Game machine
Patent Information
- Application Number
- JP2021194999
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2021-11-30
- Publication Date
- 2024-12-10
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Players in conventional gaming machines have difficulty noticing when a game ball enters a predetermined ball entry area, especially when their attention is focused on the display.
The gaming machine includes a suggestive image that moves from the ball entry area towards the center of the display, indicating the entry of the game ball and the associated privileges, enhancing player awareness.
This solution effectively informs players that a game ball has entered a predetermined area, improving player engagement and awareness of potential rewards.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine.
Background Art
[0002] Some of the above gaming machines have a configuration in which an image of a reach effect is displayed within the display area of a display, and the determination result of success or failure is suggested to the player through the image of the reach effect. In this configuration, a special game is performed in response to being determined as a "win", and the interest of the special game is enhanced by displaying an image on the display during the special game.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the case of the above conventional gaming machine, there is a problem that it is difficult for the player to notice the entry of the game ball into the ball entry area while the player's line of sight is concentrated on the image of the display.
[0005] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine capable of making the player notice that the game ball has entered a predetermined ball entry area.
Means for Solving the Problems
[0006] The gaming machine according to claim 1 comprises a plurality of ball entry areas into which a game ball can be entered, a display unit that displays a performance image, and an image display means that displays a suggestion image within the display area of the display unit that suggests to the player that a special prize assigned to a predetermined ball entry area will be awarded when a game ball is successfully entered into one of the plurality of ball entry areas, wherein the image display means displays an image as the suggestion image that moves from the predetermined ball entry area toward the center of the display area of the display unit. According to the above method, when a game ball successfully enters a predetermined entry area, a suggestive image with movement is displayed on the display, making it possible to make the player, who is focusing their gaze on the display, aware of the presence of the suggestive image. Moreover, since the suggestive image displayed indicates the awarding of a bonus assigned to the predetermined entry area, and the suggestive image moves from the predetermined entry area toward the center of the display area of the display, it becomes possible to identify the destination of the game ball as the predetermined entry area from the direction of movement of the suggestive image. [Effects of the Invention]
[0007] According to the present invention, it becomes possible to make the player aware when a game ball enters a predetermined ball entry area. [Brief explanation of the drawing]
[0008] [Figure 1] Figure illustrating Embodiment 1 of the present invention (perspective view showing the external appearance of a pachinko game machine) [Figure 2] Front view of the game board [Figure 3] Diagram showing the positional relationship between the display of performance symbols and the V-zone. [Figure 4] Block diagram showing the electrical configuration [Figure 5] (A) and (B) are diagrams showing random numbers, (C) is a diagram showing the normal win determination table, (D) is a diagram showing the normal variation time table, (E) is a diagram showing the auxiliary game table, and (F) is a diagram showing the jackpot determination table. [Figure 6](a) is a diagram showing the jackpot type determination table for FIG. 1 of the patent, (b) is a diagram showing the reach determination table for FIGS. 1 and 2 of the patent, (c) is a diagram showing the variation pattern table for FIG. 1 of the patent, and (d) is a diagram showing the hold area and the pre-read area of FIG. 1 of the patent [Figure 7] (a) is a diagram showing the jackpot type determination table for FIG. 2 of the patent, (b) is a diagram showing the variation pattern table for FIG. 2 of the patent, (c) is a diagram showing the game state determination table, and (d) is a diagram showing the hold area and the pre-read area of FIG. 2 of the patent [Figure 8] Diagram showing the relationship between the jackpot symbol and the jackpot game content [Figure 9] Diagram for explaining the jackpot game pattern [Figure 10] Flowchart showing the main processing of the main control circuit [Figure 11] Flowchart showing the timer interrupt processing of the main control circuit [Figure 12] Flowchart showing the processing of FIG. 2 by the main control circuit [Figure 13] Flowchart showing the processing of FIG. 1 by the main control circuit [Figure 14] Diagram showing the relationship between the special figure variation pattern and the production content of the production symbol game [Figure 15] Diagram showing the production content of the production symbol game [Figure 16] Diagram for explaining the production content of the jackpot game production pattern [Figure 17] Diagram showing the selection table of the jackpot game production pattern [Figure 18] Diagram showing the jackpot game production PFF [Figure 19] Diagram showing the jackpot game production PFS [Figure 20] Diagram showing the jackpot game production PSF [Figure 21] Diagram showing the jackpot game production PSS [Figure 22] Diagram showing the V winning production [Figure 23] (a) to (d) are diagrams showing the hold consecutive round promotion production, and (e) is a diagram showing the selection probability of the hold consecutive round promotion production [Figure 24](a) to (d) are diagrams showing the hold consecutive confirmation variable promotion effect, and (e) is a diagram showing the selection probability of the hold consecutive confirmation variable promotion effect [Figure 25] Flowchart showing the main process of the sub-control circuit [Figure 26] Flowchart showing the received command analysis process of the sub-control circuit [Figure 27] Diagram showing Example 2 of the present invention (diagram showing the V winning effect) [Figure 28] Diagram showing Example 3 of the present invention (diagram showing the V winning effect) [Figure 29] Diagram showing Example 4 of the present invention (diagram showing the V winning effect) [Figure 30] Diagram showing Example 5 of the present invention (diagram showing the start winning effect 2) [Figure 31] Diagram showing Example 6 of the present invention (diagram showing the start winning effect 1) [Figure 32] Diagram showing Example 7 of the present invention (diagram showing the round promotion effect and the variable promotion effect) [Figure 33] Diagram corresponding to FIG. 8 showing Example 8 of the present invention
Mode for Carrying Out the Invention
[0009] [Example 1] 1. Structure of the gaming machine The outer frame 1 in FIG. 1 is installed on the pedestal island in the pachinko hall. This outer frame 1 has a rectangular tubular shape with openings in the front and rear, and a main body frame 2 is attached to the outer frame 1. This main body frame 2 has a frame-like shape, and as shown in FIG. 2, a game board 3 is supported by the main body frame 2.
[0010] As shown in Figure 1, a front frame 4 is attached to the outer frame 1. This front frame 4 is rotatable between a closed state that covers the front of the outer frame 1 from the front and an open state that opens it, and a transparent window plate 5 is fixed to the front frame 4. When the front frame 4 is closed, this window plate 5 faces the game board 3 from the front with a gap in between, and the game board 3 is visible through the window plate 5 when the front frame 4 is closed. An upper tray 6 and a lower tray 7 are fixed to the front frame 4 in two stages, upper and lower. The upper tray 6 stores game balls, and the lower tray 7 stores game balls that cannot be stored in the upper tray 6.
[0011] A launching device (not shown) is mounted on the front frame 4. This launching device has a striking hammer that strikes the game balls and a launching motor that operates the striking hammer, and game balls are supplied to the striking hammer one at a time from the upper tray 6. This launching device supplies one new game ball to the striking hammer each time the striking hammer strikes a game ball, and a launching handle 8 is connected to the launching device. As shown in Figure 1, this launching handle 8 is mounted on the lower right corner of the front frame 4 so as to be rotatable around an axis that points in the front-rear direction, and the force with which the striking hammer strikes the game ball is adjusted according to the amount of clockwise operation (rotation angle) of the launching handle 8.
[0012] As shown in Figure 2, an outer rail 9 and an inner rail 10 are fixed to the front of the game board 3. An arc-shaped launching passage 11 is formed between these outer rail 9 and inner rail 10, and the game ball struck by the striking hammer rises from bottom to top within the launching passage 11. These outer rail 9 and inner rail 10 demarcate a game area 12 on the front of the game board 3. This game area 12 is a circular area connected to the exit at the upper end of the launching passage 11, and the game ball rising within the launching passage 11 is released into the game area 12 from the exit of the launching passage 11. Multiple game pins (not shown) are driven into this game area 12, and the game ball released into the game area 12 falls within the game area 12 while colliding with the multiple game pins.
[0013] Within the game area 12, as shown in Figure 2, there are left-handed shooting areas 13 and right-handed shooting areas 14. The left-handed shooting area 13 is the area to the left of the center line in the left-right direction of the game area 12. When the amount of clockwise rotation of the launch handle 8 is small, the game ball is released from the exit of the launch passage 11 into the left-handed shooting area 13. This method of shooting, in which the game ball is released into the left-handed shooting area 13, is called left-handed shooting. The right-handed shooting area 14 is the area to the right of the center line in the left-right direction of the game area 12. When the amount of clockwise rotation of the launch handle 8 is large, the game ball is released from the exit of the launch passage 11, passing through the left-handed shooting area 13 and into the right-handed shooting area 14. This method of shooting, in which the game ball is released into the right-handed shooting area 14, is called right-handed shooting.
[0014] Within the game area 12, a first starting opening 15 is fixed, as shown in Figure 2. This first starting opening 15 is pocket-shaped with an open top, allowing game balls to be inserted from above. This first starting opening 15 is positioned across the left-handed area 13 and the right-handed area 14, allowing game balls to easily enter the first starting opening 15 from its top opening when playing left-handed, but becoming difficult to enter when playing right-handed. This first starting opening 15 corresponds to the ball entry area.
[0015] Within the game area 12, as shown in Figure 2, a second start opening 16 is fixed below the first start opening 15. This second start opening 16 has an opening on its right side and is located within the left-handed shooting area 13. An opening / closing member 17 is provided for this second start opening 16. This opening / closing member 17 is movable between a closed state, which prevents game balls from entering the right side of the second start opening 16, and an open state, which allows game balls to enter. Even when the second start opening 16 is open, it is difficult for game balls to enter the second start opening 16 in the left-handed shooting state, and in the right-handed shooting state, if the second start opening 16 is open, game balls can enter from its right side. This second start opening 16 corresponds to the game ball entry area.
[0016] Within the game area 12, a first large prize opening 18 is fixed, as shown in Figure 2. This large prize opening 18 is a horizontally elongated box shape with an open front and is equipped with a first opening / closing member 19. This first opening / closing member 19 is rotatable around a horizontal axis at its lower end between a vertically closed state and a horizontally open state. The front entrance of the first large prize opening 18 is closed in the closed state of the first opening / closing member 19, preventing game balls from entering, and is open in the open state, allowing game balls to enter. This first large prize opening 18 is located in the lower right of the right-handed shooting area 14, and game balls are permitted to enter the first large prize opening 18 when the game balls are shot to the right. This first large prize opening 18 corresponds to the ball entry area.
[0017] Within the right-handed shooting area 14, as shown in Figure 2, a general-purpose starting opening 20 is fixed above the first large prize winning opening 18. This general-purpose starting opening 20 has a U-shaped frame with openings on its top and bottom, allowing the game ball to pass from its top to its bottom when the game ball is being shot to the right. This general-purpose starting opening 20 corresponds to the ball entry area, and a second large prize winning opening 21 is located diagonally above and to the right of the general-purpose starting opening 20. This second large prize winning opening 21 has an opening on its left side and is equipped with a second opening / closing member 22. This second opening / closing member 22 is movable between an upright closed state and an open state that is tilted upward from right to left. When the second opening / closing member 22 is closed, the game ball cannot enter the second large prize winning opening 21, and only when the game ball is being shot to the right can it enter the second large prize winning opening 21 from its left side by riding on the second opening / closing member 22. This second large prize winning opening 21 corresponds to the ball entry area.
[0018] As shown in Figure 3, the upper end entrance of the ball distribution passage 23 is connected to the second large prize opening 21. This ball distribution passage 23 is provided between a transparent front panel and a transparent rear panel, and the inside of the ball distribution passage 23 is visible to the player through the window panel 5 of the front frame 4 and the front panel of the ball distribution passage 23. This ball distribution passage 23 has a width dimension that allows one game ball to roll through, and a game ball that enters the second large prize opening 21 enters the ball distribution passage 23 from its entrance and then rolls in a single line from top to bottom inside the ball distribution passage 23.
[0019] As shown in Figure 3, the lower exit of the ball distribution passage 23 is connected to the upper entrance of the miss zone 24 and the upper entrance of the V zone 25. Each of these miss zones 24 and V zone 25 is a vertically elongated passage located between the transparent front and rear panels of the ball distribution passage 23, and both the inside of the miss zone 24 and V zone 25 are visible to the player through the window panel 5 of the front frame 4 and the front panel of the ball distribution passage 23. Each of these miss zones 24 and V zone 25 corresponds to the ball entry area.
[0020] As shown in Figure 3, a colored, opaque, plate-shaped distribution member 26 is provided at the exit of the ball distribution passage 23. This distribution member 26 is interposed between the transparent front and rear plates of the ball distribution passage 23 and is visible to the player through the window plate 5 of the front frame 4 and the front plate of the ball distribution passage 23. This distribution member 26 is movable between a winning state, which closes the entrance to the losing zone 24, and a losing state, which closes the entrance to the V zone 25. In the winning state of the distribution member 26, game balls in the ball distribution passage 23 enter the V zone 25 from its entrance, and in the losing state of the distribution member 26, they enter the losing zone 24 from its entrance. This behavior of the game balls being distributed to the losing zone 24 or the V zone 25 is visible to the player. As shown in Figure 3, a miss sensor 27 and a V sensor 28 are provided within the miss zone 24 and V zone 25, respectively. The miss sensor 27 outputs a miss signal when a game ball enters the miss zone 24, and the V sensor 28 outputs a hit signal when a game ball enters the V zone 25.
[0021] As shown in Figure 1, the front frame 4 is provided with a hemispherical button 29 and a sword-shaped button 30. The hemispherical button 29 is located in front of the upper tray 6 and can be pressed downwards by the player with their fingers. The sword-shaped button 30 is located to the right of the upper tray 6 and can be pressed downwards by the player with their fingers.
[0022] As shown in Figure 2, the game board 3 is equipped with an LED display 31 located in the lower left corner, which displays the results of the regular symbol win / loss judgment and the special symbol win / loss judgment, as well as the results of the jackpot type judgment. The game board 3 is also equipped with a performance symbol display 32. This performance symbol display 32 consists of a color liquid crystal display, and the horizontally elongated rectangular liquid crystal screen of the performance symbol display 32 displays images of the performance symbol game and images of the jackpot game performance. This performance symbol display 32 corresponds to a display unit, and the liquid crystal screen of the performance symbol display 32 corresponds to a display area.
[0023] As shown in Figure 2, the game board 3 is provided with a colored, opaque decorative frame 33. When viewed from the front, this decorative frame 33 forms a frame shape surrounding the performance symbol display unit 32, and the liquid crystal screen of the performance symbol display unit 32 is visible to the player through the window panel 5 of the front frame 4 and the opening 34 of the decorative frame 33. A decorative member 35 is provided on this decorative frame 33. This decorative member 35 is made capable of moving linearly in the vertical direction between a retracted position (see dashed line) and a performance position (see dashed line). In the retracted position, it is stored behind the decorative frame 33 and becomes invisible to the player, and in the performance position, it overlaps with the liquid crystal screen of the performance symbol display unit 32 from the front and becomes visible to the player. This decorative member 35 corresponds to a performance member, the retracted position corresponds to the first position, and the performance position corresponds to the second position.
[0024] 2. Electrical configuration of the gaming machine The main control board 50 in Figure 4 is equipped with a main control circuit 51. This main control circuit 51 is primarily a microcomputer and has ROM, RAM, and CPU. This main control circuit 51 controls game benefits such as special symbol lottery, variable display of special symbols, jackpot game, game state setting, regular symbol lottery, variable display of regular symbols, and auxiliary game. The ROM of the main control circuit 51 stores the main processing program, the timer interrupt processing program, the jackpot judgment table, the jackpot type judgment table, the reach judgment table, the special symbol variation pattern judgment table, the jackpot game control table, the win judgment table, and the auxiliary game control table. The RAM of the main control circuit 51 is set with the special symbol hold area and the pre-read hold area. This main control circuit 51 corresponds to the special game means and the game state setting means.
