Gaming machine

JP7923014B2Active Publication Date: 2026-09-17NEWGIN KK
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Patent Information

Application Number
JP2023100737
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-06-20
Publication Date
2026-09-17
Estimated Expiration
2043-06-20

AI Technical Summary

Benefits of technology

【0006】 本発明によれば、演出態様を調整する際の利便性を向上させることができる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine which can provide improved convenience in adjusting a performance mode.SOLUTION: A sub control CPU can set a performance style by a setting operation related to a performance style change function. Even when a predetermined performance style is set and the setting operation of the performance style is not carried out again during an execution of one variation game, the sub control CPU can control a sound volume of each voice sound performance of a script performance, a cut-in performance, and a background music performance depending on which variation cycle each voice sound performance is executed at. Furthermore, the sub control CUP can execute a fading control which gradually change the sound volume in the background music performance. The sound volume in a voice performance is not changed even when the fading control of the sound volume in the background music performance is executed.SELECTED DRAWING: Figure 10
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Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] Conventionally, in pachinko gaming machines and slot machines, which are types of gaming machines, various game effects have been implemented to enhance the player's interest. In such gaming machines, as one of various game effects, an audio effect that is performed by outputting sound is executed. Some of these gaming machines aim to further enhance the player's interest by enabling adjustment of the effect mode of audio effects. For example, in the gaming machine disclosed in Patent Document 1, the volume when an audio effect is executed can be adjusted as an effect mode of the audio effect.

Prior Art Literature

Patent Literature

[0003]

Patent Document 1

Summary of the Invention

Problem to be Solved by the Invention

[0004] By the way, in such gaming machines, it is preferable to have high convenience when adjusting the effect mode, and there remains room for further improvement.

Means for Solving the Problem

[0005] A gaming machine that solves the above problem comprises: effect execution means for executing an effect; effect control means for controlling the effect execution means; and one or a plurality of operation means capable of accepting a predetermined operation, wherein the effect execution means is capable of executing a part of the audio effects among the effects in each of a specific period and a specified period different from the specific period, and is capable of executing a special effect when a predetermined condition is satisfied, and the effect control means, based on a changing operation by the operation means, audio of outputThe configuration can be changed, and the operating means, as the changing operation, is the partial sound production. Audio in of output A first operation that can change the form, and by changing the volume of the sound effect, which includes the part of the sound effect, the sound effect Audio in of output A second operation is possible that allows the configuration to be changed, and the change operation allows for some of the sound effects to be produced. Audio in of output Even if the change operation is not performed again after the change in configuration, the specified period and the prescribed period will be used for some of the audio effects. Audio in of output It is possible to control the behavior in different ways. the law of nature, The performance control means is capable of performing fade control to gradually change the volume of some of the performances performed by the performance execution means, and the volume when the special performance is performed is not changed by the fade control, and in a situation where the volume is set to a specific value which is the minimum or maximum value by the second operation, the first operation Audio output in some sound effects Even when the manner is changed, the gist of the aforementioned sound effects is that the volume of the aforementioned specific value will be maintained. [Effects of the Invention]

[0006] According to the present invention, it is possible to improve the convenience when adjusting the performance mode. [Brief explanation of the drawing]

[0007] [Figure 1] Figure 1 is a perspective view showing a pachinko game machine. [Figure 2] Figure 2 is a front view showing the game board. [Figure 3] Figure 3 is a block diagram showing the electrical configuration of a pachinko game machine. [Figure 4] Figure 4(a) is an explanatory diagram showing dialogue presentation, Figure 4(b) is an explanatory diagram showing cut-in presentation, and Figure 4(c) is an explanatory diagram showing character group presentation. [Figure 5]Figures 5(a) to 5(c) are explanatory diagrams showing the flow of the Super Reach animation. [Figure 6] Figure 6 is an explanatory diagram showing the adjustable range of volume levels. [Figure 7] Figures 7(a) to 7(d) are explanatory diagrams showing how the volume is adjusted when a predetermined effect is performed in each performance style. [Figure 8] Figures 8(a) and 8(b) are explanatory diagrams showing images related to various performance customization options. [Figure 9] Figure 9 is an explanatory diagram showing the relationship between dialogue effects, cut-in effects, and other effects. [Figure 10] Figure 10 is a timing chart showing a specific example of the flow of the performance. [Modes for carrying out the invention]

[0008] The following describes one embodiment of a pachinko game machine. In the following description, up, down, left, right, front (front), and back (back) refer to the directions as seen from the player's perspective. As shown in Figure 1, the pachinko game machine 10, as a gaming machine, is equipped with a launch handle HD that is operated by the player when launching game balls. The pachinko game machine 10 is equipped with a game board YB. A game area YBa is formed on the front side of the game board YB, through which game balls can flow down. In this embodiment, game balls launched by operating the launch handle HD reach the game area YBa. The game board YB is equipped with an opening window YBb in the approximate center when viewed from the front. A center frame W with various designs is assembled to the opening window YBb.

[0009] The pachinko game machine 10 includes an effect button D1 and a directional pad D2 as examples of operating means capable of performing predetermined operations. In this embodiment, the effect button D1 corresponds to a specific operating means. For example, the effect button D1 and the directional pad D2 are button-type means configured to allow pressing operations. The effect button D1 and the directional pad D2 are not limited to being button-type, but may also be touch-sensor type, or a predetermined display device may be configured to function as a touch-panel type means. The effect button D1 and the directional pad D2 may be composed of multiple operable parts. In one example of this embodiment, the effect button D1 is composed of a single operable part. The directional pad D2 is composed of multiple operable parts, such as a left key D2l, a right key D2r, an up key D2u, and a down key D2d.

[0010] The pachinko game machine 10 is equipped with a speaker SP as an output means for outputting sound. The speaker SP can perform various notifications (hereinafter referred to as "sound notifications") and various effects (hereinafter referred to as "sound effects") by outputting sound such as music and sound effects. In this embodiment, the speaker SP is an example of an effect execution means for performing effects. The pachinko game machine 10 is equipped with a decorative lamp LA as a light-emitting means having a light-emitting body (not shown). The decorative lamp LA can perform various notifications (hereinafter referred to as "light-emitting notifications") and various effects (hereinafter referred to as "light-emitting effects") by turning the light-emitting body on, flashing, and turning off. In this embodiment, the decorative lamp LA is an example of an effect execution means for performing effects.

[0011] As shown in Figure 2, the pachinko gaming machine 10 includes an effect display device EH serving as display means for displaying images. The effect display device EH has an image display section GH capable of displaying images. The effect display device EH is assembled to the game board YB such that when viewed from the front, the image display section GH is visible through the opening window YBb (center frame W) of the game board YB. For example, the image display section GH is a liquid crystal panel or an organic EL panel. By displaying various images, the effect display device EH can execute various notifications (hereinafter referred to as display notifications) and various effects (hereinafter referred to as display effects). In the present embodiment, the effect display device EH is an example of effect execution means for executing effects.

[0012] The pachinko gaming machine 10 includes an effect movable body KD as a movable body capable of performing predetermined operations. The effect movable body KD is configured to be operable within a range from a first position P1 to a second position P2. In the present embodiment, the effect movable body KD is located at the first position P1 when no effect using the effect movable body KD is performed. That is, in the present embodiment, the first position P1 can also be understood as the initial position of the effect movable body KD. The effect movable body KD moves between the first position P1 and the second position P2 on the front side of the effect display device EH as viewed from the player. Therefore, when the pachinko gaming machine 10 is viewed from the front, the effect movable body KD operates in a state of covering a part of the image display section GH of the effect display device EH. The effect movable body KD can execute effects by movement (hereinafter referred to as movable body effects). In the present embodiment, the effect movable body KD is an example of effect execution means for executing effects.

[0013] The pachinko gaming machine 10 includes an information display device capable of displaying predetermined information. The information display device is provided at a position visible to the player on the game board YB. The information display device includes a first special symbol display portion 13a. The first special symbol display portion 13a is capable of executing a first special symbol variable game as a variable game in which predetermined symbols are variably displayed, and finally the first special symbol is definitely and stop-displayed. The information display device includes a second special symbol display portion 13b. The second special symbol display portion 13b is capable of executing a second special symbol variable game as a variable game in which predetermined symbols are variably displayed, and finally the second special symbol is definitely and stop-displayed. The first special symbol and the second special symbol are symbols for notifying a result of a special winning lottery which will be described later. In the present embodiment, the first special symbol display portion 13a and the second special symbol display portion 13b each correspond to game execution means that executes a variable game performed by varying symbols.

[0014] In the following description, the special winning lottery for the first special symbol is abbreviated as "first special winning lottery", and the special winning lottery for the second special symbol is abbreviated as "second special winning lottery". Further, the first special symbol variable game is abbreviated as "first special game", and the second special symbol variable game is abbreviated as "second special game". Further, the first special game and the second special game are collectively referred to as "special game". In this specification, "variable display" means a state in which the type of the displayed symbol changes as time passes. In this specification, "definite stop display" means a state in which a symbol is definitely stop-displayed and the type of the displayed symbol does not change. For symbols, "definite stop display" and "derivation" have the same meaning.

[0015] The special symbols that can be displayed in the first special symbol display unit 13a and the second special symbol display unit 13b include a jackpot symbol as a result of displaying a jackpot, and a losing symbol as a result of displaying a loss. In this embodiment, the first special game and the second special game are not executed simultaneously. In this embodiment, if a jackpot is won in the special jackpot lottery, a jackpot symbol is displayed in the special game, and a jackpot game occurs after the special game ends. The jackpot game will be described in more detail later. On the other hand, if a jackpot is not won in the special jackpot lottery, a losing symbol is displayed in the special game. That is, in the first special symbol display unit 13a and the second special symbol display unit 13b of this embodiment, a special game can be executed by changing and stopping the special symbols based on the result of the special jackpot lottery.

[0016] The information display device includes a first special hold display unit 13c. The first special hold display unit 13c displays information that can identify the number of times the first special game has been held in abeyance because the hold condition has been met but the execution condition has not yet been met. In the following description, the number of first special games that are on hold will be referred to as the "first special hold number". In this embodiment, the maximum value of the first special hold number is "4". The information display device includes a second special hold display unit 13d. The second special hold display unit 13d displays information that can identify the number of times the second special game has been held in abeyance because the hold condition has been met but the execution condition has not yet been met. In the following description, the number of second special games that are on hold will be referred to as the "second special hold number". In this embodiment, the maximum value of the second special hold number is "4".

[0017] The information display device includes a regular symbol display unit 13e. The regular symbol display unit 13e is capable of executing a regular symbol variation game in which predetermined symbols are displayed in a variable manner, and finally a regular symbol is displayed as a fixed stop. The regular symbols are symbols used to notify the results of the regular lottery, which will be described later. In the following description, the regular symbol variation game will be abbreviated as "regular game". The regular symbols that can be derived to the regular symbol display unit 13e include regular winning symbols and regular losing symbols. In this embodiment, if a regular win is achieved in the regular lottery, a regular winning symbol is derived in the regular game, and a regular win game occurs after the regular game ends.

[0018] The information display device includes a normal hold display unit 13f. The normal hold display unit 13f displays information that allows for the identification of the number of normal games whose execution is on hold because the hold condition has been met but the execution condition has not yet been met. In the following description, the number of normal games on hold will be referred to as the "normal hold number". In this embodiment, the maximum value of the normal hold number is "1". Note that each display unit in the information display device does not need to be provided on a single display device, but may be provided on different parts. The information display device may also include a right-hand play display unit that displays information instructing so-called "right-hand play", and a round display unit that notifies the upper limit of the number of round games, which will be described later.

[0019] The game board YB has multiple prize slots into which game balls can be entered. The multiple prize slots open into the game area YBa. The multiple prize slots include a first starting prize slot 15, a second starting prize slot 16, and a large prize slot 18. The multiple prize slots may also include prize slots other than these prize slots.

[0020] The first start prize slot 15 is a prize slot into which game balls are inserted in order to fulfill the conditions for holding the first special game. For example, the first start prize slot 15 is located below the performance display device EH. The first start prize slot 15 is always open so that game balls can be inserted into it. The pachinko game machine 10 is equipped with a first special start sensor SE1 that detects game balls that have entered the first start prize slot 15 (see Figure 3). In this embodiment, when a game ball is detected by the first special start sensor SE1, the conditions for holding the first special game may be fulfilled, and the conditions for paying out a predetermined number of prize balls are also fulfilled.

[0021] The second starting prize slot 16 is a prize slot into which game balls are inserted in order to fulfill the conditions for awarding prize balls and the conditions for holding the second special game. For example, the second starting prize slot 16 is located in the lower right of the performance display device EH. The pachinko game machine 10 is equipped with a second special starting sensor SE2 that detects game balls that have entered the second starting prize slot 16 (see Figure 3). In this embodiment, when a game ball is detected by the second special starting sensor SE2, the conditions for holding the second special game may be fulfilled, and the conditions for paying out a predetermined number of prize balls are also fulfilled.

[0022] The pachinko game machine 10 is equipped with a normally movable piece 17 that can take on an open state in which the second starting prize entry opening 16 is opened so that game balls can be entered, and a closed state in which the second starting prize entry opening 16 is closed so that game balls cannot be entered or so that it is more difficult for game balls to be entered compared to the open state. For example, the normally movable piece 17 may be a door-shaped member that opens and closes the second starting prize entry opening 16. The normally movable piece 17 is normally in the closed state and operates to the open state when a normal win occurs. That is, when a normal win occurs, the second starting prize entry opening 16 becomes able to accept game balls. The game board YB is equipped with a normally solenoid SL1 as a means for operating the normally movable piece 17 (see Figure 3).

[0023] The large prize slot 18 is a prize slot into which game balls are entered in order to fulfill the conditions for awarding prize balls. For example, the large prize slot 18 is located to the lower right of the performance display device EH and to the upper right of the second start prize slot 16. The pachinko game machine 10 is equipped with a special prize sensor SE3 that detects game balls that have entered the large prize slot 18 (see Figure 3). Specifically, in this embodiment, when a game ball is detected by the special prize sensor SE3, the conditions for dispensing a predetermined number of prize balls are met.

