereinafter referred to as the no-reach losing spin pattern). As an example, one losing spin pattern is a spin that specifies the content of the spin that ultimately displays a losing combination of symbols after going through an NR animation in the performance game (hereinafter referred to as the NR losing spin pattern). As an example, one losing spin pattern is a spin that specifies the content of the spin that ultimately displays a losing combination of symbols after going through an SR animation in the performance game (hereinafter referred to as the SR losing spin pattern). As an example, one type of losing spin pattern is a spin pattern in a performance game that, after going through a special performance, ultimately displays a losing combination of symbols (hereinafter referred to as the special losing spin pattern).
[0051] If the second reserved number is zero, the main control CPU 41 determines whether the first reserved number is greater than zero. If the first reserved number is zero, the main control CPU 41 terminates the special symbol start process. If the first reserved number is greater than zero, the main control CPU 41 performs the process of executing the first special game. Specifically, the main control CPU 41 updates the first reserved number by subtracting 1. The main control CPU 41 controls the display mode of the first reserved number display device 19c so that the first reserved number after subtraction can be recognized. The main control CPU 41 outputs a first reserved number command to the sub-board 50 that allows the first reserved number after subtraction to be identified. Next, the main control CPU 41 obtains the first stored random number information from the main control RAM 43 among the random number information for the first special game. The main control 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 control CPU 41 performs a jackpot lottery based on the jackpot probability corresponding to the current probability state.
[0052] If a jackpot is won, the main control CPU 41 performs the jackpot variation process. In the jackpot variation process, the main control CPU 41 uses a random number that can be identified from the random number information to perform a jackpot symbol lottery and determines the jackpot symbol to be displayed in the first special game. The main control CPU 41 uses a random number that can be identified from the random number information to perform a variation pattern determination lottery and determines a variation pattern from among several jackpot variation patterns. For example, the main control CPU 41 uses a random number that can be identified from the random number information to perform a variation pattern determination lottery and determines the NR jackpot variation pattern, SR jackpot variation pattern, or SP jackpot variation pattern as the variation pattern. After that, the main control CPU 41 finishes the special symbol start process.
[0053] If a jackpot is not won, the main control CPU 41 performs a losing spin process. In the losing spin process, the main control CPU 41 determines the losing symbols to be displayed in the first special game. The main control CPU 41 performs a spin pattern determination lottery using spin pattern random numbers that can be identified from random number information, and determines a spin pattern from among multiple losing spin patterns. For example, the main control CPU 41 performs a spin pattern determination lottery using spin pattern random numbers that can be identified from random number information, and determines a no-reach losing spin pattern, an NR losing spin pattern, an SR losing spin pattern, or an SP losing spin pattern as the spin pattern. After that, the main control CPU 41 ends the special symbol start process. In the jackpot spin process and the losing spin process, the main control CPU 41 outputs a spin start command and a special symbol command to the sub-board 50. The spin start command is a control command that can specify the spin pattern determined in each spin process and the start of the spin game. The special symbol command is a control command that can identify the special symbol (winning symbol or losing symbol) determined in each spin process. Note that the spin start command and the special symbol command are different control commands depending on whether the spin process for the first special game is executed or the spin process for the second special game is executed.
[0054] When the special symbol start process is completed, the main control 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 control CPU 41 controls the first special symbol display device 19a to start displaying the variation of a predetermined symbol. The main control CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main control 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 control 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.
[0055] When executing the second special game, the main control CPU 41 controls the second special symbol display device 19b to start displaying a predetermined symbol variation. The main control CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main control 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 control CPU 41 outputs a variation end command to the sub-board 50. As described above, the main control CPU 41 is configured to perform a winning lottery triggered by a game ball entering the start slot by executing the special symbol input process and the special symbol start process. The main control CPU 41 is an example of a variation game execution means that executes a variation game.
[0056] This explains the process for handling jackpot wins. The jackpot game processing is the process for granting a jackpot game. When the main control 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 control CPU 41 identifies the type of jackpot game. The main control CPU 41 then grants the identified type of jackpot game. For example, a jackpot can be a first jackpot based on the first jackpot symbol, or a second jackpot based on a second jackpot symbol different from the first jackpot symbol. In the following explanation, a jackpot game based on the first jackpot will be referred to as the first jackpot game, and a 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 in which the game state after completion is different.
[0057] First, the main control 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 control CPU 41 performs processing to execute the round game. That is, the main control 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 control CPU 41 controls the special solenoid SL2 to close the large prize winning opening 14, thereby ending the round game. The main control CPU 41 repeats this processing to execute the round game until the maximum number of round games specified for the jackpot game have ended. The main control CPU 41 outputs a control command (hereinafter referred to as a round command) to the sub-board 50 that can identify the start of a jackpot round game each time a round game is started. When the final round game ends, the main control CPU 41 outputs a control command (hereinafter referred to as an 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 control CPU 41 terminates the jackpot game. The main control CPU 41 outputs a control command (hereinafter referred to as an 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 control CPU 41 is an example of a reward awarding means that awards a jackpot game, which is an example of a reward.
[0058] 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.
[0059] First, let's explain the probability transition process. When the first jackpot game ends, the main control CPU 41 sets a high probability flag in the main control RAM 43. In other words, the main control CPU 41 controls the game to a high probability state. The main control CPU 41 does not clear the high probability flag after the first jackpot game ends until the next jackpot game is awarded. On the other hand, when the second jackpot game ends, the main control CPU 41 does not set a high probability flag in the main control RAM 43. In other words, the main control CPU 41 controls the game to a low probability state. When the main control CPU 41 starts a jackpot game and the high probability flag is set, it clears the high probability flag. In other words, the main control CPU 41 controls the game to a low probability state during the jackpot game.
[0060] Next, I will explain the process for transferring the ball entry rate. The main control CPU 41 sets an activation flag in the main control RAM 43 when the first or second jackpot game ends. In other words, the main control CPU 41 controls the game to a high ball entry rate state. After the second jackpot game ends, the main control 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 control 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 control CPU 41 clears the activation flag stored in the main control RAM 43. In other words, after the second jackpot game ends, the main control 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 control CPU 41 does not clear the activation flag until the next jackpot game is awarded. When the main control CPU 41 initiates a jackpot game and the activation flag is set, it clears the activation flag. In other words, the main control CPU 41 controls the game to a low ball entry rate state during a jackpot game.
[0061] 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 control CPU 41 can control the game to a state 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 control CPU 41 is an example of a reward-granting means that grants a "game state that is advantageous to the player," which is one example of a reward.
[0062] This section explains the normal pattern input process. The main control CPU 41 executes a normal symbol input process as a timer interrupt process. In the normal symbol input process, the main control 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 control CPU 41 determines whether or not the number of normal reserved balls stored in the main control 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 control CPU 41 updates the number of normal reserved balls by adding 1.
[0063] Next, the main control 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 control 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 control CPU 41 stores the random number information in such a way that the storage order of the random number information can be specified.
[0064] Next, we will explain the process for starting the normal pattern. The main control CPU 41 executes a normal symbol start process as a timer interrupt process. In the normal symbol start process, the main control CPU 41 determines whether the conditions for starting a normal game are met. The main control 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 control CPU 41 terminates the normal symbol start process. If the conditions for starting a normal game are met, the main control CPU 41 determines whether the normal reserve count is greater than zero. If the normal reserve count is zero, the main control CPU 41 terminates the normal symbol start process.
[0065] If the normal reserve count is greater than zero, the main control CPU 41 performs the process of executing the normal game. Specifically, the main control CPU 41 updates the normal reserve count by subtracting 1. The main control CPU 41 retrieves the first stored random number information from the main control RAM 43 among the random number information for the normal game. The main control 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 control 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.
[0066] If a regular win is achieved, the main control CPU 41 performs a regular win variation process. In the regular win variation process, the main control 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 the regular win symbols to be displayed as stops in the regular game. If a regular win is not achieved, the main control CPU 41 performs a regular loss variation process. In the regular loss variation process, the main control CPU 41 determines the regular loss symbols to be displayed as stops in the regular game.
[0067] The main control 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 control 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 control CPU 41 may use a predetermined random number to perform a lottery to determine the variation pattern of the normal game and determine a variation pattern from among the multiple normal variation patterns. After determining the variation pattern, the main control CPU 41 terminates the normal symbol start process.
[0068] When the normal symbol start process is completed, the main control CPU 41 executes the normal game through a process separate from the normal symbol start process. When executing the normal game, the main control CPU 41 controls the normal symbol display device 19e to start displaying the variation of a predetermined symbol. The main control CPU 41 measures the variation time defined in the variation pattern. When the variation time defined in the variation pattern has elapsed, the main control CPU 41 controls the normal symbol display device 19e to stop displaying the normal symbol determined in the normal symbol start process.
[0069] This explains the normal gameplay process. The normal win game processing is the process for granting a normal win game. When the main control CPU 41 stops and displays a normal win symbol in a normal game, it executes the normal win game processing after the normal win normal game ends. The main control 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.
[0070] Next, we will explain the various processes performed by the sub-control CPU 51. This section explains the process of creating a jackpot animation. The jackpot animation processing is the process for executing the animations that occur during a jackpot game (hereinafter referred to as the jackpot animation). When the sub-control CPU 51 receives an opening command, it controls the animation device group ES to execute the opening animation. When the sub-control CPU 51 receives a round command, it controls the animation device group ES to execute the round animation. When the sub-control CPU 51 receives an ending start command, it controls the animation device group ES to execute the ending animation. When the sub-control CPU 51 receives an ending end command, it controls the animation device group ES to end the ending animation.
[0071] 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 being played. When the sub-control 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.
[0072] The sub-control CPU 51 determines the symbol combination to be displayed in the performance game based on the special symbol command. The sub-control CPU 51 determines the winning symbol combination (e.g., 777) if the winning symbol can be identified from the special symbol command. The sub-control CPU 51 determines the losing symbol combination if the losing symbol can be identified from the special symbol command. When determining the losing symbol combination, the sub-control 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-control 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-control CPU 51 determines whether or not the reach condition is met based on the variation pattern that can be identified from the input variation start command.
[0073] The sub-control CPU 51 determines the specific variation content (performance content) of the performance game based on the variation pattern. For example, the sub-control 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-control CPU 51 may select one auxiliary variation pattern associated with the variation pattern. For example, the sub-control 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-control 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-control CPU 51 starts the performance game.
[0074] The sub-control CPU 51 temporarily stops displaying the symbol combination when a predetermined timing arrives after the start of the performance game. The sub-control CPU 51 then definitively stops displaying the symbol combination when a variation end command is input. The sub-control 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-control CPU 51 is an example of a variation game execution means that executes a variation game.
[0075] Next, we will explain the various effects and animations performed in the pachinko game machine 10. As an example, various types of special effects include specific effects. A specific effect is an effect that includes the output of a specific song. A specific song is a song that includes at least vocals. In other words, a specific song may or may not include accompaniment. There may be one type of specific effect, or there may be multiple types. Here, we will explain the case where there are multiple types of specific effects, such as a first specific effect and a second specific effect.
[0076] First, let me explain the first specific performance. The first specific effect is an effect that can be performed during the execution of a variable game. For example, the first specific effect is an SP effect. An SP effect is an effect that suggests or notifies whether a jackpot game will be awarded. An SP effect is an effect that suggests or notifies the probability of being awarded a jackpot game (hereinafter referred to as the jackpot probability). The jackpot probability is the probability of being awarded a jackpot game, which is an example of a bonus. The jackpot probability is an example of the bonus probability of being awarded. There may be one type of first specific effect, or there may be multiple types. Here, we will explain the case where there are multiple types of first specific effects. For example, the multiple types of first specific effects may have different types of music output. For example, the multiple types of first specific effects may have different jackpot probability levels that are suggested or notified.
[0077] Here, "hinting" at a predetermined content means suggesting that the content is predetermined to the player without explicitly stating it. On the other hand, "notifying" a predetermined content means explicitly stating the content to the player and making the player definitively aware of it. For example, "hinting" at a jackpot probability means making it possible to recognize that the probability of a jackpot is relatively high through the display of characters and effects, etc. For example, "notifying" a jackpot probability means making it possible to recognize that it is a specific jackpot probability, such as in a jackpot confirmation animation. In other words, being able to recognize a predetermined content is achieved by hinting at or notifying that content.