[0025] The main control circuit 51 is connected to a first start port sensor 52, a second start port sensor 53, a general-purpose sensor 54, a first major prize port sensor 55, a second major prize port sensor 56, a miss sensor 27, and a V sensor 28. The first start port sensor 52 detects game balls that enter the first start port 15, the second start port sensor 53 detects game balls that enter the second start port 16, and the general-purpose sensor 54 detects game balls that pass through the general-purpose start port 20. The first major prize port sensor 55 detects game balls that enter the first major prize port 18, the second major prize port sensor 56 detects game balls that enter the second major prize port 21, the miss sensor 27 detects game balls that enter the miss zone 24, and the V sensor 28 detects game balls that enter the V zone 25. When each of these sensors detects a game ball, it outputs a signal corresponding to the detected object to the main control circuit 51.
[0026] The main control circuit 51 is connected to the second start port solenoid 57, the first major prize port solenoid 58, the second major prize port solenoid 59, and the distribution solenoid 60. The second start port solenoid 61 operates the opening / closing member 17 of the second start port 16, the first major prize port solenoid 62 operates the first opening / closing member 19 of the first major prize port 18, the second major prize port solenoid 63 operates the second opening / closing member 22 of the second major prize port 21, and the distribution solenoid 60 operates the distribution member 26. An LED display 31 is connected to this main control circuit 51, and the main control circuit 51 performs variable display according to the control of the display content of the LED display 31.
[0027] The payout control board 70 in Figure 4 is equipped with a payout control circuit 71 mainly consisting of a microcomputer. The main control circuit 51 sends a payout command to the payout control circuit 71 when it detects signals from the first start port sensor 52, the second start port sensor 53, the first large prize port sensor 55, and the second large prize port sensor 56. A prize ball payout device 72 is connected to this payout control circuit 71, and when the payout control circuit 71 detects a payout command from the main control circuit 51, it drives the prize ball payout device 72 and dispenses a unit number of game balls as prize balls into the upper tray 6.
[0028] The sub-control board 80 in Figure 4 is equipped with a sub-control circuit 81 mainly consisting of a microcomputer, and the main control circuit 51 sends commands to the sub-control circuit 81 according to the progress of the game. This sub-control circuit 81 has ROM, RAM, CPU and real-time clock (RTC), and the ROM stores programs for main processing, receive interrupt processing, 1ms timer interrupt processing and 10ms timer interrupt processing. The RAM functions as work memory, and the CPU executes multiple programs in the ROM in response to commands from the main control circuit 51. Button switches 82 and 83 are connected to this sub-control circuit 81, and the sub-control circuit 81 detects the operating state of the hemispherical button 29 according to the electrical state of button switch 82 and detects the operating state of the sword-shaped button 30 according to the electrical state of button switch 83.
[0029] The image control board 90 in Figure 4 is equipped with an image control circuit 91 mainly consisting of a microcomputer. A sub-control circuit 81 sets the display content of the performance symbol display 32 based on commands from the main control circuit 51 and transmits the setting result of the display content to the image control circuit 91. This image control circuit 91 corresponds to the performance means and image display means, and is equipped with ROM, RAM, CPU, CGROM, VRAM, and VDP. ROM stores an image control program for specifying image data, RAM functions as work memory, and the CPU executes the program in ROM. CGROM stores still image data and video data for displaying images on the performance symbol display 32, and VDP reads image data from CGROM in response to commands from the CPU. This VDP expands the image data reading result into VRAM, synthesizes the expanded image data result and draws it on the VRAM frame buffer, and outputs the image drawing result as an RGB signal to the performance symbol display 32, and the image is displayed in color on the performance symbol display 32 according to the RGB signal from the VDP. This image control circuit 91 corresponds to the performance means and image display means.
[0030] The lamp control board 100 in Figure 4 is connected to multiple frame lamps 101, multiple panel lamps 102, and a decorative member solenoid 103. The multiple frame lamps 101 illuminate the front frame 4, the multiple panel lamps 102 illuminate the decorative frame 33, and the decorative member solenoid 103 moves the decorative member 35. The lamp control board 100 drives and controls the multiple frame lamps 101, the multiple panel lamps 102, and the decorative member solenoid 103 in response to commands from the sub-control circuit 81. The sound control board 110 drives and controls multiple speakers 111, and outputs voice, music, and sound effects from the multiple speakers 111.
[0031] 3. Gaming Functions 3-1. General game 3-1-1. General Drawing When a game ball passes through the regular symbol start opening 20, the value of the random number for determining whether a regular symbol wins or losses is obtained in Figure 5(B), and the result of determining whether a regular symbol wins or losses is obtained from the regular symbol win / loss determination table in Figure 5(C) according to the result of obtaining the value of the random number for determining whether a regular symbol wins or losses is lost.
[0032] 3-1-2. Display of General Chart Fluctuations If a result of the normal symbol win or loss is obtained, a normal symbol variation display is shown. This normal symbol variation display starts flashing a predetermined number of LEDs on the LED display unit 31 in a predetermined pattern, and then stops flashing in either a "normal symbol win" or "normal symbol loss" manner. The predetermined number of LEDs stop flashing in the "normal symbol win manner" if it is determined to be a "normal symbol win," and stop flashing in the "normal symbol loss manner" if it is determined to be a "normal symbol loss." The time required for this normal symbol variation display is set based on the data in the normal symbol variation pattern table in Figure 5(D). This normal symbol variation pattern table assigns variation times to "time-saving state" and "non-time-saving state," with the normal symbol variation display time set to "1 second" in the "time-saving state" and to "30 seconds" in the "non-time-saving state." This "time-saving state" corresponds to a state that is advantageous to the player.
[0033] 3-1-3. General Supplementary Games If the regular symbol variation display stops in the "regular symbol hit" state, an auxiliary game pattern corresponding to the current game state is selected from the auxiliary game table in Figure 5(E), and the auxiliary game is started based on the selected auxiliary game pattern. This auxiliary game opens the second start port 21, and in the "time-saving state," the auxiliary game is performed by opening the second start port 21 for a long period (30 seconds) once, while in the "non-time-saving state," the auxiliary game is performed by opening the second start port 21 for a short period (1 second) once.
[0034] 3-2. Special Feature 1 Game 3-2-1. Acquisition of Special Feature 1 Game Data When a game ball successfully enters the first starting opening 15, the values of the random numbers for determining whether a special symbol is correct, the random numbers for determining the type of jackpot, the random numbers for the variation pattern, and the random numbers for determining a reach are obtained as shown in Figure 5(A). The results of obtaining the random numbers for determining whether a special symbol is correct and the results of obtaining the random numbers for determining a reach are stored in the special symbol 1 reserve area as a set of special symbol 1 game data. As shown in Figure 6(d), special symbol 1 reserve areas 1 to 4 are set up in this special symbol 1 reserve area, and the special symbol 1 game data is stored in the order of "special symbol 1 reserve area 4", "special symbol 1 reserve area 3", "special symbol 1 reserve area 2", and "special symbol 1 reserve area 1" in the order in which it was obtained. That is, if special symbol 1 game data is stored in all of the special symbol 1 reserve areas 1 to 4, the special symbol 1 game data in "special symbol 1 reserve area 4" is the oldest, and the special symbol 1 game data in "special symbol 1 reserve area 1" is the newest. When Special Feature 1 game data is stored in all of these Special Feature 1 Reserve Areas 1-4, the Special Feature 1 Reserve Count is referred to as "4". When Special Feature 1 game data is stored in three of the Special Feature 1 Reserve Areas 2-4, the Special Feature 1 Reserve Count is referred to as "3". When Special Feature 1 game data is stored in two of the Special Feature 1 Reserve Areas 3-4, the Special Feature 1 Reserve Count is referred to as "2". When Special Feature 1 game data is stored in one of the Special Feature 1 Reserve Areas 4, the Special Feature 1 Reserve Count is referred to as "1". When Special Feature 1 game data is not stored in any of the Special Feature 1 Reserve Areas 1-4, the Special Feature 1 Reserve Count is referred to as "0".
[0035] 3-2-2. Special Feature 1 Lottery If Special Symbol 1 game data is stored in "Special Symbol 1 Reserve Area 4", a Special Symbol 1 lottery is conducted on the condition that the game is currently stopped. This stopped game state refers to a state where Special Symbol 1 gameplay, Special Symbol 2 gameplay, and jackpot gameplay are all stopped, and the Special Symbol 1 lottery is permitted during normal gameplay. In this stopped game state, if Special Symbol 1 game data is stored in "Special Symbol 1 Reserve Area 4", the stored value of the random number used for determining the success or failure of the special symbol is detected from "Special Symbol 1 Reserve Area 4". In the "high probability state", the success or failure determination result is obtained from the Special Symbol success or failure determination table for the high probability state in Figure 5(F) according to the detected value of the random number used for determining the success or failure of the special symbol. In the "normal probability state", the success or failure determination result is obtained from the Special Symbol success or failure determination table for the normal probability state in Figure 5(F) according to the detected value of the random number used for determining the success or failure of the special symbol. This "high probability state" corresponds to a state that is advantageous to the player.
[0036] When a "miss" result is obtained from the special symbol win / loss judgment table for the high probability state, and when a "miss" result is obtained from the special symbol win / loss judgment table for the normal probability state, the stored value of the random number for reach judgment is detected from "Special Symbol 1 Reserve Area 4". In the "Shortened Time State", the determination of whether or not a reach has occurred according to the detection result of the random number for reach judgment is detected from the "Shortened Time State" column of the reach judgment table in Figure 6(b). In the "Non-Shortened Time State", the determination of whether or not a reach has occurred according to the detection result of the random number for reach judgment is detected from the "Non-Shortened Time State" column of the reach judgment table in Figure 6(b).
[0037] When a "jackpot" result is detected from the special symbol win / loss determination table for the high probability state, and when a "jackpot" result is detected from the special symbol win / loss determination table for the normal probability state, the value of the random number used to determine the jackpot type is stored in "Special Symbol 1 Reserve Area 4," and the jackpot type corresponding to the detection result of the random number used to determine the jackpot type is detected from the jackpot type determination table for Special Symbol 1 in Figure 6(a).
[0038] When a "jackpot" result is detected and the type of jackpot is determined, the value of the random number for the variation pattern is stored in "Special Feature 1 Reserve Area 4". In "non-time-saving state", a special feature variation pattern and special feature variation display time are selected from the variation pattern table for the non-time-saving state in Figure 6(c) according to the detection result of the random number for the variation pattern. In "time-saving state", a specific special feature variation pattern and a specific special feature variation display time are selected from the variation pattern table for the time-saving state in Figure 6(c).
[0039] If a "miss" result is detected, the value of the variable pattern random number is stored in "Special Feature 1 Reserved Area 4". If this value of the variable pattern random number is detected in a time-saving state, a specific special feature variable pattern and a specific special feature variable display time are selected from the variable pattern table for the time-saving state in Figure 6(c). If it is detected in a non-time-saving state, the special feature variable pattern and special feature variable display time are selected in a different manner depending on the determination result of whether or not a reach is achieved. If a "reach is achieved" result is detected, the special feature variable pattern and special feature variable display time are selected from the variable pattern table for the non-time-saving state in Figure 6(c) according to the detection result of the variable pattern random number. If a "no reach" result is detected, the special feature variable pattern and special feature variable display time are selected from the variable pattern table for the non-time-saving state in Figure 6(c) according to the detection result of the number of special feature 1 reserves and the value of the variable pattern random number.
[0040] 3-2-3. Special Feature 1: Variable Display When a special symbol variation pattern and special symbol variation display time are selected, the special symbol 1 variation display is started. This special symbol 1 variation display starts flashing a predetermined number of LEDs on the LED display unit 31 in a predetermined pattern, and then stops flashing. If the predetermined number of LEDs is determined to be a miss, they stop flashing in the manner of "Special Symbol 1 Miss," and if it is determined to be a jackpot, they stop flashing in a manner corresponding to the jackpot type determination result. This flashing from start to stop takes the required time according to the selection result of the special symbol variation display time.
[0041] 3-2-4. Big Win Game When a predetermined number of LEDs on the LED display 31 stop flashing in a manner corresponding to the determination result of the jackpot type, a jackpot game pattern corresponding to the determination result of the jackpot type is selected from the jackpot game pattern table in Figure 8, and the jackpot game is started according to the selection result of the jackpot game pattern. This jackpot game allows game balls to enter the first jackpot opening 18 or the second jackpot opening 21 in accordance with the opening and closing of the first jackpot opening 18 or the second jackpot opening 21. For each of the jackpot game patterns 1 to 4, an opening time is set before the start of the first round, and an ending time is set after the end of the final round.
[0042] Each of the jackpot game patterns 1 to 4 consists of the same 15 rounds, as shown in Figure 8. Each of these rounds involves continuously opening the first jackpot 18 or the second jackpot 21 until the time limit has elapsed, and then closing it for a certain period of time (2 seconds). If the maximum number of game balls (10) enters before the time limit has elapsed, the game ends after being closed for a certain period of time (2 seconds) without waiting for the time limit to expire. There are two types of time limits: "30 seconds" and "0.1 seconds". A time limit of "30 seconds" is the time during which the maximum number of game balls can enter before the time limit has elapsed, while a time limit of "0.1 seconds" is the time during which no game balls can enter.
[0043] [1] Jackpot game pattern 1 involves opening the first large prize slot 18 in each of the 15 rounds, and each round has a time limit of "30 seconds" during which a maximum number of game balls can be entered. This jackpot game pattern 1 consists of 15 rounds in which prize balls can be paid out to the player (see Figure 9).
[0044] [2] In the jackpot game pattern 2, as shown in Figure 9, the first large prize slot 18 is opened in each of the 1st to 8th rounds, and a time limit of "30 seconds" is set for each of the 1st to 8th rounds during which a maximum number of game balls can be entered. In this jackpot game pattern 2, the second large prize slot 21 is opened in the 9th round, and a time limit of "0.1 seconds" is set for which game balls cannot be entered into the second large prize slot 21 in the 9th round. In this jackpot game pattern 2, the first large prize slot 18 is opened again in each of the 10th to 15th rounds, and a time limit of "0.1 seconds" is set for which game balls cannot be entered into the first large prize slot 18 in each of the 10th to 15th rounds. This jackpot game pattern 2 consists of 8 rounds during which prize balls can be paid out to the player.
[0045] [3] In the jackpot game pattern 3, the first large prize slot 18 is opened in each of the 1st to 8th rounds, and a time limit of "30 seconds" is set for each of the 1st to 8th rounds during which the maximum number of game balls can be entered. In this jackpot game pattern 3, the second large prize slot 21 is opened in the 9th round, and a time limit of "30 seconds" is set for each of the 9th rounds during which the maximum number of game balls can be entered into the second large prize slot 21. In this jackpot game pattern 3, the first large prize slot 18 is opened again in each of the 10th to 15th rounds, and a time limit of "30 seconds" is set for each of the 10th to 15th rounds during which the maximum number of game balls can be entered into the first large prize slot 18. This jackpot game pattern 3 consists of 15 rounds during which prize balls can be paid out to the player.