[0024] The pachinko game machine 10 is equipped with a special opening / closing piece 19 that can take two states: an open state in which the large prize opening 18 is opened to allow game balls to enter, and a closed state in which the large prize opening 18 is closed so that game balls cannot enter or so that it is more difficult for game balls to enter compared to the open state. For example, the special opening / closing piece 19 may be a door-like member that opens and closes the large prize opening 18. The special opening / closing piece 19 is normally in the closed state and operates to the open state when a special winning game occurs. That is, when a special winning game occurs, the large prize opening 18 is opened so that game balls can enter. The game board YB is equipped with a special solenoid SL2 as a means for operating the special opening / closing piece 19 (see Figure 3). In this embodiment, in a winning game, the large prize opening 18 is opened, and the conditions for awarding prize balls are met when game balls that have entered the large prize opening 18 are detected by the special prize sensor SE3. In other words, in this embodiment, it is possible to win game balls as prize balls during a jackpot game.

[0025] The game board YB is equipped with a gate 25. For example, the gate 25 is located above the second starting prize entry point 16. The gate 25 has a gate opening through which game balls can pass. The gate opening is always open so that game balls can be entered. The pachinko game machine 10 is equipped with a normal starting sensor SE4 that detects game balls that have entered the gate opening (see Figure 3). The gate opening is an entry point into which game balls are entered in order to satisfy the conditions for starting a normal game. Even if game balls enter the gate opening, the conditions for awarding prize balls are not satisfied.

[0026] Next, the path through which the game balls flow down in this embodiment will be described. The pachinko game machine 10 configured as described above has multiple paths for the game balls to flow down in the game area YBa, depending on the launch intensity of the game balls. The paths for the game balls to flow down can also be understood as the area through which the game balls flow down. Among the multiple paths are a first path R1 that flows down the left side of the center frame W (performance display device EH) and a second path R2 that flows down the right side of the center frame W (performance display device EH). The first path R1 and the second path R2 may overlap in part, or they may not overlap at all.

[0027] The player can adjust the launch strength of the game ball by operating the launch handle HD, allowing the game ball to be launched into either the first path R1 or the second path R2. The first starting prize opening 15 is located on the first path R1. Therefore, if the launch strength is adjusted to be weaker and the game ball is launched, the game ball is more likely to flow down the first path R1 and enter the first starting prize opening 15. On the second path R2, the gate 25, the large prize opening 18, and the second starting prize opening 16 are located in order from upstream. Therefore, if the launch strength is adjusted to be stronger and the game ball is launched, the game ball is more likely to flow down the second path R2 and enter the second starting prize opening 16, the large prize opening 18, or the gate 25.

[0028] In the following explanation, "left-handed shooting" may refer to launching the game ball with a launch intensity that makes it easy for the game ball to flow down the first path R1. Also, "right-handed shooting" may refer to launching the game ball with a launch intensity that makes it easy for the game ball to flow down the second path R2.

[0029] Next, we will explain the symbol variation game performed in the pachinko game machine 10. In this embodiment, the performance display device EH can display performance symbols in multiple rows in a variable manner and execute a performance symbol variation game that ultimately derives a combination of performance symbols. In the following description, the performance symbol variation game will be abbreviated as "performance game". In the following description, the special game and the performance game may be collectively referred to as "variation game".

[0030] The display patterns are decorative patterns (decorative designs) that are adorned with characters, patterns, etc., and are intended to diversify the display effects. In this embodiment, the game is played by displaying the first, second, and third rows of patterns in a predetermined direction (scrolling display). In this embodiment, the first row is the row of patterns located on the left side as viewed by the player, the second row is the row of patterns located in the center as viewed by the player, and the third row is the row of patterns located on the right side as viewed by the player.

[0031] The performance game begins at the start of the special game. In the performance game, a reach performance may be executed. A reach performance is an effect that is executed when the same performance symbol is temporarily stopped (hereinafter referred to as "temporarily stopped display") in one of several specific rows of symbols, and the performance symbol continues to change in other rows of symbols. In this embodiment, the specific rows of symbols are the first row and the third row.

[0032] The special game then ends when the special game concludes. Specifically, in the special game, the special symbols are temporarily displayed in each of the first to third rows of symbols, and then the special symbols that were temporarily displayed in each row are displayed as confirmed stops, thereby deriving the combination of special symbols.

[0033] In the special game, combinations of symbols corresponding to the special symbols derived in the special game are derived. Specifically, if a winning symbol (winning display result) is derived in the special game, the winning symbol combination as a result of the winning display based on the symbols is also derived in the special game. The winning symbol combination is a symbol combination in which all the symbols in all rows are the same symbol, such as "777". If a losing symbol (losing display result) is derived in the special game, the losing symbol combination as a result of the losing display based on the symbols is derived in the special game. The losing symbol combination is a symbol combination in which at least some of the symbols in some rows are different from the symbols in other rows, such as "787", "445", "344", "567". Losing symbol combinations include losing reach symbol combinations where the performance symbols in a specific symbol row are the same performance symbols, and regular losing symbol combinations where the performance symbols in a specific symbol row are different performance symbols. In other words, in this embodiment, a losing reach symbol combination is a symbol combination where the performance symbols in the first and third rows are the same performance symbols, such as "787", and the performance symbol in the second row is different from the performance symbols in the first and third rows. Also in this embodiment, a regular losing symbol combination is a symbol combination where the performance symbols in the first and second rows are the same performance symbols, such as "445", and the performance symbol in the third row is different from the performance symbols in the first and second rows. Additionally, a combination of symbols that normally results in a loss includes combinations such as "344," where the symbols in the second and third columns are the same, but the symbol in the first column is different from the symbols in the second and third columns. Furthermore, a combination of symbols that normally results in a loss includes combinations such as "567," where the symbols in the first, second, and third columns are all different from each other.

[0034] Next, we will explain the game state of the pachinko machine 10. The pachinko game machine 10 includes two game states with different average fluctuation times for special games: a non-time-saving state and a time-saving state. In this embodiment, the time-saving state is a state in which the average fluctuation time for special games is shorter compared to the non-time-saving state. In this embodiment, the time-saving state is a state in which the probability of game balls entering the second starting prize entry point 16 is higher compared to the non-time-saving state. In other words, in this embodiment, the time-saving state is a state of improved ball entry rate in which the rate of game balls entering the second starting prize entry point 16 is improved compared to the non-time-saving state. That is, in this embodiment, the time-saving state is a game state that is advantageous to the player in that the rate of game balls entering the second starting prize entry point 16 is improved compared to the non-time-saving state.

[0035] For example, the rate at which game balls enter the second starting prize slot 16 can be improved by performing one of the three controls described below, or by combining multiple controls. The first control is a control that shortens the variation time of the normal symbols, which shortens the variation time of the normal game. The second control is a control that changes the probability of winning a normal win in the normal lottery (normal win probability) to a high probability, which is a control that changes the probability of winning a normal win (normal win probability) to a high probability. The third control is an operation time extension control that increases the total operation time during which the normal movable piece 17 operates in the open state in one normal win game. The operation time extension control should be at least one of the following: a control that increases the number of times the normal movable piece 17 operates in the open state in one normal win game, and a control that increases the operation time of one instance when the normal movable piece 17 operates in the open state in a normal win game.

[0036] Next, the jackpot game in this embodiment will be described. In a jackpot game, a predetermined sequence of events is performed for a predetermined opening time. For example, the predetermined sequence of events is an opening sequence that indicates the start of a jackpot game. In a jackpot game, after the opening time has elapsed, a round game is played up to a predetermined maximum number of times in which the large prize slot 18 is opened. One round game ends when the first round end condition is met, which is when a predetermined maximum number of game balls enter, or when the second round end condition is met, which is when a predetermined maximum time has elapsed. In the round game, the large prize slot 18 is opened in a predetermined opening manner. Specifically, in this embodiment, the large prize slot 18 is opened when the round game starts and closed when the round game ends. That is, in this embodiment, the special opening / closing piece 19 operates to an open state when the round game starts and to a closed state when the round game ends. In this embodiment, a predetermined sequence of events is performed during the round game. For example, a predetermined animation is a round animation that indicates that a round game is in progress, opening the large prize slot 18. When the final round of the game ends, a predetermined animation is performed in the jackpot game for a predetermined ending time. For example, a predetermined animation is an ending animation that indicates the end of the jackpot game. The jackpot game then ends as the ending time elapses.

[0037] In this embodiment, after the jackpot game ends, the game is controlled to a time-saving state. Specifically, after the jackpot game ends, the game is controlled to a time-saving state. Subsequently, the time-saving state ends when a predetermined termination condition is met. In this embodiment, the termination condition for the time-saving state is a count termination condition that is met when a predetermined upper limit number of special games are played. In this embodiment, the upper limit number of times the time-saving state is 100, regardless of the type of jackpot.

[0038] 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 control board 40. The main control board 40 performs various processes and outputs control signals, such as control commands, which are an example of control information, according to the results of these processes. The pachinko game machine 10 also includes a sub-control board 50. The main control board 40 and the sub-control board 50 are connected in such a way that control signals can be output in one direction from the main control board 40 to the sub-control board 50. The sub-control board 50 performs predetermined processes based on the control signals input from the main control board 40.

[0039] The main control board 40 will be explained in detail. The main control board 40 includes a microprocessor 41. The microprocessor 41 includes a processing unit (hereinafter referred to as the main control CPU 42) and a memory unit. The main control CPU 42 executes various processes by executing a program for main control. The memory unit of the microprocessor 41 includes a ROM area (hereinafter referred to as the main control ROM 43) from which information can be read but not written, and a RAM area (hereinafter referred to as the main control RAM 44) from which information can be read and written.

[0040] The main control ROM 43 stores judgment values ​​and tables used for various judgments and lotteries. The main control ROM 43 stores multiple types of variation patterns. A variation pattern is variation information that can identify the content of a variation game. In particular, in this embodiment, a variation pattern is information that can identify the variation time from the start to the end of a special game. A variation pattern may also be information that can identify the content of the performance during the execution of a special game. For example, the variation patterns in this embodiment include a variation pattern for a big win and a variation pattern for a loss. In addition, in this embodiment, the variation patterns for a loss include a variation pattern for a losing reach that can identify the content of the performance during the execution of a special game that includes a reach performance, and a variation pattern for a normal loss that can identify the content of the performance that does not include a reach performance.

[0041] The main control RAM 44 stores various information that is rewritten according to the results of processing by the main control CPU 42. In this embodiment, the main control RAM 44 corresponds to a storage means that stores various information related to the game. For example, the information stored in the main control RAM 44 may include flags, counters, and timers. The microprocessor 41 is equipped with a random number circuit 45 that generates hardware random numbers. The microprocessor 41 may also be capable of generating software random numbers through random number generation processing by the main control CPU 42. Note that the main control CPU 42, main control ROM 43, main control RAM 44, and random number circuit 45 are not limited to being configured as a single chip in the microprocessor 41, but may each be configured in separate components.

[0042] The main control CPU 42 is connected to the first special start sensor SE1, the second special start sensor SE2, the special prize sensor SE3, and the normal start sensor SE4. The main control CPU 42 is configured to accept the detection signals output by each sensor when it detects a game ball. The main control CPU 42 is connected to each of the display units 13a to 13f of the information display device. The main control CPU 42 is configured to control the display content of each of the display units 13a to 13f of the information display device. The main control CPU 42 is connected to the normal solenoid SL1 and the special solenoid SL2. The main control CPU 42 is configured to control the operation of the normal movable piece 17 by controlling the normal solenoid SL1. The main control CPU 42 is configured to control the operation of the special opening / closing piece 19 by controlling the special solenoid SL2.

[0043] Next, the sub-control board 50 will be described in detail. The sub-control board 50 comprises a sub-control CPU 51, a sub-control ROM 52, and a sub-control RAM 53. The sub-control CPU 51 performs various processes related to the performance 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 also stores display performance data used for display performances, light emission performance data used for light emission performances, sound performance data used for sound performances, and movable body performance data used for movable body performances.

[0044] 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 includes flags, counters, and timers. In this embodiment, the sub-control board 50 is also configured to generate software random numbers through random number generation processing by the sub-control CPU 51. The sub-control board 50 may also include a random number generation circuit and be capable of generating hardware random numbers.

[0045] The sub-control CPU 51 is connected to the performance display device EH. The sub-control CPU 51 is configured to control the display content of the performance display device EH. The sub-control CPU 51 is connected to the decorative lamp LA. The sub-control CPU 51 is configured to control the light emission mode of the decorative lamp LA. The sub-control CPU 51 is connected to the speaker SP. The sub-control CPU 51 is configured to control the output mode of the speaker SP. The sub-control CPU 51 is connected to the performance movable body KD. The sub-control CPU 51 is configured to control the operation of the performance movable body KD by controlling an actuator (not shown). In this embodiment, the sub-control CPU 51 functions as a performance control means that controls the performance execution means by controlling the performance display device EH, the decorative lamp LA, the speaker SP, and the performance movable body KD. In the following description, the performance display device EH, the decorative lamp LA, the speaker SP, and the performance movable body KD may be collectively referred to as the "performance device group". In the following explanation, when we say "control the performance equipment group," it means controlling some or all of the performance display device EH, decorative lamp LA, speaker SP, and performance movable body KD, and does not necessarily mean controlling all of the performance display device EH, decorative lamp LA, speaker SP, and performance movable body KD.

[0046] The sub-control CPU 51 is connected to the performance button D1 and the directional pad D2. The sub-control CPU 51 is configured to accept input for operation signals to be output when the performance button D1 is operated, and operation signals to be output when each key D2l, D2r, D2u, and D2d of the directional pad D2 is operated.

[0047] Next, we will explain the various processes performed by the main control CPU 42. First, let's explain the special symbol input process. In the special symbol input processing, the main control CPU 42 determines whether a game ball has entered the first start prize slot 15 based on whether or not it has received a detection signal from the first special start sensor SE1. If a game ball enters the first start prize slot 15, the main control CPU 42 determines whether or not the first special reserve number stored in the main control RAM 44 is less than the upper limit (4 in this embodiment). If the first special reserve number is less than the upper limit, the main control CPU 42 updates the first special reserve number by adding 1. Subsequently, the main control CPU 42 controls the first special reserve display unit 13c to display information that allows for the identification of the updated first special reserve number. Thus, the reserve condition for the first special game is met when the first special reserve number is less than the upper limit and a game ball is detected by the first special start sensor SE1. At this time, the main control CPU 42 also generates information that allows for the identification of the updated first special reserve number (hereinafter referred to as the first reserve number command) and sets it in the output buffer. In this embodiment, the information (control commands) set in the output buffer is output to the sub-control board 50 during a predetermined output process.