[0078] As shown in Figure 4(a), the first specific performance includes a first specific performance (hereinafter referred to as the first specific performance in the first embodiment) in which the first song is output. The first song is a song with vocals. As an example, the first specific performance in the first embodiment may include a display performance in which a first female character image Gj1, modeled after a female character (hereinafter referred to as the female character), is displayed on the performance display device EH. As an example, the first specific performance in the first embodiment is a performance in which the first song with vocals by the female character is output.
[0079] As shown in Figure 4(b), the first specific performance includes a first specific performance (hereinafter referred to as the first specific performance in the second form) that includes the output of a second song. The second song is a song with vocals. The first specific performance in the second form may include a display performance in which a second female character image Gj2, modeled after a female character, is displayed on the performance display device EH. For example, the first specific performance in the second form is a performance in which the second song, accompanied by vocals by the female character, is output. For example, the first female character image Gj1 and the second female character image Gj2 are images modeled after the same female character, but their designs are different. For example, the first female character image Gj1 and the second female character image Gj2 are images in which the female character wears different costumes. For example, the first specific performance in the second form is a performance with a higher recognizable expectation of a big win compared to the first specific performance in the first form. In other words, the second song is a song with a higher recognizable expectation of a big win compared to the first song.
[0080] As shown in Figure 4(c), the pachinko game machine 10 has an operation acceptance period (hereinafter referred to as the first operation acceptance period) during the execution of the first specific performance when the performance lever LV is accepted. For example, during the first operation acceptance period, a prompting image Gs1 is displayed to encourage the operation of the performance lever LV. For example, the prompting image Gs1 may include an image that mimics the text "Press the performance lever". For example, the prompting image Gs1 may include an image that mimics the performance lever LV.
[0081] As shown in Figure 4(d), the first specific performance may include a result performance that allows the player to recognize whether the currently running variable game is a winning variable game or a losing variable game. For example, when the first operation acceptance period ends while the first specific performance is being executed, a result performance is executed according to the type of variable game being played. For example, the first operation acceptance period ends when either a predetermined amount of time has elapsed since the start of the first operation acceptance period, or a second condition is met when the performance lever LV is operated during the first operation acceptance period.
[0082] Next, I will explain the second specific performance. The second specific effect is an effect that can be executed during a jackpot game. For example, the second specific effect is a round effect. For example, the second specific effect is an effect that allows recognition of the game state after the jackpot game has ended. For example, the second specific effect is an effect that allows recognition of the expectation level (hereinafter referred to as high probability expectation level) that will be controlled to a high probability time-saving state, which is an example of a bonus, after the jackpot game has ended. The high probability expectation level is an example of a bonus expectation level that will grant a bonus. There may be one type of second specific effect, or there may be multiple types. Here, we will explain the case where there are multiple types of second specific effects. For example, the multiple types of second specific effects may have different types of music output. For example, the multiple types of second specific effects may have the same recognizable high probability expectation level.
[0083] As shown in Figure 5(a), the second specific performance includes a second specific performance (hereinafter referred to as the second specific performance according to the first mode) in which the first song is output. The first song is the same song that is output in the first specific performance according to the first mode described above. For example, the second specific performance according to the first mode may include a display performance in which a first male character image Gd1, modeled after a male character (hereinafter referred to as the male character), is displayed on the performance display device EH. For example, the second specific performance according to the first mode is a performance in which the first song, accompanied by singing by the male character, is output. In other words, the second specific performance according to the first mode is a performance in which the same song is output as in the first specific performance according to the first mode, but the character singing is different.
[0084] As shown in Figure 5(b), the second specific performance includes a second specific performance (hereinafter referred to as the second specific performance in the second mode) in which a second song is output. The second song is the same song that is output in the first specific performance in the second mode described above. For example, the second specific performance in the second mode may include a display performance in which a second male character image Gd2, modeled after a male character, is displayed on the performance display device EH. For example, the second specific performance in the second mode is a performance in which a second song accompanied by singing by the male character is output. In other words, the second specific performance in the second mode is a performance in which the same song is output as in the first specific performance in the second mode, but the character singing is different. For example, the first male character image Gd1 and the second male character image Gd2 are images modeled after the same male character, but their designs are different. For example, the first male character image Gd1 and the second male character image Gd2 are different in that the male character wears a different costume.
[0085] As shown in Figure 5(c), during the execution of the second specific performance, there is an operation acceptance period (hereinafter referred to as the second operation acceptance period) in which the performance lever LV is operated. For example, during the second operation acceptance period, a prompt image Gs2 is displayed to encourage operation of the performance lever LV. For example, the prompt image Gs2 may include an image that mimics the text "Press the performance lever". For example, the prompt image Gs2 may include an image that mimics the performance lever LV. For example, the prompt image Gs2 is the same image as the prompt image Gs1. Note that the prompt image Gs2 may be a different image from the prompt image Gs1.
[0086] As shown in Figure 5(d), the second specific performance may include a result performance that allows the player to recognize whether the game state controlled after the end of a jackpot game is a high-probability time-saving state or a low-probability time-saving state. For example, when the second operation acceptance period ends while the second specific performance is being executed, a result performance is executed according to the type of jackpot game being played. For example, the second operation acceptance period ends when a predetermined amount of time has elapsed since the start of the second operation acceptance period, a second condition is met when the performance lever LV is operated during the second operation acceptance period, or a third condition is met when a predetermined number of round games have ended. For example, the third condition is met when eight round games have ended.
[0087] Let me explain the special effects. A special performance is a performance that does not involve the output of music. In other words, a special performance is a performance that does not involve singing. There may be one type of special performance, or there may be multiple types. Here, we will explain the case where there are multiple types of special performances, such as a first special performance and a second special performance.
[0088] First, let me explain the first special performance. The first special effect is an effect that can be performed during the execution of a variable game. For example, the first special effect is an SP effect. In other words, the first special effect is an effect that allows the expectation of a big win to be recognized. For example, the first special effect is an effect that allows the expectation of a big win to be recognized to be lower than that of the first specific effect. The first special effect may be one type or multiple types. Here, we will explain the case where there is one type of first special effect.
[0089] As shown in Figure 6(a), the first special effect may include a display effect that shows a special image TG1 depicting a situation in which the player's character (for example, a character modeled after a martial artist) confronts an opposing character (for example, a character modeled after a bear). In other words, the first special effect is a confrontation effect in which the player's character and the opposing character face off. As an example, the first special effect may include a sound effect that outputs a special sound without singing. In other words, the first special effect is an effect that outputs a special sound.
[0090] As shown in Figure 6(b), the pachinko game machine 10 has an operation acceptance period (hereinafter referred to as the third operation acceptance period) during the execution of the first special performance in which the performance lever LV is accepted. For example, during the third operation acceptance period, a prompt image Gs3 is displayed to encourage the operation of the performance lever LV. For example, the prompt image Gs3 may include an image that mimics the text "Press the performance lever". For example, the prompt image Gs3 may include an image that mimics the performance lever LV.
[0091] As shown in Figure 6(c), the first special effect may include a result effect that allows the player to recognize whether the currently running spinning game is a winning spinning game or a losing spinning game. For example, when the third operation acceptance period ends during the execution of the first special effect, a result effect is executed according to the type of spinning game currently running. For example, the third operation acceptance period ends when either a predetermined amount of time has elapsed since the start of the third operation acceptance period, or a second condition is met when the effect lever LV is operated during the third operation acceptance period. In other words, the first special effect progresses according to the time elapsed since the start of the first special effect and ends when a predetermined amount of time has elapsed since the start of the first special effect.
[0092] I will now explain the second special performance. The second special effect is an effect that can be performed during a winning game. For example, the second special effect is a round effect. For example, the second special effect is an effect that allows the player to recognize the probability of a high probability of winning. For example, the second special effect is an effect that allows the player to recognize a lower probability of winning than the second specific effect. The second special effect may be one type or multiple types. Here, we will explain the case where there is one type of second special effect.
[0093] As shown in Figure 6(a), the second special effect may include a display effect that shows a special image TG1 depicting a situation in which the player's character (for example, a character modeled after a swordsman) confronts an opposing character (for example, a character modeled after a bear). In other words, the second special effect is a confrontation effect in which the player's character and the opposing character face off. Also, as an example, the second special effect may include a sound effect that outputs a special sound without singing. In other words, the first special effect is an effect that outputs a special sound.
[0094] As shown in Figure 6(b), the pachinko game machine 10 has an operation acceptance period (hereinafter referred to as the fourth operation acceptance period) during the execution of the second special performance in which the performance lever LV can be operated. For example, during the fourth operation acceptance period, a prompt image Gs3 is displayed to encourage the operation of the performance lever LV. For example, the prompt image Gs3 may include an image that mimics the text "Press the performance lever". For example, the prompt image Gs3 may include an image that mimics the performance lever LV.
[0095] As shown in Figure 6(c), the second special effect may include a result effect that allows the player to recognize whether the game state controlled after the end of a jackpot game is a high-probability time-saving state or a low-probability time-saving state. For example, when the fourth operation acceptance period ends while the second special effect is being executed, a result effect is executed according to the type of jackpot game being played. For example, the fourth operation acceptance period ends when a predetermined amount of time has elapsed since the start of the fourth operation acceptance period, a second condition is met when the effect lever LV is operated during the fourth operation acceptance period, or a third condition is met when a predetermined number of round games have ended. As mentioned above, in a jackpot game, round games begin when the opening time has elapsed. Also, round games may include a time condition in their termination conditions. For this reason, the second special effect progresses according to the time elapsed since the start of the second special effect and ends when a predetermined amount of time has elapsed since the start of the second special effect.
[0096] Thus, the first special effect and the second special effect are effects that execute the same visual effects, although they are executed at different times. Also, the first special effect and the second special effect are effects that execute the same sound effects. On the other hand, the first special effect and the second special effect are effects that suggest or inform (information) differently. Also, the first special effect and the second special effect are effects that have different conditions for ending the operation acceptance period. Here, "same visual effects" means that they are nearly identical visual effects with only minor differences, giving the player the impression that they are the same, but they do not need to be completely identical. In other words, the same visual effects may have some differences (for example, the design of the characters).
[0097] 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 or special effect is performed. For example, pre-effects may always be performed when a specific effect or special effect is performed, or they may be performed or not performed when a specific effect or special effect is performed. Alternatively, pre-effects may always be performed when one of the specific effect or special effect is performed, and may or may not be performed when the other is performed. Furthermore, there may be one type of pre-effect, or there may be multiple types. Here, we will explain the case where there are multiple types of pre-effects, specifically a first pre-effect that is always performed before the first specific effect, a second pre-effect that is always performed before the second specific effect, a third pre-effect that is always performed before the first special effect, and a fourth pre-effect that is always performed before the second special effect.
[0098] I will now explain the first pre-production stage. The first pre-performance is a performance that makes it possible to recognize that the first specific performance will be executed. In other words, the first pre-performance is a performance that suggests or notifies that a specific song will be played. The first pre-performance is a performance that makes it possible to recognize the type of song that will be played in the first specific performance. The first pre-performance is a performance that makes it possible to recognize the probability of winning a jackpot. There may be one type of first pre-performance, or there may be multiple types. Here, we will explain the case where there are multiple types of first pre-performances. As an example, the probability of winning a jackpot that can be recognized differs for multiple types of first pre-performances. As an example, there are first pre-performances in a first form and first pre-performances in a second form. As an example, the first pre-performance in the second form is a performance that has a higher probability of winning a jackpot than the first pre-performance in the first form. The first pre-performance is executed in the variable state while the variable game is being played.
[0099] As shown in Figure 7(a), in the first pre-show according to the first embodiment, a first pre-show image is displayed on the performance display device EH that allows recognition that the first specific performance will be executed. For example, in the first pre-show according to the first embodiment, the first pre-show image Gb1a according to the first embodiment is displayed. For example, the first pre-show image Gb1a according to the first embodiment may include an image that mimics the string "Show will begin soon". The first pre-show image Gb1a according to the first embodiment is an image that allows recognition of the type of music to be output in the first specific performance. For example, the first pre-show image Gb1a according to the first embodiment may include an image that mimics the string that allows recognition of the type of music to be output in the first specific performance. The first pre-show image Gb1a according to the first embodiment is an image that allows recognition of the output of a specific music. The first pre-show image Gb1a according to the first embodiment is an image that allows recognition of the type of specific music to be output afterward. For example, the first pre-show image Gb1a according to the first embodiment may include a button image that mimics the performance button BT. For example, the button image is displayed in a manner that suggests or indicates a long-press operation (a special operation mode described later).