[0046] [4] In the jackpot game pattern 4, the first large prize slot 18 is opened in each of the 1st to 8th rounds, and a time limit of "30 seconds" is set for each of the 1st to 8th rounds during which the maximum number of game balls can be entered. In this jackpot game pattern 3, the second large prize slot 21 is opened in the 9th round, and a time limit of "30 seconds" is set for each of the 9th rounds during which the maximum number of game balls can be entered into the second large prize slot 21. In this jackpot game pattern 4, the first large prize slot 18 is opened again in each of the 10th to 15th rounds, and a time limit of "0.1 seconds" is set for each of the 10th to 15th rounds during which no game balls can be entered. This jackpot game pattern 4 consists of 9 rounds during which prize balls can be paid out to the player.
[0047] 3-2-5. Updating the game status 3-2-5-1. Reduced time state and non-reduced time state If the result of the jackpot type determination is "jackpot symbol 1" or "jackpot symbol 2", the "non-time-saving state" is set when the jackpot game ends, as shown in Figure 7(c). If the result of the jackpot type determination is "jackpot symbol 3" or "jackpot symbol 4", the "time-saving state" is set. This "time-saving state" is set repeatedly, regardless of the number of times Special Symbol 1 games and Special Symbol 2 games are played, until the jackpot type "jackpot symbol 1" or "jackpot symbol 2" is determined.
[0048] 3-2-5-2. Normal probability state and high probability state In a jackpot game, if a game ball enters the V-zone 25 within the second large prize entry point 21, a high probability state is set when the jackpot game ends. If the game ball does not enter the V-zone 25, the normal probability state is set when the jackpot game ends. The distribution member 26 of the V-zone 25 switches from a losing state to a winning state in synchronization with the switching of the second opening / closing member 22 of the second large prize entry point 21 from a closed state to an open state, and switches from a winning state to a losing state in synchronization with the switching of the second opening / closing member 22 from an open state to a closed state. During the opening of the second large prize entry point 21, which has a time limit of "30 seconds", all game balls that enter the second large prize entry point 21 enter the V-zone 25. During the opening of the second large prize entry point 21, which has a time limit of "0.1 seconds", no game balls enter the V-zone 25. In other words, if a jackpot game is played using pattern 3 or pattern 4, and the game ball is shot to the right, the game will always enter V-zone 25 in the 9th round, and a "high probability state" will be set when the jackpot game ends. This "high probability state" is set repeatedly, regardless of the number of times Special Symbol 1 and Special Symbol 2 games are played, until a jackpot type "jackpot symbol 1" or "jackpot symbol 2" is determined.
[0049] 3-2-6. Special Feature 1 Pre-read When a game ball enters the first starting port 15, if the acquisition result of the special figure 1 game data is stored in one of the special figure 1 reserve areas 1 to 4, a pre-determination of win / loss, pre-determination of whether there is a reach, pre-determination of the variation pattern, and pre-determination of the variation display time are performed according to the acquisition result of the special figure 1 game data. If the pre-determination result of win / loss is a jackpot, a pre-determination of the jackpot type and a pre-determination of the game state are performed. These pre-determinations of win / loss and pre-determination of the jackpot type are performed according to the procedure described above, and the pre-determination of the game state is performed according to the pre-determination result of the jackpot type if the pre-determination result of win / loss is a jackpot. That is, if the pre-determination result of the jackpot type is either "jackpot symbol 1" or "jackpot symbol 2", "non-time-saving state" or "normal probability state" is pre-determined, and if the pre-determination result of the jackpot type is either "jackpot symbol 3" or "jackpot symbol 4", "time-saving state" or "high probability state" is pre-determined.
[0050] If a pre-determination of win / loss and a pre-determination of the game state are performed, the pre-determination result of win / loss and the pre-determination result of the game state are stored in the special figure 1 pre-read area as a set of special figure 1 pre-read data. In this special figure 1 pre-read area, as shown in Figure 6(d), special figure 1 pre-read areas 1 to 4 are set up, and special figure 1 pre-read data corresponding to the special figure 1 game data in "special figure 1 reserve area 4" is stored in "special figure 1 pre-read area 4", special figure 1 pre-read data corresponding to the special figure 1 game data in "special figure 1 reserve area 3" is stored in "special figure 1 pre-read area 3", special figure 1 pre-read data corresponding to the special figure 1 game data in "special figure 1 reserve area 2" is stored in "special figure 1 pre-read area 2", and special figure 1 pre-read data corresponding to the special figure 1 game data in "special figure 1 reserve area 1" is stored in "special figure 1 pre-read area 1".
[0051] 3-3. Special Feature 2 Game 3-3-1. Acquisition of Special Feature 2 Game Data When a game ball enters the second starting port 21, the values of the random numbers for determining whether a special symbol is correct, the random numbers for determining the type of jackpot, the random numbers for determining the variation pattern, and the random numbers for determining a reach are obtained as shown in Figure 5(A). The results of obtaining the random numbers for determining whether a special symbol is correct and the results of obtaining the random numbers for determining a reach are stored in the special symbol 2 reserve area as a set of special symbol 2 game data. As shown in Figure 7(d), special symbol 2 reserve areas 1 to 4 are set in this special symbol 2 reserve area, and the special symbol 2 game data is stored in the order of "special symbol 2 reserve area 4", "special symbol 2 reserve area 3", "special symbol 2 reserve area 2", and "special symbol 2 reserve area 1" in the order in which it is obtained. When Special Feature 2 game data is stored in all of these Special Feature 2 Reserve Areas 1 to 4, the Special Feature 2 Reserve Count is referred to as "4". When Special Feature 2 game data is stored in three of the Special Feature 2 Reserve Areas 2 to 4, the Special Feature 2 Reserve Count is referred to as "3". When Special Feature 2 game data is stored in two of the Special Feature 2 Reserve Areas 3 to 4, the Special Feature 2 Reserve Count is referred to as "2". When Special Feature 2 game data is stored in one of the Special Feature 2 Reserve Areas 4, the Special Feature 2 Reserve Count is referred to as "1". When Special Feature 2 game data is not stored in any of the Special Feature 2 Reserve Areas 1 to 4, the Special Feature 2 Reserve Count is referred to as "0".
[0052] 3-3-2. Special Feature 2 Lottery If Special Feature 2 game data is stored in "Special Feature 2 Reserved Area 4", the Special Feature 2 lottery will start, provided that the game is currently stopped. This Special Feature 2 lottery detects Special Feature 2 game data from "Special Feature 2 Reserved Area 4" and is conducted according to the detection result of the Special Feature 2 game data. The same Special Feature win / fail judgment table shown in Figure 5(F) as in the Special Feature 1 lottery is used to determine whether it is a win or a loss, and the same Reach judgment table shown in Figure 6(B) as in the Special Feature 1 lottery is used to determine whether there is a reach or not.
[0053] The jackpot type determination table for Special Feature 2 shown in Figure 7(a) is used to determine the type of jackpot in Special Feature 2. This jackpot type determination table for Special Feature 2 has the same jackpot symbols 1 to 4 as Special Feature 1, but it differs from the jackpot type determination table for Special Feature 1 in that the probability of selecting "jackpot symbol 3," which sets the "time-saving state" and "high probability state," is higher than that of the jackpot type determination table for Special Feature 1.
[0054] The special figure variation pattern table for special figure 2 shown in Figure 7(b) is used to determine the special figure variation pattern and special figure variation display time for special figure 2. This special figure variation pattern table for special figure 2 has the same types of variation patterns and the same variation display times as special figure 1, but the special figure variation pattern table for special figure 2 differs from the special figure variation pattern table for special figure 1 in that specific variation patterns PO00 and PH00 are set for the "non-time-saving state".
[0055] 3-3-3. Special Feature 2 Fluctuation Display When a special feature variation pattern and special feature variation display time for special feature 2 are selected, the special feature 2 variation display is performed for the required time according to the selected special feature variation display time. This special feature 2 variation display starts flashing multiple LEDs for special feature 2 on the LED display unit 31 in a predetermined pattern and then stops flashing. If the special feature 2 LEDs are determined to be a miss, they stop flashing in the manner of "special feature 2 miss," and if the jackpot is determined to be a jackpot, they stop flashing in the manner according to the jackpot type determination result.
[0056] 3-3-4. Big Win Game If the LED for Figure 2 of the LED display unit 31 stops blinking in a manner corresponding to the determination result of the jackpot type, a jackpot game pattern corresponding to the determination result of the jackpot type is selected from the jackpot game pattern table in Figure 8, and the jackpot game is started according to the selected jackpot game pattern.
[0057] 3-3-5. Updating the game status If the result of the jackpot type determination is "jackpot symbol 1" or "jackpot symbol 2", the "non-time-saving state" is set when the jackpot game ends, as shown in Figure 7(c). If the result of the jackpot type determination is "jackpot symbol 3" or "jackpot symbol 4", the "time-saving state" is set. If the game ball enters the V-zone 25 in the second large prize entry point 21 during the jackpot game, the "high probability state" is set when the jackpot game ends. If the game ball does not enter the V-zone 25, the "normal probability state" is set when the jackpot game ends. In other words, the "time-saving state" and "high probability state" are applied from the special symbol 2 game immediately after the jackpot game ends if the result of the jackpot type determination is either "jackpot symbol 3" or "jackpot symbol 4", and continue until either "jackpot symbol 1" or "jackpot symbol 2" is determined.
[0058] 3-3-6. Special Feature 2 Pre-read When a game ball enters the second starting port 21, if the acquisition result of the special figure 2 game data is stored in one of the special figure 2 reserve areas 1 to 4, a pre-determination of win / loss, pre-determination of whether there is a reach, pre-determination of the variation pattern, and pre-determination of the variation display time are performed according to the acquisition result of the special figure 2 game data. If the pre-determination result of win / loss is a jackpot, a pre-determination of the jackpot type and a pre-determination of the game state are performed. These pre-determinations of win / loss and game state are performed according to the procedure described above, and the pre-determination results of win / loss and game state are stored in the special figure 2 pre-read area as a set of special figure 2 pre-read data. As shown in Figure 7(d), this special figure 2 pre-read area has special figure 2 pre-read areas 1 to 4 set up. Special figure 2 pre-read data corresponding to special figure 2 game data in "special figure 2 hold area 4" is stored in "special figure 2 pre-read area 4", special figure 2 pre-read data corresponding to special figure 2 game data in "special figure 2 hold area 3" is stored in "special figure 2 pre-read area 3", special figure 2 pre-read data corresponding to special figure 2 game data in "special figure 2 hold area 2" is stored in "special figure 2 pre-read area 2", and special figure 2 pre-read data corresponding to special figure 2 game data in "special figure 2 hold area 1" is stored in "special figure 2 pre-read area 1".
[0059] 4. Processing functions of the main control circuit 51 4-1. Main Processing The main control circuit 51 detects the main processing program shown in Figure 10 from the ROM when the power is turned on, and in the power-on processing S1, it grants permission to access RAM and sets the CPU, SIO, PIO, CTC, etc. Then, in S2, it sets interrupt disable, in S3 it sets interrupt enable, and in S4 it updates the values of the random numbers in Figures 5(A) and 5(B). The value of each of these random numbers is increased by "1" from the current value, and if it exceeds the upper limit, it is reset to "0" and added again.
[0060] 4-2. Timer Interrupt Handling When the main control circuit 51 sets interrupt enable in S3, it allows the timer interrupt process in S5 to start. This timer interrupt process is executed with a period of 4 msec, and the random number update process in S4 is repeated during the waiting time between the end of the current timer interrupt process and the start of the next timer interrupt process.
[0061] Figure 11 is a flowchart showing the timer interrupt processing of the main control circuit 51. The main control circuit 51 sends the commands and other information set in the RAM output buffer during the previous timer interrupt processing to the sub-control circuit 81 and the payout control circuit 71 during the output processing of S11 of the current timer interrupt processing. Then, in the random number update processing of S12, the values of each random number in Figure 5(A) and (B) are updated, and in the sensor detection processing of S13, signals from the miss sensor 27, V sensor 28, first start gate sensor 52, second start gate sensor 53, general sensor 54, first large prize gate sensor 55, and second large prize gate sensor 56 are detected.
[0062] After completing the sensor detection process in S13, the main control circuit 51 determines in S14 whether or not it has detected a signal from the regular symbol sensor 54 in the sensor detection process in S13. If it determines that it has detected a signal from the regular symbol sensor 54, it obtains a random number value for determining whether a regular symbol is correct in the regular symbol game data acquisition process in S15 and proceeds to S16. If it determines that it has not detected a signal from the regular symbol sensor 54, it also proceeds to S16.
[0063] When the main control circuit 51 moves to S16, it determines whether or not it has detected a signal from the second start port sensor 53 in the sensor detection process of S13. If it determines that it has not detected a signal from the second start port sensor 53, it moves to S18. If it determines that it has detected a signal from the second start port sensor 53, it compares the number of reserved special figures 2 with "4". If it determines that the number of reserved special figures 2 is "4", it moves to S18. If it determines that the number of reserved special figures 2 is less than "4", it acquires special figure 2 game data in S17. The acquired result of the special figure 2 game data is stored in one of the special figure 2 reserved areas 1 to 4 according to its storage order, a special figure 2 reserved command is set in the output buffer, and the process moves to S18. This special figure 2 reserved command notifies the sub-control circuit 81 of the number of reserved special figures 2 and is sent to the sub-control circuit 81 in the next timer interrupt process.
[0064] When the main control circuit 51 stores the acquisition results of the special figure 2 game data in S17, it performs pre-determination of win / loss, pre-determination of presence / absence of reach, pre-determination of variation pattern, pre-determination of variation display time, pre-determination of jackpot type, and pre-determination of game state on the acquisition results of the special figure 2 game data, and stores the pre-determination results of win / loss to game state as special figure 2 pre-read data in one of the special figure 2 pre-read areas 1 to 4 according to the storage order. Next, it sets the stored results of the special figure 2 pre-read data in the RAM output buffer so that they can be sent to the sub-control circuit 81 in the next timer interrupt processing, and proceeds to S18.
[0065] When the main control circuit 51 moves to S18, it determines whether or not it has detected a signal from the first start port sensor 52 in the sensor detection process of S13. If it determines that it has not detected a signal from the first start port sensor 52, it proceeds sequentially to the general drawing process of S20, the special drawing 2 process of S21, and the special drawing 1 process of S22. If it determines that it has detected a signal from the first start port sensor 52, it compares the number of special drawing 1 reserved balls with "4". If it determines that the number of special drawing 1 reserved balls is "4", it proceeds sequentially to S20 to S22. If it determines that the number of special drawing 1 reserved balls is less than "4", it acquires special drawing 1 game data in S19. The acquired result of the special drawing 1 game data is stored in one of the special drawing 1 reserved areas 1 to 4 according to its storage order, and a special drawing 1 reserved command is set in the output buffer. This special drawing 1 reserved command notifies the sub-control circuit 81 of the number of special drawing 1 reserved balls, and is sent to the sub-control circuit 81 in the next timer interrupt process.
[0066] When the main control circuit 51 stores the acquired data for Special Feature 1 gameplay in S19, it performs pre-determinations on the acquired data for Special Feature 1 gameplay, including whether it is a win or loss, whether there is a reach or not, the variation pattern, the variation display time, the type of win, and the game state. The pre-determination results for win / loss and game state are stored as Special Feature 1 pre-read data in one of the Special Feature 1 pre-read areas 1 to 4, according to the storage order. Next, the stored data for Special Feature 1 pre-read data is set in the RAM output buffer to be sent to the sub-control circuit 81 in the next timer interrupt processing, and the process proceeds sequentially to S20 to S22. 4-3. General diagram processing
[0067] The main control circuit 51 determines whether a regular symbol win or loss occurs based on the acquisition result of the random number for determining the win or loss of a regular symbol in the regular symbol processing in S20, and notifies the result of the regular symbol win or loss determination when executing the regular symbol variation display. If the determination result of "regular symbol win" is notified here, an auxiliary game pattern corresponding to the current game state is selected, and the game ball is allowed to enter the second start opening 21 when the auxiliary game is performed based on the selected auxiliary game pattern.