[0048] Next, the main control CPU 42 acquires random numbers generated within the main control board 40 and stores random number information based on the acquired random numbers in the main control RAM 44. For example, the random numbers may be special winning random numbers used in the special winning lottery, special symbol random numbers used in the special symbol determination lottery, and variation pattern random numbers used in determining the variation pattern. The main control CPU 42 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 the storage order of the random number information. 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. In this embodiment, the pachinko game machine 10 can store the random number information used for the first special game in the main control RAM 44, thereby suspending its execution until the start conditions for the first special game are met.

[0049] When random number information for the first special game is stored in the main control RAM 44, if no game ball has entered the first start prize slot 15, and the number of first special reserves is not less than the upper limit, the main control CPU 42 determines whether a game ball has entered the second start prize slot 16 based on whether or not a detection signal has been input from the second special start sensor SE2. If a game ball has entered the second start prize slot 16, the main control CPU 42 determines whether or not the number of second special reserves stored in the main control RAM 44 is less than the upper limit (4 in this embodiment). If the number of second special reserves is less than the upper limit, the main control CPU 42 updates the number of second special reserves by adding 1. At this time, the main control CPU 42 controls the second special reserve display unit 13d to display information that allows identification of the updated number of second special reserves. Thus, the reserve condition for the second special game is met when the number of second special reserves is less than the upper limit and a game ball is detected by the second special start sensor SE2. At this time, the main control CPU 42 generates information that can identify the updated second special reserve number (hereinafter referred to as the second reserve number command) and sets it in the output buffer.

[0050] Next, the main control CPU 42 acquires random numbers generated within the main control board 40 and stores random number information based on the acquired random numbers in the main control RAM 44. The main control CPU 42 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. In this embodiment, the pachinko game machine 10 can store the random number information to be used for the second special game in the main control RAM 44, thereby suspending the execution of the second special game until the execution conditions for the second special game are met.

[0051] Next, we will explain the process for initiating the special symbol display. In the special symbol start process, the main control CPU 42 determines whether the conditions for executing the special game are met. The main control CPU 42 makes a positive determination if it is neither in a jackpot game nor in the execution of a special game, and a negative determination if it is in a jackpot game or in the execution of a special game. If the conditions for executing the special game are not met, the main control CPU 42 terminates the special symbol start process. If the conditions for executing the special game are met, the main control CPU 42 determines whether the number of second special reserves stored in the main control RAM 44 is "1" or greater. If the number of second special reserves is "1" or greater, the main control CPU 42 performs the process to execute the second special game. On the other hand, if the number of second special reserves is not "1" or greater, the main control CPU 42 determines whether the number of first special reserves stored in the main control RAM 44 is "1" or greater. If the number of first special reserves is not "1" or greater, the main control CPU 42 terminates the special symbol start process. On the other hand, if the number of first special reserved balls is "1" or greater, the main control CPU 42 performs the process of executing the first special game.

[0052] When the main control CPU 42 executes a special game, it first updates the special reserve count stored in the main control RAM 44 by subtracting "1". Specifically, when the main control CPU 42 executes the first special game, it updates the first special reserve count by subtracting "1" and controls the first special reserve display unit 13c so that the updated first special reserve count is displayed. At this time, the main control CPU 42 generates a first reserve count command indicating the updated first special reserve count and sets it in the output buffer. Similarly, when the main control CPU 42 executes the second special game, it updates the second special reserve count by subtracting "1" and controls the second special reserve display unit 13d so that the updated second special reserve count is displayed. At this time, the main control CPU 42 generates a second reserve count command indicating the updated second special reserve count and sets it in the output buffer.

[0053] Next, the main control CPU 42 retrieves the first stored random number information for the special game from the main control RAM 44. Subsequently, the main control CPU 42 performs a special winning lottery using the special winning random number identified from the retrieved random number information. In other words, in this embodiment, the main control CPU 42 functions as a winning lottery means that performs a winning lottery. Specifically, when the main control CPU 42 executes the first special game, it retrieves the first stored random number information for the first special game from the main control RAM 44 and performs a first special winning lottery using the special winning random number identified from the retrieved random number information. Similarly, when the main control CPU 42 executes the second special game, it retrieves the first stored random number information for the second special game from the main control RAM 44 and performs a second special winning lottery using the special winning random number identified from the retrieved random number information.

[0054] Here, the main control CPU 42 determines whether or not a jackpot is won by checking whether the value of the special winning random number matches the jackpot determination value stored in the main control ROM 43. If the value of the special winning random number matches the jackpot determination value, the main control CPU 42 performs the jackpot variation process. In the jackpot variation process, the main control CPU 42 determines one of the special symbols from among the special symbols classified as jackpot symbols by performing a special symbol determination lottery based on the value of the special symbol random number identified from the acquired random number information. This determined special symbol becomes the confirmed stop symbol derived in the special game.

[0055] On the other hand, if the value of the special winning random number does not match the jackpot determination value, the main control CPU 42 performs a losing variation process. In the losing variation process, the main control CPU 42 determines a special symbol to be used as the losing symbol. This determined special symbol becomes the confirmed stopping symbol derived in the special game.

[0056] Then, once the main control CPU 42 has determined the guaranteed stop symbols derived in the special game, it determines the variation pattern by performing a variation pattern determination lottery based on the value of the variation pattern random number identified from the acquired random number information. At this time, if the main control CPU 42 has determined a jackpot symbol as the guaranteed stop symbol, it determines a variation pattern from among the variation patterns for jackpots. If the main control CPU 42 has determined a losing symbol as the guaranteed stop symbol, it determines a variation pattern from among the variation patterns for losing. Then, once the main control CPU 42 has determined the variation pattern, it terminates the special symbol start process.

[0057] When the special symbol start process is completed, the main control CPU 42 executes the special game by performing a process separate from the special symbol start process. Specifically, the main control CPU 42 controls the display content of the first special symbol display unit 13a or the second special symbol display unit 13b to start the variation of the first or second special symbol. The main control CPU 42 also sets information specifying the special symbol determined in the special symbol start process (hereinafter referred to as the special symbol specification command) into the output buffer. The main control CPU 42 also sets information specifying the variation pattern and instructing the start of the performance game (hereinafter referred to as the variation pattern specification command) into the output buffer. The main control CPU 42 also measures the variation time defined in the variation pattern determined in the special symbol start process. Then, when the variation time defined in the variation pattern has elapsed, the main control CPU 42 controls the first special symbol display unit 13a or the second special symbol display unit 13b so that the special symbol determined in the special symbol start process is derived. Furthermore, when the variation time specified for the variation pattern determined in the special symbol start processing has elapsed, the main control CPU 42 sets information for deriving the combination of performance symbols (hereinafter referred to as the all-symbol stop command) into the output buffer. Through the above control, the pachinko game machine 10 of this embodiment can execute a variation game in which symbols are varied.

[0058] Next, we will explain the jackpot processing performed by the main control CPU 42 to generate a jackpot game. The main control CPU 42 performs the jackpot processing after the special jackpot game has finished. In the jackpot processing, the main control CPU 42 performs control according to the type of jackpot won, thereby generating a jackpot game based on the won jackpot.

[0059] First, the main control CPU 42 starts measuring the opening time and generates information that identifies the start of a jackpot game (hereinafter referred to as a jackpot game start command) and sets it in the output buffer. Once the opening time has elapsed, the main control CPU 42 performs processing to execute a round game. Specifically, the main control CPU 42 controls the special solenoid SL2 so that the large prize slot 18 is opened based on a predetermined opening pattern, and starts the round game. After starting the round game, when the first round end condition or the second round end condition is met, the main control CPU 42 controls the special solenoid SL2 so that the large prize slot 18 is closed, and ends the round game. The main control CPU 42 repeats this process to execute a round game until the maximum number of round games have been completed. In addition, each time a round game is started, the main control CPU 42 generates information that identifies the start of a round game (hereinafter referred to as a round start command) and sets it in the output buffer. Furthermore, each time a round of gameplay ends, the main control CPU 42 generates information that identifies the end of a round of gameplay (hereinafter referred to as a round end command) and sets it in the output buffer.

[0060] The main control CPU 42 begins measuring the ending time when the final round of gameplay ends. Once the ending time has elapsed, the main control CPU 42 generates information that identifies the end of the jackpot game (hereinafter referred to as the jackpot game end command) and sets it in the output buffer. After that, the main control CPU 42 terminates the jackpot processing.

[0061] Next, we will explain the processing related to the game state performed by the main control CPU 42. The main control CPU 42 can control the game state by setting predetermined values ​​to the operation flags stored in the main control RAM 44. Specifically, the main control CPU 42 controls the game to a non-time-saving state by setting a value that can identify the non-time-saving state to the operation flag. The main control CPU 42 controls the game to a time-saving state by setting a value that can identify the time-saving state to the operation flag. In addition, the main control CPU 42 can set the upper limit of the number of plays in the time-saving state by setting a predetermined value to the upper limit of plays flag in the main control RAM 44. When the main control CPU 42 updates the values ​​of the operation flag and the upper limit of plays flag, it outputs a game state command that can identify the current game state and the upper limit of plays to the sub-control board 50.

[0062] When the main control CPU 42 starts a jackpot game, it sets an activation flag to a value that identifies the non-time-saving state and clears the value of the upper limit count flag. As a result, the main control CPU 42 controls the game to be in a non-time-saving state during the jackpot game. When the main control CPU 42 ends a jackpot game, it sets an activation flag to a value that identifies the time-saving state and sets an upper limit count flag to a value that identifies 100 as the upper limit. Subsequently, the main control CPU 42 updates the value of the upper limit count flag each time a special game is executed after being controlled to the time-saving state. Then, when the main control CPU 42 has executed a predetermined upper limit number of special games after being controlled to the time-saving state, it sets an activation flag to a value that identifies the non-time-saving state. As a result, the main control CPU 42 can control the game to end the time-saving state when the end condition for the number of counts is met.

[0063] Next, we will explain the normal symbol input processing performed by the main control CPU 42. In the normal symbol input process, when the main control CPU 42 receives a detection signal from the normal start sensor SE4 and the number of normal reserved symbols is less than the upper limit, it updates the number of normal reserved symbols stored in the main control RAM 44 by adding 1 and controls the normal reserved symbol display unit 13f to display the updated number of normal reserved symbols. Subsequently, the main control CPU 42 acquires a random number generated in the main control board 40 and stores random number information based on the acquired random number in the main control RAM 44. In this case, the main control CPU 42 stores the random number information so that it is clear that it is random number information for normal games and that the storage order of the random number information can be identified. For example, the random number is a normal win random number used for normal win determination (normal lottery). After that, the main control CPU 42 terminates the normal symbol input process.

[0064] Next, we will explain the normal symbol start process performed by the main control CPU 42. In the normal symbol start process, the main control CPU 42 updates the normal reserve number stored in the main control RAM 44 by subtracting 1 if it is not currently in a normal win game and is not in the execution of a normal game, and the normal reserve number stored in the main control RAM 44 is 1 or more. At this time, the main control CPU 42 also controls the normal reserve display unit 13f so that the updated normal reserve number is displayed. Subsequently, the main control CPU 42 reads the first stored random number information for the normal game from the main control RAM 44 and performs a normal lottery based on the read random number information. Specifically, the main control CPU 42 performs a normal lottery by determining whether the value of the normal win random number matches the normal win judgment value stored in the main control ROM 43. At this time, the main control CPU 42 performs a normal lottery using a different normal win judgment value depending on the current game state. For example, in this embodiment, when the game is not in a specific game state, a normal win will not be achieved regardless of the value of the normal win random number, while when the game is in a specific game state, a normal win will be achieved regardless of the value of the normal win random number, with the normal win determination value being assigned to each game state.

[0065] Next, the main control CPU 42 determines the normal symbols to be derived in the normal game and the variation time of the normal game. After that, the main control CPU 42 terminates the normal symbol start process. At this time, the main control CPU 42 may determine a shorter variation time for the normal game when in a specific game state compared to when in a non-specific game state (or make it easier to determine a shorter variation time for the normal game).

[0066] The main control CPU 42 then executes the normal game by performing a process separate from the normal symbol start process. Specifically, the main control CPU 42 starts the normal game and controls the normal symbol display unit 13e so that the normal symbols determined in the normal symbol start process are derived when the variation time determined in the normal symbol start process has elapsed.

[0067] Next, the normal win process performed by the main control CPU 42 will be explained. When a normal game with a normal win ends, the main control CPU 42 executes the normal win process. In the normal win process, the main control CPU 42 generates a normal win game by controlling the normal solenoid SL1 to move the normal movable piece 17 to the second operating state in the operating mode defined for the normal symbol (type of normal win).

[0068] Through this normal symbol input processing, normal symbol start processing, and normal win processing, the main control CPU 42 operates the normal movable piece 17 so that, when in a time-saving state, it is easier for the game ball to enter the second start prize entry opening 16 compared to when in a non-time-saving state.

[0069] In addition to the processes described above, the main control CPU 42 also performs various other processes. For example, when the main control CPU 42 receives a detection signal from each sensor indicating that a game ball has been detected, it generates information indicating that the detection signal has been received and sets it in the output buffer.

[0070] Next, we will explain the various processes performed by the sub-control CPU 51. When the sub-control CPU 51 receives a control signal from the main control CPU 42, it executes various processes according to that control signal.

[0071] First, let's explain the process of changing the symbols used in the game's presentation. When the sub-control CPU 51 receives a special symbol specification command and a variation pattern specification command, it controls the performance display device EH to execute a performance game corresponding to the special game by starting the variation display of the performance symbols. Specifically, when the sub-control CPU 51 receives a special symbol specification command and a variation pattern specification command, it determines the combination of performance symbols to be derived in the performance game based on the type of special symbol specified by the special symbol specification command and the variation pattern specified by the variation pattern specification command.