[0100] As shown in Figure 7(b), in the first pre-show according to the second embodiment, the performance display device EH displays a first pre-show image that allows recognition that the first specific performance will be executed. For example, in the first pre-show according to the second embodiment, the first pre-show image Gb1b according to the second embodiment is displayed. For example, the first pre-show image Gb1b according to the second embodiment may include an image that mimics the string "Show will begin soon". The first pre-show image Gb1b according to the second embodiment is an image that allows recognition of the type of music to be output in the first specific performance. For example, the first pre-show image Gb1b according to the second embodiment may include an image that mimics the string that allows recognition of the type of music to be output in the first specific performance. The first pre-show image Gb1b according to the second embodiment is an image that allows recognition of the output of a specific music. The first pre-show image Gb1b according to the second embodiment is an image that allows recognition of the type of specific music to be output afterward. For example, the first pre-show image Gb1b according to the second embodiment may include a button image that mimics the performance button BT. For example, the button image is displayed in a manner that suggests or indicates a long-press operation. The first preliminary image Gb1b in the second embodiment is an image with a different design from the first preliminary image Gb1a in the first embodiment. For example, the first preliminary image Gb1b in the second embodiment has a different text display color from the first preliminary image Gb1a in the first embodiment.
[0101] I will now explain the second pre-production stage. The second pre-performance is a performance that allows the player to recognize that the second specific performance will be executed. In other words, the second pre-performance is a performance that suggests or notifies that a specific song will be played. The second pre-performance is a performance that allows the player to recognize the type of song that will be played in the second specific performance. For example, the second pre-performance is a performance that allows the player to select the type of second specific performance that will be executed afterward. The second pre-performance is a performance that allows the player to recognize the probability of a high probability. There may be one type of second pre-performance, or there may be multiple types. Here, we will explain the case where there are multiple types of second pre-performances. For example, the probability of a high probability that can be recognized differs for multiple types of second pre-performances. For example, multiple types of second pre-performances include a second pre-performance in the first form and a second pre-performance in the second form. For example, the second pre-performance in the second form is a performance that has a higher probability of a high probability compared to the second pre-performance in the first form.
[0102] As shown in Figure 8(a), in the second pre-show according to the first embodiment, the performance display device EH displays a second pre-image that makes it recognizable that the second specific performance will be executed. For example, in the second pre-show according to the first embodiment, the second pre-image Gb2a according to the first embodiment is displayed. For example, the second pre-image Gb2a according to the first embodiment may include an image that mimics the string "Select Song". For example, the second pre-image Gb2a according to the first embodiment may include an image that makes it recognizable that the second specific performance according to the first embodiment will be performed. For example, the image that makes it recognizable that the second specific performance according to the first embodiment is an image that mimics the male character displayed in the second specific performance according to the first embodiment. For example, the second pre-show Gb2a according to the first embodiment may include an image that makes it recognizable that the second specific performance according to the second embodiment will be performed. For example, the image that makes it recognizable that the second specific performance according to the second embodiment is an image that mimics the male character displayed in the second specific performance according to the second embodiment. For example, the second pre-image Gb2a in the first mode may include an image that allows recognition of the type of second specific performance to be executed thereafter. For example, the image that allows recognition of the type that is selected is an image that points to either an image that allows recognition of the second specific performance in the first mode or an image that allows recognition of the second specific performance in the second mode. The second pre-image Gb2a in the first mode is an image that allows recognition of the output of a specific song. More specifically, the second pre-image Gb2a in the first mode is an image that allows recognition of the output of either the first song or the second song. During the execution of the second pre-performance in the first mode, there is an operation acceptance period (hereinafter referred to as the fifth operation acceptance period) during which the operation of the directional buttons JB is accepted. For example, during the fifth operation acceptance period, each time the operation of the directional buttons JB is accepted, the type of second specific performance selected by the player switches, such as the second specific performance in the first mode, the second specific performance in the second mode, the second specific performance in the first mode, and so on. For example, if the second specific performance is being executed according to the first mode, and the fifth operation acceptance period ends, it is decided that the second specific performance of the type that was selected at that time will be executed. For example, the fifth operation acceptance period ends when the first condition is met, which is the time predetermined has elapsed since the start of the fifth operation acceptance period.For example, the second pre-image Gb2a according to the first embodiment may include a button image that mimics the performance button BT. For example, the button image may be displayed in a manner that suggests or indicates a long press operation.
[0103] As shown in Figure 8(b), in the second pre-show according to the second embodiment, the performance display device EH displays a second pre-image that makes it recognizable that the second specific performance will be executed. For example, in the second pre-show according to the second embodiment, the second pre-image Gb2b according to the second embodiment is displayed. For example, the second pre-image Gb2b according to the second embodiment may include an image that mimics the string "Select Song". For example, the second pre-image Gb2b according to the second embodiment may include an image that makes it recognizable that the second specific performance according to the second embodiment will be performed. For example, the image that makes it recognizable that the second specific performance according to the second embodiment is an image that mimics the male character displayed in the second specific performance according to the second embodiment. For example, the second pre-show Gb2b according to the second embodiment may include an image that makes it recognizable that the second specific performance according to the second embodiment will be performed. For example, the image that makes it recognizable that the second specific performance according to the second embodiment is an image that mimics the male character displayed in the second specific performance according to the second embodiment. For example, the second pre-image Gb2b in the second embodiment may include an image that can recognize the type of the second specific performance to be executed thereafter. For example, the image that can recognize the type that is selected is an image that points to either the image that can recognize the second specific performance in the first embodiment or the image that can recognize the second specific performance in the second embodiment. The second pre-image Gb2b in the second embodiment is an image that can recognize that a specific song will be output. More specifically, the second pre-image Gb2b in the second embodiment is an image that can recognize that either the first song or the second song will be output. The second pre-image Gb2b in the second embodiment is an image with a different design from the second pre-image Gb2a in the first embodiment. For example, the second pre-image Gb2b in the second embodiment has a different string display color from the second pre-image Gb2a in the first embodiment. During the execution of the second pre-performance in the second embodiment, there is a fifth operation acceptance period in which the operation of the directional buttons JB is accepted. For example, during the fifth operation acceptance period, each time the player presses the directional buttons JB, the type of second specific performance selected by the player switches, such as the second specific performance in the first mode, the second specific performance in the second mode, the second specific performance in the first mode, and so on. For example, if the fifth operation acceptance period ends while the second specific performance in the first mode is being executed, it is decided that the type of second specific performance that was selected at that time will be executed.For example, the fifth operation acceptance period ends when the first condition is met, which is the time predetermined has elapsed since the start of the fifth operation acceptance period. For example, the second pre-image Gb2b in the second embodiment may include a button image that mimics the performance button BT. For example, the button image is displayed in a manner that suggests or notifies a long press operation.
[0104] I will now explain the third pre-production stage. The third pre-show performance is a performance that makes it clear that the first special performance will be carried out. The third pre-show performance may consist of one type or multiple types. Here, we will explain the case where there is one type of third pre-show performance.
[0105] As shown in Figure 9, in the third pre-show, the performance display device EH displays a third pre-show image Gb3 that allows the audience to recognize that the first special show will be performed. For example, the third pre-show image Gb3 may include an image that resembles the text "VS Bear".
[0106] I will now explain the fourth pre-production stage. The fourth pre-show performance is a performance that makes it clear that the second special performance will be carried out. The fourth pre-show performance may consist of one type or multiple types. Here, we will explain the case where there is one type of fourth pre-show performance.
[0107] In the fourth pre-show sequence, the third pre-show image Gb3, which indicates that the second special sequence will be performed, is displayed on the sequence display device EH. In other words, the fourth pre-show sequence is the same sequence as the third pre-show sequence. However, the fourth pre-show sequence may be different from the third pre-show sequence.
[0108] Next, we will explain the restrictions on the execution of specific effects. For example, the restriction on the execution of a specific performance may include restricting the output of a specific song while the performance is in progress and suppressing the execution of the performance. In other words, in this embodiment, the pachinko game machine 10 can be customized to determine whether or not to restrict the execution of a specific performance, and the manner in which the execution of the performance is restricted. For example, the customization settings for a specific performance include at least a standard setting, a specific setting, and a special setting. The standard setting is a setting in which the execution of the specific performance is not restricted. The specific setting is a setting in which the output of a specific song is restricted. The special setting is a setting in which the execution of the specific performance is suppressed.
[0109] This explains the limitations on outputting certain songs. For example, the pachinko machine 10 is configured such that, when set to a specific setting, the audibility of a particular song is reduced compared to when set to a standard setting. In other words, the specific setting is a setting to output a particular song so that its audibility is lower than the standard value. For example, when set to a standard setting, the pachinko machine 10 outputs a particular song so that its volume is between 80 and 90 decibels. In other words, when set to a specific setting, the pachinko machine 10 outputs a particular song so that its volume is 80 decibels or less. For example, when set to a specific setting, the pachinko machine 10 may limit the output of a particular song by setting its volume to 0 decibels, that is, by not outputting the particular song at all. In other words, the specific setting may be a setting that does not output the particular song at all. For example, when set to a specific setting, the pachinko machine 10 may output another sound that is 90 decibels or higher so that the audibility of a particular song is reduced compared to when set to a standard setting.
[0110] This section explains how to restrict the execution of specific special effects. For example, when the pachinko machine 10 is set to a special setting, it is configured such that the frequency of a specific animation is reduced compared to when it is set to a standard setting. In other words, the special setting is a setting that makes the frequency of a specific animation to be lower than the standard value. For example, when the pachinko machine 10 is set to a special setting, it suppresses the execution of a specific animation by making the frequency of the specific animation to be 0, that is, by preventing the specific animation from being executed. For example, when the pachinko machine 10 is set to a special setting, it is possible to execute a special animation in place of the specific animation.
[0111] As shown in Figure 10, when the execution of a specific effect is restricted, the effect display device EH executes a restriction effect that allows the user to recognize that the execution of the specific effect is restricted and the nature of that restriction. In other words, the restriction effect is an effect that allows the user to recognize the setting status of the customization settings for the specific effect. For example, the restriction effect displays either the first restriction image G1 or the second restriction image G2. The first restriction image G1 is the image displayed when a specific setting is in place. For example, the first restriction image G1 is an image that mimics the string "Music Restricted". The second restriction image G2 is the image displayed when a special setting is in place. For example, the second restriction image G2 is an image that mimics the string "Execution Suppressed".
[0112] As an example, in the pachinko game machine 10, during the execution of the first or second pre-performance, the customization setting of a specific performance can be changed from the standard setting to a specific setting. For example, during the execution of the first or second pre-performance, there is an operation acceptance period (hereinafter referred to as the sixth operation acceptance period) during which the performance button BT is accepted for operation. When the customization setting of a specific performance is the standard setting, if the performance button BT is operated in a specific manner during the sixth operation acceptance period, it will be changed to the specific setting. In other words, when the customization setting of a specific performance is the standard setting, if the performance button BT is operated in a specific manner during the sixth operation acceptance period, and the current customization setting is the standard setting, it will be changed to the specific setting. As an example, the specific operation manner is what is known as a single press. Also, when the customization setting of a specific performance is the specific setting, if the performance button BT is operated in a specific manner during the sixth operation acceptance period, it will be changed to the standard setting.
[0113] For example, in the pachinko game machine 10, during the execution of the first or second pre-performance, the customization setting of a specific performance can be changed from the standard setting or specific setting to a special setting. For example, if the customization setting of a specific performance is the standard setting or specific setting during the execution of the first or second pre-performance, and the performance button BT is operated in a special operation manner during the sixth operation acceptance period, it will be changed to the special setting. In other words, if the performance button BT is operated in a special operation manner during the sixth operation acceptance period, and the current customization setting is the standard setting or specific setting, it will be changed to the special setting. For example, the special operation manner is what is known as a long press. In other words, the special operation manner is an operation manner in which the performance button BT is kept in the ON state for a specified time (for example, 3 seconds).