[0068] 4-4. Processing of Special Drawing 2 Figure 12 shows the S21 Special Feature 2 processing, in which the main control circuit 51 selectively executes the S31 Special Feature 2 lottery processing, the S32 Special Feature 2 variation stop processing, the S33 Special Feature 2 jackpot game start processing, the S34 Special Feature 2 jackpot game in progress processing, and the S35 Special Feature 2 jackpot game stop processing depending on the setting result of the value of the second pointer P2 in RAM. The value of this second pointer P2 is initially set to "1" when the power is turned on.
[0069] 4-4-1. Special Feature 2 Lottery Processing The main control circuit 51 proceeds to the S31 Special Feature 2 lottery process when the value of the second pointer P2 is set to "1". The value of this second pointer P2 is set to "1" when the game is stopped and all Special Feature 1 game, Special Feature 2 game, and jackpot game have stopped. In the S31 Special Feature 2 lottery process, the main control circuit 51 determines whether or not Special Feature 2 game data is stored in the "Special Feature 2 Reserved Area 4". If it is determined that Special Feature 2 game data is not stored in the "Special Feature 2 Reserved Area 4", the Special Feature 2 lottery process ends. If it is determined that Special Feature 2 game data is stored in the "Special Feature 2 Reserved Area 4", the main control circuit 51 makes a hit / miss determination, a determination of whether or not there is a reach, a determination of the variation pattern, and a determination of the variation display time based on the Special Feature 2 game data in the "Special Feature 2 Reserved Area 4". If the hit / miss determination result is a jackpot, the type of jackpot is determined. Then, the results of the hit / fail determination, the variation pattern determination, and the jackpot type determination are set in the RAM output buffer to be sent to the sub-control circuit 81, and the special symbol variation display is started.
[0070] When the main control circuit 51 starts displaying the special symbol variation, it organizes "Special Symbol 2 Reserved Area 1" to "Special Symbol 2 Reserved Area 4". This process deletes the special symbol 2 game data from "Special Symbol 2 Reserved Area 4". If special symbol 2 game data is stored in "Special Symbol 2 Reserved Area 3", that special symbol 2 game data is shifted to "Special Symbol 2 Reserved Area 4". If special symbol 2 game data is stored in "Special Symbol 2 Reserved Area 2", that special symbol 2 game data is shifted to "Special Symbol 2 Reserved Area 3". If special symbol 2 game data is stored in "Special Symbol 2 Reserved Area 1", that special symbol 2 game data is shifted to "Special Symbol 2 Reserved Area 2". After organizing "Special Symbol 2 Reserved Areas 1 to 4", the main control circuit 51 organizes "Special Symbol 2 Pre-read Area 1" and "Special Symbol 2 Pre-read Area 4" using the same procedure and sets the value of the first pointer P2 to "2".
[0071] 4-4-2. Special Figure 2: Variable Stop Processing The main control circuit 51 proceeds to the special figure 2 variation stop process in S32 if the value of the second pointer P2 is set to "2". Here, the timer value is added, and the result of adding the timer value is compared with the result of the special figure variation display time determination. If the result of adding the timer value has not reached the result of the special figure variation display time determination, the special figure 2 variation stop process is terminated. If the result of adding the timer value has reached the result of the special figure variation display time determination, the special figure variation display is stopped in a manner corresponding to the hit or miss determination result. If the hit or miss determination result is "miss", the value of the second pointer P2 is initialized to "1", and if the hit or miss determination result is "jackpot", the value of the second pointer P2 is set to "3".
[0072] 4-4-3. Special Feature 2 Big Win Game Start Processing If the value of the second pointer P2 is set to "3", the main control circuit 51 proceeds to the special feature 2 jackpot game start process in S33. Here, the jackpot game is started with a jackpot game pattern corresponding to the jackpot type determination result, and the jackpot game start command is set in the output buffer to be sent to the sub-control circuit 81, and the value of the second pointer P2 is set to "4".
[0073] 4-4-4. Special Feature 2 Jackpot Gameplay Processing If the value of the second pointer P2 is set to "4", the main control circuit 51 proceeds to the special feature 2 jackpot game processing in S34 and proceeds with the jackpot game according to the setting result of the jackpot game pattern. The main control circuit 51 sets a round start command in the output buffer each time a round starts in the jackpot game, and sets a round end command in the output buffer each time a round ends, and sends them to the sub-control circuit 81.
[0074] When the main control circuit 51 is running a jackpot game in "jackpot game pattern 3" or "jackpot game pattern 4", it moves the distribution member 26 in synchronization with the opening and closing of the second opening / closing member 22, allowing the game ball to enter the V zone 25. If a signal from the V sensor 28 is detected during this jackpot game processing in Special Figure 2, the V flag is set to the ON state and the output buffer is set to send a V-winning command to the sub-control circuit 81. When the main control circuit 51 has run the jackpot game to the end of the jackpot game pattern, it ends the jackpot game, sets the output buffer to send a jackpot game end command to the sub-control circuit 81, and sets the value of the second pointer P2 to "5".
[0075] 4-4-5. Special Feature 2 Big Win Game Stop Processing If the value of the second pointer P2 is set to "5", the main control circuit 51 proceeds to the special symbol 2 jackpot game stop process in S35 and detects the result of the jackpot type determination. If the result of the jackpot type determination is either "jackpot symbol 1" or "jackpot symbol 2", the game state is set to "non-time-saving state", and if the result of the jackpot type determination is either "jackpot symbol 3" or "jackpot symbol 4", the game state is set to "time-saving state". Then, if the V flag is set to the ON state, the game state is set to "probability change state" or "time-saving state", and if the V flag is set to the OFF state, the game state is set to "normal probability state" or "non-time-saving state", and the value of the second pointer P2 is initialized to "1".
[0076] 4-5. Processing of Special Drawing 1 Figure 13 shows the S22 Special Feature 1 processing, in which the main control circuit 51 selectively executes the S41 Special Feature 1 lottery processing, the S42 Special Feature 1 variation stop processing, the S43 Special Feature 1 jackpot game start processing, the S44 Special Feature 1 jackpot game processing, and the S45 Special Feature 1 jackpot game stop processing according to the setting result of the value of the first pointer P1 in RAM. The value of this first pointer P1 is initially set to "1" when the power is turned on.
[0077] 4-5-1. Special Feature 1 Lottery Processing The main control circuit 51 proceeds to the special figure 1 lottery process in S41 if the value of the first pointer P1 is set to "1". The value of this first pointer P1 is set to "1" when the game is stopped and all special figure 1 games, special figure 2 games, and jackpot games have stopped. In the special figure 1 lottery process in S41, the main control circuit 51 determines whether or not special figure 1 game data is stored in the "special figure 1 reserve area 4". If it is determined that special figure 1 game data is not stored in the "special figure 1 reserve area 4", the special figure 1 lottery process ends. If it is determined that special figure 1 game data is stored in the "special figure 1 reserve area 4", it determines whether or not special figure 2 game data is stored in the "special figure 2 reserve area 4".
[0078] The main control circuit 51 terminates the special figure 1 lottery process if it determines that special figure 2 game data is stored in the "special figure 2 reserve area 4". If the main control circuit 51 determines that special figure 2 game data is not stored in the "special figure 2 reserve area 4", in S41 it determines whether the result is a win or loss, whether there is a reach or not, the variation pattern, and the variation display time based on the special figure 1 game data in the "special figure 1 reserve area 4". If the result of the win or loss determination is a jackpot, it determines the type of jackpot. Then, it sets the result of the win or loss determination, the result of the variation pattern determination, and the result of the jackpot type determination into the RAM output buffer to send to the sub-control circuit 81, and starts the special figure variation display. In other words, the special figure 1 process is set to a lower priority than the special figure 2 process, and if the number of special figure 2 reserves is not "0", the special figure 2 process is performed preferentially over the special figure 1 process, and the special figure 1 process starts when the number of special figure 2 reserves becomes "0".
[0079] When the main control circuit 51 starts displaying the special symbol variation, it organizes "Special Symbol 1 Reserved Area 1" to "Special Symbol 1 Reserved Area 4". This process is carried out in the same way as "Special Symbol 2 Reserved Areas 1 to 4", and after organizing "Special Symbol 1 Pre-read Areas 1 to 4" in the same way, the main control circuit 51 sets the value of the first pointer P1 to "2".
[0080] 4-5-2. Special Figure 1: Fluctuation Stop Processing The main control circuit 51 proceeds to the special feature 1 variation stop process in S42 when the value of the first pointer P1 is set to "2". The special feature variation display is stopped in a manner corresponding to the hit or miss judgment result when the sum of the timer values reaches the judgment result of the special feature variation display time. If the hit or miss judgment result is "miss", the value of the first pointer P1 is initialized to "1", and if the hit or miss judgment result is "jackpot", the value of the first pointer P1 is set to "3".
[0081] 4-5-3. Special Feature 1 Jackpot Game Start Processing If the value of the first pointer P1 is set to "3", the main control circuit 51 proceeds to the special feature 1 jackpot game start process in S43. Here, the jackpot game is started with a jackpot game pattern corresponding to the jackpot type determination result, and the jackpot game start command is set in the output buffer to be sent to the sub-control circuit 81, and the value of the first pointer P1 is set to "4".
[0082] 4-5-4. Special Feature 1: Gameplay during jackpot If the value of the first pointer P1 is set to "4", the main control circuit 51 proceeds to the special feature 1 jackpot game processing in S44 and proceeds with the jackpot game according to the setting result of the jackpot game pattern. The main control circuit 51 sets a round start command in the output buffer each time a round starts in the jackpot game, and sets a round end command in the output buffer each time a round ends, and sends them to the sub-control circuit 81.
[0083] When the main control circuit 51 is running a jackpot game in "jackpot game pattern 3" or "jackpot game pattern 4", it moves the distribution member 26 in synchronization with the opening and closing of the second opening / closing member 22, and when it detects a signal from the V sensor 28, it sets the V flag to the ON state and sets it in the output buffer to send a V-winning command to the sub-control circuit 81. When the main control circuit 51 has run the jackpot game to the end of the jackpot game pattern, it ends the jackpot game, sets it in the output buffer to send a jackpot game end command to the sub-control circuit 81, and sets the value of the first pointer P1 to "5".
[0084] 4-5-5. Special Feature 1 Jackpot Game Stop Processing If the value of the first pointer P1 is set to "5", the main control circuit 51 proceeds to the special symbol 1 jackpot game stop process in S45. Here, if the jackpot type determination result is either "jackpot symbol 1" or "jackpot symbol 2", the game state is set to "non-time-saving state", and if the jackpot type determination result is either "jackpot symbol 3" or "jackpot symbol 4", the game state is set to "time-saving state". Then, if the V flag is set to the ON state, the game state is set to "probability change state" or "time-saving state", and if the V flag is set to the OFF state, the game state is set to "normal probability state" or "non-time-saving state", and the value of the first pointer P1 is initialized to "1".
[0085] 5. Gameplay and presentation Game effects are performed in a manner corresponding to the effect mode, and the effect modes include "waiting for customers effect mode," "low base effect mode," "high base effect mode," and "jackpot game effect mode." The "waiting for customers effect mode" is an effect mode set when the game is stopped, and during the waiting for customers effect mode, a demonstration image is displayed on the effect symbol display 32. The "low base effect mode" is set in the "non-time-saving state" and "normal probability state," and in the "low base effect mode," a background image for the low base effect mode is displayed on the effect symbol display 32, and an image is displayed overlaid on top of the background image for the low base effect mode. The "high base effect mode" is set in the "time-saving state" and "high probability state," and in the "high base effect mode," a background image for the high base effect mode is displayed on the effect symbol display 32, and an image is displayed overlaid on top of the background image for the high base effect mode.
[0086] The "Big Win Game Performance Mode" is set during a big win game. In "Big Win Game Performance Mode," a background image for the big win game performance mode is displayed on the performance symbol display unit 32, and an image is displayed overlaid on top of the background image for the big win game performance. In this "Big Win Game Performance Mode," during the opening time of a big win game, an opening image that notifies the start of the big win game and a right-hand shooting image that prompts the player to "shoot to the right" are displayed on the performance symbol display unit 32. During the 1st to 15th rounds, a round image indicating the current round is displayed, and during the ending time, an ending image that notifies the game state after the big win game is displayed.
[0087] 5-1. Symbol Gameplay Effects The symbol game animation starts in synchronous time with the start of the special symbol variation display and ends in synchronous time with the end of the special symbol variation display. This symbol game animation is displayed on the animation symbol display 32 in front of the background image, and its content is set according to the judgment result of the special symbol variation pattern. As shown in Figure 14, there are four types of this symbol game animation: "normal animation," "all symbols stop simultaneously animation," "normal reach animation," and "super reach animation."
[0088] As shown in Figure 14, the "Normal Performance" to the "All Symbols Stop Simultaneously Performance" all begin with the "Start of 3-Column Scroll Display." This "3-Column Scroll Display," as shown in Figure 15(a), scrolls the performance symbols consisting of the numbers "1" to "9" in three horizontal columns: left, middle, and right. The scrolling display in each column proceeds in ascending order from "1" to "2"... "9," then returns to "1" from "9" and repeats. Each of these scrolling displays in each column stops at one of the numbers from "1" to "9," and there are three types of combinations for the stopping state of the 3-column scrolling display: "Big Win Combination," "Losing Reach Combination," and "Scattered Combination."
[0089] As shown in Figures 15(d) and (h), the "jackpot combination" is a combination where the three columns are identical to each other, and is set when the main control circuit 51 transmits the "special symbol variation pattern PO00" to "special symbol variation pattern PO05" for jackpots. As shown in Figures 15(e) and (i), the "missed reach combination" is a combination where the left and right columns are identical to each other and the middle column is different, and is set when the main control circuit 51 transmits the "special symbol variation pattern PH01" to "special symbol variation pattern PH05" for misses. The "scattered combination" is a combination where the left and right columns are different, and is set when the main control circuit 51 transmits the "special symbol variation pattern PH00", "special symbol variation pattern PH06", and "special symbol variation pattern PH07" for misses.
[0090] The "Normal Performance" is set as shown in Figure 14, where the "Scroll Display Stop" is set in the order of "Left Column," "Right Column," and "Middle Column." This "Normal Performance" is set when transmitting the losing "Special Symbol Variation Pattern PH00" and "Special Symbol Variation Pattern PH06," and in the "Normal Performance," the "Scattered Symbol Combination" is completed as the three columns of scroll display stop in the order of "Left Column," "Right Column," and "Middle Column." The "All Symbols Simultaneous Stop Performance" is set when the "Scroll Display Stop" is set for all three columns simultaneously. This "All Symbols Simultaneous Stop Performance" is set when transmitting the losing "Special Symbol Variation Pattern PH07," and in the "All Symbols Simultaneous Stop Performance," the "Scattered Symbol Combination" is completed as the three columns of scroll display stop simultaneously.