[0072] For example, if a special symbol classified as a jackpot symbol is specified, the sub-control CPU 51 determines the symbol combination for a jackpot using the performance symbols. Also, if a special symbol classified as a losing symbol is specified and a variation pattern for a losing reach is specified, the sub-control CPU 51 determines the symbol combination for a losing reach using the performance symbols. On the other hand, if a special symbol classified as a losing symbol is specified and a variation pattern for a normal loss is specified, the sub-control CPU 51 determines the symbol combination for a normal loss using the performance symbols.

[0073] Furthermore, when the sub-control CPU 51 receives a variable pattern specification command, it determines which effects to execute during the execution of the performance game based on the variable pattern specified by the input variable pattern specification command. Details regarding the control for executing various effects will be described later. Subsequently, the sub-control CPU 51 controls the performance display device EH to start the variable display of the performance symbols in each symbol column. In other words, the sub-control CPU 51 starts the performance game. Specifically, the sub-control CPU 51 controls the performance display device EH to display the three columns of performance symbols in a variable manner. The sub-control CPU 51 also controls the execution of the various effects that have been determined to be executed. Subsequently, after starting the performance game, when a predetermined timing arrives, the sub-control CPU 51 temporarily stops displaying the performance symbols in each symbol column, and then, triggered by the input of a command to stop all symbols, it stops displaying the performance symbols in each symbol column in a fixed position. The sub-control CPU 51 may, independently of the command to stop all symbols, trigger the display of the featured symbols in each symbol row after the specified variation time has elapsed. In this case, the command to stop all symbols may be omitted.

[0074] Subsequently, the sub-control CPU 51 controls the performance display device EH to terminate the performance game by ending the display of the performance symbols when the confirmed stop time for the special symbols has elapsed.

[0075] Next, we will explain the process for executing the special effects during a jackpot game. The jackpot animation processing is the process of executing the animations that occur during a jackpot game (hereinafter referred to as the jackpot animations). When the sub-control CPU 51 receives an opening command, it controls the animation devices to execute the opening animation. The sub-control CPU 51 also controls the animation devices to execute the round animation when it receives a round command. Furthermore, when the sub-control CPU 51 receives an ending start command, it controls the animation devices to execute the ending animation. Finally, when the sub-control CPU 51 receives an ending end command, it controls the animation devices to end the ending animation.

[0076] Next, we will explain the processing related to the game state. When the sub-control CPU 51 receives a game state command from the main control CPU 42, it stores a value in the sub-operation flag of the sub-control RAM 53 that allows it to identify the game state specified by the input game state command. Furthermore, the sub-control CPU 51 stores a value in the sub-limit count flag of the sub-control RAM 53 that allows it to identify the upper limit number of plays specified by the input game state command. In addition, if the sub-control CPU 51 is controlled to a time-saving state, it updates the value of the sub-limit count flag each time a special game is executed. At this time, the sub-control CPU 51 may update the value of the sub-limit count flag when a variation pattern specification command is input, or when a special symbol specification command is input. Alternatively, the sub-control CPU 51 may update the value of the sub-limit count flag when an all-symbol stop command is input. As a result, the sub-control CPU 51 can identify the current game state and the upper limit number of plays.

[0077] Next, we will describe the performances that the pachinko game machine 10 of this embodiment can perform. The pachinko game machine 10 of this embodiment is capable of performing a pseudo-continuous performance, which involves executing multiple variation cycles with variations in the display symbols during the execution of a single variation game. In other words, a pseudo-continuous performance is a performance that makes it appear as if multiple variation games are being executed in succession during the execution of a single variation game.

[0078] In the pseudo-continuous performance, multiple (two or three in this embodiment) variation cycles are executed, with one cycle defined as the period from when the variation display of the performance symbols begins until all rows of performance symbols are temporarily stopped. Note that a variation cycle does not necessarily have to be the period from when the variation display of the performance symbols begins until all rows of performance symbols are temporarily stopped. For example, one variation cycle may be the period from when the variation display of the performance symbols begins until some rows of performance symbols are temporarily stopped, or it may be the period from when the variation display of the performance symbols begins until a predetermined image is displayed. In other words, in the pseudo-continuous performance, it is sufficient that the switching of variation cycles can be recognized, and which period constitutes one variation cycle can be changed as appropriate. In this embodiment, the more variation cycles executed in the pseudo-continuous performance, the higher the expected probability of obtaining a jackpot display result in the variation game being executed. In the following description, the expected probability of obtaining a jackpot display result will be simply referred to as "jackpot expectation."

[0079] In this embodiment, when a pseudo-continuous performance is executed, the performance display device EH starts displaying the variation of the performance symbols, then pauses displaying all rows of performance symbols in a specific combination, and then resumes displaying the variation of all rows of performance symbols. In this embodiment, the specific combination is, for example, a combination of performance symbols in which a continuation notification symbol that indicates the execution of the next variation cycle is temporarily displayed in the middle row. In this embodiment, the continuation notification symbol is a performance symbol that is not displayed if the next variation cycle is not executed. If the number of variation cycles executed in the pseudo-continuous performance is two, the performance display device EH pauses displaying all rows of performance symbols in the second variation cycle, and then displays a confirmed stop display for the combination of performance symbols that was temporarily paused.

[0080] On the other hand, if the pseudo-continuous performance consists of three fluctuation cycles, in the second fluctuation cycle, the performance display device EH will once again temporarily stop displaying all rows of performance symbols in a specific combination, and then the fluctuation display of all rows of performance symbols will start again. Then, in the third fluctuation cycle, the performance display device EH will temporarily stop displaying all rows of performance symbols, and then the combination of performance symbols that was temporarily stopped will be displayed as a confirmed stop.

[0081] The pachinko game machine 10 of this embodiment is capable of performing a dialogue effect in which a predetermined character utters a predetermined line of dialogue during the execution of a variable game. In this embodiment, the dialogue effect corresponds to a specific effect. In particular, in this embodiment, the dialogue effect corresponds to a first specific effect.

[0082] As shown in Figure 4(a), in the dialogue performance, a character image G1 modeled after a predetermined character and a dialogue image G2 showing a predetermined line of dialogue are displayed on the performance display device EH, and dialogue audio corresponding to the predetermined line of dialogue is output from the speaker SP. In this embodiment, the output of dialogue audio in particular corresponds to a specific audio performance. In this embodiment, there are multiple types of dialogue in the dialogue performance. Furthermore, in this embodiment, the type of dialogue in the dialogue performance suggests the probability of a big win. Note that in this embodiment, the dialogue performance can be performed during the first and second fluctuation cycles when a pseudo-continuous performance is executed, but not during the third fluctuation cycle.

[0083] The pachinko game machine 10 of this embodiment is capable of performing a cut-in effect in which a predetermined image is cut in during the execution of a variable game. In this embodiment, the cut-in effect corresponds to a specific effect. In particular, in this embodiment, the cut-in effect corresponds to a second specific effect.

[0084] As shown in Figure 4(b), in the cut-in animation, the cut-in image G3 is displayed on the animation display device EH, and the cut-in sound corresponding to the cut-in image G3 is output from the speaker SP. In this embodiment, the output of the cut-in sound corresponding to the cut-in image G3 in the cut-in animation corresponds to a specific sound animation. In this embodiment, there are multiple types of cut-in images G3. In this embodiment, the type of cut-in image G3 in the cut-in animation suggests the probability of a big win. In this embodiment, the cut-in animation can be executed during any of the first, second, or third fluctuation cycles when a pseudo-continuous animation is performed.

[0085] The pachinko game machine 10 of this embodiment is capable of performing a character group presentation in which multiple mini-characters are displayed during the execution of a variable game. As shown in Figure 4(c), in the character group performance, multiple mini-character images G4 are displayed on the performance display device EH. In this embodiment, when the character group performance is executed, it is suggested that the probability of winning a jackpot is higher compared to when the character group performance is not executed. That is, in this embodiment, the character group performance is an example of a performance that suggests the probability of winning. In this embodiment, when a pseudo-continuous performance is executed, the character group performance can be executed during any of the first, second, or third fluctuation cycles.

[0086] The pachinko game machine 10 of this embodiment is capable of performing voice effects that output the voice of a predetermined character during the execution of a variable game. In this embodiment, the voice effects correspond to special effects and special sound effects. Also, in this embodiment, the voice effects correspond to special effects.

[0087] In the voice effect, voice effect audio corresponding to the voice of a predetermined character is output from speaker SP. In this embodiment, there are multiple types of voice effect audio. In this embodiment, the type of voice effect audio in the voice effect indicates the probability of a big win. In this embodiment, the voice effect can be executed during any of the first, second, or third fluctuation cycles when a pseudo-continuous effect is performed.

[0088] The pachinko game machine 10 of this embodiment is capable of performing specific movable body effects in which the performance movable body KD operates during the execution of a variable game. In the specific movable body effect, the effect movable body KD moves from the first position P1 to the second position P2, and then moves from the second position P2 to the first position P1. In this embodiment, it is suggested that when the specific movable body effect is performed, the probability of winning a jackpot is higher compared to when the specific movable body effect is not performed. In this embodiment, the specific movable body effect can be performed during any of the first, second, or third fluctuation cycles when a pseudo-continuous effect is performed.

[0089] The pachinko game machine 10 of this embodiment is capable of executing a reach animation while a variable game is in progress. In this embodiment, there are two types of reach animations: normal reach animations and super reach animations. A super reach animation is an animation that suggests a higher probability of winning than a normal reach animation. In this embodiment, a normal reach animation can be performed during any of the first, second, or third spin cycles when a pseudo-continuous animation is performed. A super reach animation can be performed during the final spin cycle of the spin game in progress, regardless of whether a pseudo-continuous animation is performed or not. That is, a super reach animation can be performed during the first spin cycle if a pseudo-continuous animation is not performed. Furthermore, if a pseudo-continuous animation is performed and two spin cycles are performed in one spin game, a super reach animation can be performed during the second spin cycle, and if a pseudo-continuous animation is performed and three spin cycles are performed in one spin game, a super reach animation can be performed during the third spin cycle.

[0090] Furthermore, as shown in Figure 5, the pachinko game machine 10 of this embodiment is capable of executing an operation instruction sequence that prompts the player to operate the sequence button D1 during the execution of a super reach sequence, and is also capable of executing a result notification sequence that notifies the player of the result of the variable game after the completion of the operation instruction sequence. In this embodiment, the operation instruction sequence corresponds to a specific operation instruction sequence.

[0091] As shown in Figure 5(a), in the operation instruction animation, an operation prompt image G5 is displayed on the animation display device EH, consisting of a button image that mimics the animation button D1 and text prompting the user to operate the animation button D1. Also, as shown in Figures 5(b) and (c), in the result notification animation, a result notification image that notifies the result of the variable game is displayed on the animation display device EH. Specifically, in the result notification animation, when a jackpot display result is shown in the variable game currently being played, a jackpot result notification image G6 is displayed (Figure 5(b)). On the other hand, in the result notification animation, when a loss display result is shown in the variable game currently being played, a loss result notification image G7 is displayed (Figure 5(c)).

[0092] Furthermore, the pachinko game machine 10 of this embodiment is capable of performing a background music effect that outputs a predetermined background music during the execution of a variable game, during a jackpot game, and during the standby state. In the background music performance, one of several types of background music is output from the speaker SP. In this embodiment, when a pseudo-continuous performance is executed in the background music performance, the same background music may be output over multiple fluctuation cycles, which may be some or all of the first, second, and third fluctuation cycles.

[0093] Next, the function for customizing the effects in the pachinko game machine 10 of this embodiment will be described. The pachinko game machine 10 of this embodiment is equipped with a volume setting function as one of its customization functions, which allows the user to set the volume of the sound effects.

[0094] As shown in Figure 6, the pachinko game machine 10 allows the volume level of the sound effects to be set from a total of 10 levels, from volume level 1 to volume level 10, through a predetermined setting operation. In this embodiment, the volume of the sound effects is minimum at volume level 1, and increases in the order of 1 < 2 < 3 < 4 < 5 < 6 < 7 < 8 < 9 < 10. Also, in this embodiment, the volume level is configured to be volume level 10 if no volume level setting operation has been performed. In other words, in this embodiment, the initial volume level is set to volume level 10.

[0095] This volume setting function allows for different presentation styles of audio effects in this embodiment. In particular, in this embodiment, the volume of dialogue effects, cut-in effects, voice effects, and background music effects changes as the volume level is changed by the volume setting function. That is, in this embodiment, the volume of dialogue effects, cut-in effects, voice effects, and background music effects changes according to the volume level set by the volume setting function.

[0096] Furthermore, the pachinko game machine 10 of this embodiment is equipped with a performance style change function as one of its customization functions, which adjusts the volume of the sound effects according to the progress of the variable game being played.

[0097] As shown in Figure 7, the pachinko game machine 10 can adjust the volume of the sound effects by selecting one of several types of performance styles through a predetermined setting operation. Specifically, in this embodiment, by changing the performance style using the performance style change function, it is possible to execute the sound effects at a volume corresponding to a different volume level than that set by the volume setting function. There are four types of performance styles in this embodiment: "normal", "subtle", "exciting", and "chance-focused".

[0098] As shown in Figure 7(a), when the presentation style is set to "Normal," the audio effects for dialogue, cut-in, voice, and background music are executed at a volume corresponding to the set volume level. In other words, when the presentation style is set to "Normal," the volume of each audio effect is not adjusted.

[0099] On the other hand, as shown in Figures 7(b) to (d), when the presentation style is "subtle," "exciting," or "chance-focused," the audio effects for dialogue, cut-in, and background music may be executed at a volume level different from the set volume level.

[0100] Specifically, as shown in Figure 7(b), when the performance style is set to "subtle," in the second variation cycle, the dialogue and background music effects are executed at a volume corresponding to one level lower than the set volume level. Furthermore, when the performance style is set to "subtle," in the third variation cycle, the cut-in effect and background music effect are executed at a volume corresponding to one level lower than the set volume level. In other words, when the performance style is set to "subtle," the volume of the audio effects may be lower in the second and third variation cycles compared to the first variation cycle.

[0101] As shown in Figure 7(c), when the performance style is "excitement," in the second variation cycle, the dialogue and background music effects are executed at a volume corresponding to a volume level one step higher than the set volume level. Furthermore, when the performance style is "excitement," in the third variation cycle, the cut-in effect and background music effect are executed at a volume corresponding to a volume level one step higher than the set volume level. In other words, when the performance style is "excitement," the volume of the audio effects may be louder in the second and third variation cycles compared to the first variation cycle.