[0114] For example, in the pachinko game machine 10, it is possible to change the customization settings of a specific effect while the pre-effects (first pre-effect and second pre-effect) are not being executed. For example, in the pachinko game machine 10, it is possible to change the customization settings of a specific effect while the variable game is not being executed. For example, in the standby state, there is an operation acceptance period (hereinafter referred to as the seventh operation acceptance period) during which the effect button BT is accepted for operation. If the effect button BT is operated during the seventh operation acceptance period, the various settings in the pachinko game machine 10 become changeable (hereinafter referred to as the setting state). For example, in the setting state, the changeable settings may include not only the customization settings of a specific effect but also the customization settings of other effects. For example, in the setting state, the changeable settings may include the volume setting. For example, in the setting state, the changeable settings may include the light intensity setting.
[0115] As shown in Figure 11(a), during the setting state, the performance display device EH executes a menu performance that allows the user to recognize the changeable settings. The menu performance displays a menu image Gm. The menu image Gm may include images that allow the user to recognize that the customization settings of a specific performance can be changed. For example, the menu image Gm may include images that allow the user to recognize that the volume setting can be changed. For example, the menu image Gm may include images that allow the user to recognize that the light intensity setting can be changed. For example, the menu image Gm may include images that allow the user to recognize that the customization settings of other performances can be changed. During the setting state, there is an operation acceptance period (hereinafter referred to as the 8th operation acceptance period) in which the performance button BT and the cross button JB are accepted. During the 8th operation acceptance period, the setting to be changed can be selected by operating the cross button JB. If the performance button BT is operated during the 8th operation acceptance period, the selected setting can be changed (hereinafter referred to as the setting change state). The menu performance displays a selection image Ge that allows the user to recognize the selected setting.
[0116] As shown in Figures 11(b) to (d), while the customization settings for a specific effect are being changed, the effect display device EH displays a setting image Gf. For example, the setting image Gf is an image that allows recognition of the current customization settings for a specific effect. For example, while the customization settings for a specific effect are being changed, there is an operation acceptance period (hereinafter referred to as the 9th operation acceptance period) during which the effect button BT is accepted for operation. For example, if the effect button BT is operated during the 9th operation acceptance period, the customization settings for a specific effect can be changed. For example, each time the effect button BT is operated during the 9th operation acceptance period, the customization settings for a specific effect are changed to standard setting, specific setting, special setting, standard setting, etc. An operation to change the customization settings for a specific effect from a special setting to another setting while in standby mode is an example of a third trigger, which is different from the first and second triggers. Also, changing the customization settings for a specific effect from a special setting to another setting is equivalent to canceling the special setting.
[0117] This section describes the controls for executing specific effects, special effects, and pre-effects. First, we will explain the controls for executing the first specific performance, the first special performance, the first pre-performance, and the third pre-performance.
[0118] When the sub-control CPU 51 receives a variation start command, it decides whether or not to execute the first specific performance based on the variation content of the variation game that can be identified from the variation start command. For example, if the sub-control CPU 51 identifies an SP jackpot variation pattern or an SP miss variation pattern from the input variation start command, it may decide to execute the first specific performance or the first special performance. For example, the sub-control CPU 51 may decide to execute the first specific performance or the first special performance depending on whether or not it is a special setting. For example, if it is not a special setting, the sub-control CPU 51 may execute a predetermined lottery and decide to execute the first specific performance or the first special performance depending on the result. On the other hand, if it is a special setting, the sub-control CPU 51 may decide to execute the first special performance. Note that if the system is configured to allow the execution of a specific performance when it is a special setting, it may decide whether to execute a specific performance or the first special performance by a lottery other than the predetermined lottery. The other lottery is a lottery in which it is more difficult to decide to execute the first special performance compared to the predetermined lottery.
[0119] The sub-control CPU 51 determines the type of the first specific performance when it decides to execute it. For example, if the sub-control CPU 51 identifies an SP jackpot variation pattern from the input variation start command, it is easier to decide to execute the first specific performance in the second mode compared to if it identifies an SP miss variation pattern. Also, for example, if the sub-control CPU 51 identifies an SP jackpot variation pattern from the input variation start command, it is more difficult to decide to execute the first specific performance in the first mode compared to if it identifies an SP miss variation pattern.
[0120] If the sub-control CPU 51 decides to execute the first specific performance, it decides to execute the first pre-performance. If the sub-control CPU 51 decides to execute the first pre-performance, it decides the type of the first pre-performance. For example, if the sub-control CPU 51 identifies an SP jackpot variation pattern from the input variation start command, it is easier to decide to execute the first pre-performance in the second mode compared to if it identifies an SP miss variation pattern. Also, for example, if the sub-control CPU 51 identifies an SP jackpot variation pattern from the input variation start command, it is more difficult to decide to execute the first pre-performance in the first mode compared to if it identifies an SP miss variation pattern. For example, if the sub-control CPU 51 decides to execute the first specific performance in the second mode, it is easier to decide to execute the first pre-performance in the second mode compared to if it decides to execute the first specific performance in the first mode. Furthermore, as an example, if the sub-control CPU 51 decides to execute the first specific performance according to the second mode, it is less likely to decide to execute the first pre-performance according to the first mode compared to when it decides to execute the first specific performance according to the first mode.
[0121] If the sub-control CPU 51 decides to execute the first pre-performance, it controls the performance device group ES to execute the determined type of first pre-performance after a predetermined time (for example, 20 seconds) has elapsed since the start of the variable game. When the sub-control CPU 51 starts the first pre-performance, it starts a sixth operation acceptance period in which it accepts operation of the performance button BT. During the sixth operation acceptance period, if the sub-control CPU 51 determines that the performance button BT has been operated in a specific manner based on the operation signal of the performance button BT, it may change the customized setting of the specific performance to the standard setting or the specific setting. As an example, the sub-control CPU 51 refers to specific setting information stored in the sub-control RAM 53. The specific setting information is information that can identify the current customized setting of the specific performance. If the sub-control CPU 51 identifies the standard setting from the specific setting information, it changes the customized setting of the specific performance to the specific setting and updates the specific setting information so that the customized setting of the specific performance after the change can be identified. When the sub-control CPU 51 identifies a specific setting from the specific setting information, it changes the customization setting for the specific effect to the standard setting and updates the specific setting information so that the changed customization setting for the specific effect can be identified. When the sub-control CPU 51 identifies a special setting from the specific setting information when it determines that the effect button BT was operated in a specific operation manner, it does not change the customization setting for the specific effect.
[0122] Furthermore, during the sixth operation acceptance period, if the sub-control CPU 51 determines that the performance button BT has been operated in a special operation manner based on the operation signal of the performance button BT, it may change the custom settings of the specific performance to special settings. For example, if the sub-control CPU 51 identifies a standard setting from the specific setting information, or identifies a specific setting, it changes the custom settings of the specific performance to special settings and updates the specific setting information so that the changed custom settings of the specific performance can be identified. If the sub-control CPU 51 identifies a special setting from the specific setting information, it does not change the custom settings of the specific performance. For example, if the sub-control CPU 51 changes from the standard setting or a specific setting to a special setting while the first pre-performance is being executed, it controls the performance device group ES to execute the third pre-performance instead of the first pre-performance. The sub-control CPU 51 controls the performance device group ES to terminate the first pre-performance when the performance time of the first pre-performance has elapsed.
[0123] If the sub-control CPU 51 decides to execute the first special performance, it decides to execute the third pre-performance. If it decides to execute the third pre-performance, the sub-control CPU 51 controls the performance device group ES to execute the third pre-performance when the first predetermined time has elapsed since the start of the variable game. When the sub-control CPU 51 starts the third pre-performance, it does not start the operation acceptance period (sixth operation acceptance period) for accepting operations on the performance button BT. In other words, while the third pre-performance is in progress, the sub-control CPU 51 does not accept changes to the customization settings of a specific performance. When the performance time for the third pre-performance has elapsed, the sub-control CPU 51 controls the performance device group ES to terminate the third pre-performance.
[0124] When the sub-control CPU 51 decides to execute the first specific performance, it controls the performance device group ES to execute the determined type of first specific performance after a second predetermined time (for example, 30 seconds) has elapsed since the start of the variable game. At this time, the sub-control CPU 51 does not execute the first specific performance if the customization setting for the specific performance has been changed to a special setting. For example, the second predetermined time is the sum of the first predetermined time and the performance time of the first pre-performance. In other words, in the pachinko game machine 10, when the first pre-performance ends due to the elapsed performance time, the first specific performance is executed in conjunction with the end of the first pre-performance. When the sub-control CPU 51 executes the first specific performance, it outputs a specific song in an output manner corresponding to the customization setting for the specific performance. In other words, when the sub-control CPU 51 executes the first specific performance, if the setting is standard, it outputs a specific song so that the audibility of the specific song becomes the standard value. Furthermore, when the sub-control CPU 51 executes the first specific performance, if a specific setting is in place, it outputs a specific song such that the audibility of the song is lower than a standard value. However, when the sub-control CPU 51 executes the first specific performance, if a specific setting is in place, it may choose not to output the specific song. The sub-control CPU 51 starts the first operation acceptance period for the performance lever LV when a predetermined amount of time has elapsed since the start of the first specific performance. Subsequently, when the sub-control CPU 51 ends the first operation acceptance period, it controls the performance device group ES to execute a result performance that allows it to recognize whether the currently running variable game is a winning variable game or a losing variable game, depending on the type of variable game being played. The sub-control CPU 51 controls the performance device group ES to end the first specific performance when the performance time for the first specific performance has elapsed. The sub-control CPU 51 ends the sixth operation acceptance period when the performance time for the first specific performance has elapsed.
[0125] If the execution of the first special performance is decided, or if the execution of the first specific performance is decided but the special settings are changed before the start of the first specific performance, the sub-control CPU 51 controls the performance device group ES to execute the first special performance when a second predetermined time has elapsed since the start of the variable game. For example, the performance time of the third pre-performance is the same as the performance time of the first pre-performance. In other words, in the pachinko game machine 10, when the third pre-performance is executed, the first special performance is executed upon the end of the third pre-performance. Furthermore, if the sub-control CPU 51 executes the third pre-performance in place of the first pre-performance while the first pre-performance is in progress, it is preferable to measure the performance time by considering the third pre-performance as having been executed from the start of the first pre-performance. This makes it possible to execute the first special performance upon the end of the third pre-performance, which is executed in place of the first pre-performance, even if the special settings are changed while the first pre-performance is in progress. The newly implemented third pre-show may be executed from the beginning, or it may be executed midway through, depending on the duration of the show at the time of its start.
[0126] The sub-control CPU 51 initiates the third operation acceptance period for the performance lever LV when a predetermined amount of time has elapsed since the start of the first special performance. Subsequently, when the sub-control CPU 51 ends the third operation acceptance period, it controls the performance device group ES to execute a result performance that allows the system to recognize whether the currently running variable game is a winning variable game or a losing variable game, depending on the type of variable game being played. The sub-control CPU 51 controls the performance device group ES to terminate the first special performance when the performance time for the first special performance has elapsed.
[0127] As described above, the execution of the first specific performance includes a sixth operation acceptance period. Therefore, if the performance button BT is operated in a special operation mode during the sixth operation acceptance period while the first pre-performance and the first specific performance are being executed, the customization settings for the specific performance are changed to special settings. For example, if the sub-control CPU 51 changes from the standard setting or specific setting to a special setting while the first specific performance is being executed, it controls the performance device group ES to execute the first special performance instead of the first specific performance. In this case, the first special performance may be executed in a different mode (special mode) than when it is executed after a second predetermined time has elapsed since the start of the variable game. For example, the first special performance in special mode may not have a third operation acceptance period. For example, the first special performance in special mode may execute a different display performance than the first special performance in normal mode. Furthermore, if the sub-control CPU 51 executes the first special performance instead of the first specific performance while the first specific performance is being executed, it is preferable to count the performance time of the first special performance as if it had been running from the start of the first specific performance. This allows the first special performance to be terminated once the performance time of the first special performance (SP performance) has elapsed, even if a special setting is changed while the first specific performance is being executed. The newly started first special performance may be executed from the beginning, or it may be executed from the middle depending on the performance time at the time of starting.