[0091] In the "Normal Reach Performance," as shown in Figure 14, the "Scroll Display Stop" is set in the order of "Left Column," "Right Column," and "Middle Column," and for the "Middle Column," a "Scroll Speed Reduction" is set before the "Scroll Display Stop." This "Normal Reach Performance" is set not only when transmitting the "Special Symbol Variation Pattern PH05" for losses, but also when transmitting the "Special Symbol Variation Pattern PO00" and "Special Symbol Variation Pattern PO05" for wins. In the "Normal Reach Performance," when the "Scroll Display Stop" occurs in the order of "Left Column" and "Right Column," the "Left Column" and "Right Column" enter the same reach state, and the scroll display of the "Middle Column" switches to a slow speed in the reach state. In the "Normal Reach Performance" for losses, the scroll display of the "Middle Column" stops with different symbols than the "Left Column" and "Right Column," and in the "Normal Reach Performance" for losses, the losing reach combination is completed when the final scroll display of the "Middle Column" stops. In the "normal reach" sequence for winning a jackpot, the scrolling display in the "middle column" stops at the same symbols as the "left column" and "right column." In the "normal reach" sequence for winning a jackpot, the winning combination is completed when the final scrolling display in the "middle column" stops.
[0092] As shown in Fig. 14, the "super reach effect" is set with the "display of super reach effect" after the "decrease in scroll speed (middle column)". The "super reach effect" is displayed in a reach state where the "middle column" is scrolled and displayed at a low speed. This "super reach effect" has a fighting scene and an ending scene. The fighting scene is a video of the content where two characters fight, and it is set to be the same between the "special figure variation pattern PO01" for jackpot and the "special figure variation pattern PH01" for miss reach, the same between the "special figure variation pattern PO02" for jackpot and the "special figure variation pattern PH02" for miss reach, the same between the "special figure variation pattern PO03" for jackpot and the "special figure variation pattern PH03" for miss reach, and the same between the "special figure variation pattern PO04" for jackpot and the "special figure variation pattern PH04" for miss reach. Figs. 15(b)(c) are the fighting scenes of super reach effect 1 for the "special figure variation pattern PO01" and the "special figure variation pattern PH01" respectively, and Figs. 15(f)(g) are the fighting scenes of super reach effect 2 for the "special figure variation pattern PO02" and the "special figure variation pattern PH02" respectively.
[0093] The ending scene is a video that suggests whether one of the two characters won the fight or not, and there are two types of ending scenes: a winning ending scene and a losing ending scene. The winning ending scene suggests that one of the characters won and is set when transmitting the "Special Symbol Variation Pattern PO01" to "Special Symbol Variation Pattern PO04" for the winning combination. In other words, in the "Super Reach Performance" for the winning combination, the "winning combination" is completed when the scrolling display in the "middle column" stops after one of the characters wins the fight scene. Figure 15(d) is the winning ending scene for "Super Reach Performance 1" corresponding to "Special Symbol Variation Pattern PO01", and Figure 15(h) is the winning ending scene for "Super Reach Performance 2" corresponding to "Special Symbol Variation Pattern PO02". The losing ending scene suggests that one of the characters did not win and is set when transmitting the "Special Symbol Variation Pattern PH01" to "Special Symbol Variation Pattern PH04" for the losing combination. In other words, in the "Super Reach" sequence for losing, the "Losing Reach Combination" is completed when the scrolling display in the "Middle Column" stops after one of the characters fails to win in the fighting scene. Figure 15(e) shows the ending scene for a losing "Super Reach Sequence 1," and Figure 15(i) shows the ending scene for a losing "Super Reach Sequence 2."
[0094] 5-2.Hold performance The hold animation is an animation in which, in "low base animation mode," the number of special symbol 1 holds is notified to the player during the symbol game animation, and in "high base animation mode," the number of special symbol 2 holds is notified during the symbol game animation. "Low base animation mode" is a state in which "non-time-saving state" and "normal probability state" are set, and "high base animation mode" is a state in which "time-saving state" and "high probability state" are set. As shown in Figure 15, the hold animation is performed by displaying a number of hold symbols R corresponding to the number of special symbol 1 holds or special symbol 2 holds on the animation symbol display 32.
[0095] 5-3. Jackpot Gameplay Effects During a jackpot game, as shown in Figure 16, the jackpot game animation is executed in one of four types of jackpot game animation patterns. Each of these four types of jackpot game animation patterns is performed by linking the operation of the decorative member 35 to the image on the animation symbol display 32, and includes a round upgrade animation, a probability change upgrade animation, and a physical object animation. These round upgrade animations to physical object animations are performed in a series of animations that are visually linked to each other. The round upgrade animation is set to draw lots for the addition of rounds, the probability change upgrade animation is set to draw lots for the setting of a high probability state, and the physical object animation is set to notify the start of the round upgrade animation and the probability change upgrade animation, respectively. The round upgrade animation suggests to the player during the 8th round that the current jackpot game will continue beyond the actual 8 rounds, and corresponds to an animation that suggests before the predetermined period (8 rounds) that the current special game will continue beyond the predetermined period. The probability increase animation is a notification to the player before the current jackpot game ends, suggesting that a high probability state will be set after the current jackpot game ends. It is equivalent to an animation that suggests to the player the game state after the current special game ends, before the current special game ends.
[0096] 5-3-1. Jackpot Gameplay Presentation Pattern PFF As shown in Figure 17, the jackpot game presentation pattern PFF is selected with 100% probability when the jackpot game is executed in jackpot game pattern 2. This jackpot game pattern 2 is selected when the effective number of rounds is "8" and the "non-time-saving state" and "normal probability state" are set. In the jackpot game presentation pattern PFF, the outcome of both the round upgrade presentation and the probability upgrade presentation is set to "failure".
[0097] Figure 18 illustrates the jackpot game presentation pattern PFF, which includes an opening image (see a). This opening image is displayed on the presentation symbol display 32 during the opening time of jackpot game pattern 2 and includes a character image C1 that notifies the player that the jackpot game is about to begin and a right-hand shooting image C2 that prompts the player to shoot to the right. At the start of this jackpot game presentation, the decorative member 35 is in a retracted position and is not visible to the player.
[0098] The jackpot game presentation pattern PFF has a challenge presentation image set (see b). This challenge presentation image is displayed on the presentation symbol display 32 in the final 8th round and has a challenge image C3 that informs the player that a series of presentations is about to begin. At this point, the decorative member 35 is still in the retracted position.
[0099] As shown in Figure 18(c), the sequence of effects begins with the display of a cloud image C4 on the effect symbol display unit 32 during the 8th round, and the decorative member 35 is raised from its retracted position in conjunction with the start of the display of the cloud image C4. The display position of the cloud image C4 moves from bottom to top in conjunction with the passage of time, and the raising operation of the decorative member 35 is performed in conjunction with the movement of the cloud image C4 from bottom to top so that the cloud image C4 is always positioned on its upper surface. The cloud image C4 is displayed in a stationary state in the center of the height direction of the display screen of the effect symbol display unit 32 (see d), and the raising operation of the decorative member 35 stops at the effect position in conjunction with the stopping of the cloud image C4. At the effect position, the entire decorative member 35 overlaps the display screen of the effect symbol display unit 32 from the front, making it fully visible to the player.
[0100] The round upgrade animation begins with a static cloud image C4 expanding on a decorative element 35 at the animation location. After expanding, the cloud image C4 bursts and disappears on the decorative element 35. Following the disappearance of the cloud image C4, the final image C5 of the round upgrade animation is displayed, as shown in Figure 18(e). This final image C5 is modeled after a memo with the words "final round" written on it, informing the player that the current 8th round is the final round and that no further rounds will be added. This final image C5 is displayed and then erased during the 8th round, and the round upgrade animation ends during the 8th round.
[0101] If the round upgrade sequence ends in response to the deletion of the ending image C5, the probability increase sequence begins. As shown in Figure 18(f), this probability increase sequence begins by displaying the cloud image C4 again on the decorative member 35 which is stationary at the sequence position. The cloud image C4 expands again on the decorative member 35 and then bursts. This probability increase sequence begins during the 8th round, and after the cloud image C4 is deleted, the ending image C6 of the probability increase sequence is displayed (see g). This ending image C6 is modeled after a ribbon with the word "Too Bad" written on it, and is set to inform the player that the "High Probability State" has not been set. This ending image C6 is displayed and deleted during the 8th round, and the probability increase sequence ends during the 8th round. After the ending image C6 is deleted, the decorative member 35 is lowered from the sequence position to the retracted position.
[0102] As shown in Figure 18(h), the jackpot game presentation pattern PFF includes an ending presentation image. This ending presentation image notifies the player that the jackpot game has ended and is displayed on the presentation symbol display 32 during the ending time after the 15th round. This ending presentation image is displayed in the retracted position of the decorative member 35 and includes a left-shooting image C7 that prompts the player to shoot the game ball to the left and an end image C8 that notifies the end of the jackpot game.
[0103] 5-3-2. Jackpot Gameplay Presentation Pattern PFS As shown in Figure 17, the jackpot game presentation pattern PFS is selected with 100% probability when the jackpot game is executed using jackpot game pattern 4. This jackpot game pattern 4 is selected when the effective number of rounds is "9" and the "time-saving state" and "high probability state" are set. In the jackpot game presentation pattern PFS, the outcome of the "round upgrade presentation" is set to "failure," and the outcome of the "probability upgrade presentation" is set to "success."
[0104] Figure 19 illustrates the jackpot game presentation pattern PFS, which differs from the jackpot game presentation pattern PFF in that the probability increase presentation takes place during the 9th round. In this 9th round, the second large prize entry point 21 is opened in a manner that allows game balls to enter the V-zone 25, and in the jackpot game presentation pattern PFS, the ending image C6 (see g) of the probability increase presentation is displayed when a game ball first enters the V-zone 25 inside the second large prize entry point 21 during the 9th round.
[0105] The final image C6 of the probability increase animation is modeled after a ribbon marked "probability increase," and is set to notify the player that a "high probability state" has been set. As shown in Figure 22(b), this final image C6 begins with an image C6 modeled after a ribbon that is not marked "probability increase," progresses through the V-winning animation image (described later), and is completed in its completed form, disappearing in its completed form during the 9th round. In other words, the probability increase animation ends during the 9th round, and the decorative member 35 is lowered from the animation position to the retracted position after the final image C6 is erased. This jackpot game animation pattern PFS differs from the jackpot game animation pattern PFF in that the right-hand shooting image C2 is displayed in the ending animation image, as shown in Figure 19(h).
[0106] 5-3-3. Jackpot Gameplay Presentation Pattern PSF As shown in Figure 17, the jackpot game presentation pattern PSF is selected with 100% probability when the jackpot game is executed using jackpot game pattern 1. This jackpot game pattern 1 is selected when the effective number of rounds is "15" and the "non-time-saving state" and "non-high probability state" are set. In the jackpot game presentation pattern PSF, the outcome of the round upgrade presentation is set to "success," and the outcome of the probability-changing upgrade presentation is set to "failure."
[0107] Figure 20 illustrates the jackpot game presentation pattern PSF, which differs from the jackpot game presentation pattern PFF in that a memo with "Extra round" written on it is displayed as the final image C5 of the round upgrade presentation (see e).
[0108] 5-3-4 Big Win Game Presentation Pattern PSS As shown in Figure 17, the jackpot game presentation pattern PSS is selected with 100% probability when the jackpot game is executed using jackpot game presentation pattern 3. This jackpot game presentation pattern 3 is selected when the effective number of rounds is "15" and the "time-saving state" and "high probability state" are set, and the outcome of both the round upgrade presentation and the probability upgrade presentation is set to "success".
[0109] Figure 21 illustrates the jackpot game presentation pattern PSS, which differs from the jackpot game presentation pattern PFF in that a memo with "Extra round" written on it is displayed as the ending image C5 of the round upgrade presentation (see e). Similar to the jackpot game presentation pattern PFS, this jackpot game presentation pattern PSS differs from the jackpot game presentation pattern PFF in that the probability upgrade presentation takes place during the 9th round. In this 9th round, the second large prize slot 21 is kept open for an extended period, and when a game ball first enters the V-zone 25 inside the second large prize slot 21, the "success" ending image C6 of the probability upgrade presentation (see g) is displayed after the V-entry presentation image. This jackpot game presentation pattern PSS also differs from the jackpot game presentation pattern PFF in that the right-hand shooting image C2 is displayed in the ending presentation image (see h).
[0110] 5-4. V-winning animation The V-entry animation notifies the player that the game ball has entered the V-zone 25 of the second large entry opening 21. If a "time-saving state" or "high probability state" is set after the end of the current jackpot game, the player is notified before the end of the current jackpot game. This V-entry animation is performed in conjunction with the probability-increasing animation when the current jackpot game is performed using the "jackpot game animation pattern PFS" or the "jackpot game animation pattern PSS". As shown in Figure 22, this V-entry animation is an image that changes the ending image C6 of the probability-increasing animation from a "ribbon" to a "ribbon with probability-increasing written on it". It starts with a start image in which the ending image C6 of only a "ribbon" is displayed on the decorative member 35 at the animation position after the cloud image C4 bursts in the probability-increasing animation. This start image has an animation image C9 consisting of the word "probability-increasing", and the animation image C9 becomes part of the ending image C6 at the end of the V-entry animation.
[0111] Figure 3 shows the details of the V-winning animation, where the final display area Ee is the area where the animation image C9 is finally displayed statically in the V-winning animation. This final display area Ee is the area where the animation image C9 becomes part of the ending image C6 of the probability increase animation, and is set in the center of the display screen. The initial display area Es is the area where the animation image C9 is first displayed in the V-winning animation, and is set in the lower right corner of the display screen. This initial display area Es is set to be smaller in size than the final display area Ee, and the animation image C9 starts to be displayed at its smallest initial size within the initial display area Es. This animation image C9 moves and is displayed along a linear trajectory T toward the final display area Ee, and as it approaches the final display area Ee from the initial display area Es, its display size expands linearly, and it is displayed statically in front of the "ribbon" at its largest final size within the final display area Ee. The movement trajectory T of this animation image C9 is set so that the V-zone 25 and V-sensor 28 are located on the extension of the movement trajectory T.
[0112] 5-5.Holding continuous performance The consecutive win animation is designed to heighten the player's anticipation for the next big win and is performed during the current big win. This consecutive win animation is executed with a high probability when a "big win" pre-read result is stored in any of the special feature 2 pre-read areas 1-4, and with a low probability when a "big win" pre-read result is not stored in any of the special feature 2 pre-read areas 1-4. Pre-read results in special feature 1 pre-read areas 1-4 are excluded from the consecutive win animation. This consecutive win animation includes consecutive win round upgrade animations and consecutive win probability upgrade animations.
[0113] The reserved consecutive round upgrade effect is visually linked to the round upgrade effect and starts. This reserved consecutive round upgrade effect enhances the player's sense of anticipation for the multiple rounds to be played in the next jackpot game, and is performed in either the "reserved consecutive round upgrade effect pattern RR" or the "reserved consecutive round upgrade effect pattern RG". The reserved consecutive probability variation upgrade effect is visually linked to the probability variation upgrade effect and starts. This reserved consecutive probability variation upgrade effect enhances the player's sense of anticipation for the setting of the "time shortening state" or the "high probability state" after the end of the next jackpot game, and is performed in either the "reserved consecutive probability variation upgrade effect pattern KR" or the "reserved consecutive probability variation upgrade effect pattern KG".