[0102] As shown in Figure 7(d), when the performance style is "Chance-focused," in the second variation cycle, the dialogue and background music performances are executed at a volume corresponding to a volume level one level higher than the set volume level. Furthermore, when the performance style is "Chance-focused," in the third variation cycle, the cut-in performance and background music performances are executed at a volume corresponding to a volume level two levels higher than the set volume level. In other words, when the performance style is "Chance-focused," the volume of the audio performances may be louder in the second and third variation cycles compared to the first variation cycle. In particular, when the performance style is "Chance-focused," the volume of the audio performances may be even louder in the third variation cycle compared to the second variation cycle.

[0103] On the other hand, voice effects are always performed at a volume corresponding to the set volume level, regardless of whether the effect style is "subtle," "exciting," or "chance-focused."

[0104] This performance style change function allows, in this embodiment, to differentiate the performance of some sound effects between the first variation cycle and the second and third variation cycles in a single variation game. In this embodiment, the period during which the first variation cycle of a single variation game is executed corresponds to a predetermined period. Also, in this embodiment, the periods during which the second and third variation cycles of a single variation game are executed correspond to specific periods. In particular, in this embodiment, the period during which the second variation cycle of a single variation game is executed corresponds to the first specific period, and the period during which the third variation cycle of a single variation game is executed corresponds to the second specific period. In this embodiment, the first specific period is a period that begins with the start of the second variation cycle, and the second specific period is a period that begins with the start of the third variation cycle. Therefore, it can be said that the first specific period and the second specific period are periods with different triggers for their start.

[0105] Furthermore, with this performance style change function, even if the volume level is not adjusted during the execution of the variable game, the volume at which sound is output may differ between the first and second or third variable cycles of the variable game. In other words, even if the set volume level is the same, the dialogue, cut-in, and background music effects may be executed at different volumes between the first and second or third variable cycles of a single variable game. To put it another way, if a predetermined performance style is set using the performance style change function, the dialogue, cut-in, and background music effects may be executed at different volumes between specific periods and predetermined periods during the execution of the variable game, even if the performance style is not changed again during the execution of the variable game and the volume level is not changed.

[0106] On the other hand, in voice effects, if the volume level is not adjusted during the execution of a variable game, the volume at which the sound is output will be the same for the first variable cycle and the second or third variable cycle of that variable game. In other words, voice effects are executed at the same volume for the first variable cycle and the second or third variable cycle of a single variable game if the set volume level is the same. To put it another way, voice effects are executed in the same manner for a specific period and a predetermined period if the volume level set by the setting operation using the effect button D1 and the directional key D2 is the same.

[0107] Furthermore, the pachinko game machine 10 of this embodiment is equipped with a character selection function as one of its customization functions, which allows for the modification of some of the animation patterns. Specifically, the pachinko game machine 10 can change the manner of dialogue and voice effects by selecting one of several types of characters through a predetermined setting operation. When a character is selected using the character selection function, in the dialogue effect, an image resembling the selected character is displayed as the character image G1, and dialogue voice lines from the selected character are output. Also, when a character is selected using the character selection function, voice effect voice lines corresponding to the selected character are output. In other words, in this embodiment, the manner of dialogue and voice effects changes according to the character selected using the character selection function.

[0108] Next, the control related to the customization function will be described. In this embodiment, the sub-control CPU 51 performs the following control, thereby realizing a function as a customization means that allows customization of the performance.

[0109] In this embodiment, the sub-control CPU 51 sets the volume level by storing a predetermined value in the volume level flag in the sub-control RAM 53. The sub-control CPU 51 also sets the performance style by storing a predetermined value in the performance style flag in the sub-control RAM 53. Furthermore, the sub-control CPU 51 sets the character by storing a predetermined value in the character flag in the sub-control RAM 53.

[0110] The sub-control CPU 51 controls the system to display the menu when the performance button D1 is operated while in standby mode. In the menu display state, the sub-control CPU 51 allows the user to set the volume level, change the performance style, and select a character, which are among the customization functions.

[0111] In the menu display state, when the up key D2u or the down key D2d is operated, the sub-control CPU 51 stores a value in the selected flag that identifies one of the items that can be set in the menu display state. In other words, in the menu display state of this embodiment, by operating the up key D2u and the down key D2d, one of the items that can be set in the menu display state is selected, and a value that identifies the selected item is stored in the selected flag. That is, the selected flag in this embodiment is a flag that identifies which of the items that can be set in the menu display state is set.

[0112] As described above, the configurable items in the menu display state of this embodiment include volume level, performance style, and character. When the up key D2u or down key D2d is pressed in the menu display state, the sub-control CPU 51 stores a value that can identify one of the items from volume level, performance style, and character in the selected flag. When the left key D2l or right key D2r is pressed in the menu display state, the sub-control CPU 51 updates the value of the flag corresponding to the item that can be identified from the value of the selected flag.

[0113] For example, if the selected flag stores a value that can identify a volume level, the sub-control CPU 51 updates the value of the volume level flag when the left key D2l or the right key D2r is operated. Specifically, when the left key D2l is operated, the sub-control CPU 51 retrieves the value of the volume level flag and stores in the volume level flag a value indicating a volume level one level lower than the volume level that can be identified from the retrieved value. However, if the volume level that can be identified from the value of the volume level flag is the minimum volume level (volume level 1 in this embodiment), the sub-control CPU 51 does not update the value of the volume level flag. Also, when the right key D2r is operated, the sub-control CPU 51 retrieves the value of the volume level flag and stores in the volume level flag a value indicating a volume level one level higher than the volume level that can be identified from the retrieved value. However, if the volume level that can be identified from the value of the volume level flag is the maximum volume level (volume level 10 in this embodiment), the sub-control CPU 51 does not update the value of the volume level flag.

[0114] If the selected flag stores a value that can identify a performance style, the sub-control CPU 51 updates the value of the performance style flag. In this embodiment, the performance style flag stores one of the following values: a value that can identify "normal", a value that can identify "subtle", a value that can identify "exciting", and a value that can identify "chance-focused". Specifically, when the left key D2l is operated, and when the right key D2r is operated, the sub-control CPU 51 updates the value of the performance style flag in a predetermined order. For example, each time the left key D2l is operated, the sub-control CPU 51 updates the value of the performance style flag so that the performance styles that can be identified are set (changed) in the order of "normal" → "subtle" → "exciting" → "chance-focused" → "normal" →... Also, for example, each time the right key D2r is operated, the sub-control CPU 51 updates the value of the performance style flag so that the performance styles that can be identified are set (changed) in the order of "normal" → "chance-focused" → "exciting" → "subtle" → "normal" →...

[0115] If a value that can identify a character is stored in the selected flag, the sub-control CPU 51 updates the value of the character flag. In this embodiment, the character flag stores one of the following values: a value that can identify "character A", a value that can identify "character B", and a value that can identify "character C". Specifically, when the left key D2l is operated, and when the right key D2r is operated, the sub-control CPU 51 updates the value of the character flag in a predetermined order. For example, each time the left key D2l is operated, the sub-control CPU 51 updates the value of the character flag so that the identifiable characters are set (changed) in the order of "character A" → "character B" → "character C" → "character A" →... Also, for example, each time the right key D2r is operated, the sub-control CPU 51 updates the value of the character flag so that the identifiable characters are set (changed) in the order of "character A" → "character C" → "character B" → "character A" →...

[0116] Then, in the menu display state, the sub-control CPU 51 terminates the menu display state when the performance button D1 is operated. Also, when the sub-control CPU 51 controls the system to the menu display state, it starts updating the time limit timer in the sub-control RAM 53, thereby starting to measure a predetermined time limit. Subsequently, in the menu display state, the sub-control CPU 51 terminates the menu display state when the predetermined time limit has elapsed.

[0117] As shown in Figure 8(a), the sub-control CPU 51 controls the display device EH to display a predetermined menu screen when it controls the system to a menu display state, and to terminate the display of the menu screen when the menu display state ends. The menu screen displays a first customization image C1 showing the contents that can be set while the menu display state is in progress. The menu screen also displays a second customization image C2 showing the current settings of the contents that can be set while the menu display state is in progress. Furthermore, the menu screen displays a third customization image C3 indicating that the menu display state can be terminated by operating the performance button D1.

[0118] In this embodiment, the first customization image C1 displays an image showing the configurable content while the menu is displayed, and an image showing the selected content. Specifically, in this embodiment, the images showing the configurable content while the menu is displayed are images resembling the string "Character", images resembling the string "Performance Style", and images resembling the string "Volume". Therefore, in this embodiment, the configurable content while the menu is displayed can be identified. In this embodiment, the image showing the selected content is an image resembling a star. In this embodiment, the sub-control CPU 51 displays the star image at a position corresponding to the content that can be identified from the value of the selected flag. Specifically, the sub-control CPU 51 displays the star image to the left of the image corresponding to the content that can be identified from the value of the selected flag. For example, if the content that can be identified from the value of the selected flag is "Character", the sub-control CPU 51 displays the star image to the left of the image resembling the string "Character".

[0119] Furthermore, in this embodiment, as the second customization image C2, an image showing the current settings is displayed for each configurable item in the menu display state. Specifically, in this embodiment, the sub-control CPU 51 causes the second customization image C2 to display an image showing the set character based on the value of the character flag. In this embodiment, the images showing the set character are an image that mimics the string "Character A", an image that mimics the string "Character B", and an image that mimics the string "Character C".

[0120] In this embodiment, the sub-control CPU 51 displays an image representing the set performance style as the second customized image C2, based on the value of the performance style flag. In this embodiment, the images representing the set performance style are images that mimic the string "Normal", images that mimic the string "Modest", images that mimic the string "Exciting", and images that mimic the string "Chance Specialized".

[0121] Furthermore, in this embodiment, the sub-control CPU 51 displays an image as the second customized image C2, which represents the set volume level based on the value of the volume level flag. In this embodiment, the image representing the set volume level is an image that mimics the numbers 1 to 10, which correspond to volume levels 1 to 10.

[0122] Furthermore, in this embodiment, the sub-control CPU 51 displays an image resembling the string "End" and an image resembling the performance button D1 as the third customized image C3. Therefore, in this embodiment, it becomes possible to determine that it is possible to terminate the menu display state using the performance button D1.

[0123] Furthermore, even when the menu is not displayed, the sub-control CPU 51 can perform customization functions such as setting the volume level and changing the presentation style. When the menu is not displayed, the sub-control CPU 51 updates the value of the volume level flag when the up key D2u or the down key D2d is operated. Specifically, when the down key D2d is operated, the sub-control CPU 51 obtains the value of the volume level flag and stores in the volume level flag a value indicating a volume level one level lower than the volume level that can be determined from the obtained value. However, if the volume level that can be determined from the value of the volume level flag is the minimum volume level (volume level 1 in this embodiment), the sub-control CPU 51 does not update the value of the volume level flag. Also, when the up key D2u is operated, the sub-control CPU 51 obtains the value of the volume level flag and stores in the volume level flag a value indicating a volume level one level higher than the volume level that can be determined from the obtained value. However, if the volume level that can be determined from the value of the volume level flag is the maximum volume level (volume level 10 in this embodiment), the sub-control CPU 51 does not update the value of the volume level flag.

[0124] Furthermore, when the menu is not displayed, the sub-control CPU 51 updates the value of the performance style flag in a predetermined order when the left key D2l or the right key D2r is operated. For example, each time the left key D2l is operated, the sub-control CPU 51 updates the value of the performance style flag so that the performance style can be set (changed) in the order of "normal" → "subtle" → "exciting" → "chance-focused" → "normal" →... Also, each time the right key D2r is operated, the sub-control CPU 51 updates the value of the performance style flag so that the performance style can be set (changed) in the order of "normal" → "chance-focused" → "exciting" → "subtle" → "normal" →...

[0125] Then, as shown in Figure 8(b), when the menu is not displayed, the sub-control CPU 51 controls the display device EH to display a volume level image OG that can identify the current volume level, triggered by the operation of the up key D2u or the down key D2d. When the sub-control CPU 51 displays the volume level image OG, it starts updating the volume level notification timer in the sub-control RAM 53, thereby starting the measurement of a predetermined time. After that, when the predetermined time has elapsed since the display of the volume level image OG, the sub-control CPU 51 terminates the display of the volume level image OG.

[0126] Furthermore, when the menu is not displayed, the sub-control CPU 51 controls the performance display device EH to display a performance style image EG that identifies the current performance style, triggered by the operation of the left key D2l or the right key D2r. When the sub-control CPU 51 displays the performance style image EG, it starts updating the performance style notification timer in the sub-control RAM 53, thereby starting the measurement of a predetermined time. Subsequently, when the predetermined time has elapsed since the performance style image EG was displayed, the sub-control CPU 51 terminates the display of the performance style image EG.

[0127] Through the control described above, the sub-control CPU 51 of this embodiment can adjust the various types of effects based on setting operations performed by the effect button D1 and the directional pad D2. In particular, the sub-control CPU 51 can adjust the effects of audio effects by changing the volume level based on setting operations performed by the effect button D1 and the directional pad D2. Furthermore, the sub-control CPU 51 can adjust the effects of dialogue effects, cut-in effects, and background music effects among the audio effects by changing the effect style based on setting operations performed by the effect button D1 and the directional pad D2. In addition, the sub-control CPU 51 can adjust the effects of dialogue effects and voice effects by changing the character based on setting operations performed by the effect button D1 and the directional pad D2.

[0128] Next, we will explain how to control the sub-control CPU 51 to execute each effect. When the sub-control CPU 51 receives a variable pattern specification command, it decides to execute various effects based on the variable pattern specified by the input variable pattern specification command.

[0129] For example, the sub-control CPU 51 controls the performance devices so that a reach animation is not executed when a variation pattern for a normal miss is specified. On the other hand, when a variation pattern for a big win or a variation pattern for a losing reach is specified, the sub-control CPU 51 controls the performance devices to execute the reach animation corresponding to the specified variation pattern. In this case, if the reach animation corresponding to the variation pattern is a super reach animation, the sub-control CPU 51 controls the system to execute the super reach animation in the final variation cycle of a single variation game.