[0128] Next, we will explain the controls for executing the second specific performance, the second special performance, the second pre-performance, and the fourth pre-performance. When the sub-control CPU 51 receives an opening command, it decides whether to execute the second specific performance or the second special performance. For example, the sub-control CPU 51 may decide to execute the second specific performance or the second special performance depending on whether or not a special setting is in place. For example, if a special setting is not in place, the sub-control CPU 51 may execute a predetermined lottery and, depending on the result, decide to execute the second specific performance or the second special performance. On the other hand, if a special setting is in place, the sub-control CPU 51 may decide to execute the second special performance. If the system is configured to allow the execution of a specific performance when a special setting is in place, it may decide whether to execute the specific performance or the second special performance by a lottery other than the predetermined lottery. This other lottery is less likely to result in the execution of the second special performance compared to the predetermined lottery.
[0129] If the sub-control CPU 51 decides to execute the second specific performance, it decides to execute the second pre-performance. If it decides to execute the second pre-performance, the sub-control CPU 51 decides the type of the pre-performance. For example, if the sub-control CPU 51 identifies the first jackpot game from the input opening command, it is easier to decide to execute the second pre-performance in the second form compared to if it identifies the second jackpot game. For example, if the sub-control CPU 51 identifies the first jackpot game from the input opening command, it is more difficult to decide to execute the second pre-performance in the first form compared to if it identifies the second jackpot game.
[0130] The sub-control CPU 51 controls the performance device group ES to execute the determined type of second pre-performance as the opening performance. When the sub-control CPU 51 starts the second pre-performance, it starts a fifth operation acceptance period in which it accepts operation of the performance button BT. During the fifth operation acceptance period, the sub-control CPU 51, based on the operation signal of the directional button JB, determines that the directional button JB has been operated and changes the type of the selected second specific performance. In other words, during the fifth operation acceptance period, if the sub-control CPU 51, based on the operation signal of the directional button JB, determines that the directional button JB has been operated, it selects the second specific performance by the second mode if the first mode is selected, and selects the second specific performance by the first mode if the second specific performance by the second mode is selected.
[0131] When the sub-control CPU 51 initiates the second pre-show, it starts a sixth operation acceptance period in addition to the fifth operation acceptance period for accepting operations on the show button BT. During the sixth operation acceptance period, if the sub-control CPU 51 determines, based on the operation signal of the show button BT, that the show button BT has been operated in a specific manner, it may change the custom settings for the specific show to the standard setting or the specific setting. Subsequently, the sub-control CPU 51 controls the show device group ES to terminate the second pre-show when the show time for the second pre-show has elapsed. The sub-control CPU 51 terminates the fifth operation acceptance period when the show time for the second pre-show has elapsed.
[0132] Furthermore, during the sixth operation acceptance period, if the sub-control CPU 51 determines that the performance button BT has been operated in a special operation manner based on the operation signal of the performance button BT, it may change the customized setting of the specific performance to a special setting. For example, if the sub-control CPU 51 changes from the standard setting or the specific setting to a special setting while the second pre-performance is being executed, it controls the performance device group ES to execute the fourth pre-performance instead of the second pre-performance.
[0133] If the sub-control CPU 51 decides to execute the second special effect, it decides to execute the fourth pre-effect. If it decides to execute the fourth pre-effect, the sub-control CPU 51 controls the effect device group ES to execute the fourth pre-effect as the opening effect. When the sub-control CPU 51 starts the fourth pre-effect, it does not start the operation acceptance period (sixth operation acceptance period) for accepting operation of the effect button BT. In other words, while the fourth pre-effect is being executed, the sub-control CPU 51 does not accept changes to the customization settings of a specific effect.
[0134] If the sub-control CPU 51 decides to execute the second specific performance, it will start the second pre-performance and, upon receiving the first round command, execute the second specific performance of the type that was selected when the second pre-performance ended. When executing the second specific performance, the sub-control CPU 51 will output a specific song in an output mode corresponding to the current output settings. For example, the sub-control CPU 51 may start the second operation acceptance period for the performance lever LV after a predetermined amount of time has elapsed since the start of the second specific performance. The sub-control CPU 51 may also start the second operation acceptance period for the performance lever LV after a predetermined number of rounds of gameplay have been executed since the start of the second specific performance. After that, when the sub-control CPU 51 ends the second operation acceptance period, it controls the performance device group ES to execute a result performance that allows the player to recognize whether the game state after the end of the jackpot game is a high-probability time-saving state or a low-probability time-saving state, depending on the type of jackpot game being played. For example, the sub-control CPU 51 may terminate the second operation acceptance period when a predetermined number of round games have been played since the start of the second operation acceptance period. For example, the sub-control CPU 51 controls the performance device group ES to terminate the second specific performance when the performance time for the second specific performance has elapsed. For example, the sub-control CPU 51 may terminate the second specific performance when a predetermined number of round games have been played since the start of the second specific performance. The sub-control CPU 51 terminates the sixth operation acceptance period upon the termination of the second specific performance.
[0135] If the execution of the second special performance is decided, or if the execution of the second specific performance is decided but the special settings are changed before the start of the second specific performance, the sub-control CPU 51 controls the performance device group ES to execute the second special performance when the first round command is entered after the start of the third pre-performance. The sub-control CPU 51 starts the fourth operation acceptance period for the performance lever LV when a predetermined amount of time has elapsed since the start of the second special performance. After that, when the sub-control CPU 51 ends the fourth operation acceptance period, it controls the performance device group ES to execute a result performance that allows the player to recognize whether the game state after the end of the jackpot game is a high probability time-saving state or a low probability time-saving state, depending on the type of jackpot game being played. For example, the sub-control CPU 51 may end the fourth operation acceptance period when a predetermined number of round games have been played since the start of the fourth operation acceptance period. For example, the sub-control CPU 51 controls the performance device group ES to end the second special performance when the performance time for the second special performance has elapsed. For example, the sub-control CPU 51 may terminate the second special performance when a predetermined number of rounds of gameplay have been played since the start of the second special performance.
[0136] As described above, the execution of the second specific performance includes the sixth operation acceptance period. Therefore, if the performance button BT is operated in a special operation mode during the sixth operation acceptance period while the second pre-performance and the second specific performance are being executed, the customization settings for the specific performance are changed to special settings. For example, if the sub-control CPU 51 changes from the standard setting or specific setting to a special setting while the second specific performance is being executed, it controls the performance device group ES to execute the second special performance instead of the second specific performance. In this case, the second special performance may be executed in a different mode (special mode) than when it is executed when the first round of gameplay begins. For example, the second special performance in special mode may not have a fourth operation acceptance period. For example, the second special performance in special mode may execute different display effects than the second special performance in normal mode. A newly started second special performance may be executed from the beginning, or it may be executed from the middle depending on the performance time at the time of start.
[0137] Next, we will explain the control in standby mode. The sub-control CPU 51 initiates a seventh operation acceptance period, in which it accepts operation of the performance button BT, when it enters a standby state. For example, the sub-control CPU 51 initiates a seventh operation acceptance period, in which it accepts operation of the performance button BT, when a predetermined amount of time has elapsed since entering a standby state. During the seventh operation acceptance period, the sub-control 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 display device EH to display the menu image Gm. At this time, the sub-control CPU 51 initializes the setting type information stored in the sub-control RAM 53. The setting type information is information that can identify the currently selected setting. For example, the setting type information after initialization is information that can identify that the volume setting is selected.
[0138] Next, the sub-control CPU 51 starts an eighth operation acceptance period in which it accepts operations on the performance button BT and the directional buttons JB. During the eighth operation acceptance period, when the sub-control CPU 51 determines that the directional buttons JB have been operated based on the operation signal of the directional buttons JB, it can change the selected settings according to the operation of the directional buttons JB. For example, each time the up button JBu is operated, the sub-control CPU 51 changes the selected settings in the following order: volume setting → specific performance customization setting → other performance customization setting → light intensity setting → volume setting. For example, each time the down button JBd is operated, the sub-control CPU 51 changes the selected settings in the following order: volume setting → light intensity setting → other performance customization setting → specific performance customization setting → volume setting. When the sub-control CPU 51 changes the selected settings, it updates the setting type information so that the changed settings can be identified. During the eighth operation acceptance period, when the sub-control CPU 51 determines that the performance button BT has been operated based on the operation signal of the performance button BT, it enters a setting change state in which it can change the selected settings.
[0139] In the setting change state, the sub-control CPU 51 starts a ninth operation acceptance period in which it accepts operation of the directional button JB. During the ninth operation acceptance period, the sub-control CPU 51 determines that the directional button JB has been operated based on the operation signal of the directional button JB, and then changes the setting. In other words, when the setting change state for a specific effect customization setting is active, the customization setting for that specific effect is changed each time the directional button JB is operated. For example, each time the right button JBr is operated, the sub-control CPU 51 changes the customization setting for the specific effect in the order of standard setting → specific setting → special setting → standard setting. For example, each time the left button JBl is operated, the sub-control CPU 51 changes the customization setting for the specific effect in the order of standard setting → special setting → specific setting → standard setting. For example, the sub-control CPU 51 accepts operation of any operation means, and when that operation means is operated, the setting change state ends.
[0140] The following describes some examples of specific performance methods, special performances, and pre-show performances. Figure 12(a) shows the situation when the SR (Super Rare) effect is being executed. As mentioned above, the SP (Special) effect is executed via the SR effect. Therefore, when the SR effect is being executed, the player expects the SP effect to be executed. In particular, the SP effect is an effect that has a higher probability of resulting in a big win compared to when the SP effect is not being executed. Therefore, when the SR effect is being executed, the player expects the SP effect to be executed even more.
[0141] As shown in Figure 12(b), when the SP performance is executed as the first specific performance via the SR performance, the performance display device EH executes the first pre-performance. This allows the player to recognize in advance that the first specific performance will be executed. Here, let's assume that the first pre-performance according to the second mode is executed. This allows the player to recognize that the probability of winning a jackpot is higher than when the first pre-performance according to the first mode is executed. At this time, the player (cameraman), who has identified in advance that the first specific performance will be executed because the first pre-performance has been executed, can restrict the output of a specific song during the first specific performance. In this embodiment, the period from the start timing of the first pre-performance to the start timing of the first specific performance is constant regardless of the progress of the game. Therefore, it is easy for the player (cameraman) to restrict the output of a specific song during the first specific performance.
[0142] As shown in Figure 12(c), during the execution of the first pre-performance, if the performance button BT is operated in a specific manner during the sixth operation acceptance period, and the customization settings of the specific performance are changed to the specific settings, the performance display device EH will display the first restriction image G1. The first restriction image G1 makes it possible to recognize that the specific settings have been set. In other words, a restriction performance that displays the first restriction image G1 is a performance that makes it possible to recognize that the specific settings have been set. This allows the player (photographer) to recognize that the output of a specific song will be restricted in the first specific performance that is executed afterward. Note that if an operation means other than the performance button BT is operated during the execution of the first pre-performance, during the sixth operation acceptance period, the customization settings of the specific performance will not be changed.
[0143] As shown in Figure 12(d), when the first specific performance is executed, the output of a specific song is restricted during that first specific performance. For example, the specific song is output so that its audibility is lower than a standard value. Generally, it is assumed that the environment in which the pachinko machine 10 is installed is extremely noisy. In such an environment, if a specific song is output so that its audibility is lower than a standard value, it is extremely difficult to recognize that the specific song is being output. In other words, it is difficult to determine from the output sound whether the first song or the second song is being output. On the other hand, the performance display device EH can recognize whether the specific performance is being executed in the first mode or in the second mode. Here, we assume that the first specific performance is being executed in the second mode. As a result, the player can recognize that the probability of winning a jackpot is high.
[0144] As shown in Figure 12(e), the first operation acceptance period for the performance lever LV begins when a predetermined amount of time has elapsed since the start of the first specific performance. At this time, the performance display device EH displays a prompting image Gs1 that encourages operation of the performance lever LV. In other words, the elapsed time since the start of the first specific performance can be estimated from the display pattern of the performance display device EH. For this reason, it can be said that the progress of a particular song can be estimated from the display pattern of the performance display device EH.