[0114] 5-5-1. Reserved consecutive round upgrade effect As shown in FIG. 23, the reserved consecutive round upgrade effect is to display the end image C5 of "final round" or "extra round" displayed in the round upgrade effect in a different color from the initial normal color until it is erased after changing the color. Two types of different colors for the end image C5 are set, namely "rainbow color" and "gold color". The "reserved consecutive round upgrade effect pattern RR" changes the color of the end image C5 to the rainbow color, and is executed with a 100% probability when the determination result of "jackpot type", "jackpot symbol 1" or "jackpot symbol 3" is stored in any of the pre-reading areas 1 to 4 of FIG. 2, and is executed with a 20% probability when any of the "special figure variation patterns PH01 to PH04" for off-reach is stored. The "reserved consecutive round upgrade effect pattern RG" changes the color of the end image C5 to the gold color, and is executed with a 100% probability when the determination result of "jackpot type", "jackpot symbol 2" or "jackpot symbol 4" is stored in any of the pre-reading areas 1 to 4 of FIG. 2, and is executed with an 80% probability when any of the "special figure variation patterns PH01 to PH04" for off-reach is stored.
[0115] If any of the "Special Symbol Variation Patterns PO01~PO04" for losing are determined, the three rows of symbols in the symbol game animation will go through a super reach animation to form a losing reach combination. If "Winning Symbol 1" or "Winning Symbol 3" is determined, the three rows of symbols in the symbol game animation will go through a similar super reach animation to form a winning combination, and then a large number of rounds will be executed in the winning game. In these cases, in conjunction with the round upgrade animation during the winning game, the color of the ending image C5 will change to "rainbow," which non-definitely foreshadows the occurrence of a winning game with a large number of rounds.
[0116] If any of the "Special Symbol Variation Patterns PO01~PO04" for losing are determined, the three rows of symbols in the symbol game animation will go through a super reach animation to become a losing reach combination. If "Big Win Symbol 2" or "Big Win Symbol 4" is determined, the three rows of symbols in the symbol game animation will go through a super reach animation to become a big win combination, after which a small number of rounds will be executed. In these cases, in conjunction with the round upgrade animation of the current big win game, the color of the ending image C5 will change to "gold," and the occurrence of a big win game in a small number of rounds will be non-definitely foreshadowed. In other words, the reliability of the "Rainbow" "Retained Round Upgrade Animation Pattern RR" is set higher than the "Gold" "Retained Round Upgrade Animation Pattern RG."
[0117] 5-5-2. Reserved Consecutive Probability Change Upgrade Production The hold-in bonus round promotion animation, as shown in Figure 24, changes the ending image C6 displayed in the bonus round promotion animation from its initial normal color to a different color and displays it in that different color until it is erased. There are two types of different colors for the ending image C6: "rainbow" and "gold". The "hold-in bonus round promotion animation pattern KR" changes the color of the ending image C6 to rainbow. It is executed with 100% probability when the "jackpot type" judgment result "jackpot symbol 3" or "jackpot symbol 4" is stored in any of the special symbol 2 pre-read areas 1 to 4, and with 20% probability when any of the "special symbol variation patterns PH01 to PH04" for losing reaches are stored. The "KG Consecutive Winning Probability Upgrade Production Pattern" changes the color of the ending image C6 to gold. It is executed with 100% probability when the "Winning Type" judgment result "Winning Symbol 3" or "Winning Symbol 4" is stored in any of the special symbol 2 pre-read areas 1 to 4, and with 80% probability when any of the "Special Symbol Fluctuation Patterns PH01 to PH04" for losing reaches are stored.
[0118] If any of the "Special Symbol Variation Patterns PO01~PO04" for losing are determined, the three rows of symbols in the symbol game animation will become a losing reach combination through the super reach animation. If "Big Win Symbol 3" or "Big Win Symbol 4" is determined, the three rows of symbols in the symbol game animation will become a big win combination through the super reach animation, and "Shortened Time State" or "High Probability State" will be set after the big win game ends. In this case, the occurrence of a big win game in which "Shortened Time State" or "High Probability State" is set is predicted with high reliability but not certain, depending on the color of the ending image C6 changing to "rainbow" in conjunction with the probability upgrade animation, and the occurrence of a big win game in which "Shortened Time State" or "High Probability State" is set is predicted with low reliability but not certain, depending on the color of the ending image C6 changing to "gold" in conjunction with the probability upgrade animation.
[0119] 6. Processing functions of the sub-control circuit 81 6-1. Main Processing When the sub-control circuit 81 is powered on, the power-on process S51 in Figure 25 sets the CPU, SIO, PIO, CTC, etc. Then, interrupts are disabled in S52, and the random number update process in S53 updates the random values for multiple effect judgments. Next, the command transmission process in S54 sends the command stored in the RAM output buffer to the image control circuit 91, and after enabling interrupts in S55, the process from S53 to S55 is looped. During this interrupt-enabled period, the receive interrupt process in S56 and the 10ms timer interrupt process in S57 are executed.
[0120] 6-2. Interrupt handling upon reception The sub-control circuit 81 activates the receive interrupt process S56 each time the STB signal from the main control circuit 51 is input to the INT terminal, and stores the commands and other information sent by the main control circuit 51 in the output process S11 into the receive buffer in RAM. This receive interrupt process takes precedence over the 10ms timer interrupt process S57.
[0121] 6-3.10ms Timer Interrupt Processing The sub-control circuit 81 activates the 10ms timer interrupt process S57 every time an interrupt signal is input at a period of 10 msec. This 10ms timer interrupt process includes a timer update process and a received command analysis process. The sub-control circuit 81 updates the timer for measuring time in the timer update process and executes S71 to S87 in Figure 26 in the received command analysis process.
[0122] 6-3-1. Received command parsing process 6-3-1-1. Data lookahead processing If the sub-control circuit 81 determines in S71 of Figure 26 that the Figure 1 look-ahead data from the main control circuit 51 is stored in the RAM's receive buffer, it shifts the Figure 1 look-ahead data from the receive buffer to each of the Figure 1 look-ahead areas 1 to 4 of the RAM in S72. If the sub-control circuit 81 determines in S71 that the Figure 2 look-ahead data from the main control circuit 51 is stored in the RAM's receive buffer, it shifts the Figure 2 look-ahead data from the receive buffer to each of the Figure 2 look-ahead areas 1 to 4 of the RAM in S72. In other words, the RAM of the sub-control circuit 81 always stores the same Figure 1 look-ahead data and Figure 2 look-ahead data as the main control circuit 51.
[0123] 6-3-1-2. Holding animation processing When the sub-control circuit 81 determines in S73 that a special symbol 1 hold command or a special symbol 2 hold command from the main control circuit 51 is stored in the RAM's receive buffer, it displays a hold image R on the performance symbol display 32 in the hold performance processing in S74. This hold image R informs the player of the number of special symbol 1 or special symbol 2 holds. In "low base performance mode," the number of hold image R is set to match the number of special symbol 1 pre-read data in RAM, and in "high base performance mode," it is set to match the number of special symbol 2 pre-read data in RAM.
[0124] 6-3-1-3. Symbol Game Performance Start Processing If the sub-control circuit 81 determines in S75 that the special symbol 1 game data or special symbol 2 game data from the main control circuit 51 has been stored in the RAM's receiving buffer, it proceeds to the symbol game performance start process in S76. Here, it detects the hit / fail judgment result, the presence / absence of a reach judgment result, and the special symbol variation pattern judgment result from the receiving buffer.
[0125] When the sub-control circuit 81 detects the result of determining the special symbol variation pattern, it sets a video data specification command for the symbol game effect according to the detection result of the special symbol variation pattern, and sets the result of setting the video data specification command in the output buffer to send to the image control circuit 91. In response to receiving the video data specification command from the sub-control circuit 81, the image control circuit 91 detects the video data corresponding to the video data specification command from the VROM, and in response to playing back the detected video data, it starts displaying the image of the symbol game effect on the effect symbol display 32.
[0126] When the sub-control circuit 81 detects the result of the win / failure determination and the result of the presence or absence of a reach determination, it sets the combination of three rows of performance symbols in S76. These three rows of performance symbols are set as the "jackpot combination" when the win / failure detection result is "jackpot", as the "miss reach combination" when the win / failure detection result is "miss" and the presence or absence of a reach detection result is "reach", and as the "scattered combination" when the win / failure detection result is "miss" and the presence or absence of a reach detection result is "no reach". After setting the combination of three rows of performance symbols, the sub-control circuit 81 sets the setting result of the combination of three rows of performance symbols in the output buffer to send to the image control circuit 91. The image control circuit 91 stops the scrolling display of the three rows of performance symbols based on the setting result of the combination of three rows of performance symbols from the sub-control circuit 81.
[0127] 6-3-1-4. Jackpot Game Animation Start Processing When the sub-control circuit 81 detects a jackpot game start command from the main control circuit 51 in S77, it detects the jackpot type determination result in S78. Then, according to the jackpot type detection result, it sets a video data specification command for the jackpot game presentation and sets the setting result of the video data specification command in the output buffer to send to the image control circuit 91. When the image control circuit 91 receives the video data specification command from the sub-control circuit 81, it detects the video data corresponding to the reception result of the video data specification command from the VROM and starts displaying the jackpot game presentation image on the presentation symbol display 32 in accordance with the playback result of the detected video data.
[0128] The video data specification command for the jackpot game animation specifies which of the four jackpot game animation patterns PFF to PSS will be used to perform the jackpot game. If the jackpot type detection result is "jackpot symbol 1", the video data specification command for jackpot game animation pattern PSF is set. If the jackpot type detection result is "jackpot symbol 2", the video data specification command for jackpot game animation pattern PFF is set. If the jackpot type detection result is "jackpot symbol 3", the video data specification command for jackpot game animation pattern PSS is set. If the jackpot type detection result is "jackpot symbol 4", the video data specification command for jackpot game animation pattern PFS is set (see Figure 17).
[0129] 6-3-1-5. Processing of the hold-in consecutive round upgrade animation. When the sub-control circuit 81 detects a round start command from the main control circuit 51 in S79, it identifies which round it is in S80 based on the number of times the round start command has been detected. If the sub-control circuit 81 detects that it is the 8th round, it sets sequence data in the output buffer and transmits the sequence data to the lamp control board 100. When the lamp control board 100 receives the sequence data, it drives the decorative member solenoid 103 according to the result of receiving the sequence data and starts a series of operations of the decorative member 35.
[0130] When the sub-control circuit 81 detects in S80 that this is the 8th round, it determines whether the pre-determined results of the jackpot type, "jackpot symbol 1" to "jackpot symbol 4", are stored in one of the RAM's special feature 2 pre-read areas 1 to 4. If it determines that "jackpot symbol 1" or "jackpot symbol 3" is stored, it sets the output buffer to send the reserved round upgrade performance command RR to the image control circuit 91. If it determines that "jackpot symbol 2" or "jackpot symbol 4" is stored, it sets the output buffer to send the reserved round upgrade performance command RG to the image control circuit 91. When the image control circuit 91 receives the reserved round upgrade performance command RR, it displays the final round or extra round ending image C5 in its initial color in the round upgrade performance, then switches to a "rainbow" color scheme. When it receives the reserved round upgrade performance command RG, it switches to a "gold" color scheme.
[0131] If the sub-control circuit 81 determines in S80 that none of the RAM's special symbol 2 pre-read areas 1 to 4 contain the pre-determined results for the type of jackpot, "jackpot symbol 1" to "jackpot symbol 4", then it determines whether any of the RAM's special symbol variation patterns for super reach effects, "PH01" to "PH04", contain them. If it determines that any of the special symbol variation patterns "PH01" to "PH04" are contained, it sets the output buffer to send either the "reserve round upgrade effect command RR" or the "reserve round upgrade effect command RG" to the image control circuit 91. These "reserve round upgrade effect command RR" and "reserve round upgrade effect command RG" are selected according to the update result of the random number value in S53, with the selection probability of "reserve round upgrade effect command RR" set to "20%" and the selection probability of "reserve round upgrade effect command RG" set to "80%". When the image control circuit 91 receives the "Reserve Consecutive Round Upgrade Performance Command RR", it displays the final round or extra round ending image C5 in its initial color in the round upgrade performance, then switches to a "rainbow" color scheme. When it receives the "Reserve Consecutive Round Upgrade Performance Command RG", it switches to a "gold" color scheme.
[0132] 6-3-1-6. Holding Consecutive Probability Change Upgrade Production Processing 1 If the sub-control circuit 81 is performing a jackpot game using the "jackpot game performance pattern PFF" or "jackpot game performance pattern PSF", S81 determines whether or not this is the 8th round. If it determines that this is the 8th round, it checks whether or not the pre-determined jackpot type results "jackpot symbol 1" to "jackpot symbol 4" are stored in one of the RAM's special symbol 2 pre-read areas 1 to 4. These "Big Win Game Performance Pattern PFF" and "Big Win Game Performance Pattern PSF" each display the "unfortunate" ending image C6 in the probability increase performance of the 8th round. If the sub-control circuit 81 determines that "Big Win Symbol 3" or "Big Win Symbol 4" is stored, it sets the output buffer to send the "Reserve Consecutive Probability Increase Performance Command KR" to the image control circuit 91. If it determines that "Big Win Symbol 1" or "Big Win Symbol 2" is stored, it sets the output buffer to send the "Reserve Consecutive Probability Increase Performance Command KG" to the image control circuit 91. When the image control circuit 91 receives the "Reserve Consecutive Probability Increase Performance Command KR", it displays the "unfortunate" ending image C6 in the 8th round in its initial color and then switches to a "rainbow" color scheme. When it receives the "Reserve Consecutive Probability Increase Performance Command KG", it switches to a "gold" color scheme.
[0133] If the sub-control circuit 81 determines in the S81's hold-chain probability upgrade performance processing 1 that none of the RAM's special symbol 2 pre-read areas 1 to 4 contain the pre-determined results for the type of jackpot, "jackpot symbol 1" to "jackpot symbol 4", it then determines whether any of the RAM's special symbol 2 pre-read areas 1 to 4 contain the pre-determined results for the losing special symbol variation patterns for the super reach performance, "PH01" to "PH04". If it determines that any of the special symbol variation patterns "PH01" to "PH04" are contained, it selects the "hold-chain probability upgrade performance command KR" with a "20%" probability and the "hold-chain probability upgrade performance command KG" with an "80%" probability, and sends the selection result of the hold-chain probability upgrade performance command to the image control circuit 91. When the image control circuit 91 receives the "KR command for promotion of consecutive wins," it displays the "unfortunate" ending image C6 in its initial color in the 8th round, then switches to a "rainbow" color scheme. When it receives the "KG command for promotion of consecutive wins," it switches to a "gold" color scheme.
[0134] 6-3-1-7. Holding Consecutive Probability Change Upgrade Production Processing 2 If the jackpot game is being played using the "jackpot game performance pattern PFS" or "jackpot game performance pattern PSS", the sub-control circuit 81 detects the V-entry command from the main control circuit 51 in S82, sets the probability-increasing performance command in the output buffer in S83 to send to the image control circuit 91, and sends the probability-increasing performance command to the image control circuit 91. This V-entry command is output in the 9th round, which allows the game ball to enter the V-zone 25. Upon receiving the probability-increasing performance command, the image control circuit 91 starts displaying the probability-increasing performance image, and in conjunction with the probability-increasing performance image, starts displaying the V-entry performance image.
[0135] When the sub-control circuit 81 receives a probability-increasing performance command in S82, it determines whether the pre-determined results of the jackpot type, "jackpot symbol 1" to "jackpot symbol 4", are stored in one of the RAM's special feature 2 pre-read areas 1 to 4. If the sub-control circuit 81 determines that "jackpot symbol 3" or "jackpot symbol 4" is stored in special feature 2 pre-read areas 1 to 4, it sets the output buffer to send the "reserve consecutive probability-increasing performance command KR" to the image control circuit 91. If it determines that "jackpot symbol 1" or "jackpot symbol 2" is stored, it sets the output buffer to send the "reserve consecutive probability-increasing performance command KG" to the image control circuit 91. When this image control circuit 91 receives the "KR command for consecutive bonus round upgrades", it displays the bonus round ending image C6 in its initial color in the 9th round, and then switches to a "rainbow" color scheme. When it receives the "KG command for consecutive bonus round upgrades", it switches to a "gold" color scheme.