[0130] Furthermore, when the sub-control CPU 51 executes a super reach animation, it controls the animation display device EH to display an operation prompt image G5 at a predetermined timing during the execution of the super reach animation, thereby executing the operation instruction animation. If the animation button D1 is operated during the execution of the operation instruction animation, the sub-control CPU 51 controls the system to terminate the operation instruction animation and execute the result notification animation. Similarly, if the animation button D1 is not operated during the execution of the operation instruction animation and a predetermined time has elapsed since the start of the operation instruction animation, the sub-control CPU 51 controls the system to terminate the operation instruction animation and execute the result notification animation. When executing the result notification animation, the sub-control CPU 51 controls the system to display a winning result notification image G6 when a winning result is displayed in the ongoing variable game, and to display a losing result notification image G7 when a losing result is displayed in the ongoing variable game.

[0131] Furthermore, in this embodiment, the variation patterns include variation patterns that do not include pseudo-continuous effects in the performance content during the variation game, and variation patterns that include pseudo-continuous effects in the performance content during the variation game. A variation pattern that does not include pseudo-continuous effects in the performance content during the variation game is, in other words, a variation pattern in which the number of variation cycles in one variation game is set to "1". In addition, a variation pattern that includes pseudo-continuous effects in the performance content during the variation game includes a variation pattern in which the number of variation cycles in one variation game is set to "2" and a variation pattern in which it is set to "3".

[0132] If a variation pattern is specified in which the number of variation cycles in one variation game is set to "1," the sub-control CPU 51 controls the system so that pseudo-continuous effects are not executed during the execution of the variation game. On the other hand, if a variation pattern is specified in which the number of variation cycles in one variation game is set to "2," or in which the number of variation cycles is set to "3," the sub-control CPU 51 controls the system so that pseudo-continuous effects are executed during the execution of the variation game.

[0133] Furthermore, when a variable pattern specification command is input to the sub-control CPU 51, it performs a performance lottery using a predetermined random number to determine whether or not to execute various performances. For example, in this embodiment, the sub-control CPU 51 determines whether or not to execute dialogue performances, cut-in performances, character group performances, voice performances, and specific movable body performances through the performance lottery.

[0134] If the sub-control CPU 51 decides to execute a dialogue animation, it determines the timing of the dialogue animation execution by a predetermined lottery. At this time, if the variation pattern specified by the variation pattern specification command is a variation pattern in which the number of variation cycles in one variation game is set to "2" or "3", the sub-control CPU 51 can decide to execute the dialogue animation in both the first and second variation cycles.

[0135] Furthermore, if it is decided to execute a dialogue performance, the sub-control CPU 51 determines the character to be used in the dialogue performance based on the value stored in the character flag. The sub-control CPU 51 then determines one of several lines of dialogue corresponding to the determined character. The sub-control CPU 51 then controls the performance display device EH to display a character image G1 that mimics the determined character and a dialogue image G2 that shows the determined line of dialogue at a predetermined timing during the execution of the variable game, and controls the speaker SP to output the dialogue sound corresponding to the determined line of dialogue, thereby executing the dialogue performance. At this time, if the sub-control CPU 51 executes the dialogue performance in the first variable cycle of a variable game, it controls the output of the dialogue sound at a volume corresponding to the set volume level, regardless of the set performance style. Furthermore, if the sub-control CPU 51 executes the dialogue performance in the second variable cycle of a variable game, it controls the output of the dialogue sound at a different volume depending on the set performance style. Specifically, if the set performance style is "normal," the sub-control CPU 51 controls the output of the dialogue audio at a volume corresponding to the set volume level. If the set performance style is "subtle," the sub-control CPU 51 controls the output of the dialogue audio at a volume level one level lower than the set volume level. If the set performance style is "exciting" or "chance-focused," the sub-control CPU 51 controls the output of the dialogue audio at a volume level one level higher than the set volume level.

[0136] In this way, the sub-control CPU 51 can set the presentation style before the start of the variable game, so that even if no setting operations related to various customization functions are performed during the execution of the variable game, the presentation style of the dialogue can be made different during the period in which the first variable cycle is executed and during the period in which the second variable cycle is executed. For example, if the sub-control CPU 51 sets the presentation style to "subtle" before the start of the variable game, it can reduce the volume of the dialogue in the second variable cycle compared to the first variable cycle.

[0137] If the sub-control CPU 51 decides to execute a cut-in animation, it determines the timing of the cut-in animation execution by a predetermined lottery. At this time, if the variation pattern specified by the variation pattern specification command is a variation pattern in which the number of variation cycles in one variation game is set to "2" or "3", the sub-control CPU 51 can decide to execute the cut-in animation in each of the 1st to 3rd variation cycles.

[0138] Furthermore, when it is decided to execute a cut-in animation, the sub-control CPU 51 selects one of several types of cut-in images G3. Then, at a predetermined timing during the execution of the variable game, the sub-control CPU 51 controls the animation display device EH to display the selected cut-in image G3 and controls the speaker SP to output the cut-in sound corresponding to the selected cut-in image G3, thereby executing the cut-in animation. At this time, when the sub-control CPU 51 executes the cut-in animation in the first or second variable cycle of a variable game, it controls the output of the cut-in sound at a volume corresponding to the set volume level, regardless of the set animation style. Furthermore, when the sub-control CPU 51 executes the cut-in animation in the third variable cycle of a variable game, it controls the output of the cut-in sound at a different volume depending on the set animation style. Specifically, when the set animation style is "normal", the sub-control CPU 51 controls the output of the cut-in sound at a volume corresponding to the set volume level. If the set performance style is "subtle," the sub-control CPU 51 controls the output of the cut-in sound at a volume level corresponding to one level lower than the set volume level. If the set performance style is "exciting," the sub-control CPU 51 controls the output of the cut-in sound at a volume level corresponding to one level higher than the set volume level. If the set performance style is "chance-focused," the sub-control CPU 51 controls the output of the cut-in sound at a volume level corresponding to two levels higher than the set volume level.

[0139] In this way, the sub-control CPU 51 can set the presentation style before the start of the variable game, so that even if no setting operations related to various customization functions are performed during the execution of the variable game, the presentation style of the cut-in effect differs between the period during which the first variable cycle is executed and the period during which the second variable cycle is executed. For example, if the sub-control CPU 51 sets the presentation style to "subtle" before the start of the variable game, it can reduce the volume of the cut-in effect in the third variable cycle compared to the first or second variable cycle.

[0140] If the sub-control CPU 51 decides to execute the character group animation, it determines the timing of the character group animation execution by a predetermined lottery. At this time, if the variation pattern specified by the variation pattern specification command is a variation pattern in which the number of variation cycles in one variation game is set to "2" or "3", the sub-control CPU 51 can decide to execute the character group animation in any one of the variation cycles from the 1st to the 3rd. Furthermore, if the sub-control CPU 51 decides to execute the character group animation, it executes the character group animation by controlling the animation display device EH to display multiple mini-character images G4 at a predetermined timing during the execution of the variation game.

[0141] If the sub-control CPU 51 decides to execute a voice effect, it determines the timing of the voice effect execution by a predetermined lottery. At this time, if the variation pattern specified by the variation pattern specification command is a variation pattern in which the number of variation cycles in one variation game is set to "2" or "3", the sub-control CPU 51 can decide to execute the voice effect in each of the 1st to 3rd variation cycles.

[0142] Furthermore, if it is decided to execute a voice effect, the sub-control CPU 51 determines the character to be used in the voice effect based on the value stored in the character flag. The sub-control CPU 51 then determines one of several types of voice effect sounds corresponding to the determined character. The sub-control CPU 51 then executes the voice effect by controlling the speaker SP to output the determined voice effect sound at a predetermined timing during the execution of the variable game. At this time, regardless of whether the voice effect is executed in the first to third variable cycle of a single variable game, the sub-control CPU 51 controls the output of the voice effect sound at a volume corresponding to the set volume level, regardless of the set effect style.

[0143] According to this, even if the performance style is set before the start of the variable game, the sub-control CPU 51 can control the voice performance to be executed at a volume corresponding to the set volume level during the period in which each of the first to third variable cycles is executed.

[0144] If the sub-control CPU 51 decides to execute a specific movable body effect, it determines the timing of the execution of the specific movable body effect by a predetermined lottery. At this time, if the variation pattern specified by the variation pattern specification command is a variation pattern in which the number of variation cycles in one variation game is set to "2" or "3", the sub-control CPU 51 can decide to execute the specific movable body effect in each of the 1st to 3rd variation cycles. Furthermore, if the execution of the specific movable body effect is decided, the sub-control CPU 51 controls the effect display device EH to operate the effect movable body KD at a predetermined timing during the execution of the variation game, thereby executing the specific movable body effect.

[0145] Furthermore, the sub-control CPU 51 controls the background music to be played during the execution of the variable game and during jackpot play. At this time, the sub-control CPU 51 controls the background music to be output at a volume corresponding to the set volume level, regardless of the set performance style, during the first or second variable game cycle of a single variable game. In addition, the sub-control CPU 51 controls the background music to be output at a different volume depending on the set performance style during the third variable game cycle of a single variable game. Specifically, if the set performance style is "normal", the sub-control CPU 51 controls the background music to be output at a volume corresponding to the set volume level. If the set performance style is "subtle", the sub-control CPU 51 controls the background music to be output at a volume corresponding to a volume level one step lower than the set volume level. If the set performance style is "exciting", the sub-control CPU 51 controls the background music to be output at a volume corresponding to a volume level one step higher than the set volume level. If the set performance style is "Chance Specialization," the sub-control CPU 51 controls the output of the background music at a volume level two levels higher than the set volume level.

[0146] Furthermore, when the set volume level is the minimum or maximum volume level, the sub-control CPU 51 may execute dialogue effects, cut-in effects, and background music effects at a volume corresponding to the set volume level, regardless of the set performance style. For example, when the set volume level is the minimum volume level, the sub-control CPU 51 will execute dialogue effects, cut-in effects, and background music effects at a volume corresponding to the set volume level, even if the "subtle" performance style is set. Also, when the set volume level is the maximum volume level, the sub-control CPU 51 will execute dialogue effects, cut-in effects, and background music effects at a volume corresponding to the set volume level, even if the "exciting" or "chance-focused" performance style is set.

[0147] With this control method for executing various effects, the sub-control CPU 51 can differentiate the presentation style of each effect according to the type of effect to be executed, the progress of the variable game, and the set effect style.

[0148] For example, if the sub-control CPU 51 sets the presentation style to "subtle" before the start of the variable game, in the second variable cycle, the dialogue presentation and background music presentation will be executed at a volume level lower than the set volume level, while the voice presentation will be executed at a volume level corresponding to the set volume level. Also, if the sub-control CPU 51 sets the presentation style to "subtle" before the start of the variable game, in the third variable cycle, the cut-in presentation and background music presentation will be executed at a volume level lower than the set volume level, while the voice presentation will be executed at a volume level corresponding to the set volume level. According to this, in the second or third variable cycle, the voice presentation can be executed at a volume higher than that of the dialogue presentation, cut-in presentation, and background music presentation.

[0149] Furthermore, for example, if the sub-control CPU 51 sets the performance style to "Chance Specialization" before the start of the variable game, it can control the volume of the background music performance to be different between the second and third variable cycles.

[0150] Furthermore, when the sub-control CPU 51 sets the performance style to "subtle," "exciting," or "chance-focused," it can control the volume of dialogue effects to differ between the first and second fluctuation cycles. On the other hand, when the sub-control CPU 51 sets the performance style to "subtle," "exciting," or "chance-focused," it can control the volume of cut-in effects to differ between the first and second fluctuation cycles and the third fluctuation cycle. In other words, in this embodiment, the type of volume effect that changes in volume is different in the second and third fluctuation cycles compared to the first fluctuation cycle.

[0151] Next, we will explain how the sub-control CPU 51 is controlled when multiple effects are executed simultaneously. In this embodiment, the dialogue effect and the cut-in effect are executed at different timings. Also, in this embodiment, the voice effect and the specific movable body effect are executed at different timings. Furthermore, in this embodiment, the character group effect is executed at a different timing from all of the dialogue effects, cut-in effects, voice effects, and specific movable body effects. On the other hand, in this embodiment, the dialogue effect and the cut-in effect may overlap with the voice effect or the specific movable body effect for part or all of their durations.

[0152] As shown in Figure 9, when the execution periods of the dialogue performance and the voice performance overlap, the sub-control CPU 51 controls the dialogue selection process to display the character image G1 and the dialogue image G2, while preventing the output of the dialogue audio. In other words, when the execution periods of the dialogue performance and the voice performance overlap, the dialogue performance is executed in a first special mode in which the display performance that displays the character image G1 and the dialogue image G2 is executed, while the audio performance that outputs the dialogue audio is not executed.

[0153] Similarly, when the execution periods of the cut-in animation and the voice animation overlap, the sub-control CPU 51 controls the cut-in selection process to display the cut-in image G3 while preventing the output of the cut-in sound. In other words, when the execution periods of the cut-in animation and the voice animation overlap, the cut-in animation is executed in a first special mode in which the display animation that displays the cut-in image G3 is executed, while the sound animation that outputs the cut-in sound is not executed.

[0154] Thus, in this embodiment, the sub-control CPU 51 can control the presentation of dialogue and cut-in sequences to differ depending on whether voice effects are being performed or not. In particular, in this embodiment, whether or not a predetermined sound is output in the dialogue and cut-in sequences may differ depending on whether voice effects are being performed or not. In other words, in this embodiment, dialogue and cut-in sequences are performed in different presentation modes depending on whether voice effects are being performed or not.

[0155] Furthermore, if the execution periods of the dialogue performance and the specific movable body performance overlap, the sub-control CPU 51 controls the dialogue selection process to display the character image G1 and the dialogue image G2, and to output the dialogue audio at a volume corresponding to a volume level one step higher than the set volume level. In other words, if the execution periods of the dialogue performance and the specific movable body performance overlap, the dialogue performance is executed in a second special mode in which a display performance that displays the character image G1 and the dialogue image G2 is executed, and the audio performance is executed in a manner that outputs the dialogue audio at a volume level one step higher than the set volume level.