[0145] As shown in Figure 12(f), when the first operation acceptance period of the first specific performance ends, the performance display device EH executes the result performance. This allows the player to recognize whether the currently running variable game is a winning variable game or a losing variable game. Here, let's assume that the currently running variable game was a winning variable game. Subsequently, a winning game is awarded when the winning variable game ends.
[0146] As shown in Figure 13(a), when a jackpot game is started, the performance display device EH starts the opening performance as the second pre-performance. This allows the player to recognize in advance that the second specific performance will be executed. The player can also recognize that they can arbitrarily select the type of second specific performance to be executed. Here, let's assume the player selects the second specific performance according to the second mode. At this time, since the customization setting for the specific performance is a specific setting, the first restriction image G1 is displayed on the performance display device EH. This allows the player to recognize that the output of the second song as a specific song will be restricted in the second specific performance according to the second mode that is executed afterward. For this reason, a player who does not want the output of the second song to be restricted can change the customization setting for the specific performance to the standard setting by operating the performance button BT in a specific operation mode during the sixth operation acceptance period while the second pre-performance is being executed. In this embodiment, the period from the start timing of the second pre-performance to the start timing of the second specific performance is constant regardless of the progress of the game. Therefore, the player can easily change the customization setting of the specific performance in the second specific performance. Furthermore, if a different control method than the performance button BT is used during the execution of the second pre-performance, the customization settings for that specific performance will not be changed.
[0147] As shown in Figure 13(b), when the customization setting for a specific effect is changed to the standard setting, the effect display device EH terminates the restricted effect. In other words, the display of the first restricted image G1 terminates on the effect display device EH. This allows the player to recognize that the output of the second song as a specific song will not be restricted in the second specific effect in the second mode that is executed thereafter.
[0148] As shown in Figure 13(c), after the opening time has elapsed since the start of the second pre-show, the second specific show of the type selected at that time is executed. Here, we assume that the second specific show of the second mode is executed. If the output setting is the standard setting, the second song is output at the standard value while the second specific show of the second mode is being executed. This allows the player to enjoy the output of the second song.
[0149] As shown in Figure 13(d), the second operation acceptance period for the performance lever LV begins after a predetermined number of rounds of gameplay have been performed since the start of the second specific performance. At this time, the performance display device EH displays a prompting image Gs1 that encourages the player to operate the performance lever LV.
[0150] As shown in Figures 13(e) and 13(f), when the second operation acceptance period for the second specific performance ends, the performance display device EH executes the result performance. This allows the player to recognize whether the currently running jackpot game is the first jackpot game or the second jackpot game. Here, we assume that the first jackpot game is being played. Therefore, upon the completion of the first jackpot game, the game is controlled to a high-probability time-saving state.
[0151] Thus, during the execution of the first or second pre-show, the performance button BT can be operated in a specific manner to set the audibility of a specific song to a lower level than the standard setting, or to a specific setting that prevents the output of a specific song. The operation of the performance button BT in a specific manner is an example of the first trigger. Furthermore, if the performance button BT is operated during the execution of the first pre-show, and a specific setting is established, and then a specific show is executed, a second pre-show may be executed as a new pre-show after the completion of the specific show. In this case, even if the performance button BT is not operated during the execution of the second pre-show, the specific show that is executed after the completion of the second pre-show can be executed based on the specific setting.
[0152] As shown in Figures 14(a) and 14(b), when the SP performance is executed as the first specific performance via the SR performance, the performance display device EH executes the first pre-performance. As described above, the pre-performance includes a display performance that shows pre-images Gb1a, Gb1b, Gb2a, and Gb2b, which include a button image that suggests or notifies the operation of the performance button BT in a special operation manner. The display performance of the button image is an example of a predetermined performance related to the second trigger. During the execution of the first pre-performance, if the performance button BT is operated in a special operation manner during the sixth operation acceptance period, the customization setting of the specific performance is changed to the special setting.
[0153] As shown in Figure 14(c), when the customization setting for a specific effect is changed to a special setting, the effect display device EH displays the second restriction image G2. The second restriction image G2 is recognizable as being set to a special setting. In other words, the restriction effect that displays the second restriction image G2 is an effect that is recognizable as being set to a special setting. This allows the player (photographer) to recognize that the special effect will be executed in place of the first specific effect that was scheduled to be executed afterward. Furthermore, the player (photographer) can also recognize that the special effect will be executed in place of the first specific effect that was scheduled to be executed afterward if the third pre-effect is executed in place of the first pre-effect.
[0154] As shown in Figure 14(d), after the performance time of the third pre-performance, which is performed in place of the first pre-performance, has elapsed, the first special performance is performed in place of the third pre-performance. This suppresses the performance of the first specific performance. In other words, the output of a specific song is restricted. On the other hand, the performance of the first special performance, which is performed in place of the first specific performance, is not restricted.
[0155] Figure 14(e) Subsequently, after a predetermined amount of time has elapsed since the start of the first special performance, the third operation acceptance period for the performance lever LV begins. At this time, the performance display device EH displays a prompting image Gs3 to encourage operation of the performance lever LV.
[0156] As shown in Figure 14(f), when the third operation acceptance period of the first special effect ends, the effect display device EH executes the result effect. This allows the player to recognize whether the currently running spinning game is a winning spinning game or a losing spinning game. Here, let's assume that the currently running spinning game was a winning spinning game. Subsequently, a winning spinning game is awarded as a trigger for the end of the winning spinning game.
[0157] As shown in Figure 15(a), if the performance button BT is operated in a special operation manner during the execution of the first specific performance, the customization settings for the specific performance are changed to special settings.
[0158] As shown in Figure 15(b), if the customization settings for the first specific performance are changed to special settings while the first specific performance is being executed, the first special performance will be executed instead of the first specific performance. Here, we show the situation in which the first special performance is executed in a special manner when the first special performance is executed instead of the first specific performance. As an example, the first special performance in a special manner may include a display performance that displays a special image TG1 of the special manner. The special image TG1 of the special manner is an image that makes it recognizable that a special performance is being executed. As an example, the special image TG1 of the special manner may include an image that mimics the string "~Special performance in progress~". As an example, the special image TG1 of the special manner may include an image that mimics the string "Please wait a moment."
[0159] Thus, when a specific performance is being executed, the performance button BT is operated in a special manner, which allows for the setting of a special setting. Furthermore, the specific performance ends upon this setting. When the special setting is in place, the special performance can be executed. The operation of the performance button BT in a special manner is an example of a second trigger, distinct from the first trigger. Here, the special performance executed when the specific performance is being executed is performed in a special manner due to the special setting. Therefore, the special performance executed at this time can be said to be one that does not indicate the level of expectation.
[0160] The effects of this embodiment will now be explained. (1-1) In this embodiment, when restricting the execution of a specific performance that involves the output of a specific song with vocals, the player can choose to either set a specific setting that reduces the audibility of the specific song, or set a special setting that executes a special performance instead of the specific performance. Therefore, the output of a specific song can be restricted in a manner that better suits the player's preferences. Thus, the enjoyment of the game can be enhanced.
[0161] (1-2) Furthermore, since the special performance ends after a predetermined amount of time has elapsed from the start of the special performance, the special performance can be executed effectively. (1-3) Furthermore, since the special setting can be changed to a different setting by operating various control means while in standby mode, it is possible to prevent the special setting from remaining active indefinitely.
[0162] (1-4) Furthermore, since a predetermined performance can be executed during the execution of the pre-performance, which suggests or notifies the operation of the performance button BT in a special operation manner, it is easier for the player to set the special setting. (1-5) Special effects that are performed in place of specific effects are effects that have a lower probability of resulting in a more advantageous state than the specific effects, or effects that do not suggest a probability of such an effect (special effects in a special form). This prevents players who do not wish to restrict the output of specific songs (for example, general players) from setting the game to special settings. Thus, general players can enjoy the specific effects.
[0163] (Second Embodiment) A second embodiment of a pachinko game machine will be described. 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.
[0164] The second embodiment differs from the first embodiment in that the period from the start timing of the pre-animation to the start timing of the specific animation or special animation varies depending on the progress of the game. Furthermore, this embodiment differs from the first embodiment in that the SP animation may be executed without going through the SR animation. For example, when the SP animation is executed without going through the SR animation, the SP animation is executed via the NR animation. In other words, in this embodiment, the SP jackpot variation patterns include a first SP jackpot variation pattern that goes through the SR animation and a second SP jackpot variation pattern that does not go through the SR animation. Also, the SP miss variation patterns include a first SP miss variation pattern that goes through the SR animation and a second SP miss variation pattern that does not go through the SR animation.
[0165] As shown in Figure 16(a), when the first specific performance or the first special performance as an SP performance is executed via the SR performance, the performance time of the first pre-performance and the performance time of the third pre-performance are the first performance time (for example, 3 seconds). In other words, the time from when the first pre-performance or the third pre-performance starts until the first specific performance starts is the first performance time. In this embodiment, while the first pre-performance or the third pre-performance is being executed, the performance display device EH displays a first remaining time image Gz1 that allows the user to recognize the time remaining until the pre-performance ends. As an example, the first remaining time image Gz1 is an image that mimics the string "○ seconds remaining".
[0166] As shown in Figure 16(b), when the first specific performance or the first special performance as an SP performance is executed without going through the SR performance, the performance time of the first pre-performance and the performance time of the third pre-performance are longer than the first performance time, which is the second performance time (for example, 5 seconds). In other words, in this embodiment, the "time until the pre-performance ends" that can be recognized by the first remaining time image Gz1 when the first pre-performance or the third pre-performance starts differs depending on whether or not it goes through the SR performance.
[0167] As shown in Figure 17(a), when a jackpot game based on an initial win is executed, the duration of the second pre-performance and the duration of the fourth pre-performance are equal to the duration of the third performance. An initial win refers to a jackpot that occurs when the game is in a low probability, non-time-saving state. As an example, the duration of the third performance is the same as the duration of the first performance. The duration of the third performance may be shorter than the duration of the first performance, longer than the duration of the first performance, the same as the duration of the second performance, or longer than the duration of the second performance. In this embodiment, during the execution of the second pre-performance or the fourth pre-performance, the performance display device EH displays a second remaining time image Gz2 that allows the player to recognize the remaining time until the pre-performance ends. As an example, the second remaining time image Gz2 is an image that mimics the string "○ seconds remaining".
[0168] As shown in Figure 17(b), when a jackpot game based on consecutive wins is executed, the duration of the second pre-animation and the fourth pre-animation are longer than the duration of the third pre-animation. In other words, in this embodiment, the "time until the pre-animation ends" that can be recognized by the second remaining time image Gz2 when the second or fourth pre-animation starts differs depending on whether it is the first win or not. Consecutive wins refer to jackpots that occur in a high-probability time-saving state or a low-probability time-saving state. As an example, the duration of the fourth pre-animation is the same as the duration of the second pre-animation. The duration of the fourth pre-animation may be shorter than the duration of the first pre-animation, the same as the duration of the first pre-animation, shorter than the duration of the second pre-animation, or longer than the duration of the second pre-animation.
[0169] In this embodiment, the control for executing the pre-show will be described. In the control for executing the first or third pre-performance, the sub-control CPU 51 determines the duration of the pre-performance. For example, if the sub-control CPU 51 identifies a first SP jackpot variation pattern or a first SP miss variation pattern from the input variation start command, it decides to execute the first or third pre-performance for the duration of the first performance. For example, if the sub-control CPU 51 identifies a second SP jackpot variation pattern or a second SP miss variation pattern from the input variation start command, it decides to execute the first or third pre-performance for the duration of the second performance.
[0170] In the control for executing the second or fourth pre-show, the sub-control CPU 51 determines the duration of the pre-show. For example, if the sub-control CPU 51 determines that the current jackpot game is a jackpot game based on consecutive wins, it decides to execute the second or fourth pre-show for the duration of the third show. For example, if the sub-control CPU 51 determines that the current jackpot game is a jackpot game based on an initial win, it decides to execute the second or fourth pre-show for the duration of the fourth show. For example, the opening time of a jackpot game may differ between a jackpot game based on an initial win and a jackpot game based on consecutive wins. In other words, the main control CPU 41 may determine different opening times for a jackpot game based on an initial win and a jackpot game based on consecutive wins. For example, a longer opening time may be set for a jackpot game based on an initial win than for a jackpot game based on consecutive wins. In this case, the difference between the opening time of a jackpot game based on the initial win and the opening time of a jackpot game based on consecutive wins may be the same as the difference between the fourth presentation time and the third presentation time.