[0136] If the sub-control circuit 81 determines in the S83's hold-chain probability upgrade performance processing 2 that none of the RAM's special symbol 2 pre-read areas 1 to 4 contain the pre-determined results for the type of jackpot, "jackpot symbol 1" to "jackpot symbol 4", then it determines whether any of the RAM's special symbol 2 pre-read areas 1 to 4 contain the pre-determined results for the losing special symbol variation patterns for the super reach performance, "PH01" to "PH04". If it determines that any of the special symbol variation patterns "PH01" to "PH04" are contained, it selects the "hold-chain probability upgrade performance command KR" with a "20%" probability and the "hold-chain probability upgrade performance command KG" with an "80%" probability, and sends the selection result of the hold-chain probability upgrade performance command to the image control circuit 91. When this image control circuit 91 receives the "KR command for consecutive bonus round upgrades", it displays the bonus round ending image C6 in its initial color in the 9th round, and then switches to a "rainbow" color scheme. When it receives the "KG command for consecutive bonus round upgrades", it switches to a "gold" color scheme.
[0137] 6-3-1-8. Processing to stop the jackpot game animation.
[0138] When the sub-control circuit 81 detects a jackpot game stop command from the main control circuit 51 in S84, it sends a jackpot game animation stop command to the output buffer in S85 and transmits it to the image control circuit 91. The image control circuit 91 stops the jackpot game animation upon receiving the jackpot game stop command from the sub-control circuit 81.
[0139] According to the above Example 1, the following effects are achieved. Information regarding the game state after the end of the jackpot game and information regarding the number of rounds in the jackpot game were suggested to the player during the jackpot game through a series of interconnected round upgrade and probability upgrade animations, thereby directing the player's intellectual attention to the jackpot game animations. Furthermore, the decorative element 35 was moved in conjunction with the round upgrade animation. As a result, the player's visual attention could be directed to the movement of the decorative element 35, thus enhancing the overall enjoyment of the jackpot game. These round upgrade and probability upgrade animations constitute a series of animations.
[0140] A round upgrade animation indicating that a new jackpot game is pending is performed during the current jackpot game in conjunction with the round upgrade animation, and a probability upgrade animation indicating that a new jackpot game is pending is performed during the current jackpot game in conjunction with the probability upgrade animation. As a result, information regarding the pending new jackpot game is hinted to the player during the current jackpot game in conjunction with both the round upgrade animation and the probability upgrade animation, making it possible to further enhance the enjoyment of the jackpot game animations.
[0141] As part of a series of round upgrade and probability increase upgrade sequences, images were displayed on the performance symbol display 32, and the decorative element 35 was moved in front of the performance symbol display 32. Therefore, the decorative element 35 is moved while the player's visual attention is focused on the images of the jackpot game sequences on the performance symbol display 32, making it easier for the player's eyes to follow the movement of the decorative element 35. The decorative element 35 was moved in conjunction with the start of the round upgrade sequence, which precedes the probability upgrade sequence. As a result, the player can be notified of the start of the series of round upgrade sequences and probability upgrade sequences by the movement of the decorative element 35, thereby ensuring that the player's attention is reliably directed towards the series of round upgrade sequences and probability upgrade sequences.
[0142] Before the decorative element 35 is linked to a series of round upgrade and probability upgrade effects, the decorative element 35 is moved to a position that is difficult for the player to see. When the decorative element 35 is linked to a series of effects, the decorative element 35 is moved from the retracted position to an effect position that is easier to see than the retracted position. This makes it easier for the player's eyes to follow the movement of the decorative element 35, and minimizes obstruction of the image of the effect symbol display 32 from the player's line of sight when the decorative element 35 is not linked to a series of effects. During a single jackpot game, multiple interconnected effects suggested multiple pieces of information related to the game to the player, thus directing the player's intellectual attention to the series of effects. Furthermore, the decorative element 35 was moved in conjunction with the series of effects. As a result, the player's visual attention could be directed to the movement of the decorative element 35, thus enhancing the overall enjoyment of the jackpot game effects.
[0143] When a game ball successfully enters the V-zone 25 of the second large prize entry point 21, a moving probability change image C9 is displayed, making it possible to make players who are focusing their eyes on the performance symbol display 32 aware of the existence of the probability change image C9. Moreover, in addition to displaying the probability change image C9 which suggests the granting of the benefits "high probability state" and "time reduction state" assigned to the V-zone 25, the probability change image C9 is moved from the lower right corner (corresponding to a predetermined part and an eccentric part) between the center of the display area of the performance symbol display 32 and the V-zone 25 towards the center of the display area in an upward-left direction (see Figure 3), making it possible for players to recognize that the game ball's destination is the V-zone 25 from the appearance of the probability change image C9 and the starting position of its movement.
[0144] The probability variation image C9 was moved from the lower right corner of the display unit 32 toward the center. As a result, the probability variation image C9 gives the impression of jumping out from the edge of the field of view of the majority of players who concentrate their gaze on the center of the display area of the display unit 32, making it possible to make the presence of the probability variation image C9 known to a large number of players. The probability variation image C9 was displayed larger in proportion to its distance from the lower right corner to the center within the display area of the performance symbol display unit 32. As a result, the presence of the probability variation image C9 can be made more prominent in the central part of the display area of the performance symbol display unit 32, making it possible to make the player notice the presence of the probability variation image C9 with a high degree of certainty.
[0145] When a game ball successfully enters the V-zone 25, a moving bonus image C9 is displayed on the performance symbol display 32, making it possible to make players who are focusing their eyes on the performance symbol display 32 aware of the presence of the bonus image C9. Moreover, since the bonus image C9, which suggests the granting of the "high probability state" and "time-saving state" benefits assigned to the V-zone 25, is displayed and the bonus image C9 is moved diagonally upward and to the left from the V-zone 25 towards the center of the display area of the performance symbol display 32, it is possible to make players recognize that the game ball's destination is the V-zone 25 from the direction of the movement of the bonus image C9.
[0146] [Example 2] 5-4. V-winning animation When a jackpot game is played using "jackpot game pattern 3" and when it is played using "jackpot game pattern 4", as shown in Figure 27(b), a lightning bolt image C11 is displayed on the performance symbol display 32 in response to the first ball entering the V-zone 25 of the second large prize pocket 21 in the 9th round. This lightning bolt image C11 is displayed in a small size with the lower right corner (corresponding to a predetermined part and an eccentric part) between the center of the display screen of the performance symbol display 32 and the V-zone 25 as the initial display area Es, and then moves toward the center. The V-zone 25 is positioned so that it is located on the extension of the movement trajectory of the lightning bolt image C11 as it moves. The above Example 2 provides the following effects. A lightning image C11 was displayed within the display area of the performance symbol display unit 32, showing a trajectory of movement from the lower right corner towards the center. As a result, the player's eyes follow the trajectory of the lightning image 11 in the reverse direction, leading to the vicinity of the V-zone 25. This makes it easy for the player to recognize that the ball will enter the V-zone 25.
[0147] [Example 3] 5-4. V-winning animation When a jackpot game is played using "Jackpot Game Pattern 1" through "Jackpot Game Pattern 4," multiple heart images C12 are displayed on the performance symbol display 32, as shown in Figure 28(a). These heart images C12 are continuously displayed in the lower right corner of the display screen of the performance symbol display 32 from the start of the first round. When a jackpot game is played using "Jackpot Game Pattern 3" and "Jackpot Game Pattern 4," as shown in Figure 28(b), they move and are displayed so as to fly towards the center of the display area in response to the first game ball entering the V-zone 25 in the ninth round. The V-zone 25 is positioned so as to be located on the extension of the movement trajectories of the multiple heart images C12.
[0148] 5-4. V-winning animation [Example 4] When a jackpot game is played using "Jackpot Game Pattern 3" and when it is played using "Jackpot Game Pattern 4", as shown in Figure 29(b), the "+15" image C13 is displayed on the performance symbol display 32 in response to the first game ball entering the V-zone 25 of the second large prize entry point 21 in the 9th round. As shown in Figure 29(a), the "+15" image C13 is initially displayed with a portion missing from the lower right corner of the display area of the performance symbol display 32, and is displayed in such a way that it is restored towards the completed "+15" form as it moves from the lower right corner towards the center of the display area. In other words, the "+15" image C13 is displayed in a manner that it appears from behind something, and the V-zone 25 is positioned so that it lies on the extension of the movement trajectory of the "+15" image C13.
[0149] 5-6. Start-up prize winning animation 2 [Example 5] When a game ball enters the second starting port 21 in "time-saving mode," the starting prize animation 2 is performed. This starting prize animation 2 notifies the player that a game ball has entered the second starting port 21 and is started by displaying an image on the right side (corresponding to a predetermined part and an eccentric part) between the center of the display area of the animation symbol display 32 and the second starting port 21. Figure 30 shows the starting prize animation 2, and when a game ball enters the second starting port 21 in "time-saving mode," a lightning bolt image C14 is displayed (see a). This lightning bolt image C14 is displayed extending diagonally upward to the left from the right side of the display area, and the lightning bolt image C14 is erased after a predetermined time has elapsed (see b), and after the lightning bolt image C14 is erased, a silhouette image of a woman C15 is displayed (see c). This silhouette image C15 is displayed as the main character in the image of the super reach animation, and increases the player's anticipation for the occurrence of the super reach animation.
[0150] 5-7. Start-up prize animation 1 [Example 6] When a game ball successfully enters the first starting slot 15, the starting prize animation 1 is performed. This starting prize animation 1 is performed when the "special symbol variation pattern PH01~PH04" for the Super Reach animation (which is a losing pattern) or the "special symbol variation pattern PO01~PO04" for the Big Win is selected in response to the game ball entering the first starting slot 15, and it notifies the player that the Super Reach animation will occur.
[0151] Figure 31 shows the start-up winning animation 1, which begins by displaying a reserved image R in the lower part (corresponding to a predetermined part and an eccentric part) between the center of the display area of the animation symbol display 32 and the first start opening 15 (see a). This reserved image R is displayed moving from the initial area directly above the first start opening 15 toward the upper top area (see b), and as it moves downward from the top area it is displayed stationary within the normal reserved area Er (see c). The start-up winning animation 1 is set up so that the reserved image R that has flown out of the first start opening 15 settles within the reserved area Er.
[0152] [Example 7] As shown in Figure 32, a movable indicator 120 is connected to the decorative frame 33 of the game board 3 via a drive mechanism (not shown). The movable indicator 120 is movable between a normal display position where it is horizontal at the lower left corner of the display symbol indicator 32 and an upgraded display position where it is vertical at the center of the display symbol indicator 32. The drive mechanism for this movable indicator 120 uses a pulse motor (not shown) as its drive source, and the pulse motor moves the movable indicator 120 between the normal display position and the upgraded display position.
[0153] 5-3. Jackpot Gameplay Effects During a jackpot game, a series of round upgrade and probability-increase upgrade sequences are performed. The round upgrade sequence begins during the 8th round, and the movable display unit 120 is moved from the normal sequence position to the upgrade sequence position in response to the start of the round upgrade sequence. This round upgrade sequence displays either a "success" image (see b) or a "failure" image (see c) on the movable display unit 120 at the upgrade sequence position. If the jackpot game is being played using "jackpot game pattern 1" or "jackpot game pattern 3", the "success" image is displayed, and if the jackpot game is being played using "jackpot game pattern 2" or "jackpot game pattern 4", the "failure" image is displayed.
[0154] If the jackpot game is played using either "jackpot game pattern 1" or "jackpot game pattern 2," a probability increase animation will start during the 8th round, linked to the round upgrade animation. This probability increase animation erases the "success" or "failure" image from the movable display unit 120 at the upgrade animation location (see d) and displays the "unfortunate" image (see f).
[0155] If the jackpot game is played using "Jackpot Game Pattern 3" or "Jackpot Game Pattern 4," the probability increase animation will start in conjunction with the round upgrade animation when the game ball first enters the V-zone 25 during the 9th round. This probability increase animation erases the "success" or "failure" image from the movable display unit 120 at the upgrade animation location (see d) and displays the "probability increase" image (see e).
[0156] In the above embodiment 7, a reserve-chain round upgrade and a reserve-chain probability-increase upgrade may be performed during the jackpot game animation. In this case, if there is a "jackpot" judgment result in any of the special figure 2 pre-read areas 1 to 4, it is preferable to change the background color of one or more images from "success," "failure," "probability-increase," and "unfortunate" from normal colors to special colors such as "rainbow."
[0157] [Example 8] Figure 33 shows the "Big Win Game Patterns 1-4". "Big Win Game Pattern 1" is a long-opening pattern in which the first big prize slot 18 is kept open until the "limit time (30 seconds) has elapsed" or until the "limit number of game balls (10 balls) have entered", and rounds 1 through 15 are played using the "Big Win Game Performance Pattern PSF". During the big win game in "Big Win Game Pattern 1", the ending image C5 of "extra round" is displayed in the round upgrade performance during the 8th round, and the ending image C6 of "unfortunate" is displayed in the probability change upgrade performance during the 8th round, and after the big win game ends, the "non-time-saving state" and "normal probability state" are set.
[0158] "Big Win Game Pattern 2" involves the first to eighth rounds being played with a long opening pattern for the first large prize slot 18, the ninth round being played with a short opening pattern for the second large prize slot 21, where the game ball cannot enter for a short time (0.1 seconds), and the tenth to fifteenth rounds being played with the same short opening pattern for the first large prize slot 18, where the game ball cannot enter for a short time (0.1 seconds). This is presented using "Big Win Game Presentation Pattern PFF". During the big win game in "Big Win Game Pattern 2", the ending image C5 of "final round" is displayed during the round upgrade presentation in the eighth round, and the ending image C6 of "unfortunate" is displayed during the probability change upgrade presentation in the eighth round. After the big win game ends, "non-time-saving state" and "normal probability state" are set.
[0159] "Big Win Game Pattern 3" involves the first round being played with a long opening pattern for the first big prize slot 18, the second round being played with a long opening pattern for the second big prize slot 21, which is either "open until the time limit (30 seconds) has elapsed" or "open until the limit number of game balls (10) have entered", and the third to fifteenth rounds being played with the long opening pattern for the first big prize slot 18, and is presented by "Big Win Game Presentation Pattern PSS". During a big win in "Big Win Game Pattern 3", the ending image C5 of "final round" is displayed in the round upgrade presentation during the eighth round, and if a game ball enters the V-zone 25 during the second round, the ending image C6 of "probability change" is displayed in the probability change upgrade presentation during the eighth round, and "time reduction state" and "high probability state" are set after the big win game ends.
[0160] "Big Win Game Pattern 4" involves the first round being played with a long opening pattern for the first big prize slot 18, the second round being played with a long opening pattern for the second big prize slot 21, the third to eighth rounds being played with a long opening pattern for the first big prize slot 18, and the ninth to fifteenth rounds being played with a short opening pattern for the first big prize slot 18, and is presented using "Big Win Game Presentation Pattern PFS". During the big win game in "Big Win Game Pattern 4", the ending image C5 of "final round" is displayed in the round upgrade presentation during the eighth round, and if the game ball enters the V-zone 25 during the second round, the ending image C6 of "probability change" is displayed in the probability change upgrade presentation during the eighth round, and "time reduction state" and "high probability state" are set after the big win game ends. The above embodiment 8 produces the following effects.