[0156] Similarly, when the execution periods of the cut-in effect and the specific movable object effect overlap, the sub-control CPU 51 controls the cut-in selection to display the cut-in image G3 and output the cut-in sound at a volume corresponding to a volume level one step higher than the set volume level. In other words, when the execution periods of the cut-in effect and the specific movable object effect overlap, the cut-in effect is executed in a second special mode in which a display effect that displays the cut-in image G3 is executed and a sound effect that outputs the cut-in sound at a volume corresponding to a volume level one step higher than the set volume level is executed.

[0157] Thus, in this embodiment, the sub-control CPU 51 can control the presentation of dialogue and cut-in effects to differ depending on whether a specific movable body effect is being performed or not. In particular, in this embodiment, the volume of dialogue and cut-in effects may differ depending on whether the specific movable body effect is being performed or not. In other words, in this embodiment, dialogue and cut-in effects are performed in different presentation modes depending on whether the specific movable body effect is being performed or not.

[0158] Furthermore, when the execution periods of a dialogue effect or cut-in effect and a specific movable body effect overlap, and the volume of the dialogue effect and cut-in effect is adjusted based on the current effect style, the volume of the dialogue effect and cut-in effect will be adjusted based on the effect style, using the volume at which each effect is executed in the second special mode as a reference. For example, if the current volume level is "5" and the current effect style is "excitement," and the execution periods of the dialogue effect and the specific movable body effect overlap in the second variation cycle, the dialogue effect will be executed at a volume corresponding to volume level "7," which is two levels higher than the current volume level "5."

[0159] Next, we will explain how the control works when the volume level is adjusted using the volume setting function while each effect is being executed. First, we will explain how the control of each type of effect—dialogue effects, cut-in effects, voice effects, and background music effects—is handled when the volume level is adjusted using the volume setting function while the effect is running.

[0160] The sub-control CPU 51 controls the volume of the currently running effects when the volume level is changed by setting the volume level during the execution of dialogue effects, cut-in effects, voice effects, and background music effects. Specifically, if the volume level is changed during the execution of dialogue effects, cut-in effects, voice effects, and background music effects, the sub-control CPU 51 controls the system to continue each effect at the volume corresponding to the changed volume level after the volume level change. In other words, in the pachinko game machine 10 of this embodiment, even during the execution of dialogue effects, cut-in effects, voice effects, and background music effects, the volume of the currently running effect can be changed by setting the volume level using the volume setting function.

[0161] Next, we will explain how the control of dialogue effects, cut-in effects, and background music effects is handled when the effect style setting operation is performed using the effect style change function while the effect is running.

[0162] The sub-control CPU 51 can control the volume of a currently running animation when the animation style is changed by setting the animation style during the execution of a dialogue animation, cut-in animation, or background music animation. Specifically, if the animation style is changed during the execution of a dialogue animation, cut-in animation, or background music animation, the sub-control CPU 51 can perform fade control, which gradually changes the volume of each animation from the volume corresponding to the original animation style to the volume corresponding to the new animation style for a predetermined period of time after the animation style change. In other words, in the pachinko game machine 10 of this embodiment, even during the execution of a dialogue animation, cut-in animation, or background music animation, the volume of the currently running animation can be changed by setting the animation style using the animation style change function.

[0163] The following describes a specific example of the sequence of events in the pachinko game machine 10 of this embodiment. In the example shown in Figure 10, the variation game starts based on a variation pattern where the number of variation cycles is set to "3," and the volume level is set to "5" and the performance style to "normal" (time t0). Subsequently, in this example, the volume level is changed from "5" to "4" during the execution of the first variation cycle (time t3). Furthermore, in this example, the performance style is changed from "normal" to "exciting" during the execution of the second variation cycle (time t7), and then changed to "subtle" during the execution of the third variation cycle (time t13).

[0164] In this case, when the sub-control CPU 51 outputs background music in the background music performance, it controls the output of the background music to be at a volume corresponding to the current volume level. Here, when the sub-control CPU 51 changes the volume of the background music in accordance with a change in the volume level due to a setting operation by the volume setting function, it controls the output of the background music to be at a volume corresponding to the changed volume level, triggered by the change in the volume level (time t3). On the other hand, when the sub-control CPU 51 changes the volume of the background music in accordance with a change in the performance style due to a setting operation by the performance style change function, it controls the output of the background music to be gradually changed over a predetermined period of time after the performance style has been changed by executing fade control (times t7~t9, t13~t15).

[0165] For example, when the volume level is "4" and the performance style is changed from "normal" to "exciting", the sub-control CPU 51 outputs the background music at a volume corresponding to volume level "4" immediately after the change in performance style (time t7), and gradually increases the volume as time passes, controlling it so that it reaches a volume corresponding to volume level "5" after a predetermined time has elapsed (time t9). Also, when the volume level is "4" and the performance style is changed from "exciting" to "subdued", the sub-control CPU 51 outputs the background music at a volume corresponding to volume level "5" immediately after the change in performance style (time t13), and gradually decreases the volume as time passes, controlling it so that it reaches a volume corresponding to volume level "3" after a predetermined time has elapsed (time t14).

[0166] Thus, in this embodiment, the sub-control CPU 51 can perform fade control while the variable game is running. In particular, in this embodiment, the sub-control CPU 51 can perform fade control regardless of which variable cycle is being executed during the period in which the variable game is running.

[0167] The sub-control CPU 51 then controls the execution of dialogue effects to be performed at a volume corresponding to the current volume level, the current performance style, and which variation cycle the current variation cycle is. Specifically, when the sub-control CPU 51 executes dialogue effects during the execution of the first variation cycle and the performance style is "normal", it executes the dialogue effects at a volume corresponding to the current volume level (times t1 to t2). For example, at time t1 to t2, since the volume level is "5", the sub-control CPU 51 executes the dialogue effects at a volume corresponding to volume level "5".

[0168] Furthermore, when the sub-control CPU 51 executes a dialogue performance during the execution of the second variation cycle and the performance style is "excitement," it executes the dialogue performance at a volume corresponding to a volume level one step higher than the current volume level (times t8-t9). For example, at time t8-t9, since the volume level is "4," the sub-control CPU 51 executes the dialogue performance at a volume corresponding to a volume level "5," which is one step higher than "4."

[0169] Furthermore, when the sub-control CPU 51 executes a cut-in animation, it controls the animation to run at a volume corresponding to the current volume level, the current animation style, and which generation of the current variation cycle it is, just as it does when executing a dialogue animation. Specifically, when the sub-control CPU 51 executes a cut-in animation during the first variation cycle and the animation style is "normal", it executes the cut-in animation at a volume corresponding to the current volume level (times t4-t5). For example, at time t4-t5, since the volume level is "4", the sub-control CPU 51 executes the cut-in animation at a volume corresponding to volume level "4". Also, when the sub-control CPU 51 executes a cut-in animation during the second variation cycle and the animation style is "exciting", it executes the cut-in animation at a volume corresponding to the current volume level (times t10-t11). For example, at time points t10 to t11, the sub-control CPU 51, knowing that the volume level is "4", executes the cut-in animation at a volume corresponding to volume level "4".

[0170] On the other hand, when the sub-control CPU 51 is executing the cut-in animation during the execution of the third fluctuation cycle and the animation style is "subtle", it executes the cut-in animation at a volume corresponding to a volume level one step lower than the current volume level (times t16-t17). For example, at time t16-t17, since the volume level is "4", the sub-control CPU 51 executes the cut-in animation at a volume corresponding to a volume level "3", which is one step lower than "4".

[0171] When the sub-control CPU 51 executes a voice effect, it controls the voice effect to be executed at a volume corresponding to the current volume level, regardless of the current effect style and which variation cycle the current variation cycle is. For example, at time points t16 to t17, the sub-control CPU 51 executes the voice effect at a volume corresponding to volume level "4" because the volume level is "4".

[0172] Furthermore, when the sub-control CPU 51 executes a dialogue effect, cut-in effect, or voice effect while performing fade control on the volume of the background music effect, it will not perform fade control on the volume of each of the dialogue effect, cut-in effect, and voice effect, but will instead execute each effect at the same volume from start to finish. In other words, in this embodiment, the volume of each of the dialogue effect, cut-in effect, and voice effect is not changed by fade control.

[0173] For example, at time points t8 to t9, if the sub-control CPU 51 executes a dialogue performance while performing fade control on the volume of the background music performance, it will execute the dialogue performance at a volume corresponding to volume level "5" from the start (time point t8) to the end (time point t9) without performing fade control on the audio of the dialogue performance. Also, at time points t14 to t15, if the sub-control CPU 51 executes a voice performance while performing fade control on the volume of the background music performance, it will execute the voice performance at a volume corresponding to volume level "4" from the start (time point t14) to the end (time point t15) without performing fade control on the audio of the voice performance.

[0174] Furthermore, even if a dialogue effect, cut-in effect, or voice effect is executed while the sub-control CPU 51 is executing fade control related to the volume of the background music effect, the fade control will not be terminated as a result of the execution of the dialogue effect, cut-in effect, or voice effect. In other words, in this embodiment, the sub-control CPU 51 can continue to execute fade control even if a dialogue effect, cut-in effect, or voice effect is executed while the sub-control CPU 51 is executing fade control related to the volume of the background music effect.

[0175] The effects of this embodiment will now be explained. (1) According to this embodiment, by setting the performance style before the start of the variable game, the player can have the volume of predetermined sound effects vary depending on which variable cycle it is during the execution of the variable game, without having to perform volume and performance style setting operations during the execution of the variable game. Therefore, in this embodiment, it is possible to prevent players who want each sound effect to be executed at an appropriate volume depending on the situation from feeling annoyed. In this way, the convenience of adjusting the volume can be improved in this embodiment.

[0176] (2) If two or three variation cycles are executed during one variation game, a super reach effect that includes an operation instruction effect may be executed in the final variation cycle. Also, if two or three variation cycles are executed during one variation game, and the effect style is set to "subtle", a predetermined sound effect will be executed in the second or third variation cycle at a lower volume than in the first variation cycle. Accordingly, in this embodiment, by setting the effect style to "subtle", it is possible to suppress the player's attention from being drawn to the sound effect when an operation instruction effect is executed in the final variation cycle of a variation game. Therefore, in this embodiment, it is possible to suppress the situation in which the player is unable to operate the control means and thus loses interest because the operation instruction effect is overlooked despite being executed.

[0177] (3) In this embodiment, the character group performance is an expectation-indicating performance that suggests a higher probability of winning a jackpot compared to when the character group performance is not performed. The character group performance may be performed in the second or third variation cycle if two or three variation cycles are performed during one variation game. In this embodiment, when the sound performance is performed in the second or third variation cycle during one variation game, the sound performance can be performed at a different volume than when the sound performance is performed in the first variation cycle. Therefore, in this embodiment, the player's enjoyment can be enhanced by performing the sound performance at an appropriate volume during the period in which the expectation-indicating performance is performed.

[0178] (4) In this embodiment, voice effects are performed at a volume corresponding to the current volume level, regardless of whether they are performed in the first to third variation cycles, and regardless of the current performance style. On the other hand, dialogue effects, cut-in effects, and background music effects may be performed at a volume corresponding to a different volume level depending on the current performance style between the first variation cycle and the second or third variation cycle. Thus, in this embodiment, it is possible to enjoy voice effects at an appropriate volume depending on the type of voice effect, the timing at which the voice effect is performed, and the performance style at which the voice effect is performed.

[0179] (5) In particular, in this embodiment, the dialogue effects, cut-in effects, and background music effects may be executed at a volume corresponding to a lower volume level than the current volume level when the effect style is "subtle". As a result, in this embodiment, the voice effects may be executed at a higher volume than the dialogue effects, cut-in effects, and background music effects, thereby making the voice effects stand out and entertaining the player.

[0180] (6) The volume of the voice effects does not change depending on the change in the effect style, but it can be changed by changing the volume level through the setting operation of the volume setting function. In this embodiment, the voice effects can be performed at the volume desired by the player, allowing them to enjoy the game.

[0181] (7) When a dialogue effect or a cut-in effect is executed while a voice effect is being performed, no sound is output for the dialogue effect and the cut-in effect. Therefore, in this embodiment, it is possible to suppress the problem of voice effects, which are executed by outputting sound only, becoming difficult to recognize when they are executed at the same time as other sound effects.

[0182] (8) When a dialogue effect or a cut-in effect is performed while a specific movable body effect is being performed, the dialogue effect and the cut-in effect are performed at a volume corresponding to a volume level higher than the current volume level. In this embodiment, even when the display effect of the dialogue effect or cut-in effect becomes difficult to see due to the operation of the movable body KD for the effect in the specific movable body effect, the audio effect of the dialogue effect or cut-in effect can be used to make it clear that each effect is being performed.

[0183] (9) In this embodiment, even when fade control is being performed on the volume of background music effects, fade control is not performed on the volume of each audio effect, such as dialogue effects, cut-in effects, and voice effects. This makes it possible to perform the effects at an appropriate volume depending on the type of audio effect in this embodiment.

[0184] (10) In this embodiment, fade control of the volume of the background music can be performed even during the execution of the second or third variation cycle in the variation game. This makes it possible to perform the music at an appropriate volume depending on the situation, especially in the latter half of the variation game when the player's interest is expected to increase.

[0185] (11) In this embodiment, even if a dialogue effect, cut-in effect, or voice effect is executed while fade control related to the volume of the background music effect is being executed, the fade control that is being executed will continue to be executed, so that the fade control can be executed appropriately.

[0186] (12) In this embodiment, by setting a predetermined performance style, the volume of the sound performance can be made different between the second and third fluctuation cycles, so that the sound performance can be enjoyed at an appropriate volume according to the progress of the fluctuation game.

[0187] (13) In particular, when the performance style is "chance-focused," the volume of the background music performance differs between the second and third reel cycles, allowing players to enjoy the audio performance at an appropriate volume according to the progress of the reel game.

[0188] (14) In this embodiment, when the performance style is "subtle," "exciting," or "chance-focused," the type of sound performance in which the volume changes is different between the second and third fluctuation cycles, so that the sound performance can be enjoyed at an appropriate volume depending on the type of sound performance.

[0189] This embodiment can be implemented with the following modifications. This embodiment and the following modifications can be combined and implemented to the extent that they do not contradict each other technically.

[0190] The pachinko game machine 10 may be implemented as a machine equipped with a backup function that backs up the contents of the sub-control RAM 53. In this case, the sub-control CPU 51 may execute either a control to erase the contents of the sub-control RAM 53 or a control to restore the contents of the sub-control RAM 53 based on the backed-up information, depending on whether a predetermined operation was performed when the pachinko game machine 10 was powered on. Here, the contents backed up by the backup function may include the contents set by the customization function, or may include information related to the performance being executed. Also, in this case, if the power supply to the pachinko game machine 10 is cut off, the performance mode of the sound effects in some or all of the variation cycles in the variation game being executed may be made the same whether the control to erase the contents of the sub-control RAM 53 is performed or the control to restore the contents of the sub-control RAM 53 is performed when the power is subsequently turned on. For example, if the power supply to the pachinko machine 10 is interrupted during the execution of a variable game, the sub-control CPU 51 may, when power is subsequently turned on, either erase the contents of the sub-control RAM 53 or restore the contents of the sub-control RAM 53, and in either case, prevent the execution of the dialogue effect during the first variable cycle. Also, if the power supply to the pachinko machine 10 is interrupted during the execution of a variable game, the sub-control CPU 51 may, when power is subsequently turned on, either erase the contents of the sub-control RAM 53 or restore the contents of the sub-control RAM 53, and in either case, prevent the execution of the cut-in effect during the third variable cycle. In other words, if the power supply is interrupted during the execution of a variable game, and power is subsequently turned on, either erase the contents of the sub-control RAM 53 or restore the contents of the sub-control RAM 53, the performance mode of a predetermined audio effect may be the same for either the first variable cycle or the second variable cycle.

[0191] The sub-control CPU 51 may, when a predetermined error is detected, control the system so as not to adjust the volume of each sound effect according to the current performance style, regardless of which performance style is currently being used. In this case, for example, the sub-control CPU 51 may control the system so as not to execute each sound effect when a predetermined error is detected. In other words, the sub-control CPU 51 may, when no predetermined error is detected, adjust the volume of each sound effect according to the performance style for each fluctuation cycle in a single fluctuation game.

[0192] The length of each fluctuation cycle in a single fluctuation game may be changed as appropriate. For example, the length of each fluctuation cycle may differ depending on the type of fluctuation pattern, or it may differ due to a lottery conducted by the sub-control CPU 51. In other words, the length of a specific period within a single fluctuation game may differ depending on the content of the fluctuation game.

[0193] The control when the execution periods of multiple types of effects overlap may be modified as appropriate. For example, the sub-control CPU 51 may execute dialogue effects and cut-in effects using the same control as when the execution periods of voice effects do not overlap, even when the execution periods of dialogue effects and cut-in effects overlap. That is, the sub-control CPU 51 may execute the audio effects in dialogue effects and cut-in effects even when the execution periods of voice effects overlap. Furthermore, the sub-control CPU 51 may execute dialogue effects and cut-in effects using the same control as when the execution periods of specific movable body effects do not overlap, even when the execution periods of specific movable body effects overlap. That is, the sub-control CPU 51 may execute the audio effects in dialogue effects and cut-in effects at the same volume as when the execution periods of specific movable body effects do not overlap, even when the execution periods of dialogue effects and cut-in effects overlap.

[0194] The amount by which the volume is adjusted in each performance style may be changed as appropriate. For example, in a given performance style, the volume of a given sound effect may be adjusted to correspond to a volume level that is two or more levels lower than the current volume level, or to a volume level that is three or more levels higher than the current volume level. Alternatively, in a given performance style, the volume of a given sound effect may be adjusted to "0". In other words, it may be possible to adjust the system so that a given sound effect is not executed in a given performance style.

[0195] The period during which the volume is adjusted for each performance style may be changed as appropriate. For example, the sub-control CPU 51 may adjust the volume of each sound effect before and after a predetermined performance starts during the execution of a single variable game, depending on the current performance style. The sub-control CPU 51 may also adjust the volume of each sound effect during the execution of a variable game, during a jackpot game, and during the standby state, depending on the current performance style. Furthermore, the period during which the volume is adjusted for each performance style may be the period during which a predetermined condition is met. For example, the predetermined condition may be that a reach performance is being executed. That is, the sub-control CPU 51 may execute each sound effect at a different volume during the period when a reach performance is being executed than during the period when a reach performance is not being executed.

[0196] The types of effects whose volume is adjusted according to the performance style may be changed as appropriate. For example, the volume of voice effects may be adjusted according to the performance style, or some or all of the dialogue effects, cut-in effects, and background music effects may not have their volume adjusted depending on the performance style.

[0197] The content adjusted according to the performance style may be changed as appropriate. For example, the sub-control CPU 51 may adjust the light intensity in the light emission effect or adjust the amount of movement of the movable body KD used for the effect in the movable body effect, depending on the performance style. In addition, the sub-control CPU 51 may change the content of the effect or adjust the execution probability of the effect, depending on the performance style.

[0198] The number and types of presentation styles may be changed as appropriate. For example, it is not necessary to have some or all of the presentation styles such as "subtle," "exciting," and "chance-focused," or to have presentation styles different from these.

[0199] The number and types of customization functions may be changed as appropriate. For example, they may be implemented in a gaming machine that does not have a volume setting function, or in a gaming machine that does not have a character selection function. They may also be implemented in a gaming machine that does not have a performance style change function. In this case, the sub-control CPU 51 may adjust the volume of the sound effects in each variation cycle in a predetermined manner. With this, even if the volume level is not set again during the execution of a variation game after the volume level has been set by setting the volume level using the volume setting function, the sub-control CPU 51 can make the volume of the sound effects performed in the first variation cycle and the second or third variation cycle different for that variation game.

[0200] The game machine may be implemented with customization functions different from the volume setting function, the performance style changing function, and the character selection function. For example, the customization function may include a light intensity adjustment function that allows setting the light intensity in the light effect, or an action amount adjustment function that allows adjusting the amount of movement of the performance movable body KD in the movable body effect. In addition, the customization function may include an execution probability adjustment function that adjusts the probability of executing a predetermined effect, or a jackpot expectation adjustment function that adjusts the jackpot expectation when a predetermined effect is executed.

[0201] The period during which various settings can be operated using the customization function may be changed as appropriate. For example, various settings can be restricted while a variable game is running, or while the system is in standby mode. Furthermore, a restriction period may be set during which various settings can be restricted during a portion of the period while a variable game is running, or during a portion of the period while the system is in standby mode. In addition, the period during which settings can be operated may differ depending on the type of customization function.

[0202] This may be implemented in a gaming machine equipped with a mode change function that changes the performance mode, which defines the performance patterns of various effects. For example, the performance mode may define the sounds to be output in various sound effects. In other words, the sounds to be output in various sound effects may change in accordance with the change in the performance mode. For example, the music to be output in background music effects may change in accordance with the change in the performance mode.

[0203] When implemented in a gaming machine equipped with a mode change function, the performance mode may be changed by operating a predetermined operating means, or it may be changed in accordance with the transition of the game state. Alternatively, the performance mode may be changed when a predetermined lottery is won, or it may be changed when a predetermined number of variable games have been played.

[0204] When implemented in a gaming machine equipped with a mode change function, the timing of changes in the output sound for various effects may differ depending on the timing of the change in the effect mode. For example, in background music effects, if the effect mode is changed during the standby state, the output music may also change in accordance with the change in the effect mode. On the other hand, if the effect mode is changed during the execution of a variable game, the output music may not change in accordance with the change in the effect mode, but rather change in accordance with the end of the variable game.

[0205] When implemented in a gaming machine equipped with a mode change function, the period during which the volume of the sound effects is adjusted according to the performance style may be made to change according to the current performance mode. In other words, the specific period and the prescribed period during which the volume of the sound effects differs according to the performance style may be changed by changing the performance mode. To put it another way, which period is the specific period and which period is the prescribed period may differ depending on the type of current performance mode.

[0206] The number and types of effects that the pachinko machine 10 can perform may be changed as appropriate. The effects that can be fade-controlled may be changed as appropriate. The sub-control CPU 51 may be capable of performing fade control on some or all of the dialogue effects, cut-in effects, and voice effects. For example, if a dialogue effect, cut-in effect, or voice effect is performed while volume fade control is being performed on the background music effect, the sub-control CPU 51 may perform volume fade control on each of the dialogue effect, cut-in effect, and voice effect.

[0207] The execution conditions for fade control may be changed as appropriate. For example, the sub-control CPU 51 may be configured to execute volume fade control in a predetermined sound effect when it transitions to a standby state, or it may be configured to execute volume fade control in a predetermined sound effect when a predetermined time has elapsed since transitioning to a standby state. In other words, in this embodiment, fade control may be executed during a period different from the execution of the variable game.

[0208] The termination conditions for the fade control may be changed as appropriate. For example, the sub-control CPU 51 may terminate the fade control when a predetermined effect is performed during the execution of the fade control, or it may terminate the fade control when a predetermined operating means is operated.

[0209] The number and types of jackpots may be changed as appropriate. The conditions for ending the time-saving mode may be changed as appropriate. - This may be implemented in a gaming machine equipped with a probability variation function that changes the probability of winning a jackpot in a special jackpot lottery. For example, it may be implemented in a pachinko gaming machine that transitions the game state from a low probability state to a high probability state after the jackpot game ends, on the condition that a specific jackpot is won. Alternatively, for example, it may be implemented in a pachinko gaming machine (a so-called V-probability variation machine) that transitions the game state from a low probability state to a high probability state after the jackpot game ends, on the condition that the game ball passes through a specific area during the jackpot game.

[0210] The sub-control board 50 may be a sub-overall control board, and separate from the sub-control board 50, a display control board specializing in controlling the performance display device EH, an audio control board specializing in controlling the speaker SP, and a lamp control board specializing in controlling the decorative lamp LA may be provided individually. Alternatively, some or all of the display control board, audio control board, and lamp control board may be on the same board. Furthermore, the sub-control CPU 51 may consist of multiple CPUs mounted on a single board.

[0211] The pachinko game machine 10 may have a single control board that integrates the functions of the main control board 40 and the sub-control board 50. Alternatively, the functions of the main control board 40 may be implemented by dividing them among multiple boards. The main control CPU 42 may consist of multiple CPUs mounted on a single board.

[0212] This may be implemented in pachinko machines that do not perform special effects games. In this case, it is advisable to display special symbols on the special effects display device EH. The technical concepts that can be understood from the above embodiments and modified examples are described below.

[0213] (Note 1) A gaming machine comprising: an effect execution means for executing an effect; an effect control means for controlling the effect execution means; and an operation means for performing a predetermined operation, wherein the effect execution means is capable of executing a specific effect during a specific period and a predetermined period different from the specific period, and is capable of executing a special effect when a predetermined condition is met, the effect control means is capable of adjusting the effect manner of the specific effect based on an adjustment operation by the operation means, and even if the adjustment operation is not performed again after the effect manner of the specific effect has been adjusted by the adjustment operation, it is possible to control the effect manner of the specific effect to be different during the specific period and the predetermined period, and the effect control means is capable of performing fade control to gradually change the effect amount of some of the effects executed by the effect execution means, and the effect amount when the special effect is executed is not changed by the fade control.

[0214] (Note 2) The performance control means is the gaming machine according to Note 1, which is capable of performing the fade control during the specified period. (Note 3) The game machine according to Note 1 or Note 2, wherein the performance control means is capable of continuing to perform the fade control even if the special performance is performed while the fade control is being performed. [Explanation of Symbols]

[0215] C1…First customization image C2…Second customization image C3…Third customization image D1…Performance button (operation means, specific operation means) D2…Deck key (operation means) D2d…Down key D2l…Left key D2r…Right key D2u…Up key EG…Performance style image EH…Performance display device (performance execution means) G1…Character image G2…Dialogue image G3…Cut-in image G4…Mini character image G5…Operation prompt image G6…Winning result notification image G7…Losing result notification image GH…Image display unit HD…Launch handle KD…Performance movable body (performance execution means, movable body) LA…Decorative lamp (performance execution means) OG…Volume level image P1…First position P2…Second position R1…First path R2…Second path SE1…First special start sensor SE2…Second special start sensor SE3…Special prize sensor SE4…Normal start sensor SL1…Normal solenoid SL2…Special solenoid SP...Speaker (performance execution means, output means) W...Center frame YB...Game board YBa...Game area YBb...Opening window 10...Pachinko game machine 13a...First special symbol display unit (game execution means) 13b...Second special symbol display unit (game execution means) 13c...First special reserve display unit 13d...Second special reserve display unit 13e...Normal symbol display unit 13f...Normal reserve display unit 15...First starting prize entry 16...Second starting prize entry 17...Normal movable piece 18...Large prize entry 19...Special opening / closing piece 25...Gate 40...Main control board 41...Microprocessor 42...Main control CPU (winning lottery means) 43...Main control ROM 44...Main control RAM 45...Random number circuit 50...Sub-control board 51...Sub-control CPU (performance control means, customization means) 52...Sub-control ROM 53…Sub-control RAM

Claims

[Claim 1] A means of executing the performance, A performance control means for controlling the performance execution means, It comprises one or more operating means capable of performing predetermined operations, The aforementioned performance execution means is capable of executing some of the sound effects of the performance during a specific period and during a prescribed period different from the specific period, and is also capable of executing special effects when predetermined conditions are met. The aforementioned performance control means is The audio output mode can be changed based on the modification operation performed by the aforementioned operating means, The operating means allows for a first operation that can change the output mode of the sound in the partial sound effect, and a second operation that can change the output mode of the sound in the sound effect by changing the volume of the sound effect including the partial sound effect. When the output mode of the sound in some of the sound effects is changed by the aforementioned modification operation, even if the modification operation is not performed again, it is possible to control the output mode of the sound in some of the sound effects to be different between the specified period and the prescribed period. The aforementioned performance control means is capable of performing fade control, which gradually changes the volume of some of the performances performed by the performance execution means. The volume when the special effect is performed is not changed by the fade control. A gaming machine characterized in that, when the volume is set to a specific value which is the minimum or maximum value by the second operation, the output mode of the sound in the part of the sound effect is changed by the first operation, and the part of the sound effect is performed with the volume at the specific value.

Citation Information

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