[0171] As configured as described above, the pachinko game machine 10 of this embodiment has different periods of time from the start of the first pre-performance to the start of the first specific performance, depending on whether or not it goes through an SR performance. Similarly, the period of time from the start of the third pre-performance to the start of the first special performance differs. Furthermore, the period of time from the start of the second pre-performance to the start of the second specific performance differs depending on whether or not it is a jackpot game based on an initial win. Similarly, the period of time from the start of the fourth pre-performance to the start of the second special performance differs depending on whether or not it is a jackpot game based on an initial win.
[0172] The effects of this embodiment will now be explained. (2-1) According to this embodiment, an appropriate period can be secured according to the progress of the game, making it easier to set a specific setting or a special setting when the pre-show is executed.
[0173] (Third embodiment) A third embodiment of a pachinko game machine will be described. The third embodiment differs from the first and second embodiments in that, when a specific song is output, the performance display device EH displays lyrics corresponding to the singing. The lyrics are displayed while singing is taking place. That is, if the specific song includes accompaniment, the lyrics are displayed for a portion of the duration of the performance. On the other hand, if the specific song does not include accompaniment, the lyrics may be displayed for the entire duration of the performance. The lyrics are an example of song-related information concerning a specific song. This will be explained in detail below.
[0174] As shown in Figure 18(a), when the first specific performance is executed, the performance display device EH displays a lyric image Gk that allows recognition of the lyrics corresponding to the singing as the specific song progresses, at the bottom of the display area R. In other words, when the first specific performance is executed according to the first embodiment, the performance display device EH displays a lyric image Gk corresponding to the singing in the first song as the first song progresses. On the other hand, when the first specific performance is executed according to the second embodiment, the performance display device EH displays a lyric image Gk corresponding to the singing in the second song as the second song progresses.
[0175] As shown in Figure 18(b), when the second specific performance is executed, the performance display device EH displays the lyrics image Gk corresponding to the singing in the lower part of the display area R as the specific song progresses. In other words, when the second specific performance is executed according to the first embodiment, the performance display device EH displays the lyrics image Gk corresponding to the singing in the first song as the first song progresses. On the other hand, when the second specific performance is executed according to the second embodiment, the performance display device EH displays the lyrics image Gk corresponding to the singing in the second song as the second song progresses.
[0176] In this embodiment, when a specific setting is configured in the output settings, the display of lyrics (lyrics image Gk) on the performance display device EH is restricted. Specific examples are described below. As shown in Figure 19(a), for example, restricting the display of lyrics (lyrics image Gk) may include simply not displaying the lyrics (lyrics image Gk) in the performance display device EH.
[0177] As shown in Figure 19(b), for example, restricting the display of lyrics (lyrics image Gk) may include not displaying anything in a portion of the display area, including at least the display area of the lyrics (lyrics image Gk), in the performance display device EH.
[0178] As shown in Figure 19(c), one example of restricting the display of lyrics (lyrics image Gk) is that the lyrics (lyrics image Gk) are displayed on the left side of the display area R. In this case, the visibility of the lyrics (lyrics image Gk) from the left (front right of the gaming machine) is reduced.
[0179] As shown in Figure 19(d), for example, restricting the display of lyrics (lyrics image Gk) may include displaying the lyrics (lyrics image Gk) in the right part of the display area R. In this case, the visibility of the lyrics (lyrics image Gk) from the right (front left of the gaming machine) is reduced.
[0180] As shown in Figure 19(e), as an example, the restriction of the display of lyrics (lyrics image Gk) may include providing a movable body K in front of the performance display device EH, and allowing the movable body K to move to a position that overlaps part or all of the display of lyrics (lyrics image Gk) when viewed from the front. Note that the figure illustrates the case where it overlaps all of the lyrics. In this case, when the output setting is the standard setting, it is preferable that the movable body K be able to move to a position that does not overlap all of the display of lyrics (lyrics image Gk) when viewed from the front.
[0181] As shown in Figure 19(f), for example, restricting the display of lyrics (lyrics image Gk) may include making the brightness relatively lower in a portion of the display area, at least including the display area of lyrics (lyrics image Gk), in the performance display device EH. For example, in the performance display device EH, the light intensity of the backlight may be reduced in a portion of the display area, at least including the display area of lyrics (lyrics image Gk).
[0182] The effects of this embodiment will now be explained. (3-1) In this embodiment, when a specific song is output, the display device EH displays lyrics corresponding to the singing. In this case, if the specific song cannot be reused or is difficult to reuse, the person filming will need to process the video so that the lyrics are difficult to see. Under this premise, in this embodiment, when a specific song is output, it is possible to set in advance to a specific setting where the visibility of the lyrics (lyrics image Gk) is lower than the standard setting, or where the lyrics (lyrics image Gk) are not displayed. As a result, even if the specific song cannot be reused or is difficult to reuse, the display of lyrics can be restricted as a gaming machine, so that players who want to film a video can reduce the effort required to process the video. This can suppress a decrease in the motivation of players who want to film a video.
[0183] On the other hand, in situations where some specific effects are restricted, there is a risk that the effect of enhancing the enjoyment of the game through those effects will be reduced. However, in special settings, special effects can be performed in place of the specific effects, thereby suppressing the decline in the desire of players to take videos while enhancing the enjoyment of the game for those players.
[0184] (Fourth Embodiment) A fourth embodiment of a pachinko game machine will be described. The fourth embodiment differs from the first to third embodiments in that it includes special settings in the customization settings for a specific effect. For example, special settings may be provided in place of one or both of the specific settings and special settings, or in addition to the specific settings and special settings. Here, we will describe the case in which the customization settings for a specific effect include standard settings, specific settings, special settings, and special settings. For example, special settings can be set when the pre-effect is not being executed. In other words, special settings can be set in the standby state.
[0185] As shown in Figure 20, the pachinko game machine 10 of this embodiment includes a left speaker SP1 and a right speaker SP2 as speakers SP. In this embodiment, the sub-board 50 is connected to both the left speaker SP1 and the right speaker SP2. The sub-control CPU 51 can independently control the output content of the left speaker SP1 and the right speaker SP2. In other words, the sub-control CPU 51 can control the audibility of the sound output from the left speaker SP1 and the right speaker SP2. In the fourth embodiment, the left speaker SP1 is an example of an output means. Also in the fourth embodiment, the right speaker SP2 is an example of an output means other than the output means.
[0186] As an example, when a special setting is enabled, the sub-control CPU 51 executes a specific performance in such a way that the audibility of a specific song in a specific performance differs between the left speaker SP1 and the right speaker SP2. As an example, the special setting may be such that the audibility of a specific song output from the left speaker SP1 is lower than that of a specific song output from the right speaker SP2. Also, as an example, the special setting may be such that the audibility of a specific song output from the right speaker SP2 is lower than that of a specific song output from the left speaker SP1. Furthermore, the special setting may include a first special setting in which the audibility of a specific song is relatively lower for the left speaker SP1, and a second special setting in which the audibility of a specific song is relatively lower for the right speaker SP2. Here, we will explain the case where the special setting is such that the audibility of a specific song output from the left speaker SP1 is lower than that of a specific song output from the right speaker SP2.
[0187] When executing a specific effect, the sub-control CPU 51 controls the left speaker SP1 and the right speaker SP2 so that the audibility of a specific song output from the left speaker SP1 is lower than the audibility of a specific song output from the right speaker SP2. In other words, when a special setting is applied, the sub-control CPU 51 controls the left speaker SP1 and the right speaker SP2 so that the volume of a specific song output from the left speaker SP1 is less than the volume of a specific song output from the right speaker SP2. For example, when executing a specific effect, the sub-control CPU 51 controls the right speaker SP2 so that the volume of a specific song output from the right speaker SP2 is at a predetermined level, while controlling the left speaker SP1 so that the volume of a specific song output from the left speaker SP1 is 0 decibels, that is, so that the specific song is not output from the left speaker SP1.
[0188] This section describes how specific effects and special effects are executed when the customization settings for specific effects are set to special settings. As shown in Figure 21, when the customization setting for a specific effect is set to a special setting, the output of a specific song is restricted in that effect. Specifically, when set to a special setting, the audibility of a specific song differs between the effect based on the left speaker SP1 and the effect based on the right speaker SP2. In particular, in this embodiment, when set to a special setting, the audibility of a specific song is reduced because it is not output from the left speaker SP1. In other words, when set to a special setting, the audibility of a specific song in the effect based on the left speaker SP1 is reduced because its audibility is 0. Also, as an example, when the customization setting for a specific effect is set to a special setting, a restriction effect is executed that makes it recognizable that the execution of the specific effect is restricted and the nature of that restriction. As an example, when set to a special setting, a restriction effect is executed that includes a display effect that shows a third restriction image G3. The third restriction image G3 is an image that makes it recognizable that a special setting is in place. As an example, the third restriction image G3 is an image that mimics the string "Left speaker restricted". In other words, when a special setting is enabled, a restriction animation is performed that makes it clear that a special setting is enabled until the setting is changed to something other than the special setting. Changing to a setting other than the special setting is equivalent to disabling the special setting. This allows the player to recognize that the output of a specific song from the left speaker SP1 is restricted.
[0189] As shown in Figure 22, during the sixth operation acceptance period, if the performance button BT is operated in a special operation mode, the customization setting for the specific performance is changed to the special setting. As a result, the special performance is executed in place of the specific performance. When the special performance is executed in the left speaker SP1 due to the special setting, the sound performance that outputs the special sound is executed without restriction. In other words, when the special setting is set, and the performance button BT is operated in a special operation mode, the special sound is output from the left speaker SP1. Note that when the special setting is not set (for example, when the standard setting is set), and the performance button BT is operated in a special operation mode, the special sound is output from the left speaker SP1 when the special setting is set.
[0190] The effects of this embodiment will now be explained. (4-1) In this embodiment, by limiting the output of a specific song by the left speaker SP1 of the left speaker SP1 and the right speaker SP2, and by devising the placement of the shooting equipment, it is possible to suppress the shooting of videos containing a specific song while allowing the player to view a specific song (specific performance).
[0191] (4-2) In particular, by preventing the output of specific songs from the left speaker SP1, it is possible to further suppress the recording of videos that include specific songs. (4-3) In addition, regardless of whether or not special settings are enabled, when special settings are enabled, special sounds can be output from the left speaker SP1, allowing users to enjoy special effects.
[0192] (4-4) Furthermore, when special settings are enabled, a restriction animation is performed that makes it easy to recognize that special settings are enabled.
[0193] 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 third embodiment, while multiple restriction methods were exemplified as specific examples of restricting the display of lyrics as song-related information, the display of lyrics as song-related information may be restricted by any restriction method selected by the player from among these multiple restriction methods. In this case, there may be multiple types of specific settings, and the method of restricting the display of lyrics may differ depending on the type.
[0194] In the third embodiment, lyrics were used as an example of song-related information, but the information is not limited to this. For example, song-related information may be one or more pieces of information arbitrarily selected from lyrics, song title, singer name (artist name), lyricist name, and composer name. If the song-related information includes any of the song title, singer name (artist name), lyricist name, and composer name, that information may be displayed for the entire duration of the performance of the specific production.
[0195] In the third embodiment, a specific setting may include one in which the output of a particular song is not restricted, but the display of lyrics is restricted. This makes it easier to enhance the enjoyment of players (cameramen) who use only the video from the recorded footage.
[0196] In the fourth embodiment, the special setting is exemplified as an example of a customization setting for a specific effect, but it is not limited to this. For example, the special setting that makes the audibility of the output means (left speaker SP1) and another output means (right speaker SP2) different may be a setting that makes the audibility of an effect different from the specific effect (e.g., a special effect) different, or it may be a setting that makes the audibility of some or all of multiple effects different. When the special setting is enabled, some (the rest) of the effects whose audibility does not differ may be, for example, a warning effect. A warning effect is an effect that is executed when a situation is detected that does not occur or is unlikely to occur during normal gameplay, or when a situation is detected that suggests fraud. Examples of warning effects include a warning effect that is executed when a situation is detected where the mounting frame 11b is open, and a warning effect that is executed when some or all of the player's balls (data) managed by the pachinko game machine 10 are transferred to an external device. For example, when a special setting is enabled, if a warning effect is triggered based on the trigger for the warning effect, it is preferable that a warning sound at a warning volume is output from both the output means (left speaker SP1) and another output means (right speaker SP2). The warning volume is the same as, or louder than, the maximum volume that can be set in the pachinko game machine 10.
[0197] In the fourth embodiment, the special setting may be such that the volume of a specific song output from the output means (left speaker SP1) is less than or equal to the volume of a specific song output from another output means (right speaker SP2). Alternatively, for example, the special setting may be such that the volume of a specific song output from another output means (right speaker SP2) is less than or equal to the volume of a specific song output from the output means (left speaker SP1).
[0198] In the fourth embodiment, a special setting was exemplified as a setting that makes the audibility of a particular song different depending on whether it is a specific effect based on the output means (left speaker SP1) or a specific effect based on another output means (right speaker SP2), but the system is not limited to this. For example, the specific setting may be a setting that makes the audibility of a particular song different depending on whether it is a specific effect based on the output means (left speaker SP1) or a specific effect based on another output means (right speaker SP2), thereby reducing the audibility of the particular song compared to when it is not set as a specific setting. In other words, if a special setting is provided instead of a specific setting, the special setting can function as a specific setting.
[0199] A button image (predetermined performance) that suggests or notifies the operation of the performance button BT by a special operation mode may be displayed when the pre-performance is not being executed. For example, the button image may be displayed during the execution of a demonstration performance in the standby state. The execution of a demonstration performance is one example of a predetermined trigger.
[0200] • Special effects may be effects that are only used when a special setting is selected. In other words, special effects do not need to be executed when the setting is standard, specific, or special. Specific setting information that allows identification of customized settings for specific effects may be backed up even when the power supply is cut off. For example, specific setting information that allows identification of customized settings for specific effects may not be retained when the first setting, which is part of the specific setting, special setting, and special setting, is identifiable, but may be retained when the second setting, which is a different part, is identifiable. The first setting may be a specific setting, a special setting, or a special setting. Furthermore, the first setting may be a specific setting and a special setting, a specific setting and a special setting, or a special setting and a special setting.
[0201] The music may be different for the first specific performance and the second specific performance. In this case, the specific settings and special settings may include a first specific setting and a first special setting corresponding to the music in the first specific performance, and a second specific setting and a second special setting corresponding to the music in the second specific performance. In other words, if the second specific setting or the second special setting is set during the execution of the first specific performance, the execution of the first specific performance will not be restricted, and then the execution of the second specific performance will be restricted during the jackpot game. On the other hand, if the first specific setting or the first special setting is set during the execution of the second specific performance, the execution of the second specific performance will not be restricted, and the execution of the first specific performance will be restricted after the jackpot game ends.
[0202] When a special setting is enabled during the execution of a specific performance, the performance in progress may continue to run until a predetermined termination time for that performance arrives. • The manner in which various effects are performed may be changed at will.
[0203] The restriction effect may be executed for a certain period of time after the corresponding setting is applied, and then terminated. The customization settings for specific effects may be reset at any time. For example, the customization settings for specific effects may be reset when the trigger for the termination of that effect occurs. For example, the customization settings for specific effects may be reset when the trigger for the termination of a special effect occurs. For example, the customization settings for specific effects may be reset when the system is controlled to a standby state.
[0204] • A specific performance may be a performance that is executed across multiple variation games. • Even if a specific or special performance is not performed, a pre-performance may still be performed.
[0205] • Examples of specific and special effects include SP effects and round effects, but are not limited to these. Specific effects only need to be effects that output a specific song with vocals, and may be changed as desired. Special effects do not need to be effects that involve vocals, and may be changed as desired.
[0206] The first specific performance and the first special performance may be performed during a jackpot game. In this case, the first specific performance, the first pre-performance, and the first special performance may be performances that allow the player to recognize the probability of a high probability of winning.
[0207] The second specific performance may not be performed depending on the type of game that results in a jackpot. The second specific performance may be a performance whose type cannot be selected by the player. In this case, the second specific performance may have different bonus expectations depending on its type. For example, the second specific performance in the second form may have a higher bonus expectation than the first specific performance in the first form. For example, if the bonus expectation differs depending on the type of second specific performance, the sub-control CPU 51 may decide which second specific performance to execute based on the type of jackpot game. For example, if the bonus expectation differs depending on the type of second specific performance, the bonus expectation may be higher when the second specific performance is not executed compared to when the second specific performance is executed.
[0208] The second specific performance and the second special performance may be performed during the variable game. In this case, the second specific performance, the second pre-performance, and the second special performance may be performances that allow the expectation of a big win to be recognized.
[0209] - After the pre-animation starts, a specific or special animation may start after a predetermined variable game has finished. In other words, the variable game in which the pre-animation starts and the variable game in which the specific or special animation starts may be separate. In this case, the pre-animation may be performed in a variable game earlier than the variable game in which the specific or special animation is performed. Also, if the variable game in which the pre-animation starts and the variable game in which the specific or special animation starts are separate, the pre-animation may be an animation that is performed across multiple variable games. To give a specific example, during the execution of a predetermined variable game, after the pre-animation starts, the predetermined variable game may finish, the pre-animation may finish in the next variable game, and then the specific or special animation may start in the following variable game. As an example, if the variable game in which the pre-animation starts and the variable game in which the specific or special animation starts are separate, the main control CPU 41 may, when the conditions for holding a special game are met, pre-determine the type of variable pattern for 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-control CPU 51 may determine whether or not to execute a pre-performance, and how to execute it, if it is possible to determine in advance by a pre-read command that a specific performance or a special performance will be executed.
[0210] • The valid operating method may be changed at any time during each operation acceptance period. The trigger for setting a specific configuration can be changed at will. The trigger for setting special settings can be changed at will.
[0211] The trigger for setting special settings can be changed as desired. 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.
[0212] 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.
[0213] • 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).
[0214] 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.
[0215] The main control CPU 41, main control ROM 42, main control 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.
[0216] 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 decorative lamp LA, 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 control CPU 41 and the sub-control CPU 51 may be mounted on a single board. Furthermore, the display control board, light emission control board, and sound control board may be arbitrarily combined to form one or more boards.
[0217] 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.
[0218] 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.
[0219] Furthermore, some slot machines can be controlled to a state (so-called AT state) in which the operation of the stop button to win a specific combination is suggested or announced. The AT state is advantageous to the player because it makes it easier to win the specific combination compared to normal gameplay, resulting in an increase in the number of balls held, or a decrease in the number of balls held compared to normal gameplay. In other words, the AT state is one example of a special feature.
[0220] 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.
[0221] The technical concepts that can be understood from the above embodiments and modified examples are described below. (Note 1) A gaming machine comprising a specific operating means and an output means, wherein the output means is capable of performing at least a specific performance in which a specific song accompanied by singing is output, a pre-performance that suggests or notifies that the specific song will be output, and a special performance without singing, wherein during the execution of the pre-performance, the audibility of the specific song can be set to a specific setting lower than a standard setting based on a first trigger in which the specific operating means is operated, and while the specific performance is being executed, it can be set to a special setting based on a second trigger different from the first trigger, and when the specific performance is completed and the special setting is set, the special performance can be executed.
[0222] (Note 2) A gaming machine comprising a specific operating means and an output means, wherein the output means is capable of at least performing a specific performance in which a specific song accompanied by singing is output, a pre-performance that suggests or notifies that the specific song will be output, and a special performance without singing, wherein during the execution of the pre-performance, the audibility of the specific song can be set to a specific setting lower than a standard setting based on a first trigger in which the specific operating means is operated, and while the specific performance is being executed, it can be set to a special setting based on a second trigger different from the first trigger, the specific performance ends when the setting is made and the special setting is enabled, the special performance can be executed, and the special performance ends when a predetermined time has elapsed since the start of the special performance.
[0223] (Note 3) A gaming machine comprising a specific operating means and an output means, wherein the output means is capable of at least executing a specific performance in which a specific song accompanied by at least singing is output, a pre-performance that suggests or notifies that the specific song will be output, and a special performance without singing, wherein during the execution of the pre-performance, the audibility of the specific song can be set to a specific setting lower than a standard setting based on a first trigger in which the specific operating means is operated, the special setting can be set based on a second trigger different from the first trigger when the specific performance is being executed, the special setting can be set when the specific performance has ended and the special setting is set, the special performance can be executed, and when the special setting is set, the special setting can be released based on a third trigger different from the first and second triggers.
[0224] (Note 4) A gaming machine comprising a specific operating means and an output means, wherein the output means is capable of at least performing a specific performance in which a specific song accompanied by singing is output, a pre-performance that suggests or notifies that the specific song will be output, and a special performance without singing, wherein during the execution of the pre-performance, the audibility of the specific song can be set to a specific setting lower than a standard setting based on a first trigger in which the specific operating means is operated, the special setting can be set based on a second trigger different from the first trigger when the specific performance is being executed, the special setting can be executed when the specific performance ends and the special setting is set, and a predetermined performance related to the second trigger can be executed during the execution of the pre-performance.
[0225] (Note 5) The game machine described in Note 4, in which the predetermined performance can be performed based on a predetermined trigger while the preceding performance is not being performed. (Note 6) The special performance described above is a performance that has a lower probability of resulting in a more advantageous state than the specific performance described above, or does not suggest the aforementioned probability, and is a gaming machine as described in any of Notes 1 to 5.
[0226] (Note 7) A gaming machine according to any of Notes 1 to 6, which is equipped with an output means other than the output means, and when set to a special setting, the audibility of the specific song differs between the specific performance based on the output means and the specific performance based on the other output means.
[0227] (Note 8) A gaming machine described in any of Notes 1 to 7, in which, when the special setting is configured, the audibility of the specific song is reduced because the output means does not output the specific song.
[0228] (Note 9) The special effect is an effect that includes the output of a special sound, and the special sound is output from the output means in either the case when the special setting is set based on the second trigger when the special setting is set, or when the special setting is set based on the second trigger when the special setting is not set, as described in Note 8 of the gaming machine.
[0229] (Note 10) A gaming machine according to any of Notes 1 to 9 that, when set to the special setting, is capable of performing an effect that allows the user to recognize that the special setting is set until the special setting is canceled. [Explanation of Symbols]
[0230] BT…Effect button EH…Effect display device ES…Effect device group G1…First restriction image G2…Second restriction image G3…Third restriction image Gb1a,Gb1b…First pre-image Gb2a,Gb2b…Second pre-image Gb3…Third pre-image Gd1,Gd2…Second male character image Ge…Selection image Gf…Setting image Gj1,Gj2…Second female character image Gk…Lyrics image Gm…Menu image Gs1~Gs3…Promotion image Gz1…First remaining time image Gz2…Second remaining time image HD…Fire handle JB…Deck buttons JBd…Down button JBl…Left button JBr…Right button JBu…Up button K…Movable part LA…Decorative lamp LV…Effect lever R…Display area SE1…First start sensor SE2…Second start sensor SE3…Count sensor SE4…Gate sensor SL1…Normal solenoid SL2…Special solenoid SP…Speaker SP1…Left speaker SP2…Right speaker TG1…Special image 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 41…Main control CPU 42…Main control ROM 43…Main control RAM 44…Random number generation circuit 50…Sub board 51…Sub control CPU 52…Sub control ROM 53…Sub control RAM
Claims
[Claim 1] Specific operating means and It comprises an output means, The output means is capable of at least performing a specific performance in which a specific song with at least vocals is output, a pre-performance that suggests or notifies that the specific song will be output, and a special notification in which a special sound without vocals is output. During the execution of the aforementioned pre-production, based on a first trigger in which the specific operating means is operated, the audibility of the specific song can be set to a specific setting lower than the standard setting. When the aforementioned specific performance is being executed, it is possible to set a special setting based on a second trigger different from the first trigger, and when the setting is made, the aforementioned specific performance ends. When the aforementioned special setting is enabled, the aforementioned special notification can be executed. During the execution of the aforementioned special notification, no music will be played. A gaming machine capable of performing predetermined notifications regarding the second trigger while the aforementioned pre-performance is being executed.