[0161] If the game ball successfully enters V-zone 25 in the second round, the round upgrade and probability upgrade animations are performed in the eighth round, which is later than the second round. Therefore, the player is given the game-related enjoyment of getting the game ball into V-zone 25 and the theatrical enjoyment of the series of round upgrade and probability upgrade animations in different rounds, chronologically preceding and succeeding by each other. As a result, the player is given enjoyment over a longer period, which further enhances the enjoyment of the jackpot game.
[0162] In the above embodiment 8, if a game ball successfully enters the V-zone 25 in the second round, the round upgrade animation and the probability upgrade animation may be performed in conjunction with multiple rounds after the second round. In the above embodiments 1 to 8, the series of effects may be linked in the order of probability increase effect and round increase effect. In this case, it is preferable to move the decorative member 35 in conjunction with the start of the probability increase effect. That is, "a series of effects in which an effect that suggests to the player the game state after the end of the current special game before the end of the current special game, and an effect that suggests the form of the current special game before the form of the current special game is revealed to the player, are linked to each other in a predetermined order" includes both "effects in which the effect that suggests the game state comes first and the effect that suggests the form of the game comes later" and "effects in which the effect that suggests the form of the game comes first and the effect that suggests the game state comes later". In the above embodiments 1 to 8, the decorative member 35 may be moved from the retracted position to the performance position in conjunction with the start of the probability increase performance. In the above embodiments 1 to 8, the decorative member 35 may be moved in conjunction with the change in the image of the round upgrade animation during the round upgrade animation, or in conjunction with the change in the image of the probability upgrade animation during the probability upgrade animation. In the above embodiments 1 to 8, the "probability change" effect image C9 (Embodiment 1), the lightning image C11 (Embodiment 2), the heart image C12 (Embodiment 3), the "+15" image C13 (Embodiment 4), the lightning bolt image C14 (Embodiment 5), and the hold image R (Embodiment 6) were initially displayed on the edge of the display area of the effect symbol display unit 32, but the invention is not limited to this, and for example, they may be initially displayed at a position away from the edge. That is, the eccentric part (a predetermined part) that displays an indication image that suggests to the player that a special bonus assigned to a ball entry area will be given when a game ball is successfully entered into that ball entry area may be on the edge of the display area, or at a position away from the edge.
[0163] In the above embodiments 1 to 8, the game may be configured to have a non-time-saving state, a first time-saving state, and a second time-saving state as game states. Each of these first time-saving states and second time-saving states corresponds to a game state that is advantageous to the player, and it is good to suggest to the player that after the end of the big win game, the game will be upgraded from the non-time-saving state to the first time-saving state, or from the non-time-saving state to the second time-saving state, or from the first time-saving state to the second time-saving state, depending on the time-saving upgrade animation performed during the big win game animation. In the above embodiments 1 to 8, the effects that suggest to the player the form of the jackpot game are not limited to round upgrade effects (effects that suggest the special game will continue beyond a predetermined period), but also include effects that suggest to the player the operation pattern of the distribution member 26 that opens and closes the V-zone 25 of the second jackpot opening 21 (see [1]), effects that suggest to the player the opening and closing pattern of the second jackpot opening 21 (see [2]), effects that suggest to the player the opening and closing pattern of the first jackpot opening 18 (see [3]), effects that suggest to the player the expected number of prize balls to be won (see [4]), etc., as illustrated in [1] to [4] below. [1] In the 9th round of the special game when the winning symbol 3 is selected, the second large prize entry point 21 is opened for 30 seconds, and the distribution member 26 is operated in a pattern that allows the game ball to enter the V zone 25. In this case, the three rows of performance symbols in the performance symbol game before the special game are set to a combination of symbols with a low expectation of a jackpot, such as "444", and images such as "V" or "Chance" are displayed in the 8th round of the special game to give the player an indication of the operation pattern of the distribution member 26 (the form of the special game) in advance. [2] When the winning symbol 3 is selected, the first large prize slot 18 is opened for 30 seconds during rounds 1-8 and 10-15 of the special game, and the second large prize slot 21 is opened for 30 seconds during round 9. In this case, the three rows of symbols in the symbol display game before the special game are set to be a combination of symbols with a low expectation of a jackpot, and the opening and closing pattern of the first large prize slot 18 (the form of the special game) is hinted to the player in advance by displaying images such as "Opening Continued" or "V" during round 9 of the special game. [3] When the winning symbol 4 is selected, the first large prize slot 18 is opened for 30 seconds during rounds 1-8 of the special game, and the second large prize slot 21 is opened for 30 seconds during round 9. In this case, the three rows of symbols in the special game are set to be a combination of symbols with a low expectation of a jackpot, and images such as "Aim to the right" or "V" are displayed in the 8th round of the special game to give the player a hint in advance of the opening and closing pattern of the second large prize slot 21 (the form of the special game). [4] In the special game, if the winning symbol 1 is selected, the first large prize slot 18 will be opened for 30 seconds in all 1 to 15 rounds, resulting in a large number of prize balls (N balls) being expected to be won. In this case, the three rows of symbols in the pre-special game will be set to a combination of symbols with a low expectation of a jackpot, and in the 8th round of the special game, the number of prize balls to be won or the expected number of prize balls to be won will be indicated in advance by displaying "large payout" or "expected to be won N balls". In the above embodiments 1 to 8, the present invention may be applied to one, two, or three types of pachinko machines. Furthermore, the invention may be applied to cases with one or more large prize winning slots.
[0164] The present invention is not limited to the above-described embodiments 1 to 8, and is not limited to the wording of each claim, as long as it does not deviate from the scope described in each claim, and extends to a scope that can be easily substituted by a person skilled in the art, and improvements based on the knowledge ordinarily possessed by a person skilled in the art can be added as appropriate.
[0165] Examples 1 to 8 described above include, in addition to the inventions described in the claims, the following reference inventions [1-1] to [1-6] and [2-1]. Some gaming machines have a special feature that, when a "win" is determined, allows the game ball to enter a predetermined entry area, and when the game ball enters the predetermined entry area, the machine pays out prize balls as a reward to the player. In this configuration, the special feature is visually enhanced by changing the image on the display according to the progress of the special feature (see Japanese Patent Publication No. 2016-158689). In this conventional gaming machine, the visual enhancement is only used to heighten the atmosphere of the special feature and increase the player's joy at winning a "win," which has the problem of lacking in the enjoyment of the special feature. Reference inventions [1-1] to [1-6] and [2-1] were made in view of the above circumstances, and their purpose is to provide a gaming machine that can enhance the enjoyment of the special feature.
[0166] Reference invention [1-1] A gaming machine characterized by comprising: a special game means for performing a special game that can provide benefits to the player; an effect that suggests to the player the game state after the special game has finished before the special game has finished; an effect that suggests to the player the form of the special game before the form of the special game has become known to the player, the effect means for performing a series of effects that are linked to each other in a predetermined order during the special game; and an effect member that is visible to the player and moves in conjunction with the series of effects. According to the above method, information regarding the game state after the special game ends and information regarding the nature of the special game are conveyed to the player during the special game through a series of interconnected effects, thereby directing the player's intellectual attention to the series of effects. Moreover, the effect elements are moved in conjunction with the series of effects. As a result, the player's visual attention can be directed to the movement of the effect elements, thus enhancing the overall enjoyment of the special game.
[0167] Reference inventions [1-2] The gaming machine according to Reference Invention [1-1], characterized in that the performance means is capable of performing a performance that suggests the execution of a new special game is on hold in conjunction with the series of performances during the current special game. According to the above method, information regarding the holding of new special games will be hinted to the player during the special game in conjunction with a series of effects, making it possible to further enhance the enjoyment of the special game.
[0168] Reference inventions [1-3] The gaming machine according to Reference Invention [1-1] or [1-2], comprising a game state setting means for setting a game state advantageous to the player in response to a game ball entering a specific area, wherein the special game means is capable of performing a plurality of unit games as the special game, and the performance means is capable of performing the series of performances in unit games that occur after a specific unit game among the plurality of unit games that allows a game ball to enter the specific area. According to the above method, the player is given the pleasure of the game itself—the enjoyment of getting the game ball into a specific area—and the pleasure of the performance—the enjoyment of the series of performances—in different units of gameplay, in a time-ordered manner. As a result, the player is provided with enjoyment over a longer period, making it possible to further enhance the enjoyment of the special game.
[0169] Reference inventions [1-4] The gaming machine according to any one of the reference inventions [1-1] to [1-3], characterized in that the performance means displays an image on a predetermined display as part of the series of performances, and the performance member is moved in front of the predetermined display. According to the above method, the performance elements are moved while the player's visual attention is directed towards the image on the display, making it easier for the player's eyes to follow the movement of the performance elements.
[0170] Reference inventions [1-5] The game machine according to any one of the reference inventions [1-1] to [1-4], characterized in that the performance member is moved in conjunction with the start of the series of performances. According to the above method, the start of a series of effects can be notified to the player by the movement of the effect components, making it possible to reliably direct the player's attention to the series of effects.
[0171] Reference inventions [1-6] The game machine according to any one of the reference inventions [1-1] to [1-5], characterized in that the performance member is in a first position which is less visible than the second position before it is linked to the series of performances, and is moved from the first position to the second position which is more visible than the first position when it is linked to the series of performances. According to the above method, the performance component is moved to a second position that is easily visible when it is linked to a series of performances, making it easier for the player's eyes to follow the movement of the performance component. Moreover, since the performance component is in a first position that is difficult to see before it is linked to a series of performances, it is possible to minimize the degree to which the performance component obstructs the player's view of the display.
[0172] Reference invention [2-1] A gaming machine characterized by comprising: a special game means for performing a special game that can provide benefits to the player; an effect means for performing multiple effects that suggest information related to the game to the player in coordination with each other during a single special game; and an effect member that is visible to the player and moves in coordination with the multiple effects. According to the above method, multiple pieces of information related to the game are suggested to the player through multiple interconnected effects during a single special game, thereby directing the player's intellectual attention to the series of effects. Moreover, the effect elements are moved in conjunction with the series of effects. Therefore, the player's visual attention can be directed to the movement of the effect elements, thus enhancing the overall enjoyment of the special game.
[0173] Examples 1 to 8 described above include, in addition to the inventions described in the claims, the following reference inventions [3-1] to [3-4] and [4-1]. Some gaming machines are configured to display an image of a reach animation within the display area of a display unit, and to suggest to the player whether they have won or lost through the image of the reach animation. In this configuration, a special game is played when a "win" is determined, and the excitement of the special game is enhanced by displaying an image on the display unit during the special game (see Japanese Patent Publication No. 2016-158689). In this conventional gaming machine, there is a problem that it is difficult for the player to notice when a game ball enters the ball entry area when their eyes are focused on the image on the display unit. Reference inventions [3-1] to [3-4] and [4-1] were made in view of the above circumstances, and their purpose is to provide a gaming machine that can make the player aware when a game ball has entered a predetermined ball entry area.
[0174] Reference invention [3-1] A gaming machine comprising: a plurality of ball entry areas into which a game ball can be entered; a display unit that displays a performance image; and an image display means that displays a suggestion image within the display area of the display unit that suggests to the player that a special prize assigned to a predetermined ball entry area will be awarded when a game ball is successfully entered into one of the plurality of ball entry areas, wherein the display area of the display unit has an eccentric portion that is eccentric with respect to the center of the display area, the image display means displays an image that moves from the eccentric portion as the suggestion image, and the eccentric portion is on the side of the predetermined ball entry area. According to the above method, when a game ball successfully enters a predetermined entry area, a suggestive image with movement is displayed, making it possible to make the player, who is focusing their gaze on the display, aware of the presence of the suggestive image. Moreover, since the suggestive image displayed indicates the awarding of a prize assigned to the predetermined entry area, and the movement of the suggestive image starts from the eccentric part between the center of the display area and the predetermined entry area, it is possible to make the player recognize that the game ball's destination is the predetermined entry area from the appearance of the suggestive image and the starting position of the movement.
[0175] Reference invention [3-2] The gaming machine according to Reference Invention [3-1], characterized in that the image display means displays an image as the suggestive image that moves from the eccentric part within the display area of the display device toward the central part. According to the above method, the suggestive image can give the impression to the majority of players, who are focusing their gaze on the center of the display area of the display device, that it is appearing to jump out from the edge of their line of sight, thus making it possible to make a large number of players aware of the presence of the suggestive image.
[0176] Reference invention [3-3] The gaming machine according to Reference Invention [3-1] or [3-2], characterized in that the image display means displays an image having a trajectory of movement from the eccentric part to the central part within the display area of the display as the suggestive image. According to the above method, as the player follows the trajectory of the movement with their eyes in the reverse direction, their gaze will reach the vicinity of the predetermined ball entry area, making it possible for the player to easily recognize that the ball will enter the predetermined ball entry area.
[0177] Reference inventions [3-4] The gaming machine according to any one of the reference inventions [3-1] to [3-3], characterized in that the image display means displays the suggestive image in a larger size in proportion to moving it away from the eccentric portion within the display area. According to the above method, the presence of the suggestive image can be made prominent within the display area of the display device, making it possible to make the player aware of the presence of the suggestive image with a high degree of certainty.
[0178] Reference invention [4-1] A gaming machine comprising: a plurality of ball entry areas into which a game ball can be entered; a display unit that displays a performance image; and an image display means that displays a suggestion image within the display area of the display unit that suggests to the player that a special prize assigned to a predetermined ball entry area will be awarded when a game ball is successfully entered into one of the plurality of ball entry areas, wherein the image display means displays an image as the suggestion image that moves from the predetermined ball entry area toward the center of the display area of the display unit. According to the above method, when a game ball successfully enters a predetermined entry area, a suggestive image with movement is displayed on the display, making it possible to make the player, who is focusing their gaze on the display, aware of the presence of the suggestive image. Moreover, since the suggestive image displayed indicates the awarding of a bonus assigned to the predetermined entry area, and the suggestive image moves from the predetermined entry area toward the center of the display area of the display, it becomes possible to identify the destination of the game ball as the predetermined entry area from the direction of movement of the suggestive image. [Explanation of Symbols]
[0179] 15 is the first starting gate (ball entry area), 16 is the second starting gate (ball entry area), 18 is the first major prize entry gate (ball entry area), 21 is the second major prize entry gate (ball entry area), 25 is the V-zone (ball entry area, specific area), 32 is the performance symbol display unit (display unit), 35 is the decorative element (performance element), 51 is the main control circuit (special game means), 91 is the image control circuit (performance means, image display means), C9 is the probability change image (suggestion image), C11 is the lightning image (suggestion image), C12 is the heart image (suggestion image), C13 is the "+15" image (suggestion image), C14 is the lightning bolt image (suggestion image), and R is the reserve image (suggestion image).
Claims
[Claim 1] A plurality of ball entry areas into which game balls can enter; A display device on which a performance image is displayed; an image display means for displaying, in a display area of the display, a suggestion image suggesting to a player that a special benefit assigned to a specific ball entry area will be awarded when the game ball has validly entered a specific ball entry area among the plurality of ball entry areas; The display area of the display device has an eccentric portion that is eccentric with respect to a center portion of the display area, The image display means displays an image that moves around the eccentric portion as the suggestion image, The suggestion image is an image that moves from an eccentric portion provided on a side of a specific one of the plurality of entry areas toward the center of the display area of the display device. A gaming machine characterized by:
