Game machine
Patent Information
- Application Number
- JP2021206708
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2021-12-21
- Publication Date
- 2025-03-19
- Estimated Expiration
- 2041-12-21
AI Technical Summary
Existing game machines, such as pachinko machines, lack effective methods to emphasize and display desired game elements during negative-positive reversals, leading to suboptimal player engagement and amusement.
Implement a gaming machine with display means that can transition through multiple modes, including color changes and motion detection, to emphasize and draw attention to specific displays, enhancing player engagement through variable and dynamic visual effects.
The solution effectively highlights desired game elements, improving player engagement and amusement by creating visually striking and interactive displays that enhance the gaming experience.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine capable of performing variable display and controllable to an advantageous state for a player.
Background Art
[0002] In a pachinko gaming machine or the like as a gaming machine, for example, there is a disclosure that when a cut-in image for enhancing the sense of anticipation for a big win or the like is displayed, the display image is subjected to a negative-positive inversion and a cut-in image in a negative-positive mode is displayed (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the effect accompanied by the negative-positive inversion described in Patent Document 1, there is room for improvement in order to preferably display the part to be emphasized in the effect.
[0005] The present invention aims to improve a gaming machine in the negative-positive inversion executed on the part to be emphasized in the effect and improve the interest.
Means for Solving the Problems
[0006] A gaming machine capable of performing variable display and controllable to an advantageous state for a player, comprising display means capable of displaying a predetermined display suggesting that the gaming machine is controlled to the advantageous state and a related display related to the predetermined display, wherein the predetermined display is displayed in a mode of moving toward a specific display area in the display means, The display means, The predetermined display before moving to the specified display area is displayed in the first embodiment. When the predetermined display moves to the specific display area, the predetermined display is displayed in a second mode in which the first mode is in the opposite color. When the predetermined display moves to the specific display area, the related display is displayed in the third mode, and the related display is displayed in the fourth mode, with the related display in the third mode being in the opposite color. Corresponding drawings: Figures 84-88, Figure 95, etc. This feature allows for the effective communication that a predetermined display has been placed at a specific location by displaying it in the first and second modes at a specific location, while also emphasizing the predetermined display to attract attention.
[0007] Furthermore, the present invention may have only the inventive features described in the claims of the present invention, or it may have the inventive features described in the claims of the present invention along with other features not described therein. [Brief explanation of the drawing]
[0008] [Figure 1] This is a front view of the pachinko game machine in this embodiment. [Figure 2] This is a rear perspective view of the pachinko game machine in this embodiment. [Figure 3] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 4] This flowchart shows an example of the main game control process. [Figure 5] This flowchart shows an example of timer interrupt processing for game control. [Figure 6] This is a flowchart showing an example of the special pattern processing. [Figure 7] This is an explanatory diagram showing an example of the main processing for controlling the visual effects. [Figure 8] This figure shows an example of the performance control process. [Figure 9]It is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 10] It is a diagram showing the numerical range of a big win and the numerical range of a deviation with time shortening in the variable display of the first special figure in the normal state or the time shortening state. [Figure 11] It is an explanatory diagram showing a time shortening count determination table. [Figure 12] It is an explanatory diagram showing a specific example of a variation pattern determination table. [Figure 13] It is an explanatory diagram showing a specific example of a variation pattern determination table. [Figure 14] It is an explanatory diagram showing a specific example of a variation pattern determination table. [Figure 15] It is an explanatory diagram showing a specific example of a variation pattern determination table. [Figure 16] It is an explanatory diagram showing the names and contents of each main control command. [Figure 17] It is an explanatory diagram showing the main game control process. [Figure 18] It is an explanatory diagram showing the normal special symbol process. [Figure 19] It is an explanatory diagram showing the normal special symbol process. [Figure 20] It is an explanatory diagram showing the special symbol stop process. [Figure 21] It is an explanatory diagram showing the special symbol stop process. [Figure 22] It is an explanatory diagram of the state transition in this embodiment. [Figure 23] It is an explanatory diagram about the game time. [Figure 24] It is an explanatory diagram about the game time. [Figure 25] It is an explanatory diagram about the game time. [Figure 26] It is an explanatory diagram of the pre-reading notice setting process. [Figure 27] It is an explanatory diagram of the variable display start setting process. [Figure 28] It is an explanatory diagram of the pre-reading notice execution setting process. [Figure 29]This is an explanatory diagram of the image displayed on the image display device when the pre-read stock effect is executed as a pre-read notification effect. [Figure 30] This is an explanatory diagram of the preview effects that are executed in response to characters. [Figure 31] This is an explanatory diagram for when the pre-read stock effect is executed. [Figure 32] This is an explanatory diagram of what happens when a stock animation is performed during the fluctuation in question. [Figure 33] This is an explanatory diagram for when a stock animation is performed as a pre-announcement animation during a spin after a pre-announcement animation has been executed. [Figure 34] This is an explanatory diagram showing the case where a stock animation is performed in a variable display where a spinning animation is executed. [Figure 35] This is an explanatory diagram showing the case where a stock animation is performed in a variable display where a spinning animation is executed. [Figure 36] This is an explanatory diagram showing the case where a stock animation is performed in a variable display where a spinning animation is executed. [Figure 37] This is an explanatory diagram showing the case where a stock animation is performed in a variable display where a spinning animation is executed. [Figure 38] This is an explanatory diagram showing the case where a stock animation is performed in a variable display where a spinning animation is executed. [Figure 39] This is an explanatory diagram of the spinning animation when the stock animation is not executed in response to the spinning animation. [Figure 40] This is an explanatory diagram of the effects that occur within the spinning effect. [Figure 41] This is an explanatory diagram of the effects that occur within the spinning effect. [Figure 42] This is an explanatory diagram of the effects that occur within the spinning effect. [Figure 43] This is an explanatory diagram of the types of candidate images displayed during the spinning animation. [Figure 44] This is an explanatory diagram regarding the execution times of the spinning animation before promotion, the spinning animation, and the spinning animation after promotion. [Figure 45]This is an explanatory diagram of the additional disclosures that may occur when multiple CAS (Scan Screens) are acquired. [Figure 46] This is a detailed explanatory diagram regarding the accompanying information. [Figure 47] This is a diagram illustrating the execution rate of stock animations and the expected probability of a big win. [Figure 48] This is a diagram illustrating the execution rate of stock animations and the expected probability of a big win. [Figure 49] This is a diagram illustrating the execution rate of stock animations and the expected probability of a big win. [Figure 50] This is a diagram illustrating the effects that each stock character can perform. [Figure 51] This is a diagram illustrating the effects that each stock character can perform. [Figure 52] This is a diagram illustrating the effects that each stock character can perform. [Figure 53] This is a diagram illustrating the effects that each stock character can perform. [Figure 54] This is a diagram illustrating the effects that each stock character can perform. [Figure 55] This is a diagram illustrating the effects that each stock character can perform. [Figure 56] This is a diagram illustrating the effects that each stock character can perform. [Figure 57] This is an explanatory diagram regarding the variations in SP Reach X. [Figure 58] This is an explanatory diagram regarding the variations in SP Reach X. [Figure 59] This is an explanatory diagram regarding the variations in SP Reach X. [Figure 60] This is an explanatory diagram regarding the variations in SP Reach X. [Figure 61] This is an explanatory diagram regarding the variations in SP Reach X. [Figure 62] This is an explanatory diagram regarding the variations in SP Reach X. [Figure 63] This is an explanatory diagram regarding the variations in SP Reach X. [Figure 64]This is an explanatory diagram for the fanfare effect that is performed under normal circumstances. [Figure 65] This is an explanatory diagram about the fanfare effect. [Figure 66] This is an explanatory diagram about the fanfare effect. [Figure 67] This is an explanatory diagram about the round presentation. [Figure 68] This is an explanatory diagram of the effects that are performed during the probability variation state and the time reduction state. [Figure 69] This is an explanatory diagram of the effects that are performed during the probability variation state and the time reduction state. [Figure 70] This is an explanatory diagram of the effects that are performed during the probability variation state and the time reduction state. [Figure 71] This is an explanatory diagram of the effects that are performed during the probability variation state and the time reduction state. [Figure 72] This is an explanatory diagram of the fanfare effects that are performed during the probability variation state and the time reduction state. [Figure 73] This is an explanatory diagram of the fanfare effects that are performed during the probability variation state and the time reduction state. [Figure 74] This is an explanatory diagram of the fanfare effects that are performed during the bonus round, the time-saving mode, and the normal mode. [Figure 75] This is an explanatory diagram of the fanfare effects that are performed during the bonus round, the time-saving mode, and the normal mode. [Figure 76] This is an explanatory diagram regarding color regulations. [Figure 77] This is an explanatory diagram showing the process before and during the negative / positive inversion operation. [Figure 78] This is an explanatory diagram showing the process before and during the negative / positive inversion operation. [Figure 79] This is an explanatory diagram showing the process before and during the negative / positive inversion operation. [Figure 80] This is an explanatory diagram showing what happens during and after the negative / positive reversal process. [Figure 81] This is an explanatory diagram showing what happens during and after the negative / positive reversal process. [Figure 82] This is an explanatory diagram about the negative / positive inversion that occurs when a stock animation is performed. [Figure 83] This is an explanatory diagram about the negative / positive inversion that occurs when a stock animation is performed. [Figure 84] This is an explanatory diagram about the negative-positive inversion that occurs during the spinning animation. [Figure 85] This is an explanatory diagram about the negative-positive inversion that occurs during the spinning animation. [Figure 86] This is an explanatory diagram about the negative-positive inversion that occurs during the spinning animation. [Figure 87] This is an explanatory diagram about the negative-positive inversion that occurs during the spinning animation. [Figure 88] This is an explanatory diagram about the negative-positive inversion that occurs during the spinning animation. [Figure 89] This is an explanatory diagram for the negative / positive inversion effect that can be performed by each stock character. [Figure 90] This is an explanatory diagram for the negative / positive inversion effect that can be performed by each stock character. [Figure 91] This is an explanatory diagram for the negative / positive inversion effect that can be performed by each stock character. [Figure 92] This is an explanatory diagram for the negative / positive inversion effect that can be performed by each stock character. [Figure 93] This is an explanatory diagram for the negative / positive inversion effect that can be performed by each stock character. [Figure 94] This is an explanatory diagram about the negative / positive reversal performed by SP Reach X. [Figure 95] This is an explanatory diagram about the negative / positive reversal performed by SP Reach X. [Figure 96] This is an explanatory diagram of the negative-positive inversion performed in fanfare music. [Figure 97] This is an explanatory diagram of the negative-positive inversion performed in fanfare music. [Figure 98]This is an explanatory diagram of the negative-positive inversion performed in fanfare music. [Figure 99] This is an explanatory diagram of the negative-positive inversion performed in fanfare music. [Figure 100] This is an explanatory diagram of the epilogue sequence that is performed during the bonus round and the time-saving mode. [Figure 101] This is an explanatory diagram of the period during which negative-positive reversal is performed. [Figure 102] This is an explanatory diagram of the period during which negative-positive reversal is performed. [Figure 103] This is an explanatory diagram of the period during which negative-positive reversal is performed. [Figure 104] This is an explanatory diagram of the period during which negative-positive reversal is performed. [Figure 105] This diagram illustrates the number of times a negative / positive reversal occurs within a single fluctuation. [Figure 106] This is an explanatory diagram of the period during which a negative / positive inversion with a button is performed. [Figure 107] This is an explanatory diagram of the changes displayed when the relief time reduction is activated. [Figure 108] This is an explanatory diagram of the changes displayed when the relief time reduction is activated. [Figure 109] This is an explanatory diagram of the negative / positive inversion that occurs when a display indicating the number of times until the relief time reduction is activated is shown. [Modes for carrying out the invention]
[0009] An embodiment for implementing the gaming machine according to the present invention will be described below with reference to the drawings.
[0010] (Morphology of characteristic parts)
[0011] (SKY2021-1548) Gaming machine of type 1-1, A gaming machine that performs variable display and can be controlled to be in a state advantageous to the player, The system includes a display means capable of displaying a predetermined display that suggests the system is controlled to the advantageous state, and a related display associated with the predetermined display, The predetermined display is displayed in a manner that moves toward a specific display area in the display means. The means of display are, The predetermined display before moving to the specified display area is displayed in the first embodiment. When the predetermined display moves to the specific display area, the predetermined display is displayed in a second mode in which the first mode is in the opposite color. When the predetermined display moves to the specific display area, the related display is displayed in the third mode, and the related display is displayed in the fourth mode, with the related display in the third mode being in the opposite color. Corresponding drawings: Figures 84-88, Figure 95, etc. This feature allows for the effective communication that a predetermined display has been placed at a specific location by displaying it in the first and second modes at a specific location, while also emphasizing the predetermined display to attract attention.
[0012] The gaming machine of form 1-2 is the gaming machine described in form 1-1, The first and second embodiments include chromatic colors. Corresponding drawing: Figure 77, etc. According to this characteristic, by using chromatic colors, achromatic colors are eliminated, and the visual presentation can be made more aesthetically pleasing through the use of chromatic colors.
[0013] A gaming machine of form 1-3 is a gaming machine described in either form 1-1 or form 1-2, The aforementioned predetermined display is displayed while being enlarged and moved. Corresponding drawing: Figure 95, etc. This feature allows for greater emphasis and visibility of a designated display by zooming in and moving the display.
[0014] A gaming machine of form 1-4 is a gaming machine described in any of forms 1-1 to 1-3, The display is shown in the second mode when the predetermined display reaches its maximum size. Corresponding drawing: Figure 95, etc. This feature allows for greater emphasis and visibility of a designated display by zooming in and moving the display, and when it reaches its maximum size, it inverts the image to a negative-positive state, drawing attention to the designated display and making it easily visible.
[0015] A gaming machine of form 1-5 is a gaming machine described in any of forms 1-1 to 1-4, The predetermined display is displayed by repeating the second aspect. Corresponding drawings: Figures 84-88, Figure 95, etc. According to this characteristic, the effect is amplified through repetition, making it possible to capture the player's attention more effectively.
[0016] A gaming machine of form 1-6 is a gaming machine described in any of forms 1-1 to 1-5, When the predetermined display is displayed, it is possible to display a first related display and a second related display related to the predetermined display. The second aspect is displayed when the first related indicator and the second related indicator come into contact. Corresponding drawing: Figure 90, etc. This feature allows for a more effective presentation of the visual effects by communicating to the player the effects that occur when the display is touched.
[0017] (SKY2021-1549) Gaming machine of type 2-1, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and A motion detection means capable of detecting the player's movements, The system includes a means for executing special effects that suggest the system is controlled to the aforementioned advantageous state, The special effect includes a first part capable of displaying an action prompting display to encourage the player's actions to the action detection means, and a second part capable of displaying a special display that suggests the expected degree of control to the advantageous state, In the second part, the display means displays the special display in the first mode and also displays the special display in the second mode, in which the first mode is in the opposite color. Corresponding drawing: Figure 93, etc. According to this feature, inverting the colors to negative or positive in an action-prompting effect makes it difficult to see and hinders the effect. However, the display that follows the action-prompting effect is a display that does not require the action-prompting effect and is meant to be emphasized, so it can be displayed appropriately.
[0018] The gaming machine of form 2-2 is the gaming machine described in form 1-1, The first and second embodiments include chromatic colors. Corresponding drawing: Figure 77, etc. According to this characteristic, by using chromatic colors, achromatic colors are eliminated, and the visual presentation can be made more aesthetically pleasing through the use of chromatic colors.
[0019] A gaming machine of form 2-3 is a gaming machine described in either form 2-1 or form 2-2, The aforementioned special features consist of a first special effect and a second special effect. The first special effect displays the special display in the second mode, and the second special effect does not display the special display in the second mode. The first special effect has a higher probability of controlling the game into the advantageous state than the second special effect. Corresponding drawing: Figure 93, etc. This feature allows players to focus on the variety of special effects, enhancing the enjoyment of the game.
[0020] A gaming machine of form 2-4 is a gaming machine described in any of forms 2-1 to 2-3, The period for displaying the special effect in the second mode is the same whether the player's action is detected while the action-promoting display is shown or whether the player's action is not detected while the action-promoting display is shown. Corresponding drawing: Figure 106, etc. This feature allows the same display to receive the same level of attention, regardless of whether or not motion has been detected.
[0021] A gaming machine of form 2-5 is a gaming machine described in any of forms 2-1 to 2-4, The aforementioned related display is shown repeatedly in the second aspect. Corresponding drawing: Figure 93, etc. According to this characteristic, the effect is amplified through repetition, making it possible to capture the player's attention more effectively.
[0022] (SKY2021-1550) Gaming machine of type 3-1, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, A display means capable of displaying a specific display that supports variable display, The system comprises a performance execution means capable of performing a change performance that changes the display manner of the specific display in the first embodiment, The aforementioned performance execution means is capable of executing a special performance in which the specific display is shown in a second form in which the first form is the opposite color when the change performance is executed. When the aforementioned change effect is performed, and when the aforementioned special effect is performed, the likelihood of being controlled to the advantageous state is higher than when the aforementioned special effect is not performed. Corresponding drawings: Figures 90, 91, etc. According to this feature, by including both specific displays that use the second mode and specific displays that do not use the second mode, even for the same display, it is possible to further emphasize the second mode that uses the second mode.
[0023] The gaming machine of form 3-2 is the gaming machine described in form 3-1, The first and second embodiments include chromatic colors. Corresponding drawing: Figure 77, etc. According to this characteristic, by using chromatic colors, achromatic colors are eliminated, and the visual presentation can be made more aesthetically pleasing through the use of chromatic colors.
[0024] The gaming machine of form 3-3 is a gaming machine described in either form 3-1 or form 3-2, A specific indicator can be displayed based on whether the startup conditions have been met. Corresponding drawings: Figures 90, 91, etc. This feature allows you to focus on the active display because it is displayed in the second mode at the moment the active display changes.
[0025] A gaming machine of form 3-4 is a gaming machine described in any of forms 3-1 to 3-3, The aforementioned specific indication includes the first specific indication and the second specific indication, The first specific indication shall be displayed in the first color, and the second specific indication shall be displayed in a second color different from the first color. The first specific indication is displayed in the second manner, and the second specific indication is not displayed in the second manner. Corresponding drawings: Figures 90, 91, etc. According to this feature, by including both a first specific indication in the first color that performs the second aspect and a second specific indication in the second color that does not, even with the same display, the first specific indication that performs the second aspect can be further emphasized.
[0026] A gaming machine of form 3-5 is a gaming machine described in any of forms 3-1 to 3-4, The aforementioned display means is When displaying the aforementioned specific display, it is possible to display related displays associated with the predetermined display. When the first specific display is displayed, the first specific display and the related display are displayed in a first mode, and the first specific display and the related display in the first mode are displayed in a second mode in which they are in opposite colors. Corresponding drawings: Figures 90, 91, etc. This feature allows for greater emphasis on changes in specific labeling.
[0027] (SKY2021-1551) Gaming machine of type 4-1, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and Equipped with means for executing performances, The aforementioned performance execution means is During variable display, a notification effect can be executed that consists of at least an introductory part that builds anticipation for whether or not the system will be controlled to the advantageous state, and a result notification part that notifies that the system has been controlled to the advantageous state. After the notification effect indicates that the system is controlled to the advantageous state, a fanfare effect related to the advantageous state can be executed. The aforementioned performance execution means is In the aforementioned fanfare effect, the fanfare effect is displayed in the first mode, and the fanfare effect is displayed in the second mode, which is the opposite color of the first mode. In the aforementioned result notification section, it is notified that the displayed configuration is controlled to the advantageous state without using the opposite color. Corresponding drawings: Figures 96 to 99, etc. This feature allows for emphasizing the start of a favorable state by using the second mode for announcing the name in the fanfare, and then drawing attention to the epilogue by not using the second mode in the epilogue to celebrate being controlled into a favorable state, thus drawing attention to each aspect.
[0028] The gaming machine of form 4-2 is the gaming machine described in form 4-1, The first and second embodiments include chromatic colors. Corresponding drawing: Figure 77, etc. According to this characteristic, by using chromatic colors, achromatic colors are eliminated, and the visual presentation can be made more aesthetically pleasing through the use of chromatic colors.
[0029] A gaming machine of form 4-3 is a gaming machine described in either form 4-1 or form 4-2, The aforementioned fanfare effect is displayed repeatedly in the second form. Corresponding drawings: Figures 96 to 99, etc. According to this characteristic, the effect is amplified through repetition, making it possible to capture the player's attention more effectively.
[0030] A gaming machine of form 4-4 is a gaming machine described in any of forms 4-1 to 4-3, During the aforementioned fanfare effect, the name of the advantageous state is displayed, The aforementioned advantageous state name display consists of a first advantageous state name display and a second advantageous state name display. The first advantageous state name display is an advantageous state that is higher in rank than the second advantageous state name display. The first advantageous state name display is displayed more frequently in the second embodiment than the second advantageous state name display. Corresponding drawings: Figures 96 to 99, etc. According to this feature, by varying the number of times each advantageous state name is displayed in the second mode, attention can be drawn to each advantageous state name display.
[0031] A gaming machine of form 4-5 is a gaming machine described in any of forms 4-1 to 4-4, The ending sequence can be executed after the aforementioned fanfare sequence. In the aforementioned ending sequence, the display in the second mode is not performed. Corresponding drawings: Figures 96 to 99, etc. This feature allows for a greater emphasis on the fanfare effect by not using the second form in the ending sequence.
[0032] (SKY2021-1552) Gaming machine of type 5-1, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and It includes a state control means capable of controlling the game state to at least one of a predetermined state and a specific state that is more advantageous than the predetermined state, The average variable display time in the predetermined state is longer than the average variable display time in the specific state. The aforementioned display means is In the predetermined state, the performance display can be shown in the first mode, and the performance display can be shown in the second mode, in which the first mode is in the opposite color. In the aforementioned specific state, the performance display can be shown in the third mode, and the performance display can be shown in the fourth mode, in which the third mode is in the opposite color. The number of times the performance display with the second mode is displayed in one variable display during the predetermined state is greater than the number of times the performance display with the fourth mode is displayed in one variable display during the specific state. Corresponding drawing: Figure 105, etc. According to this feature, the specific state can shorten the variation time by reducing the number of effects involving negative-positive reversal compared to the predetermined state, allowing for smoother variations. At the same time, the predetermined state can perform more effects involving the second mode than the specific state, making the effects of the predetermined state more attention-grabbing than those of the specific state.
[0033] The gaming machine of form 5-2 is the gaming machine described in form 5-1, The first and second embodiments include chromatic colors. Corresponding drawing: Figure 77, etc. According to this characteristic, by using chromatic colors, achromatic colors are eliminated, and the visual presentation can be made more aesthetically pleasing through the use of chromatic colors.
[0034] The gaming machine of form 5-3 is a gaming machine described in either form 5-1 or form 5-2, Character display is possible in predetermined and specific states. In the predetermined state, the text display is shown in the first mode, and the text display in the first mode can be displayed in the second mode with the opposite color. In the aforementioned specific state, the text display is shown in the first mode, and the text display in the first mode can be displayed in the second mode, with the text display in the first mode being in the opposite color. The predetermined state displays the character display accompanied by the second mode, which is executed in one variation, more often than the specific state. Corresponding drawings: Figures 84, 89, etc. This feature allows for drawing attention to the content of the text by emphasizing the visual effects used to display the text.
[0035] A gaming machine of form 5-4 is a gaming machine described in any of forms 5-1 to 5-3, The aforementioned display repeatedly shows the second aspect. Corresponding drawings: Figures 84, 89, etc. According to this characteristic, the effect is amplified through repetition, making it possible to capture the player's attention more effectively.
[0036] The gaming machine of form 5-5 is a gaming machine described in any of forms 5-1 to 5-4, The second aspect displayed in the predetermined state is an indication that the system is controlled to the advantageous state, The second aspect, which is displayed in the aforementioned specific state, includes a display that does not suggest that the system is controlled to the advantageous state. Corresponding drawing: Figure 105, etc. According to this feature, the way the second mode is used differs depending on the predetermined state and the specific state, and in each case, different aspects are to be emphasized, thus improving the enjoyment of the game.
[0037] (SKY2021-1553) Gaming machine of type 6-1, A gaming machine that displays variable information and can be controlled to create a favorable state for the player, Display means and A state control means capable of controlling the game state to at least one of a predetermined state and a specific state that is more advantageous than the predetermined state, Equipped with means for executing performances, The aforementioned display means is In the predetermined state, the performance display can be displayed in the first mode, and the performance display can be displayed in the second mode in which the first mode is in the opposite color. In the aforementioned specific state, the performance display can be shown in the third mode, and the performance display can be shown in the fourth mode, in which the third mode is in the opposite color. In the predetermined state, it is possible to alternately display the first mode of presentation and the second mode of presentation. In the aforementioned specific state, it is possible to alternately display the third mode of the performance display and the fourth mode of the performance display. The aforementioned performance execution means is In the predetermined state, a predetermined performance can be executed in which the performance display of the first mode and the performance display of the second mode are displayed alternately a predetermined number of times. In the specified state, a specific performance can be performed in which the performance display of the third mode and the performance display of the fourth mode are displayed alternately a specified number of times greater than the predetermined number of times. Corresponding drawing: Figure 100, etc. According to this feature, since the specific state is a better state than the predetermined state, by using the second embodiment in the specific state, the display of the specific state can be made more favorably visible than the display of the predetermined state.
[0038] The gaming machine of form 6-2 is the gaming machine described in form 6-1, The first and second embodiments include chromatic colors. Corresponding drawing: Figure 77, etc. According to this characteristic, by using chromatic colors, achromatic colors are eliminated, and the visual presentation can be made more aesthetically pleasing through the use of chromatic colors.
[0039] The gaming machine of form 6-3 is a gaming machine described in either form 6-1 or form 6-2, In the aforementioned specific state, the visual display shown in the second embodiment is a text display. Corresponding drawing: Figure 100, etc. This feature allows for a sense of celebration by emphasizing the display that signals being controlled to a favorable state.
[0040] A gaming machine of form 6-4 is a gaming machine described in any of forms 6-1 to 6-3, In the aforementioned specific state, the performance display shown in the second aspect is displayed during a performance that informs that the system is controlled to the advantageous state. Corresponding drawing: Figure 100, etc. This feature allows for a more lively and attention-grabbing presentation of advantageous situations, creating a sense of celebration.
[0041] A gaming machine of form 6-5 is a gaming machine described in any of forms 6-1 to 6-4, In the predetermined state, the display shown in the second mode is a text display that suggests that the system is controlled to the advantageous state. Corresponding drawing: Figure 100, etc. This feature allows for drawing attention to the content of the text by emphasizing the visual effects used to display the text.
[0042] (SKY2021-1554) Gaming machine of type 7-1, A gaming machine that can be controlled to be in a favorable state, Equipped with display means, The display means can display a predetermined display of the first embodiment, and then display a predetermined display of the second embodiment, which is the opposite color of the first embodiment, thereby suggesting that the system is controlled to a favorable state. The aforementioned predetermined display is a display composed of a specific number of pixels, and each pixel is assigned a color code consisting of a first setting value, a second setting value, and a third setting value, which allow adjustment of the intensity of the first, second, and third colors, respectively. The predetermined display in the second embodiment is a display obtained by converting the color codes of the pixels constituting the predetermined display in the first embodiment by a predetermined calculation, The color code of more than half of the specific number of pixels constituting the predetermined display in the first embodiment and the predetermined display in the second embodiment is set to a value other than the maximum and minimum value for any of the first, second, and third setting values. Corresponding drawings: Figures 76 to 81, etc. According to this feature, by displaying a predetermined indication in the second mode that suggests the game is being controlled to a favorable state, it is possible to attract attention while reducing the physical harm to the player who sees it.
[0043] The gaming machine of form 7-2 is the gaming machine described in form 7-1, The first and second embodiments include chromatic colors. Corresponding drawing: Figure 77, etc. According to this characteristic, by using chromatic colors, achromatic colors are eliminated, and the visual presentation can be made more aesthetically pleasing through the use of chromatic colors.
[0044] The gaming machine of form 7-3 is a gaming machine described in either form 7-1 or form 7-2, The predetermined display is displayed by repeating the second aspect. Corresponding drawing: Figure 87, etc. According to this characteristic, the effect is amplified through repetition, making it possible to capture the player's attention more effectively.
[0045] A gaming machine of form 7-4 is a gaming machine described in any of forms 7-1 to 7-3, The first color is red, the second color is blue, and the third color is green. The first setting corresponds to the first color, the second setting corresponds to the second color, and the third setting corresponds to the third color. Corresponding drawing: Figure 77, etc. This feature allows for a more vivid display using the three primary colors of light, thereby enhancing the enjoyment of the game.
[0046] A gaming machine of form 7-5 is a gaming machine described in any of forms 7-1 to 7-4, The first embodiment is a specific color in which the third setting value is lower than the first setting value and the second setting value. Corresponding drawing: Figure 87, etc. According to this feature, a specific color can be created by setting the third setting value to a value lower than the first and second setting values, and the specific color can be displayed suitably by setting it to the second mode.
[0047] (Basic explanation) First, we will explain the basic configuration and control of Pachinko Gaming Machine 1 (which is also the configuration and control of a typical Pachinko Gaming Machine).
[0048] (Configuration of Pachinko Game Machine 1, etc.) Figure 1 is a front view of the pachinko game machine 1, showing the layout of its main components. The pachinko game machine (game machine) 1 is broadly composed of a game board (gauge board) 2 that constitutes the game surface, and a game machine frame (frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls, which serve as the game medium, are launched from a predetermined ball launching device and fired into this game area.
[0049] Furthermore, "variable display" of special symbols refers to, for example, the display of multiple types of special symbols in a variable manner (the same applies to other symbols described later). Variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / shrinking one or more symbols. In the variation of special symbols and the regular symbols described later, multiple types of special symbols or regular symbols are displayed in an updated manner. In the variation of decorative symbols described later, multiple types of decorative symbols are displayed in a scrolling or updated manner, or one or more decorative symbols are transformed or enlarged / shrinked. Furthermore, variation also includes the display of a certain symbol blinking. At the end of the variable display, a predetermined special symbol is displayed as a stopped display (also called derived or derived display, etc.) as the display result (the same applies to the variable display of other symbols described later). Furthermore, variable display may be expressed as variable display or variation.
[0050] Furthermore, the special symbols that are variably displayed in the first special symbol display device 4A are also called "first special symbols," and the special symbols that are variably displayed in the second special symbol display device 4B are also called "second special symbols." In addition, a special symbol game using the first special symbols is called a "first special symbol game," and a special symbol game using the second special symbols is also called a "second special symbol game." Furthermore, there may be only one type of special symbol display device that performs the variable display of special symbols.
[0051] An image display device 5 (hereinafter sometimes referred to as screen, display, etc.) is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display) or an organic EL (electroluminescence) and displays various types of visual effects. The image display device 5 may also consist of a projector and a screen. Various types of visual effects are displayed on the image display device 5. In addition, the image display device 5 is composed of approximately 20 million pixels and performs effects by changing the light emission of the pixels.
[0052] For example, on the screen of the image display device 5, a variable display of decorative symbols (such as symbols showing numbers) that are different from special symbols, is performed in synchronization with the first special symbol game and the second special symbol game. Here, in synchronization with the first or second special symbol game, the decorative symbols are displayed variably (for example, by scrolling up and down or updating) in the left, middle, and right decorative symbol display areas 5L, 5C, and 5R, respectively. Note that the synchronous execution of the special symbol game and the variable display of decorative symbols are collectively referred to simply as variable display.
[0053] The screen of the image display device 5 may include display areas for displaying pending displays corresponding to variable displays whose execution is currently suspended, and active displays corresponding to variable displays that are currently running. The pending displays and active displays are collectively referred to as variable display-compatible displays corresponding to variable displays.
[0054] The number of variable displays that are being held in reserve is also called the reserved memory count. The reserved memory count corresponding to the first special feature game is also called the first reserved memory count, and the reserved memory count corresponding to the second special feature game is also called the second reserved memory count. The sum of the first reserved memory count and the second reserved memory count is also called the total reserved memory count.
[0055] A first reserve indicator 25A and a second reserve indicator 25B, each composed of multiple LEDs, are provided at a predetermined position on the game board 2. The first reserve indicator 25A displays the first reserve memory count by the number of LEDs lit. The second reserve indicator 25B displays the second reserve memory count by the number of LEDs lit.
[0056] A prize ball device 6A is provided below the image display device 5, and a variable prize ball device 6B is provided to the right of the prize ball device 6A.
[0057] The prize ball entry device 6A forms a first starting prize entry opening that is kept in a constant open state, allowing game balls to enter at all times, for example, by a predetermined ball receiving member. When a game ball enters the first starting prize entry opening, a predetermined number of prize balls (for example, 3) are dispensed, and the first special game may be started.
[0058] The variable prize ball device 6B (ordinary electric mechanism) forms a second starting prize opening that changes between a closed state and an open state by a solenoid 81 (see Figure 3). The variable prize ball device 6B includes, for example, an electric tulip-type mechanism having a pair of movable pieces. When the solenoid 81 is in the off state, the movable pieces are in a vertical position, so the tips of the movable pieces are close to the prize ball device 6A, and the second starting prize opening is in a closed state where no game balls can enter (this is also said to be the second starting prize opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable pieces of the variable prize ball device 6B are in a tilted position, so the second starting prize opening is in an open state where game balls can enter (this is also said to be the second starting prize opening being in an open state). When a game ball enters the second starting prize opening, a predetermined number of prize balls (for example, 3) are dispensed, and the second special game may be started. Furthermore, the variable prize ball device 6B only needs to be capable of changing between a closed state and an open state, and is not limited to being equipped with an electric tulip-shaped mechanism.
[0059] General prize slots 10 are provided at predetermined locations on the game board 2 (in the example shown in Figure 1, three locations in the lower left of the game area and one location above the variable prize ball device 6B) and are kept in a constant open state by predetermined ball receiving members. In this case, when a ball enters any of the general prize slots 10, a predetermined number of game balls (for example, 10 balls) are dispensed as prize balls.
[0060] Between the prize ball device 6A and the variable prize ball device 6B, a special variable prize ball device 7 having a large prize opening is provided. The special variable prize ball device 7 is equipped with a large prize opening door that is opened and closed by a solenoid 82 (see Figure 3), and the large prize opening door forms a large prize opening as a specific region that changes between an open state and a closed state.
[0061] For example, in the special variable prize ball device 7, when the solenoid 82 for the large prize opening door (for the special electric mechanism) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable prize ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.
[0062] When a game ball enters the large prize slot, a predetermined number of game balls (for example, 14) are dispensed as prize balls. When a game ball enters the large prize slot, more prize balls are dispensed than when a game ball enters, for example, the first starting prize slot, the second starting prize slot, or the general prize slot 10.
[0063] When a game ball enters any of the prize-winning slots, including the general prize-winning slot 10, it is also called "winning a prize." In particular, when a ball enters the starting slots (first starting prize-winning slot, second starting prize-winning slot), it is also called a "starting prize."
[0064] A regular symbol display unit 20 is provided at a predetermined position on the game board 2 (in the example shown in Figure 1, the lower left of the game area). For example, the regular symbol display unit 20 consists of a 7-segment LED and performs a variable display of regular symbols as multiple types of regular identification information distinct from special symbols. Regular symbols are represented by lighting patterns such as numbers "0" to "9" or "-". Regular symbols may also include a pattern in which all LEDs are turned off. Such a variable display of regular symbols is also called a regular symbol game.
[0065] To the right of the image display device 5, there is a passage gate 41 through which game balls can pass. Based on the fact that a game ball has passed through the passage gate 41, the regular game is executed.
[0066] Below the regular symbol display unit 20, a regular symbol hold indicator unit 25C is provided. The regular symbol hold indicator unit 25C is composed of, for example, four LEDs and displays the number of regular symbol hold memories, which is the number of regular symbol games whose execution is pending, by the number of lit LEDs.
[0067] In addition to the above configuration, the surface of the game board 2 is equipped with windmills and numerous obstacle pins that change the direction and speed of the game balls. At the very bottom of the game area is an outlet where game balls that do not enter any of the winning pockets are collected.
[0068] Speakers 8L and 8R for playing and outputting sound effects are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and frame lamps 9b are provided to the left and right of the main lamp 9a, surrounding the game area. Furthermore, an attacker lamp 9c is provided near the special variable prize ball device 7 in the game board 2.
[0069] A movable body 32, described later, which operates according to the effects, is provided at a predetermined position on the game board 2 (above the image display device 5 in Figure 1). A movable body lamp 9d is also provided on the movable body 32. The movable body lamp 9d, along with the aforementioned main lamp 9a, frame lamp 9b, and attacker lamp 9c, are sometimes collectively referred to as the game effect lamp 9. These main lamp 9a, frame lamp 9b, attacker lamp 9c, and movable body lamp 9d are composed of LEDs.
[0070] A ball-launching handle (operating knob) 30 is provided at the lower right position of the gaming machine frame 3, which is operated by the player or others to launch the game balls towards the game area using a ball-launching device.
[0071] A ball supply tray (upper tray) is provided at a predetermined position on the gaming machine frame 3 below the game area, which holds (stores) game balls dispensed as prize balls or game balls dispensed by a predetermined ball dispenser so that they can be supplied to the ball launching device. In addition, the gaming machine frame 3 may also be provided with a dispensing section (ball supply tray) separate from the upper tray, from which prize balls are dispensed when the upper tray is full.
[0072] A stick controller 31A, which can be grasped and tilted by the player, is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is equipped with a trigger button that can be pressed by the player. Operations on the stick controller 31A are detected by the controller sensor unit 35A (see Figure 3).
[0073] A push button 31B is provided at a predetermined position on the gaming machine frame 3 below the gaming area, allowing the player to perform predetermined instruction operations by pressing it. Operations on the push button 31B are detected by a push sensor 35B (see Figure 3).
[0074] In the pachinko game machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but other detection means may also be provided.
[0075] Figure 2 is a rear perspective view of the pachinko game machine 1. The main board 11, housed in a circuit board case 201, is mounted on the rear of the pachinko game machine 1. The main board 11 is equipped with a setting key 51 and a setting change switch 52. The setting key 51 functions as a lock switch to switch between the setting change state and the setting confirmation state. The setting change switch 52 functions as a setting switch to change setting values such as the probability of winning a jackpot and the payout rate when the setting change state is activated. The setting key 51 and the setting change switch 52 may be mounted outside the main board 11, for example, at a predetermined location on the power supply board 17.
[0076] A display monitor 29 is located in the center of the back of the main board 11, and a display switching switch 31 is located to the side of the display monitor 29. The display monitor 29 can be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display switching switch 31 are located in front of the main board 11 when the back of the game board 2 is viewed with the game machine frame 3 open.
[0077] The display monitor 29 can display winning information such as the consecutive win ratio, the payout ratio, and the base. The consecutive win ratio is the proportion of the total number of winning balls that are awarded for winning in the large prize winning area (attacker). The payout ratio is the proportion of the total number of winning balls that are awarded for winning in the second starting prize winning area (electric chute) and the proportion of the total number of winning balls that are awarded for winning in the large prize winning area (attacker). The base is the proportion of the total number of winning balls to the number of game balls launched. When the settings are changed or the settings are being checked, the display monitor 29 can display the setting values in the pachinko game machine 1. The display monitor 29 only needs to be able to display the setting values that are being changed or checked when the settings are being changed or checked.
[0078] The setting key 51 and setting switch 52 cannot be operated from the front of the pachinko machine 1 when the gaming machine frame 3 is closed. The gaming machine frame 3 is rotatably provided with a glass door frame 3a having a glass window, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.
[0079] In the pachinko game machine 1, a security cover 50A is attached to the right end of the outer frame 1a, which is formed in the shape of a vertically elongated rectangular frame. When the game machine frame 3 is closed, the security cover 50A covers the right side of the circuit board case 201, which includes the setting key 51 and the setting change switch 52, from the rear side. The security cover 50A is a substantially L-shaped member including a short piece 50Aa and a long piece 50Ab, and may be made of a transparent synthetic resin.
[0080] (Outline of how the game progresses) The player rotates the ball-shooting handle 30 on the pachinko game machine 1, launching the game ball towards the game area. When the game ball passes through the passage gate 41, the regular symbol game is started using the regular symbol display 20. If the game ball passes through the passage gate 41 during the execution of the previous regular symbol game (i.e., the game ball passes through the passage gate 41 but the regular symbol game based on that passage cannot be executed immediately), the regular symbol game based on that passage is held up to a predetermined upper limit (for example, 4).
[0081] In this regular symbol game, if a specific regular symbol (regular symbol winning symbol) stops and is displayed, the display result for the regular symbol will be "Regular Symbol Win". On the other hand, if a regular symbol other than the regular symbol winning symbol (regular symbol losing symbol) stops and is displayed as a confirmed regular symbol, the display result for the regular symbol will be "Regular Symbol Loss". When "Regular Symbol Win" occurs, an opening control is performed that keeps the variable prize ball device 6B open for a predetermined period of time (the second starting prize entry point becomes open).
[0082] When a game ball enters the first starting prize entry opening formed in the prize ball entry device 6A, the first special symbol game is started by the first special symbol display device 4A.
[0083] When a game ball enters the second starting prize entry opening formed in the variable prize ball entry device 6B, the second special symbol game is started by the second special symbol display device 4B.
[0084] Furthermore, if a game ball enters (wins) the starting entry slot during the execution of a special feature game or during the period when the game is controlled to be in a jackpot state as described later (i.e., a starting entry occurs but the special feature game based on that entry cannot be executed immediately), the execution of the special feature game based on that entry will be suspended until a predetermined maximum number of times (for example, 4) is reached.
[0085] In the special feature game, if a specific special symbol (a winning symbol, for example, "7," although the actual symbol will differ depending on the type of jackpot described later) stops and is displayed as a confirmed special symbol, it is a "jackpot." If a special symbol other than the winning symbol (a losing symbol, for example, "-") stops and is displayed, it is a "miss." In this pachinko game machine 1, "misses" include "misses with time-saving features," which are controlled to a high base state (time-saving state) from the next variable display without going through a jackpot game.
[0086] After the display result in the special game is "Big Win," the game is controlled to a Big Win game state, which is advantageous for the player.
[0087] In a jackpot state, the large prize winning slot formed by the special variable prize ball entry device 7 opens in a predetermined manner. This open state continues until the earlier of the following two timings: the elapsed time of a predetermined period (for example, 29 seconds or 1.8 seconds) or the number of game balls that have entered the large prize winning slot reaches a predetermined number (for example, 9 balls). The predetermined period is the upper limit period for which the large prize winning slot can be opened in one round, and is hereinafter also referred to as the upper limit period. One cycle in which the large prize winning slot is open in this manner is called a round (round game). In a jackpot state, the round can be repeated until it reaches a predetermined upper limit number of times (15 times or 2 times).
[0088] In a jackpot state, players can win prize balls by getting them into the jackpot slot. Therefore, a jackpot state is advantageous for the player. The more rounds there are in a jackpot state, and the longer the maximum opening period, the more advantageous it is for the player.
[0089] Furthermore, each "jackpot" has a designated jackpot type. For example, there may be multiple types of opening patterns for the jackpot opening (number of rounds and maximum opening period) and game states after a jackpot (normal state, time-saving state, probability variation state, etc.), and the jackpot type is set according to these. There may also be jackpot types that award many prize balls, jackpot types that award few prize balls, or jackpot types that award almost no prize balls.
[0090] After the jackpot game state ends, the game may be controlled to a time-saving state or a probability-increasing state depending on the type of jackpot.
[0091] In the time-saving state, a control (time-saving control) is implemented that shortens the average special symbol variation time (the period during which the special symbols vary) compared to the normal state. In the time-saving state, a control (high-open control, high-base control) is also implemented that makes it easier for game balls to enter the second starting prize entry point, such as shortening the average normal symbol variation time (the period during which the normal symbols vary) compared to the normal state, or increasing the probability of getting a "normal symbol win" in the normal symbol game compared to the normal state. The time-saving state is advantageous for the player because it improves the variation efficiency of the special symbols (especially the second special symbol).
[0092] In the probability variation state, in addition to the time-saving control, probability variation control is implemented that makes the probability of the displayed result being "jackpot" higher than in the normal state. The probability variation state is even more advantageous for the player because, in addition to the improved efficiency of special symbol variations, it is a state in which "jackpot" is more likely to occur.
[0093] The time-saving mode and the probability-increasing mode continue until one of the following termination conditions is met first: either a predetermined number of special symbol games have been played, or the next jackpot game state has begun. When the termination condition is the execution of a predetermined number of special symbol games, it is also called a count-restriction mode (count-restriction time-saving mode, count-restriction probability-increasing mode, etc.).
[0094] The normal state refers to any game state other than advantageous states such as the jackpot game state, the time-saving state, the probability variation state, etc., which are advantageous to the player. It is a state in which the pachinko game machine 1 is controlled to be the same as its initial state (for example, when a system reset is performed and a predetermined recovery process is not executed after power-on).
[0095] The state in which probability variation control is being performed is also called the high probability state, and the state in which probability variation control is not being performed is also called the low probability state. The state in which time reduction control is being performed is also called the high base state, and the state in which time reduction control is not being performed is also called the low base state. Combining these, the time reduction state is also called the low probability / high base state, the probability variation state is also called the high probability / high base state, and the normal state is also called the low probability / low base state. The state that is both high probability and low base is also called the high probability low base state.
[0096] Furthermore, the game state may change based on the fact that the game ball passes through a specific area (for example, a specific area within the jackpot entry point) during a jackpot game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variation state after the jackpot game state.
[0097] (Regarding the progress of the performance, etc.) In the pachinko game machine 1, various effects (effects that notify the progress of the game or enhance the excitement of the game) are executed according to the progress of the game. These effects are described below. These effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of such displays, they may also be performed using sound output from speakers 8L and 8R, the lighting and extinguishing of game effect lamps 9, the operation of movable parts 32, or any effect device that includes some or all of these.
[0098] As an effect executed in accordance with the progress of the game, the decorative symbol display areas 5L, 5C, and 5R on the image display device 5, designated as "left," "center," and "right," begin to display variable decorative symbols in response to the start of the first or second special symbol game. At the timing when the display result (also called the confirmed special symbol) is displayed in a stopped state during the first or second special symbol game, the confirmed decorative symbol (a combination of three decorative symbols) which is the display result of the variable display of decorative symbols is also displayed in a stopped state (derived).
[0099] During the period from the start to the end of the variable display of decorative symbols, the mode of variable display of decorative symbols may become a predetermined reach mode (a reach is achieved). Here, a reach mode refers to a mode in which, when the stopped display of decorative symbols on the screen of the image display device 5 constitutes part of the jackpot combination described later, the variable display of decorative symbols that have not yet been stopped continues.
[0100] Furthermore, a reach animation is executed in response to the above-mentioned reach pattern occurring during the variable display of decorative symbols. In pachinko machine 1, multiple types of reach animations are executed, each with a different probability (also called the jackpot reliability or jackpot expectation) of the display result (display result of the special symbol game or display result of the variable display of decorative symbols) being a "jackpot" depending on the animation pattern. Reach animations include, for example, a normal reach and a super reach, which has a higher jackpot reliability than a normal reach.
[0101] When the display result of the special game is "Big Win," the image display device 5 screen displays a predetermined combination of decorative symbols that results in a big win (the display result of the variable display of decorative symbols is "Big Win"). For example, identical decorative symbols (for example, "7" etc.) are lined up and displayed on predetermined active lines in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R.
[0102] In the case of a "probability-increasing jackpot," where the game state is controlled to a probability-increasing state after the jackpot state ends, odd-numbered decorative symbols (for example, "7") may be displayed when the symbols line up. In the case of a "non-probability-increasing jackpot (normal jackpot)," where the game state is not controlled to a probability-increasing state after the jackpot state ends, even-numbered decorative symbols (for example, "6") may be displayed when the symbols line up. In this case, odd-numbered decorative symbols are also called probability-increasing symbols, and even-numbered decorative symbols are also called non-probability-increasing symbols (normal symbols). After a reach-out sequence with non-probability-increasing symbols, an upgrade sequence that ultimately results in a "probability-increasing jackpot" may be performed.
[0103] If the display result of the special game is a "miss," the variable display mode of the decorative symbols may not become a reach mode, and the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a non-reach combination (also called a "non-reach miss") (the display result of the variable display of the decorative symbols will be a "non-reach miss"). In addition, if the display result is a "miss," the variable display mode of the decorative symbols may become a reach mode, and then the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a predetermined reach combination that is not a winning combination (also called a "reach miss") (the display result of the variable display of the decorative symbols will be a "reach miss").
[0104] The effects that Pachinko machine 1 can perform include displaying the above-mentioned variable display-compatible displays (hold displays and active displays). In addition, other effects, such as a prediction effect that foreshadows the probability of a big win, are performed while the decorative symbols are being displayed in a variable display. Prediction effects include prediction effects that foreshadow the probability of a big win in the variable display that is currently being performed, and pre-announcement prediction effects that foreshadow the probability of a big win in the variable display before execution (variable display whose execution is pending). As a pre-announcement effect, an effect that changes the display mode of the variable display-compatible displays (hold displays and active displays) to a mode different from the normal mode may be performed.
[0105] Furthermore, in the image display device 5, a pseudo-consecutive display effect may be performed by temporarily pausing the display of the decorative pattern while it is being displayed in a variable manner, and then resuming the variable display, thereby making a single variable display appear as if it were multiple variable displays.
[0106] During a jackpot game, a jackpot animation is performed to inform the player of the jackpot state. This jackpot animation may include an animation that announces the number of rounds, or an upgrade animation that indicates an increase in the value of the jackpot state.
[0107] Furthermore, when, for example, a special game is not being played, a demo image is displayed on the image display device 5 (a customer-waiting demo is performed).
[0108] (Circuit board configuration) The pachinko game machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and other components, as shown in Figure 3. In addition, various other boards, such as a payout control board, an information terminal board, and a launch control board, are located on the back of the pachinko game machine 1. Furthermore, a power supply board 17 is also installed. The term "various control boards" is a concept that includes not only electronic circuit boards such as printed wiring boards on which conductive patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on an electronic circuit board.
[0109] A power switch 91 is connected to the power supply board 17. By operating the power switch 91 (turning it ON), power from an AC power source such as AC100V from an external power source such as a commercial power supply can be supplied from the power supply board 17 to electrical components including the main board 11 and various control boards such as the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).
[0110] The main board 11 is the main control board and has the function of controlling the progress of the game in the pachinko game machine 1 (execution of special symbol games (including management of reserves), execution of regular symbol games (including management of reserves), jackpot game state, game state, etc.). The main board 11 includes a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.
[0111] The game control microcomputer 100 mounted on the main board 11 is, for example, a single-chip microcomputer and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.
[0112] The CPU 103 controls the progress of the game (processing that realizes the functions of the main board 11) by executing the program stored in the ROM 101. At this time, various data stored in the ROM 101 (data such as the variation patterns described later, the performance control commands described later, and various tables referenced when making various decisions described later) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which some or all of its contents are saved for a predetermined period even if the power supply to the pachinko game machine 1 is stopped. Alternatively, all or part of the program stored in the ROM 101 may be loaded into the RAM 102 and executed on the RAM 102.
[0113] The random number circuit 104 keeps an updatable count of numerical data representing various random values (game random numbers) used to control the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0114] The I / O105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals to control (drive) the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display device 20, the first hold indicator 25A, the second hold indicator 25B, the normal symbol hold indicator 25C, etc., and solenoid drive signals).
[0115] The switch circuit 110 receives detection signals (such as detection signals indicating that a game ball has passed through or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start switch (first start switch 22A and second start switch 22B), count switch 23) and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the passage or entry of a game ball has been detected.
[0116] The switch circuit 110 receives the reset signal, power-off signal, and clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal used to stop the operation of control circuits such as the game control microcomputer 100, and can be output using any of the following: a power supply monitoring circuit, a watchdog timer built-in IC, or a system reset IC. The power-off signal is turned off when the predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and turns on when the period during which the predetermined power supply voltage is below the predetermined value continues for a period longer than the power-off reference time. The clear signal is turned on in response to, for example, a press operation on the clear switch 92 provided on the power supply board 17.
[0117] The solenoid circuit 111 transmits solenoid drive signals from the game control microcomputer 100 (for example, signals to turn on solenoid 81 and solenoid 82) to solenoid 81 for the regular electric mechanism and solenoid 82 for the large prize door.
[0118] The main board 11 is connected to a display monitor 29, a display switching switch 31, a setting key 51, a setting switching switch 52, and a door open sensor 90. The door open sensor 90 detects the opening of the gaming machine frame 3, including the glass door frame 3a.
[0119] The main board 11 (game control microcomputer 100) supplies performance control commands (commands that specify (notify) the progress of the game, etc.) to the performance control board 12 as part of the control of the game's progress. Performance control commands output from the main board 11 are relayed by the relay board 15 and supplied to the performance control board 12. These performance control commands include, for example, commands that specify various decision results on the main board 11 (e.g., display results of the special feature game (including the type of jackpot), the variation pattern used when executing the special feature game (details will be described later)), the status of the game (e.g., start and end of variable display, opening status of the big prize slot, occurrence of a prize, number of reserved items, game state), and the occurrence of an error.
[0120] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances corresponding to the progress of the game, including various notifications such as driving the movable body 32, error notification, and power outage recovery notification) based on the received performance control commands.
[0121] The performance control board 12 is equipped with a performance control CPU 120, ROM 121, RAM 122, display control unit 123, random number circuit 124, and I / O 125.
[0122] The CPU 120 for performance control executes a program stored in the ROM 121, and together with the display control unit 123, performs processing to execute the performance (processing to realize the above functions of the performance control board 12, including determining which performance to execute). At this time, various data stored in the ROM 121 (data such as various tables) is used, and the RAM 122 is used as the main memory.
[0123] The CPU 120 for controlling the game's presentation may also instruct the display control unit 123 to execute a game presentation based on detection signals from the controller sensor unit 35A and the push sensor 35B (signals output when an operation by a player is detected, and which appropriately indicate the content of the operation).
[0124] The display control unit 123 is equipped with a VDP (Video Display Processor), CGROM (Character Generator ROM), VRAM (Video RAM), etc., and executes performances based on performance execution instructions from the performance control CPU 120.
[0125] The display control unit 123, based on the performance control CPU 120's instructions to execute a performance, supplies a video signal corresponding to the performance to be executed to the image display device 5, thereby displaying the performance image on the image display device 5. The display control unit 123 further supplies a sound specification signal (a signal that specifies the sound to be output) to the sound control board 13 and a lamp signal (a signal that specifies the on / off mode of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the performance image and to turn the game effect lamp 9 on / off. The display control unit 123 also supplies a signal to operate the movable body 32 to the movable body 32 or the drive circuit that drives the movable body 32.
[0126] The audio control board 13 is equipped with various circuits for driving speakers 8L and 8R, and drives speakers 8L and 8R based on the specified sound signal, and outputs the sound specified by the specified sound signal from speakers 8L and 8R.
[0127] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, and drives the game effect lamp 9 based on the lamp signal, turning the game effect lamp 9 on / off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the turning on / off of the lamp.
[0128] Furthermore, the control of audio output, the on / off status of lamps (supply of sound specification signals and lamp signals, etc.), and the control of the movable body 32 (supply of signals to operate the movable body 32, etc.) may be performed by the performance control CPU 120.
[0129] The random number circuit 124 keeps an updatable count of numerical data representing various random values (random numbers for effects) used to execute various effects. The random numbers for effects may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software).
[0130] The I / O 125 mounted on the performance control board 12 includes an input port for receiving performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound specification signals, lamp signals).
[0131] Other boards besides the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. In a pachinko game machine 1, multiple sub-boards may be provided for different functions, or the sub-boards of machine 1 may be configured to have multiple functions.
[0132] (operation) Next, we will explain the operation (function) of the pachinko game machine 1.
[0133] (Main operations of the main board 11) First, the main operations of the main board 11 will be explained. When power is supplied to the pachinko game machine 1, the game control microcomputer 100 starts up, and the main game control processing is executed by the CPU 103. Figure 4 is a flowchart showing the main game control processing executed by the CPU 103 on the main board 11.
[0134] In the main game control process shown in Figure 4, the CPU 103 first sets interrupts to disabled (step S1). Next, it performs the necessary initial settings (step S2). These initial settings include setting the stack pointer, setting the registers of built-in devices (CTC (counter / timer circuit), parallel input / output ports, etc.), and setting RAM 102 to an accessible state.
[0135] Next, it is determined whether the recovery conditions have been met (step S3). The recovery conditions can be met if the clear signal is in the off state, backup data exists, and the backup RAM is functioning correctly. When power supply to the pachinko machine 1 is started, for example, if the clear switch provided on the power supply board 17 is pressed, an ON clear signal is input to the game control microcomputer 100. If such an ON clear signal is input, it is sufficient to determine in step S3 that the recovery conditions have not been met. The backup data only needs to be able to be stored in the RAM 102, which serves as the backup RAM for game control. In step S3, it is sufficient to check or inspect whether there is backup data and whether there are any data errors, and then determine whether the recovery conditions can be met.
[0136] If the recovery conditions are met (Step S3; Yes), the recovery process (Step S4) is executed, followed by the setting confirmation process (Step S5). The recovery process in Step S4 sets the working area based on the contents stored in RAM 102. By setting the working area using the backup data stored in RAM 102, the game state is restored to what it was when the power supply was interrupted. For example, if the special symbols were changing, it is sufficient that the special symbols can be resumed from the state before the interruption.
[0137] If the recovery conditions are not met (Step S3; No), the initialization process (Step S6) is performed, followed by the configuration change process (Step S7). The initialization process in Step S6 includes a clear process that clears the flags, counters, and buffers stored in RAM 102, and the execution of the clear process sets initial values in the work area.
[0138] In step S5, the setting confirmation process determines whether a predetermined setting confirmation condition has been met. The setting confirmation condition is met, for example, when the power supply is started, the detection signal from the door open sensor 90 is ON and the setting key 51 is ON. The setting confirmation process in step S5 is executed if the recovery conditions, including the clear signal being OFF, are met in step S3. Therefore, the setting confirmation condition can only be met when the clear signal is OFF, so the clear signal being OFF can also be included as a setting confirmation condition.
[0139] If the setting confirmation conditions are met during the setting confirmation process in step S5, the pachinko machine 1 enters a setting confirmation state where the set values can be checked, and a setting confirmation start command is sent from the main board 11 to the performance control board 12. In the setting confirmation state, the set values set in the pachinko machine 1 can be checked by the display on the display monitor 29. When ending the setting confirmation state, a setting confirmation end command is sent from the main board 11 to the performance control board 12.
[0140] When the pachinko machine 1 is in the setting confirmation state, it may be set to a game stop state, which stops the progress of the game on the pachinko machine 1. When the game stop state is in place, the launching of game balls by operating the ball-shooting handle and the detection of game balls by various switches are stopped. In addition, the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display device 20 may be controlled to stop displaying losing symbols or to display symbols corresponding to a different game stop state than losing symbols. When the setting confirmation state ends, the associated game stop state should also end.
[0141] In the setting change process of step S7, it is determined whether or not a predetermined setting change condition has been met. The setting change condition is met, for example, when the power supply is started, the detection signal from the door open sensor 90 is ON and the setting key 51 is turned ON. The setting change condition may also include the clear signal being ON.
[0142] If the setting change conditions are met during the setting change process in step S7, the pachinko game machine 1 enters a setting change state where the set value can be changed, and a setting change start command is sent from the main board 11 to the performance control board 12. In the setting change state, the set value is displayed on the display monitor 29, and each time the setting switch 52 is operated, the value displayed on the display monitor 29 is sequentially updated and displayed. Subsequently, based on the setting key 51 being turned off by an employee of the game hall or the like, the set value displayed on the display monitor 29 is stored (updated and stored) in the backup area of the RAM 102, and the display monitor 29 is turned off. When the setting change state is to end, a setting change end command is sent from the main board 11 to the performance control board 12.
[0143] When pachinko machine 1 is in the setting change state, it may be put into the game stop state, just as it is in the setting confirmation state. When the setting change state ends, the associated game stop state should also end.
[0144] On the performance control board 12 side, upon receiving a setting confirmation start command or a setting change start command, control may be performed to notify that the setting is being confirmed or changed. For example, the image display device 5 may display a predetermined image, the speakers 8L and 8R may output a predetermined sound, or light-emitting elements such as the game effect lamp 9 may be illuminated in a predetermined manner.
[0145] The clear signal is turned ON, for example, by pressing the clear switch provided on the power supply board 17. Therefore, when power supply is started, if the detection signal from the door open sensor 90 is ON and the setting key 51 is ON, if the clear switch is ON, the initialization process in step S6 and the setting change process in step S7 are executed, and the system can be controlled to the setting change state. If the clear switch is OFF, the recovery process in step S4 and the setting confirmation process in step S5 are executed, and the system can be controlled to the setting confirmation state. When power supply is started, if the detection signal from the door open sensor 90 is OFF, or if the setting key 51 is OFF, if the clear switch is ON, the initialization process in step S6 is executed, but the system is not controlled to the setting change state. If the clear switch is OFF, the recovery process in step S4 is executed, but the system is not controlled to the setting confirmation state.
[0146] After performing a setting confirmation process or a setting change process, the CPU 103 performs a random number circuit setting process to initialize the random number circuit 104 (step S8). Then, it sets the registers of the CTC built into the game control microcomputer 100 so that a timer interrupt is triggered periodically at predetermined intervals (e.g., 2ms) (step S9), and enables the interrupt (step S10). After that, it enters a loop process. From then on, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2ms), and the CPU 103 can periodically execute timer interrupt processing.
[0147] The CPU 103, which has executed the main game control processing, receives an interrupt request signal from the CTC and accepts the interrupt request, then executes the game control timer interrupt processing shown in the flowchart of Figure 5. When the game control timer interrupt processing shown in Figure 5 is started, the CPU 103 first executes a predetermined switch processing to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start switch 22A, the second start switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Next, it performs a predetermined main-side error processing to diagnose an abnormality in the pachinko game machine 1, and if necessary, makes it possible to generate a warning based on the diagnosis result (step S22). After this, it executes a predetermined information output processing to output data such as jackpot information (information indicating the number of jackpot occurrences, etc.), start information (information indicating the number of start wins, etc.), and probability variation information (information indicating the number of times the game entered a probability variation state, etc.) which are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).
[0148] Following the information output processing, the main board 11 performs a game random number update process to update at least a portion of the random numbers used for gameplay via software (step S24). After this, the CPU 103 performs a special symbol process (step S25). By the CPU 103 performing the special symbol process for each timer interrupt, the execution and holding of special symbol games, control of the jackpot game state, and control of the game state are realized.
[0149] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process each time a timer interrupt occurs, enabling the execution and management of the normal symbol game based on the detection signal from the gate switch 21 (based on the passage of a game ball through the passage gate 41), as well as the opening control of the variable prize ball device 6B based on a "normal symbol win". The execution of the normal symbol game is performed by driving the normal symbol display 20, and the number of normal symbol holds is displayed by lighting up the normal symbol hold display 25C.
[0150] After the normal pattern processing is executed, the following may be performed as part of the game control timer interrupt processing: processing when a power outage occurs, processing to pay out prize balls, etc. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set to send performance control commands in each of the above processes. In the command control processing of step S27, the process of transmitting the set performance control commands to a sub-control board such as the performance control board 12 is performed. After executing the command control processing, interrupts are enabled and then the game control timer interrupt processing is terminated.
[0151] Figure 6 is a flowchart showing an example of the process performed in step S25 shown in Figure 5 as part of the special symbol process. In this special symbol process, the CPU 103 first performs the start prize determination process (step S101).
[0152] In the start-up prize determination process, the occurrence of a start-up prize is detected, and a process is executed to store the reserved information in a predetermined area of RAM 102 and update the number of reserved items. When a start-up prize occurs, a random value is extracted to determine the display result (including the type of jackpot) and the variation pattern, and this is stored as reserved information. Alternatively, a process may be executed to predict the display result and variation pattern based on the extracted random value. After storing the reserved information and the number of reserved items, a transmission setting is made to send a performance control command to the performance control board 12 to specify the occurrence of a start-up prize, the number of reserved items, the number of reserved items, and the prediction judgment. The performance control command for a start-up prize, which has been set for transmission, is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process in step S27 shown in Figure 5.
[0153] After executing the start-up prize determination process in step S101, the CPU 103 selects and executes one of the processes in steps S110 to S120 according to the value of the special symbol process flag set in RAM 102. In each of the special symbol process processes (steps S110 to S120), transmission settings are made to send the corresponding performance control command to the performance control board 12.
[0154] The special symbol normal processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this special symbol normal processing, a determination is made as to whether or not to start the first special symbol game or the second special symbol game, based on the presence or absence of pending information. In addition, in the special symbol normal processing, based on a random value for determining the display result, it is determined (pre-determined) whether or not the display result of the special symbol or decorative symbol will be a "jackpot," and if so, the type of jackpot, before the display result is derived and displayed. Furthermore, in the special symbol normal processing, a confirmed special symbol (either a jackpot symbol or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. After that, the value of the special symbol process flag is updated to "1," and the special symbol normal processing ends. Note that the special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also called special symbol 2 priority play). Alternatively, the system may store the order in which the game balls enter the first and second starting prize slots, and set the conditions for starting the special feature game to be met in that order (also known as "sequential execution").
[0155] When making various decisions based on random values, the various tables stored in ROM 101 (tables in which the decision values compared with the random values are assigned to the decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. On the performance control board 12, the various tables are stored in ROM 121.
[0156] The variable pattern setting process in step S111 is executed when the value of the special feature process flag is "1". This variable pattern setting process includes determining one of several types of variable patterns using random values for variable pattern determination, based on a prior decision result such as whether or not the display result should be "jackpot". When a variable pattern is determined in the variable pattern setting process, the value of the special feature process flag is updated to "2", and the variable pattern setting process ends.
[0157] The variation pattern specifies the execution time of the special feature game (special feature variation time) (which is also the execution time of the variable display of the decorative symbols), the manner of the variable display of the decorative symbols (whether or not there is a reach, etc.), and the content of the performance during the variable display of the decorative symbols (type of reach performance, etc.), and is also called the variation display pattern.
[0158] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbols, and measuring the elapsed time since the special symbols started to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbols started to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process ends.
[0159] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes stopping the movement of the special symbols on the first special symbol display device 4A and the second special symbol display device 4B, and setting up the display (derivation) of the confirmed special symbol that will be the display result of the special symbols. If the display result is "Big Win", the value of the special symbol process flag is updated to "4". If the display result is "Miss", and the game is controlled to be in a time-saving state or a probability change state, and the end of the number of spins is established, the game state is also updated. Once the value of the special symbol process flag is updated, the special symbol stop process ends.
[0160] The jackpot release pre - processing in step S114 is executed when the value of the special drawing process flag is "4". This jackpot release pre - processing includes processes such as starting the execution of a round in the jackpot gaming state and setting to open the big winning port based on the fact that the display result is "jackpot", etc. When setting the big winning port to the open state, a process of supplying a solenoid drive signal to the solenoid 82 for the big winning port door is executed. At this time, for example, corresponding to the type of jackpot, the upper limit period for opening the big winning port and the upper limit number of times of round execution are set. When these settings are completed, the value of the special drawing process flag is updated to "5", and the jackpot release pre - processing ends.
[0161] The jackpot release in - processing in step S115 is executed when the value of the special drawing process flag is "5". This jackpot release in - processing includes processes such as measuring the elapsed time since the big winning port was set to the open state, and determining whether it is time to return the big winning port from the open state to the closed state based on the measured elapsed time, the number of game balls detected by the count switch 23, etc. When returning the big winning port to the closed state, after executing a process of stopping the supply of the solenoid drive signal to the solenoid 82 for the big winning port door, etc., the value of the special drawing process flag is updated to "6", and the jackpot release in - processing ends.
[0162] The jackpot release post - processing in step S116 is executed when the value of the special drawing process flag is "6". This jackpot release post - processing includes processes such as determining whether the number of times of round execution for setting the big winning port to the open state has reached the set upper limit number of times, and setting processes for ending the jackpot gaming state when the upper limit number of times is reached, etc. When the number of times of round execution has not reached the upper limit number of times, the value of the special drawing process flag is updated to "5", while when the number of times of round execution has reached the upper limit number of times, the value of the special drawing process flag is updated to "7". When the value of the special drawing process flag is updated, the jackpot release post - processing ends.
[0163] The jackpot termination process in step S117 is executed when the value of the special feature process flag is "7". This jackpot termination process includes waiting until a waiting period corresponding to the duration of the ending sequence, which is a performance action that signals the end of the jackpot game state, has elapsed, and various settings to start probability variation control or time reduction control in response to the end of the jackpot game state. When these settings are made, the value of the special feature process flag is updated to "0", and the jackpot termination process ends.
[0164] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives power voltage from the power supply board or the like, the performance control CPU 120 starts up and executes the main performance control process as shown in the flowchart of Figure 9. When the main performance control process shown in Figure 9 starts, the performance control CPU 120 first performs a predetermined initialization process (step S71), clearing the RAM 122, setting various initial values, and setting the registers of the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, controls are executed to perform the initial operations of the movable body 32, such as controls to drive the movable body 32 back to the origin position and controls to perform predetermined operation checks.
[0165] Next, it is determined whether the timer interrupt flag is on or off (step S73). The timer interrupt flag is set to the on state every predetermined time (e.g., 2 milliseconds) based on the register settings of the CTC, for example. If the timer interrupt flag is off at this time (step S73; No), the process in step S73 is repeated and the system waits.
[0166] Furthermore, on the performance control board 12, in addition to the timer interrupt that occurs at predetermined intervals, an interrupt occurs to receive performance control commands from the main board 11. This interrupt occurs, for example, when the performance control INT signal from the main board 11 turns ON. When an interrupt occurs due to the performance control INT signal turning ON, the performance control CPU 120 automatically sets the interrupt to disabled. However, if a CPU that does not automatically set the interrupt to disabled is used, it is desirable to issue an interrupt disable instruction (DI instruction). In response to the interrupt caused by the performance control INT signal turning ON, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is received from a predetermined input port among the input ports included in I / O 125 that receives control signals transmitted from the main board 11 via the relay board 15. The performance control command received at this time is stored, for example, in a performance control command reception buffer provided in RAM 122. After that, the performance control CPU 120 sets the interrupt to enabled and then terminates the command reception interrupt process.
[0167] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to the off state (step S74), and the command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command reception buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, to allow the performance control process to confirm which performance control command was received and what the performance control command identifies, the read performance control command is stored in a predetermined area of RAM 122, or a reception flag provided in RAM 122 is turned on. Also, if the performance control command identifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.
[0168] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, various performance devices are controlled, such as the display operation of performance images in the display area of the image display device 5, the sound output operation from speakers 8L and 8R, the lighting operation of decorative light-emitting elements such as the game effect lamp 9 and decorative LEDs, and the driving operation of the movable body 32. In addition, judgments, decisions, and settings are made regarding the control content of performance operations using various performance devices, according to performance control commands transmitted from the main board 11.
[0169] Following the performance control process in step S76, the random number update process for performances is executed (step S77), and at least a portion of the random numbers used for performances on the performance control board 12 are updated by software. Then, the process returns to step S73. Other processes may be executed before returning to step S73.
[0170] Figure 10 is a flowchart showing an example of the process executed in step S76 of Figure 9 as part of the performance control process. In the performance control process shown in Figure 10, the performance control CPU 120 first executes a pre-announcement setting process (step S161). In the pre-announcement setting process, for example, judgments, decisions, and settings are made to execute a pre-announcement performance based on the performance control command transmitted from the main board 11 at the time of starting and winning. In addition, a process is executed to display the hold display based on the number of hold memories identified from the performance control command.
[0171] After executing the process in step S161, the CPU 120 for performance control selects and executes one of the following processes in steps S170 to S175, depending on the value of the performance process flag provided in, for example, RAM 122.
[0172] The variable display start waiting process in step S170 is a process executed when the value of the production process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether to start the variable display of the decorative pattern in the image display device 5 based on whether a command or the like for specifying the start of the variable display is received from the main board 11. When it is determined to start the variable display of the decorative pattern in the image display device 5, the value of the production process flag is updated to "1", and the variable display start waiting process is terminated.
[0173] The variable display start setting process in step S171 is a process executed when the value of the production process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the production control command, the display result (determined decorative pattern) of the variable display of the decorative pattern, the mode of the variable display of the decorative pattern, the execution of various productions such as reach production and various notice productions, and their modes and execution start timings are determined. Then, a production control pattern (a collection of control data for instructing the execution of the production to the display control unit 123) reflecting the determination result and the like is set. After that, based on the set production control pattern, the display control unit 123 is instructed to start the execution of the variable display of the decorative pattern, the value of the production process flag is updated to "2", and the variable display start setting process is terminated. The display control unit 123 causes the image display device 5 to start the variable display of the decorative pattern by instructing the start of the execution of the variable display of the decorative pattern.
[0174] The variable display effect processing in step S172 is executed when the value of the effect process flag is "2". In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output voice and sound effects from speakers 8L and 8R by outputting a command (sound effect signal) to the sound control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting a command (lighting signal) to the lamp control board 14, and performs various effect controls during the variable display of decorative symbols. After performing these effect controls, the CPU 120 stops displaying the confirmed decorative symbols, which are the display result of the decorative symbols, in response to, for example, when an exit code indicating the end of the variable display of decorative symbols is read from the effect control pattern, or when a command is received from the main board 11 specifying that the confirmed decorative symbols should be stopped displaying. When the confirmed decorative symbols are displayed in a stopped state, the value of the performance process flag is updated to "3", and the variable display performance processing ends.
[0175] The special feature win waiting process in step S173 is executed when the value of the performance process flag is "3". In this special feature win waiting process, the performance control CPU 120 determines whether or not it has received a performance control command from the main board 11 that specifies the start of a jackpot game state. When it receives a performance control command that specifies the start of a jackpot game state, it updates the value of the performance process flag to "4". If it does not receive a command that specifies the start of a jackpot game state and the waiting time for such a command has elapsed, it determines that the display result in the special feature game was "miss" and updates the value of the performance process flag to its initial value of "0". After updating the value of the performance process flag, the special feature win waiting process ends.
[0176] The jackpot animation processing in step S174 is executed when the value of the animation process flag is "6". In this jackpot animation processing, the animation control CPU 120 sets, for example, an animation control pattern corresponding to the animation content in the jackpot game state, and executes various animation controls in the jackpot game state based on that setting. Also, in the jackpot animation processing, for example, in response to receiving a command from the main board 11 to terminate the jackpot game state, the value of the animation process flag is updated to "5", which is the value corresponding to the ending animation processing, and the jackpot animation processing is terminated.
[0177] The ending sequence processing in step S175 is executed when the value of the sequence process flag is "7". In this ending sequence processing, the sequence control CPU 120 sets sequence control patterns corresponding to, for example, the end of a jackpot game state, and executes various sequence controls for the ending sequence at the end of the jackpot game state based on these settings. After that, the value of the sequence process flag is updated to its initial value of "0", and the ending sequence processing ends.
[0178] (A variation of the basic explanation) This invention is not limited to the pachinko game machine 1 described in the basic description above, and various modifications and applications are possible without departing from the spirit of the present invention.
[0179] The pachinko game machine 1 described above was a payout-type game machine that dispensed a predetermined number of game media as prizes based on the occurrence of winnings. However, it may also be a sealed-type game machine that encloses game media and awards points based on the occurrence of winnings.
[0180] During the variable display of special symbols, only one type of symbol (for example, a symbol representing "-") may be displayed, and the variable display may be achieved by repeatedly displaying and extinguishing that symbol. Furthermore, even if the symbol is displayed during the variable display, it does not have to be displayed when the variable display stops (the display result does not have to be the "-" symbol).
[0181] In the above basic description, the pachinko machine 1 is shown as the gaming machine. However, the present invention is also applicable to a slot machine that can execute a game in which medals are inserted, a predetermined number of bets is set, a plurality of types of symbols are rotated according to the operation of an operation lever by the player, and when the symbols are stopped according to the operation of a stop button by the player and the combination of the stopped symbols becomes a specific combination of symbols, a predetermined number of medals are paid out to the player (for example, a slot machine equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)).
[0182] The program and data for realizing the present invention are not limited to the form distributed and provided by a detachable recording medium to a computer device or the like included in the pachinko machine 1, and may take a form distributed by being installed in advance in a storage device possessed by a computer device or the like. Furthermore, the program and data for realizing the present invention may take a form distributed by downloading from other devices on a network connected via a communication line or the like by providing a communication processing unit.
[0183] And the execution form of the game is not limited to the one executed by attaching a detachable recording medium, but may also be a form that can be executed by temporarily storing the program and data downloaded via a communication line or the like in an internal memory or the like, or a form that is directly executed using the hardware resources on the other device side on a network connected via a communication line or the like. Furthermore, it can also be a form in which the game is executed by exchanging data with other computer devices or the like via a network.
[0184] In addition, in this specification, the expression of comparison of various ratios such as the execution ratio of the effect (expressions such as "high", "low", "make different") may include the case where one ratio is "0%". For example, it also includes the case where one ratio is "0%" and the other ratio is "100%" or less than "100%".
[0185] This gaming machine may be controlled to one of several types of time-saving states, specifically time-saving state B (also called rescue time-saving state or rescue time-saving state), if, after power is turned on (when a RAM clear process is performed) or after a jackpot occurs, the variable display is executed a predetermined number of times (900 times in this example) in a low probability state but no further jackpots occur. This rescue time-saving state is provided to rescue players who have played for a long period of time but have not yet won a jackpot (for example, to reduce the amount of money invested in the game), and in this example, it is called "Playtime".
[0186] In this embodiment, if the game is controlled to win Jackpot A among the multiple types of Jackpots, 110 variable displays are performed in the time-saving state A (low probability / high base state) among the multiple types of time-saving states. As a result, the number of variable displays remaining from the end of time-saving state A until the rescue time-saving state is reached is 790. On the other hand, if the game is controlled to win Jackpot B or Jackpot C among the multiple types of Jackpots, 110 variable displays are performed in the probability variation state (high probability / high base state). As a result, the number of variable displays remaining from the end of the probability variation state until the rescue time-saving state is reached is 900. In addition, in this embodiment, the number of variable displays in time-saving state B (low probability / high base state) based on the rescue time-saving counter value becoming "0" is 1100.
[0187] In this embodiment, in the variable display when the relief time reduction is reached, a shutter image is displayed across the entire screen of the image display device 5. This reduces the visibility of the first background image, which corresponds to the normal state and was displayed as a background image in the variable display before the relief time reduction is reached, and then a third background image corresponding to the relief time reduction is displayed as the background image.
[0188] In this embodiment, the left side of the image display device 5 on the game board 2 of the pachinko game machine 1 is formed as a left game area through which game balls can flow, and the right side of the image display device 5 on the game board 2 is formed as a right game area through which game balls can flow. Game balls launched weakly by the launching device flow down a first path in the left game area, and game balls launched strongly by the launching device flow down a second path in the right game area.
[0189] In this embodiment, the special variable prize ball device 7 has a first large prize opening and a second large prize opening formed along the direction of the flow of the game balls. The first large prize opening can be changed between an open state in which game balls can enter and a closed state in which game balls cannot enter by driving a large prize opening door (not shown) by a solenoid. The second large prize opening can be changed between an open state in which game balls can enter and a closed state in which game balls cannot enter by driving a large prize opening door (not shown) by a solenoid.
[0190] Furthermore, a first count switch 069SG023A capable of detecting game balls is provided inside the first major prize slot, and a second count switch 069SG023B capable of detecting game balls is provided inside the second major prize slot.
[0191] In other words, game balls flowing down the left game area (first path) can enter the general prize entry point 10 and the first starting prize entry point formed by the prize ball entry device 6A, while game balls flowing down the right game area (second path) can enter the second starting prize entry point formed by the variable prize ball entry device 6B, the general prize entry point 10, and the first or second large prize entry point formed by the special variable prize ball entry device 7, and can also pass through the passage gate 41.
[0192] In this embodiment, the switch circuit 110 is connected to the first count switch 069SG023A, the second count switch 069SG023B, and the jackpot start switch 069SG024 which is built into the jackpot start gate 069SG042.
[0193] Multiple obstructing pins are placed between the prize ball entry device 6A, the variable prize ball entry device 6B, and the special variable prize ball entry device 7. As a result, game balls flowing down the left game area cannot enter the second starting prize entry point or the large prize entry point, and game balls flowing down the right game area cannot enter the first starting prize entry point.
[0194] As shown in Figure 9, in this embodiment, a first special symbol display device 069SG004A capable of variable display of the first special symbol, a second special symbol display device 069SG004B capable of variable display of the second special symbol, a first reserve indicator 069SG025A capable of displaying the first reserve memory count, a second reserve indicator 069SG025B capable of displaying the second reserve memory count, a normal symbol indicator 069SG020 capable of variable display of normal symbols, a normal symbol reserve indicator 069SG025C capable of displaying the normal symbol reserve memory count, and a jackpot A game information display unit is provided, which includes a round indicator 069SG131 capable of displaying the number of rounds (type of jackpot) of the jackpot game during gameplay, a right-shooting lamp 069SG132 that lights up when the game ball is shot towards the right game area, such as a jackpot game state, a high probability / high base state (probability variation state), or a low probability / high base state (time reduction state), a probability variation lamp 069SG133 that lights up when in a high probability / high base state (probability variation state), and a time reduction lamp 069SG134 that lights up in both the high probability / high base state (probability variation state) and the low probability / high base state (time reduction state). In addition, the right-shooting lamp 069SG132 will exceptionally light up from the moment the variable display stops if the variable display result is a jackpot when the game state is in the normal state.
[0195] As shown in Figure 9, the main board 11 is equipped with an information output circuit that outputs game information (signals) to an external device such as a management computer in the amusement facility where the pachinko game machine 1 is installed, via a terminal board (not shown).
[0196] In this embodiment, the second large prize opening is provided with a V-prize opening and an outlet located downstream of the V-prize opening. Furthermore, a variable V-prize ball device (V-lid) is provided upstream of the V-prize opening. The variable V-prize ball device changes between a closed state and an open state by a solenoid. In other words, when the variable V-prize ball device is in the open state, the game balls flowing down the second large prize opening can pass through the V-prize opening, and when the variable V-prize ball device is in the closed state, they cannot pass through the V-prize opening and flow down to the outlet.
[0197] As shown in Figure 9, the main board 11 is provided with a V switch 069SG023B1 that can detect when a game ball has passed through the V prize slot located downstream of the second large prize slot, via a switch circuit 110, and a discharge switch 069SG023B2 that can detect when a game ball has passed through the discharge slot.
[0198] Furthermore, the performance control board 12 is connected to a vibration motor 61 built into the push button 31B and a movable body motor 207 for operating the movable body 32. In addition, the lamp control board 14 has a right-hand LED 069SG031 to prompt right-hand shooting, a first special symbol LED 069SG032 that lights up when the first special symbol is displayed in a variable manner, a second special symbol LED 069SG033 that lights up when the second special symbol is displayed in a variable manner, a first reserve LED 069SG034A that lights up when the first reserve memory count is 1 to 2, and a first reserve LED 0 that lights up when the first reserve memory count is 3 to 4. The following are connected: 69SG034B, second reserve LED 069SG035A which lights up when the second reserve memory count is 1 to 2, second reserve LED 069SG035B which lights up when the second reserve memory count is 3 to 4, button LED 62 built into push button 31B, movable body LED 208 built into movable body 32, and frame LEDs 9L1 to 9L12 and 9R1 to 9R12 provided on the gaming machine frame 3.
[0199] Figure 10(A) is an explanatory diagram illustrating the random values counted on the main board 11. As shown in Figure 10(A), in this embodiment, on the main board 11, numerical data representing the random values MR1 for determining the special display result, MR2 for determining the type of jackpot, MR3 for determining the variation pattern, MR4 for determining the normal display result, and MR5 for determining the initial value of MR4 are controlled to be countable. In addition, other random values may be used to enhance the game effect. These random values MR1 to MR5 may be counted by the CPU 103 using different random counters and updated by software, or they may be updated by the random number circuit 104. The random number circuit 104 may be built into the game control microcomputer 100, or it may be configured as a random number circuit chip separate from the game control microcomputer 100. Random numbers used to control the progress of the game are also called game random numbers.
[0200] In this embodiment, the random values MR1 to MR5 are exemplified as being within the range shown in Figure 10(A). However, the present invention is not limited to this, and the ranges of these random values MR1 to MR5 may differ depending on the setting value set in the pachinko game machine 1.
[0201] In the game control microcomputer 100, the CPU 103 executes a program read from the ROM 101 and uses the RAM 102 as a work area to perform various processes for controlling the progress of the game in the pachinko game machine 1. In addition, the CPU 103 is capable of generating all types of random numbers used on the main board 11 by executing a random number generation program.
[0202] The ROM 101 of the game control microcomputer 100 stores not only game control programs but also various table data used to control the progress of the game. For example, the ROM 101 stores table data that constitutes multiple judgment tables prepared for the CPU 103 to make various judgments and decisions. The ROM 101 also stores table data that constitutes multiple control pattern tables used by the CPU 103 to output various control signals from the main board 11, and a variable pattern judgment table that stores multiple types of variable patterns that represent the variable display modes of each symbol in variable displays such as special symbols and normal symbols.
[0203] Figure 10(B) shows an example of the configuration of the special drawing display result determination table stored in ROM 101. In this example, a common special drawing display result determination table is used for both the first and second special drawings, but the present invention is not limited to this, and separate special drawing display result determination tables may be used for the first and second special drawings.
[0204] The special symbol display result determination table is a table referenced in special symbol games using the first special symbol by the first special symbol display device 4A and special symbol games using the second special symbol by the second special symbol display device 4B to determine, based on the random value MR1 for special symbol display result determination, whether or not to control the game state as a "jackpot" with the variable display result before the confirmed special symbol that will be a variable display result is derived and displayed.
[0205] In the special symbol display result determination table, a numerical value (determination value) is compared with the random value MR1 used for determining the special symbol display result, depending on whether the game state of the pachinko game machine 1 is the normal state, the time-saving state (low probability state), or the probability variation state (high probability state), and is assigned to the special symbol display result of "jackpot" or "miss".
[0206] In the special symbol display result determination table, the table data showing the determination value compared with the random value MR1 for determining the special symbol display result is determination data assigned to the decision result of whether or not to control the game state to a jackpot as a "jackpot" when the special symbol display result is determined to be a "jackpot". In the special symbol display result determination table, when the game state is a probability variation state (high probability state), more determination values are assigned to the special symbol display result of "jackpot" than when the game state is a normal state or a time-saving state (low probability state). As a result, in the probability variation state (high probability state) in which probability variation control is performed in the pachinko game machine 1, the probability of determining to control the game state to a jackpot as a "jackpot" when the special symbol display result is a "jackpot" is higher (approximately 1 / 80.02) compared to the probability of determining to control the game state to a jackpot as a "jackpot" when the game state is a normal state or a time-saving state (low probability state) (approximately 1 / 319.68). In other words, in the special display result determination table, the determination data is assigned to the decision result of whether or not to control to a jackpot game state, such that when the game state of the pachinko game machine 1 is a probability variation state (high probability state), the probability of deciding to control to a jackpot game state is higher compared to when it is in a normal state or a time-saving state.
[0207] The judgment tables stored in ROM101 include, in addition to the first special symbol display result judgment table and the second special symbol display result judgment table shown in Figure 7, the jackpot type judgment table (for the first special symbol) shown in Figure 10(C1), the jackpot type judgment table (for the second special symbol) shown in Figure 10(C2), as well as a variation pattern judgment table, a normal symbol display result judgment table (not shown), a normal symbol variation pattern determination table (not shown), and so on.
[0208] In this embodiment, the pachinko game machine 1 is configured such that the probability of winning a jackpot (payout rate) does not change according to the setting value, but it may also be configured such that the probability of winning a jackpot (payout rate) changes according to the setting value.
[0209] (Big Win Type Determination Table) Figures 10(C1) and 10(C2) are explanatory diagrams showing the jackpot type determination table (for the first special symbol) and the jackpot type determination table (for the second special symbol) stored in ROM 101. Of these, Figure 10(C1) is the table used when determining the jackpot type using the reserve memory based on the game ball entering the first starting prize slot (i.e., when the variable display of the first special symbol is performed). Also, Figure 10(C2) is the table used when determining the jackpot type using the reserve memory based on the game ball entering the second starting prize slot (i.e., when the variable display of the second special symbol is performed).
[0210] The jackpot type determination table is a table that is referenced to determine the type of jackpot (from jackpot A to jackpot C) based on a random number (MR2) for determining the type of jackpot when a determination is made to make the variable display result a jackpot symbol.
[0211] Here, the types of jackpots in this embodiment will be explained using Figure 10(D). In this embodiment, the types of jackpots provided are Jackpot A, Jackpot B, and Jackpot C, in which time-saving control is performed for up to 100 variable displays after the end of the jackpot game state. Furthermore, Jackpots A, Jackpot B, and Jackpot C are also jackpots in which, after the first round of the jackpot game state the game ball enters the second jackpot entry point and then enters the V entry point, thereby performing probability-changing control for up to 100 variable displays after the end of the jackpot game.
[0212] In this embodiment, the variable V-prize ball device (V-lid) has two open states: a short open state (e.g., 0.1 seconds) and a long open state (e.g., 15 seconds). In jackpot A, the variable V-prize ball device is in a short open state during the first round of the jackpot game state, while in jackpots B and C, the variable V-prize ball device is in a long open state during the first round of the jackpot game state.
[0213] The jackpot game state resulting from "Jackpot A" is a normal opening jackpot where the second large prize slot is opened to a player-favorable state in the first round, and the first large prize slot is opened to a player-favorable state from the second to the sixth round. Furthermore, in "Jackpot A," the variable V prize ball device is in a short-open state in the first round, making it extremely difficult to get the game ball into the V prize slot, and thus the probability variation control cannot be expected to be executed, making it effectively a normal jackpot.
[0214] The "Big Win B" jackpot state is a normal opening jackpot where the second large prize slot is opened to a player-favorable state in the first round, and the first large prize slot is opened to a player-favorable state from the second to the sixth round. In addition, with "Big Win B", the variable V prize ball device is in a long-open state in the first round, making it extremely easy to get the game ball into the V prize slot, and it can be expected that the probability change control will be executed, so it is effectively a probability change jackpot.
[0215] The "Big Win C" jackpot state is a normal opening jackpot where the second large prize slot is opened to a player-favorable state in the first round, and the first large prize slot is opened to a player-favorable state from the second to the tenth round. In addition, with "Big Win C", the variable V prize ball device is in a long-open state in the first round, making it extremely easy to get the game ball into the V prize slot, and it can be expected that the probability variation control will be executed, so it is effectively a probability variation jackpot.
[0216] In this embodiment, an example is shown in which there are three types of jackpots, A to C. However, the present invention is not limited to this, and there may be two or fewer types of jackpots, or four or more types.
[0217] Furthermore, as shown in Figure 10(C1), in the jackpot type determination table (for the first special symbol), of the MR2 determination value range of 0 to 299, values from 0 to 149 are assigned to jackpot A, and values from 150 to 299 are assigned to jackpot B. On the other hand, as shown in Figure 10(C2), in the jackpot type determination table (for the second special symbol), of the MR2 determination value range of 0 to 299, values from 0 to 99 are assigned to jackpot B, and values from 100 to 299 are assigned to jackpot C.
[0218] In other words, in this embodiment, if the variable special symbol is the first special symbol, there is a 50% chance that the game ball will be in a state where it is easy to enter the V-entry slot in the first round of the jackpot game state, and both probability variation control and time reduction control will be implemented after the jackpot game ends. Furthermore, if the variable special symbol is the second special symbol, there is a 100% chance that the game ball will be in a state where it is easy to enter the V-entry slot in the first round of the jackpot game state, and both probability variation control and time reduction control will be implemented after the jackpot game ends.
[0219] In this example, even if a jackpot A occurs, it is extremely rare for the ball to enter the V-zone when the V-lid is in a short-open state. Therefore, in the case of jackpot A, it is explained that the ball will not enter the V-zone and the probability variation control will not be executed. Similarly, even if a jackpot B or jackpot C occurs, it is extremely rare for the ball to not enter the V-zone when the V-lid is in a long-open state. Therefore, in the case of jackpot B or jackpot C, it is explained that the ball will enter the V-zone and the probability variation control will be executed.
[0220] In this embodiment, the type of jackpot is determined using MR2, a random value used for determining the type of jackpot. However, the present invention is not limited to this, and the type of jackpot may also be determined using MR1, a random value used for determining the result of the special display.
[0221] Furthermore, in this embodiment, for example, a configuration is given in which there are jackpot types B and C for the second special symbol, in which 100 rounds of probability variation control and time reduction control can be performed after the jackpot game state ends. However, the present invention is not limited thereto. For example, a jackpot D may be provided in which time reduction control is performed 1009 times (probability variation state: 100 times + time reduction state A: 899 times) after the jackpot game state ends. This enhances the excitement as it makes the next jackpot almost certain. In addition, even if the probability variation control ends without a jackpot occurring during the 100 rounds of probability variation state after the jackpot ends, the game will perform 899 variable displays in time reduction state A (low probability / high base state) without a jackpot occurring, and then after performing one variable display in the normal state, it will be controlled to time reduction state B (rescue time reduction state) described later, further enhancing the excitement.
[0222] (Number of time-saving sessions) Figure 11 is an explanatory diagram for explaining the number of time-saving rounds for each transition trigger. As shown in Figure 11, in this example, if a jackpot A occurs but the game ball does not enter the probability variation area, the time-saving state A, in which (1) time-saving control is performed 100 times and (2) low probability control is performed 100 times, is controlled to Powerful Chance with 100 time-saving rounds. Also, if either jackpot B or jackpot C occurs and the game ball enters the probability variation area, the probability variation state, in which (1) time-saving control is performed 100 times and (2) probability variation control is performed 100 times, is controlled to Powerful RUSH with 100 time-saving rounds. Furthermore, if the variable display is performed 900 times without being controlled to a jackpot in the low probability state, the time-saving state B, in which (1) time-saving control is performed 1000 times and (2) low probability control is performed 1000 times, is controlled to Play-1100 Powerful Chance with 1100 time-saving rounds. However, even if, after the end of the time-saving state B, the machine performs another 900 spins in a low probability state without being controlled to a jackpot, it will not be controlled to the time-saving state B again based on this.
[0223] Furthermore, if a losing symbol with a time-saving feature stops and is displayed in the normal state, the game may be controlled to a time-saving state B (in this example, a 1100-times Powerful Chance) in which (1) time-saving control is performed 1100 times and (2) low probability control is performed 1100 times. In this case, even if a losing symbol with a time-saving feature stops and is displayed in a high base state (probability state, time-saving state), the game state transition control will not be performed (the game will not be controlled to a time-saving state with 1100 time-saving rounds). This is to avoid reducing the degree of relief for the player. For example, if the game were configured to re-control to a time-saving state with 1100 time-saving rounds based on the display of a losing symbol with a time-saving feature when the game is controlled to a probability state where big wins are more likely, it would be undesirable because it would control the game from an advantageous state to an unfavorable state for the player. Therefore, the system should be configured to control the game to a time-saving state of 1100 spins only when the game state being controlled is the normal state when a losing symbol with time-saving features is displayed.
[0224] Furthermore, the rescue time reduction rate is the percentage of times the game is controlled to a time reduction state via the rescue time reduction. Since the time reduction state via the rescue time reduction is controlled by performing a variable display n times (900 times in this example) without being controlled to a jackpot game state, the rescue time reduction rate K can be calculated as follows.
[0225] K = {(1-ML)^n} × 100
[0226] (K = probability of reaching the rescue time reduction, ML = probability of winning the jackpot, n = number of variable display counts) Specifically, for example, if the jackpot probability ML in this embodiment is approximately 1 / 319, the rescue time reduction rate K will be 5.9%. Furthermore, in the case of a gaming machine where the setting value can be adjusted, if the rescue time reduction rate is set to be higher for lower jackpot probability settings, players can be rescued even with low jackpot probability settings.
[0227] (Variation pattern) Figures 12 to 15 are explanatory diagrams showing specific examples of the variation pattern determination table in this embodiment.
[0228] Figure 12 shows (A) a specific example of a variable pattern determination table for losing when the number of reserved memories in the normal state is 0 to 2, (B) a specific example of a variable pattern determination table for losing when the number of reserved memories is 3, and (C) a specific example of a variable pattern determination table for winning when the number of reserved memories is 0 to 3.
[0229] As shown in Figure 12(A), in the variable pattern determination table for losses when the number of reserved memories is 0 to 2, 96 determination values are assigned to non-reach B, 2 determination values are assigned to SP reach A, 1 determination value is assigned to SP reach B, and 1 determination value is assigned to SP reach X. Also, as shown in Figure 12(B), in the variable pattern determination table for losses when the number of reserved memories is 3, 96 determination values are assigned to shortened non-reach B, 2 determination values are assigned to SP reach A, 1 determination value is assigned to SP reach B, and 1 determination value is assigned to SP reach X.
[0230] On the other hand, as shown in Figure 12(C), in the variable pattern determination table for big wins when the number of reserved memories is 0 to 3, one determination value is assigned to SP non-transit B, 19 determination values are assigned to SP reach A, 30 determination values are assigned to SP reach B, and 50 determination values are assigned to SP reach X.
[0231] Furthermore, Figure 13 shows (A) a specific example of a variable pattern determination table for losing when the number of reserved memories in the probability variation state is 0, (B) a specific example of a variable pattern determination table for losing when the number of reserved memories is 1 to 3, and (C) a specific example of a variable pattern determination table for winning when the number of reserved memories is 0 to 3.
[0232] As shown in Figure 13(A), in the variable pattern determination table for losses when the number of reserved memories is 0, 95 determination values are assigned to non-reach A, 2 determination values are assigned to SP reach C, and 3 determination values are assigned to SP reach D. Also, as shown in Figure 13(B), in the variable pattern determination table for losses when the number of reserved memories is 1 to 3, 85 determination values are assigned to shortened non-reach A, 10 determination values are assigned to non-reach A, 2 determination values are assigned to SP reach C, and 3 determination values are assigned to SP reach D.
[0233] On the other hand, as shown in Figure 13(C), in the variable pattern determination table for big wins when the number of reserved memories is 0, 5 determination values are assigned to SP non-transit A, 80 determination values are assigned to SP reach C, and 15 determination values are assigned to SP reach D.
[0234] Furthermore, Figure 14 shows (A) a specific example of a variable pattern determination table for a losing outcome when the number of reserved memories in time-saving state A is 0, (B) a specific example of a variable pattern determination table for a losing outcome when the number of reserved memories is 1 to 3, and (C) a specific example of a variable pattern determination table for a big win when the number of reserved memories is 0 to 3.
[0235] As shown in Figure 14(A), in the variable pattern determination table for losses when the number of reserved memories is 0, 95 determination values are assigned to non-reach A and 5 determination values are assigned to SP reach E. Also, as shown in Figure 14(B), in the variable pattern determination table for losses when the number of reserved memories is 1 to 3, 90 determination values are assigned to shortened non-reach A, 5 determination values are assigned to non-reach A and 5 determination values are assigned to SP reach E.
[0236] On the other hand, as shown in Figure 14(C), in the variable pattern determination table for big wins when the number of reserved memories is 0 to 3, 5 determination values are assigned to SP non-transit A, and 95 determination values are assigned to SP reach E.
[0237] Furthermore, Figure 15 shows (A) a specific example of a variable pattern determination table for a loss when the number of reserved memories in time-saving state B (rescue time-saving state) is 0, (B) a specific example of a variable pattern determination table for a loss when the number of reserved memories is 1 to 3, and (C) a specific example of a variable pattern determination table for a jackpot when the number of reserved memories is 0 to 3.
[0238] As shown in Figure 15(A), in the variable pattern determination table for losses when the number of reserved memories is 0, 97 determination values are assigned to non-reach A and 3 determination values are assigned to SP reach F. Also, as shown in Figure 15(B), in the variable pattern determination table for losses when the number of reserved memories is 1 to 3, 97 determination values are assigned to ultra-shortened non-reach and 3 determination values are assigned to SP reach F.
[0239] On the other hand, as shown in Figure 15(C), in the variable pattern determination table for big wins when the number of reserved memories is 0 to 3, 100 determination values are assigned to SP Reach F.
[0240] As shown in Figures 13(A) and 13(B), the average variable display time for the losing variation patterns that can be determined when the number of reserved memories is 0 in the probability variation state is approximately 8.2 seconds {((7s × 95) + (40s × 2) + (25s × 3)) ÷ 100 = 8.2}, and the average variable display time for the losing variation patterns that can be determined when the number of reserved memories is 1 to 3 is approximately 4.8 seconds {((3s × 85) + (7s × 10) + (40s × 2) + (25s × 3)) ÷ 100 = 4.8}.
[0241] Here, assuming that the first variable display after the start of the probability variation state has a reserve memory count of 0, and the variable displays from the 2nd to the 100th have a reserve memory count of 1 to 3, the average time of variable display for the losing variation patterns that can be determined in the probability variation state is approximately 4.83 seconds {(8.2 + (4.8 × 10⁹)) ÷ 100 = 4.83}.
[0242] Furthermore, as shown in Figure 13(C), the average time for the variable display of the winning variation patterns that can be determined when the number of reserved memories is 0 to 3 in the probability variation state is approximately 51.1 seconds {((22s × 5) + (55s × 80) + (40s × 15)) ÷ 100 = 51.1}. Therefore, the average time for the variable display of the winning variation patterns that can be determined in the probability variation state is approximately 51.1 seconds.
[0243] As shown in Figures 14(A) and 14(B), in time-saving state A, the average variable display time for the losing variation patterns that can be determined when the number of reserved memories is 0 is approximately 9.15 seconds {((7s × 95) + (50s × 5)) ÷ 100 = 9.15}, and the average variable display time for the losing variation patterns that can be determined when the number of reserved memories is 1 to 3 is approximately 5.55 seconds {((3s × 90) + (7s × 5) + (50s × 5)) ÷ 100 = 5.55}.
[0244] Here, assuming that when time-saving state A starts, the first variable display has a reserved memory count of 0, and the 2nd to 100th variable displays have a reserved memory count of 1 to 3, the average time of variable display for the losing variation patterns that can be determined in time-saving state A is approximately 5.58 seconds {(9.15 + (5.55 × 10⁹)) ÷ 100 = 5.58}.
[0245] Furthermore, as shown in Figure 14(C), the average variable display time for the jackpot variation patterns that can be determined when the number of reserved memories is 0 to 3 in time-saving state A is approximately 62.8 seconds {((22s × 5) + (55s × 95)) ÷ 100 = 62.85}.
[0246] As shown in Figures 15(A) and 15(B), in time-saving state B, the average variable display time for the losing variation patterns that can be determined when the number of reserved memories is 0 is approximately 7.54 seconds {((7s × 97) + (25s × 3)) ÷ 100 = 7.54}, and the average variable display time for the losing variation patterns that can be determined when the number of reserved memories is 1 to 3 is approximately 2.205 seconds {((1.5s × 97) + (25s × 3)) ÷ 100 = 2.205}.
[0247] Here, assuming that when the time-saving state B starts, the first variable display has a reserved memory count of 0, and the variable displays from 2 to 1100 times have a reserved memory count of 1 to 3, the average time of variable display for the losing variation patterns that can be determined in time-saving state B is approximately 2.2 seconds {(7.54 + (2.205 × 1099)) ÷ 1100 = 2.20985}.
[0248] Furthermore, as shown in Figure 15(C), the average time for the variable display of the winning variation patterns that can be determined when the number of reserved memories is 0 to 3 in time-saving state B is approximately 40 seconds.
[0249] Thus, when the number of reserved memories is 0, the number of possible losing variation patterns is 3 for the probability variation state, 2 for the time reduction state A, and 2 for the time reduction state B. When the number of reserved memories is 1 to 3, the number of possible losing variation patterns is 4 for the probability variation state, 3 for the time reduction state A, and 2 for the time reduction state B.
[0250] Furthermore, the average display time for the determinable losing variation patterns is 4.83 seconds in the probability variation state, 5.58 seconds in the time-saving state A, and 2.2 seconds in the time-saving state B.
[0251] Furthermore, when the number of reserved memories is between 0 and 3, the number of possible winning spin patterns is 3 for the probability variation state, 2 for the time reduction state A, and 1 for the time reduction state B. Furthermore, the average display time for the variable patterns for determining the winning combination is 51.1 seconds in the probability variation state, 62.8 seconds in the time reduction state A, and 40 seconds in the time reduction state B.
[0252] In other words, the number of determinable losing variation patterns decreases in the order of probability variation state, time reduction state A, and time reduction state B (probability variation state > time reduction state A > time reduction state B), and the average time of variable display for determinable losing variation patterns decreases in the order of probability variation state, time reduction state A, and time reduction state B (probability variation state > time reduction state A > time reduction state B).
[0253] Furthermore, the number of selectable jackpot variation patterns decreases in the order of probability variation state, time reduction state A, and time reduction state B (probability variation state > time reduction state A > time reduction state B), and the average duration of variable display time for selectable jackpot variation patterns decreases in the order of probability variation state, time reduction state A, and time reduction state B (probability variation state > time reduction state A > time reduction state B). Thus, time reduction state B has fewer variation pattern types and a shorter variable display period compared to probability variation state and time reduction state A. In other words, a monotonous and efficient variable display is performed.
[0254] Furthermore, while the examples given show that the number of possible losing and winning patterns is greater in the probability variation state than in the time-saving state A, the number of time-saving state A patterns may be greater than in the probability variation state, or they may be the same for both the probability variation state and time-saving state A.
[0255] Furthermore, the various variation pattern determination tables shown in Figures 12 to 15 are used in common for both the first and second special symbols. In particular, in time-saving state B, the variation pattern determination table shown in Figure 15 is used in common for both the first and second special symbols. As a result, even if a first start win occurs in time-saving state B, the number of possible variation pattern types is smaller compared to the probability variation state and time-saving state A, and the average time of variable display is shorter, resulting in a monotonous and efficient variable display.
[0256] Furthermore, different variation pattern determination tables may be used for the first special symbol and the second special symbol. Furthermore, if a V-entry occurs during a jackpot game state triggered by "Jackpot A," the game is controlled to a probability variation state where probability variation control and time reduction control are executed after the jackpot game state ends, similar to "Jackpot B" and "Jackpot C." Therefore, the variation pattern is determined using the variation pattern determination table shown in Figure 13. Also, if a V-entry does not occur during a jackpot game state triggered by "Jackpot B" or "Jackpot C," the game is controlled to a time reduction state A where only time reduction control is executed after the jackpot game state ends, similar to "Jackpot A." Therefore, the variation pattern is determined using the variation pattern determination table shown in Figure 14. In other words, the variation pattern determination table is not a table corresponding to the type of jackpot, but rather a variation pattern determination table linked to the state after the jackpot game state ends is used because irregular states can occur during a jackpot game state.
[0257] In other words, in a gaming machine that can be controlled to a probability variation state after the end of a jackpot game state based on the fact that a game ball has passed through a specific area (e.g., a V-entry slot) in an advantageous state (e.g., a jackpot game state), if a V-entry occurs in a jackpot game state in which a V-entry is possible, the machine is controlled to a probability variation state after the end of the jackpot game state. On the other hand, if a V-entry does not occur in a jackpot game state in which a V-entry is possible, the machine is controlled to a first time-saving state after the end of the jackpot game state. On the other hand, if a V-entry does not occur in a jackpot game state in which a V-entry is difficult, the machine is controlled to a second time-saving state after the end of the jackpot game state. In this invention, the first time-saving state and the second time-saving state are common time-saving states, and it is preferable that the variable display period in the first time-saving state and the second time-saving state is shorter than the variable display period in time-saving state B of this embodiment.
[0258] (Fluctuating patterns without a reach) In this embodiment, the variation patterns that do not involve a reach ("Shortened Non-Reach A, Shortened Non-Reach B", "Ultra-Shortened Non-Reach", "Non-Reach A, Non-Reach B", "SP Non-Via A, SP Non-Via B") are variation patterns in which a combination of decorative symbols indicating that a reach is not established after the variable display starts and the variable display result is either a "miss" or a "jackpot" is displayed as the stop display. "Shortened Non-Reach A, Shortened Non-Reach B", "Ultra-Shortened Non-Reach", "Non-Reach A, Non-Reach B", and "SP Non-Via A, SP Non-Via B" are collectively referred to simply as "Non-Reach" or "Non-Reach Variation Pattern". Note that "SP Non-Via A, SP Non-Via B" are non-reach variation patterns for jackpots in which a jackpot is achieved without a reach or SP reach being established.
[0259] In this embodiment, among the fluctuation patterns that do not involve reaching, the variable display period when the fluctuation pattern is determined to be "Non-Reach A" is 7000ms, the variable display period when the fluctuation pattern is determined to be "SP Non-Via A" is 7000+15000ms, the variable display period when the fluctuation pattern is determined to be "Non-Reach B" is 12000ms, the variable display period when the fluctuation pattern is determined to be "SP Non-Via B" is 12000+15000ms, the variable display period when the fluctuation pattern is determined to be "Shortened Non-Reach A" is 3000ms, the variable display period when the fluctuation pattern is determined to be "Shortened Non-Reach B" is 5000ms, and the variable display period when the fluctuation pattern is determined to be "Ultra-Shortened Non-Reach" is 1500ms. Of these, the "ultra-shortened non-reach" variation pattern is a variation pattern that can only be determined in time-saving state B, and its variable display period is shorter than any of the variation patterns that are determined when the game is controlled in other game states where time-saving control is performed (time-saving state A, probability change state).
[0260] (Variation pattern accompanied by a super reach) In this embodiment, in the variation patterns accompanied by a Super Reach ("SP Reach A", "SP Reach B", "SP Reach C", "SP Reach D", "SP Reach E", "SP Reach F", "SP Reach X"), after the reach state is established, an SP Reach performance is executed, which includes a rock-paper-scissors performance (SP Reach A) in which an ally character and an enemy character play rock-paper-scissors to announce whether or not a big win has been achieved, and a battle performance (SP Reach B~F, X) in which an ally character and an enemy character battle to announce whether or not a big win has been achieved. After the rock-paper-scissors performance or battle performance ends, the final display result is confirmed and stopped. If the final display result is "miss", a performance in which the ally character is defeated by the enemy character (defeat performance) is executed. On the other hand, if the final displayed result is "Big Win," either a victory animation will be performed in which the allied character defeats the enemy character, or a defeat animation will be performed in which the allied character is defeated by the enemy character, followed by a revival animation in which the allied character revives and wins against the enemy character.
[0261] Furthermore, a "variation pattern without a reach" refers to a variation pattern in which the variable display of decorative symbols does not result in a predetermined reach pattern, and the result of the variable display is shown. This also includes variation patterns in which, even if there is a reach prompt such as the "reach announcement" described later, the result of the variable display is shown without ultimately resulting in a reach pattern. In addition, a "variation pattern with a super reach" refers to a variation pattern in which, after the variable display of decorative symbols results in a predetermined reach pattern, the reach performance develops and an SP reach performance is executed before the display result is shown.
[0262] Furthermore, the Super Reach Jackpot Variation Patterns (SP Reach A~E) include a variable display part in which the decorative symbols are displayed in a variable manner, and a post-event performance part that, after the victory and revival performances of the variable display part have finished, specifically informs the number of balls that are expected to be awarded in the jackpot game state.
[0263] The variable display period for the variable display part is 45,000 ms for SP Reach A, 80,000 ms for SP Reach B, 40,000 ms for SP Reach C, 25,000 ms for SP Reach D, and 50,000 ms for SP Reach E, differing for each type of SP Reach from A to E. On the other hand, the execution period for the post-event performance part is a common 15,000 ms for SP Reach A to E. In this embodiment, the post-event performance part is allocated a predetermined period (for example, 15,000 ms) within the variable display period, but the predetermined period may differ depending on the type of SP Reach. Alternatively, the fanfare period during a jackpot game state may be allocated to the post-event performance part.
[0264] In this embodiment, all fluctuation patterns involving a reach are defined as super reach fluctuation patterns, and an example is given in which no normal reach fluctuation patterns are set. However, the present invention is not limited to this, and normal reach fluctuation patterns may also be set.
[0265] (Main control command) Figure 16(A) is an explanatory diagram showing an example of the contents of the main control command in this embodiment. The main control command is, for example, a 2-byte structure, where the first byte indicates MODE (command classification) and the second byte indicates EXT (command type). The first bit (bit 7) of the MODE data is always "1", and the first bit of the EXT data is "0". Note that the command form shown in Figure 16(A) is just an example, and other command forms may be used. In this example, the control command consists of two control signals, but the number of control signals constituting the control command may be one or three or more.
[0266] In the example shown in Figure 16(A), command 8001H is a first variable display start command that specifies the start of variable display in a special game using the first special symbol on the first special symbol display device 4A. Command 8002H is a second variable display start command that specifies the start of variable display in a special game using the second special symbol on the second special symbol display device 4B. Command 81XXH is a variation pattern specification command that specifies the variation pattern (variation time) of decorative symbols, etc., that are variably displayed in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R of the image display device 5, corresponding to the variable display of special symbols in a special game. Here, XXH indicates an unspecified hexadecimal number, and it can be any value that is set arbitrarily according to the instructions given by the performance control command. Note that different EXT data is set depending on the variation pattern specified in the variation pattern specification command.
[0267] Command 8C00H is a variable display result specification command, and is a performance control command that specifies variable display results such as special symbols and decorative symbols. With the variable display result specification command, for example as shown in Figure 16(B), different EXT data is set depending on the determination result (pre-determined result) of whether the variable display result is a "miss" or a "jackpot" ("miss with time reduction"), and the determination result (jackpot type determination result) of which of several types of jackpots to be used if the variable display result is a "jackpot".
[0268] In the variable display result specification command, for example, as shown in Figure 16(B), command 8C00H is the first variable display result specification command, which results in a "miss" variable display result. Command 8C01H is the second variable display result specification command, which notifies the pre-determined result and jackpot type determination result that the variable display result will be "jackpot" and the jackpot type will be "jackpot A". Command 8C02H is the third variable display result specification command, which notifies the pre-determined result and jackpot type determination result that the variable display result will be "jackpot" and the jackpot type will be "jackpot B". Command 8C03H is the fourth variable display result specification command, which notifies the pre-determined result and jackpot type determination result that the variable display result will be "jackpot" and the jackpot type will be "jackpot C". Command 8FXXH is a pattern confirmation command that specifies the period for stopping (confirming) the variable display of decorative patterns in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R of the image display device 5, and for starting the next variable display.
[0269] In the symbol confirmation command, for example, as shown in Figure 16(C), command 8F00H is a symbol confirmation A specification command that ends the variation of the special symbol and sets the symbol confirmation period to 0.5 seconds. Command 8F01H is a symbol confirmation B specification command that ends the variation of the special symbol and sets the symbol confirmation period to 20 seconds.
[0270] In this embodiment, different EXT data are set in the symbol confirmation command during the rescue time reduction arrival variation depending on whether (i) the rescue time reduction is reached after the RAM clear process is performed, or (ii) the rescue time reduction is reached after 900 variable displays following a big win. Specifically, (i) if the rescue time reduction is reached after the RAM clear process is performed, a symbol confirmation A specification command is sent during the rescue time reduction arrival variation, which sets the symbol confirmation period to 0.5 seconds. Also, (ii) if the rescue time reduction is reached after 900 variable displays following a big win, a symbol confirmation B specification command is sent during the rescue time reduction arrival variation, which sets the symbol confirmation period to 20 seconds.
[0271] Command 95XXH is a game state specification command that specifies the current game state in the pachinko game machine 1. Depending on the current game state in the pachinko game machine 1, different EXT data is set using the game state specification command. For example, command 9500H is set as the first game state specification command corresponding to a game state in which time-saving control is not performed (low base state, normal state), and command 9501H is set as the second game state specification command corresponding to a game state in which time-saving control is performed (high base state, time-saving state).
[0272] Command E1XXH is a command that notifies the remaining number of time-saving control attempts in the time-saving state (time-saving state A), excluding the rescue time-saving. Command E2XXH is a command that notifies the remaining number of probability-changing control attempts in the probability-changing state.
[0273] Command F100H is a right-hand LED illumination notification command that signals the illumination of the right-hand LED 069SG031. Command F101H is a right-hand LED deactivation notification command that signals the deactivation of the right-hand LED 069SG031.
[0274] Command 91XXH is a command for specifying the number of recovery time reductions, and is a performance control command that specifies the value of the recovery time reduction counter converted to hexadecimal when power is restored. In the recovery time reduction number specification command, for example, as shown in Figure 16(D), different EXT data is set according to each digit (1st digit, 2nd digit, 3rd digit, 4th digit) of the recovery time reduction counter value (4-digit value) when power is restored. In the recovery time reduction count specification command, for example, as shown in Figure 16(D), commands 9100H to 910FH are recovery time reduction count specification 1 commands that specify the first digit of the recovery time reduction count value. Commands 9110H to 911FH are recovery time reduction count specification 2 commands that specify the second digit of the recovery time reduction count value. Commands 9130H to 913FH are recovery time reduction count specification 3 commands that specify the third digit of the recovery time reduction count value. Commands 9140H to 914FH are recovery time reduction count specification 4 commands that specify the fourth digit of the recovery time reduction count value.
[0275] Command 94XXH is a command to specify the number of rescue time reductions, and is a performance control command that specifies the remaining variable number of displays (126 or less) until rescue time reduction is triggered. With the rescue time reduction number specification command, different EXT data is set depending on the remaining variable number of displays (126 or less) until rescue time reduction is triggered, for example, as shown in Figure 16(E). In the commands for specifying the number of rescue time reductions, for example, as shown in Figure 16(E), command 9400H is a rescue time reduction count A command, which specifies that the rescue time reduction has been reached. Command 9401H is a rescue time reduction count B command, which specifies that there are 1 to 125 times remaining until the rescue time reduction is reached. Command 947EH is a rescue time reduction count C command, which specifies that there are 126 times remaining until the rescue time reduction is reached. Command 947FH is a rescue time reduction count D command, which specifies that there are 127 or more times remaining until the rescue time reduction is reached.
[0276] Command 96XXH is a command to specify 2 rescue time reductions, and is a performance control command that specifies the number of variable displays (in units of 100) remaining until rescue time reductions are triggered. With the command to specify 2 rescue time reductions, for example, a value corresponding to the number of variable displays (in units of 100) remaining until rescue time reductions are triggered is set in the EXT data of the command to specify 2 rescue time reductions. For example, if the number of variable displays remaining until rescue time reductions are triggered is 100, command 9601H is sent as the command to specify 2 rescue time reductions, and if the number of variable displays remaining is 700, command 9607H is sent as the command to specify 1 rescue time reduction. Command 9F00(H) is a command to specify a customer waiting demonstration display.
[0277] (Game control main processing) Figure 17 is a flowchart of the main game control process in this embodiment. In this example, the processes in steps S1 to S7, S8 to S9, and S10 to S12 are the same as those shown in Figure 4.
[0278] In this example, when a performance control command instructing recovery from a power outage is sent in step S7, the CPU 103 checks the value of the rescue time reduction counter, which counts the remaining variable number of display times until the rescue time reduction occurs, converts the current value of the rescue time reduction counter to hexadecimal, sets the value, and sends a command to the performance control CPU 120 specifying the number of rescue time reductions at recovery (step 069SGS0013).
[0279] Next, CPU 103 sets a value corresponding to the current value of the relief time reduction counter and sends a relief time reduction count specification command to the performance control CPU 120 (step 069SGS0014). For example, if the current value of the relief time reduction counter is between 1 and 125, CPU 103 sends command 9401H as the relief time reduction count specification command. Therefore, in this example, if the RAM clear process is not executed when the gaming machine is powered on and the recovery process is executed, the relief time reduction count specification command is sent and the remaining variable display count until the current relief time reduction is notified.
[0280] In this example, we show a case where, when power is restored after an outage, a command specifying the number of times the rescue time is reduced is sent separately from the command sent during restoration, but the system is not limited to this configuration. For example, the EXT data of the command sent during restoration in step S7 (e.g., the power-on command) may be configured to include a value corresponding to the remaining number of times the rescue time is reduced before transmission.
[0281] Furthermore, when a RAM clear is requested in step S3, when no backup data is found in step S4, or when there is an abnormality in the backup RAM in step S5, the initialization process in step S8 performs a clear operation on the area including the area for the rescue time reduction count counter.
[0282] Furthermore, when a performance control command instructing initialization is sent in step S9, the CPU 103 sets the relief time reduction count counter to "900" (step 069SGS0015). Therefore, in this example, if the RAM clear process is performed when the gaming machine is powered on, the relief time reduction count counter will be set to "900". In other words, in this example, if a jackpot does not occur after the RAM clear process is performed when the gaming machine is powered on and 900 variable displays have been executed, the machine will enter relief time reduction mode and be controlled to time reduction state B. In addition, in this example, since the performance control command instructing initialization sent in step S9 corresponds to the initial value ("900") set in the relief time reduction count counter, the CPU 103 can also determine the initial value to set in the relief time reduction count counter based on the transmission of the performance control command instructing initialization.
[0283] Next, CPU 103 checks the value of the rescue time reduction counter (which is "900" in this example), converts the current value of the rescue time reduction counter to hexadecimal, sets the value, and sends a command to the CPU 120 for performance control to specify the number of rescue time reductions during recovery (step 069SGS0016).
[0284] Thus, the setting of the relief time reduction counter is performed before the timer interrupt processing, which is part of the game progression process, is executed. As a result, the variable display does not start before the relief time reduction counter is set, ensuring reliable management of the number of rounds until the relief time reduction is reached.
[0285] In this example, the initial setting is shown when the RAM clear process is executed when the gaming machine is powered on, and the relief time reduction count counter is set to "900". However, the system is not limited to this configuration, and it may be configured so that the relief time reduction count counter is not initialized when the RAM clear process is executed. If configured in this way, the game can start from the state where the relief time reduction count counter value from the previous day continued, which reduces the amount of investment required to trigger the relief time reduction, and thus ensures that the system is not disadvantageous to the player.
[0286] Furthermore, when configured as described above, the system may be configured so that the initial setting of the relief time reduction count is not performed only when the clear switch is detected as ON (step S3; Yes) and the RAM clear process is executed, and so that the initial setting of the relief time reduction count is performed when a RAM abnormality is detected (steps S4, S5; No) and the RAM clear process is executed.
[0287] (Time reduction flag, probability change flag) In this embodiment, a time-saving flag can be set when any of the conditions for controlling the system to a time-saving state are met. There are two time-saving flags: time-saving flag A and time-saving flag B. In the following description, clearing (erasing) a flag may be referred to as resetting the flag. The time-saving flag A is set when the game is controlled to time-saving state A via jackpot A. This time-saving flag A is set when the jackpot game state of jackpot A ends and is cleared when time-saving state A ends (when a jackpot occurs during time-saving state A, or when the 100 time-saving control ends and the game is controlled to the normal state).
[0288] The time-saving flag B is set when the game is controlled in time-saving state B, which is controlled via the rescue time-saving mode. This time-saving flag B is set when 900 variable displays are performed after a RAM clear and the display result is not a jackpot symbol, or when 900 variable displays are performed in a low probability state after the jackpot game state has ended and the display result is not a jackpot symbol. It is cleared when time-saving state B ends (when a jackpot occurs during time-saving state B, when 1100 time-saving controls end and the game is controlled to the normal state, etc.). The probability variation flag is set when the game is controlled to be in a probability variation state. In this embodiment, when a V-win occurs in the first round of a jackpot game, the probability variation flag is set when the game state is controlled to a probability variation state at the end of the jackpot game. This probability variation flag is cleared when the probability variation state ends (e.g., when a jackpot occurs during the probability variation state, or when the 100th probability variation control is executed and the game is controlled to the normal state). For example, if the probability variation flag is determined to be YES in step 069SGS69A of Figure 19, which will be described later, it is cleared based on the fact that the variable display has been controlled to be in a probability variation state for 100 times.
[0289] (Special pattern processing as usual) Figures 18 and 19 are flowcharts showing the normal special symbol processing (step S110) in the special symbol processing. In the normal special symbol processing, the CPU 103 checks the value of the combined reserved memory count (step 069SGS51). Specifically, it checks the count value of the combined reserved memory count counter, which counts the sum of the first reserved memory count and the second reserved memory count. If the combined reserved memory count is not 0, the CPU 103 checks whether the second reserved memory count is 0 or not (step 069SGS52). Specifically, it checks whether the value of the second reserved memory count counter, which counts the second reserved memory count, is 0 or not. If the second reserved memory count is not 0, the CPU 103 sets the data indicating "second" to the special symbol pointer (a flag indicating whether the special symbol processing is being performed on the first special symbol or the second special symbol) (step 069SGS53). If the second reserved memory count is 0 (i.e., only the first reserved memory count is accumulated), the CPU 103 sets the special symbol pointer to data indicating "1st" (step 069SGS54).
[0290] In this embodiment, the processing in steps 069SGS52 to S54 is executed so that the variable display of the second special symbol takes precedence over the variable display of the first special symbol. In other words, the second start condition for starting the variable display of the second special symbol is controlled to take precedence over the first start condition for starting the variable display of the first special symbol.
[0291] Furthermore, the system is not limited to the configuration shown in this example. For example, it may be configured to perform variable display of the first special symbol and variable display of the second special symbol in the order in which the game balls enter the first starting prize slot and the second starting prize slot.
[0292] Next, the CPU 103 reads each random value stored in the storage area corresponding to the number of reserved memories = 1 indicated by the special symbol pointer in RAM 102 and stores it in the random number buffer area of RAM 102 (step 069SGS55). Specifically, if the special symbol pointer indicates "1st", the CPU 103 reads each random value stored in the storage area corresponding to the number of reserved memories = 1 in the 1st reserved memory buffer and stores it in the random number buffer area of RAM 102. Also, if the special symbol pointer indicates "2nd", the CPU 103 reads each random value stored in the storage area corresponding to the number of reserved memories = 1 in the 2nd reserved memory buffer and stores it in the random number buffer area of RAM 102.
[0293] Then, CPU 103 decrements the count value of the reserved memory counter indicated by the special symbol pointer by 1 and shifts the contents of each storage area (step 069SGS56). Specifically, if the special symbol pointer indicates "1st", CPU 103 decrements the count value of the 1st reserved memory counter by 1 and shifts the contents of each storage area in the 1st reserved memory buffer. Also, if the special symbol pointer indicates "2nd", CPU 103 decrements the count value of the 2nd reserved memory counter by 1 and shifts the contents of each storage area in the 2nd reserved memory buffer. In other words, when the special symbol pointer indicates "1st", the CPU 103 stores each random value stored in the storage area corresponding to the 1st reserved memory number = n (n=2,3,4) in the 1st reserved memory number buffer of RAM 102 into the storage area corresponding to the 1st reserved memory number = n-1. Also, when the special symbol pointer indicates "2nd", the CPU 103 stores each random value stored in the storage area corresponding to the 2nd reserved memory number = n (n=2,3,4) in the 2nd reserved memory number buffer of RAM 102 into the storage area corresponding to the 2nd reserved memory number = n-1.
[0294] Therefore, the order in which each random number stored in the respective storage area corresponding to each first reserved memory number (or each second reserved memory number) is extracted always matches the order of first reserved memory number (or second reserved memory number) = 1, 2, 3, 4.
[0295] Then, the CPU 103 decrements the value of the total reserved memory count by 1. That is, it decrements the count value of the total reserved memory count counter by 1 (step 069SGS57). The CPU 103 also saves the value of the total reserved memory count counter before the count value was decremented by 1 to a predetermined area of the RAM 102.
[0296] Next, the CPU 103 reads a random number for determining a win from the random number buffer area (step 069SGS61) and executes the jackpot determination module (step 069SGS62). In this case, the CPU 103 reads a random number for determining a win that was extracted in the start-up prize determination process (step S101) and stored in the first and second reserve memory buffers, and performs a jackpot determination. The jackpot determination module is a program that compares a predetermined jackpot determination value with a random number for determining a win, and if they match, it is determined to be a jackpot. In other words, it is a program that performs the jackpot determination process. In this case, if the probability variation flag indicating a probability variation state is not set (i.e., it is in a low probability state), the CPU 103 uses the low probability jackpot determination value to determine a jackpot. Also, if the probability variation flag is set (i.e., it is in a high probability state), the CPU 103 uses the high probability jackpot determination value to determine a jackpot. CPU 103 determines that a special symbol will result in a jackpot if the value of the random number used for determining a win matches any of the jackpot determination values.
[0297] If it is decided that it is a jackpot (Step 069SGS63; Yes), the CPU 103 sets a jackpot flag to indicate that it is a jackpot (Step 069SGS64). The CPU 103 then determines the type of jackpot (jackpot A, jackpot B, or jackpot C) to be the type of jackpot, which corresponds to the value of the random number used for type determination stored in the random number buffer area (Step 069SGS65). In this case, the CPU 103 reads the random number used for type determination that was extracted in the start-up prize determination process (Step S101) and stored in the first and second reserve memory buffers, and determines the type of jackpot. Then, it proceeds to Step 069SGS70. On the other hand, if it is not decided that it is a jackpot (Step 069SGS63; No), it proceeds to Step 069SGS66. In this example, by performing the normal processing for special symbols, a rescue time-saving condition (the value of the rescue time-saving count counter being subtracted to "0") can be generated regardless of the variable display result (jackpot or miss). In this example, the game is controlled to time-saving state A based on a jackpot A, and to time-saving state B based on the fact that no further jackpots occur even after a predetermined number of variable displays (900 times in this example) have ended. However, it is conceivable that the variable display result of a variable display in which the rescue time-saving condition has been met will be a jackpot. Therefore, if the variable display result of a variable display in which the rescue time-saving condition has been met is a jackpot, the game is configured to control the game to time-saving state A based on the jackpot.
[0298] Next, the CPU 103 checks whether the value of the time-saving counter, which counts the number of times the variable display is executed during the time-saving state, is 0 (step 069SGS66). If the value of the time-saving counter is not 0, the CPU 103 deducts 1 from the value of the time-saving counter (step 069SGS67) and checks whether the value of the time-saving counter after the deduction is 0 (step 069SGS68). If the value of the time-saving counter after the deduction is 0, the CPU 103 sets a time-saving termination flag to indicate that the time-saving state will end when the variable display ends (step 069SGS69).
[0299] In this example, steps 069SGS66 to 069SGSS69 are executed to subtract from the time-saving counter before the counting process of the variable display count up to the relief time-saving from step 069SGS71 onwards, but the processing is not limited to this configuration. For example, the system may be configured to perform the subtraction process for the time-saving counter after the counting process of the variable display count up to the relief time-saving from step 069SGS71 onwards. In this case, for example, if the variable display is a relief time-saving, setting the time-saving counter to "100" (see step 069SGS172) and then performing the subtraction process would result in the time-saving counter being subtracted by an extra 1. Therefore, for variable displays that result in a relief time-saving, the system may be configured to add 1 to the time-saving counter again after the subtraction process. Alternatively, the system may be configured to set the time-saving counter to "111" in advance, which is one more than the default value.
[0300] Next, CPU 103 checks whether the probability variation flag is set (step 069SGS69A). If the probability variation flag is set (i.e., the game is in a probability variation state), the process proceeds to step 069SGS84. In this example, because the process in step 069SGS69A is executed, if the game is in a probability variation state, the processes from step 069SGS70 onwards (especially the process in step 069SGSS71) are not performed. Therefore, even if the variable display is executed when the game state is in a probability variation state (Powerful RUSH in this example), the value of the relief time reduction counter is not reduced. If the probability variation flag is not set (i.e., the game is not in a probability variation state), the process proceeds to step 069SGSS70.
[0301] In this embodiment, if the probability variation flag is set, the process from step 069SGSS70 onwards is not executed, and the system proceeds to step 069SGS84. However, the system is not limited to this configuration. If the probability variation flag is set, the system may proceed to step 069SGSS70, but the process in step 069SGSS71 may not be executed. In other words, although the value of the relief time reduction counter is not updated, a relief time reduction count specification command or a relief time reduction count 2 specification command corresponding to the unupdated value of the relief time reduction counter may be sent.
[0302] Next, CPU 103 determines whether the value of the rescue time reduction counter is 0 (step 069SGS70; Yes). If the value of the rescue time reduction counter is 0 (step 069SGS70; Yes), the process proceeds to step 069SGS84. At this point, if the value of the rescue time reduction counter is 0, it means that the game has already been controlled to a time reduction state via rescue time reduction (time reduction state B) (either controlled to time reduction state B, or controlled to the normal state after 1100 spins in time reduction state B), and a jackpot, which would trigger the setting of 900 in the rescue time reduction counter, has not yet occurred. If the value of the rescue time reduction counter is not 0 (step 069SGS70; No), the value of the rescue time reduction counter is deducted by 1 (step 069SGS71). Furthermore, in this example, the execution of step 069SGS71 updates the value of the relief time reduction counter uniformly, regardless of whether the variable display of the first special symbol or the variable display of the second special symbol is performed.
[0303] Next, CPU 103 checks whether the value of the reduced rescue time counter is 127 or greater (step 069SGS72). If the value of the reduced rescue time counter is 126 or less (step 069SGS72; No), CPU 103 sets a value corresponding to the value of the reduced rescue time counter in the EXT data and performs control to send a command to specify the number of reduced rescue times to the CPU 120 for performance control (step 069SGS73). For example, if the value of the reduced rescue time counter is 1, CPU 103 performs control to send command 9401H as the command to specify the number of reduced rescue times. Also, if the value of the reduced rescue time counter is 126, CPU 103 performs control to send command 947EH as the command to specify the number of reduced rescue times.
[0304] Next, CPU 103 checks whether the value of the relief time reduction count counter after subtraction is 0 (step 069SGS74). If the value of the relief time reduction count counter after subtraction is not 0, the process proceeds to step 069SGS84. If the value of the relief time reduction count counter after subtraction is 0, CPU 103 sets a relief time reduction decision flag indicating that the system will be controlled to time reduction state B at the end of the variation based on the occurrence of relief time reduction (step 069SGS75). Then, the process proceeds to step 069SGS84.
[0305] On the other hand, if the value of the relief time reduction counter after subtraction is 127 or more (Step 069SGS72; Yes), the CPU 103 uniformly sets 7FH as EXT data and sends command 957FH to the performance control CPU 120 as a command to specify the number of relief time reductions (Step 069SGS76). Next, the CPU 103 checks whether the remaining variable display count until the relief time reduction is in units of 100 (in this example, 100, 200, 300, 400, 500, 600, 700, or 800) (Step 069SGS77). Note that whether the remaining variable display count until the relief time reduction is in units of 100 can be determined by checking the value of the relief time reduction counter. If the remaining variable display count until the relief time reduction is in units of 100, CPU 103 sets a value corresponding to the value of the relief time reduction count counter in the EXT data and performs control to send a command to specify relief time reduction count 2 to the performance control CPU 120 (step 069SGS78). For example, if the value of the relief time reduction count counter is 100, CPU 103 performs control to send command 9601H as the command to specify relief time reduction count 2. Also, if the value of the relief time reduction count counter is 800, CPU 103 performs control to send command 9608H as the command to specify relief time reduction count 2. Then, the process proceeds to step 069SGS84. In this example, the game control microcomputer 100 (specifically, the CPU 103) counts the remaining variable number of displays until the rescue time-saving feature is activated and sends commands to specify the number of rescue time-saving features and commands to specify two rescue time-saving features. However, the system is not limited to this configuration. For example, the performance control CPU 120 may be configured to count the remaining variable number of displays until the rescue time-saving feature is activated and execute the teasing and countdown effects described later. Furthermore, for example, if you configure the system to allow for consecutive relief time reductions by setting the relief time reduction count counter (to "900") at the time a relief time reduction occurs, you can configure the system to send the relief time reduction count specification command or the relief time reduction count 2 specification command only when a relief time reduction occurs for the first time, and not send the relief time reduction count specification command or the relief time reduction count 2 specification command when a relief time reduction occurs for the second time or later.
[0306] Next, the CPU 103 determines the stopping symbol for the special symbols according to the result of determining the type of jackpot (step 069SGS84). In this case, for example, if it is determined to be jackpot A, the stopping symbol for the special symbols is determined to be "2", if it is determined to be jackpot B, the stopping symbol for the special symbols is determined to be "3", if it is determined to be jackpot C, the stopping symbol for the special symbols is determined to be "7", and if it is determined to be a miss, the stopping symbol for the special symbols is determined to be "-". The CPU 103 also stores the determined stopping symbol for the special symbols in the stopping symbol memory area provided in the RAM 102 (step 069SGS85).
[0307] Then, CPU 103 updates the value of the special pattern process flag to a value corresponding to the variable pattern setting process (step S111) (step 069SGS86).
[0308] (Special symbol stop processing) Figure 20 is a flowchart of the special symbol stop process (step S113) in the special symbol process processing. In the special symbol stop process, the CPU 103 first subtracts 1 from the value of the symbol confirmation period timer (step 069SGS131), and then checks whether the value of the symbol confirmation period timer after the subtraction is 0 (step 069SGS132).
[0309] If the value of the symbol confirmation period timer after subtraction is not 0 (i.e., the confirmation display period for the first and second special symbols has not yet ended), the special symbol stop process ends. If the value of the symbol confirmation period timer after subtraction is 0 (i.e., the confirmation display period for the first and second special symbols has ended), CPU 103 checks whether the jackpot flag is set (step 069SGS133). If the jackpot flag is set, CPU 103 clears the probability variation flag, time reduction flag A, time reduction flag B, rescue time reduction decision flag, and the time reduction count counter for counting the number of times the variable display during the time reduction state is executed (step 069SGS134). Next, CPU 103 sets the relief time reduction counter to "900" (step 069SGS135). Therefore, in this example, the relief time reduction counter is set to "900" when a jackpot is hit, and if no further jackpot occurs after 900 variable displays are performed in a low probability state after the jackpot game ends, the game enters relief time reduction mode and is controlled to time reduction state B.
[0310] In this example, step 069SGS135 is executed to show the initial setting of the relief time reduction counter to "900" at the start of the fanfare period for the jackpot when a jackpot is achieved. However, the system is not limited to this configuration. For example, the relief time reduction counter may be set to "900" during the rounds of the jackpot game, or it may be configured to be set to "900" at the start or end of the ending period of the jackpot game.
[0311] Next, CPU 103 controls the activation of the right-side lamp 069SG132 (step 069SGS136). CPU 103 also controls the activation of the right-side LED 069SG031 by sending a right-side LED activation notification command to the performance control CPU 120 (step 069SGS137).
[0312] Next, CPU 103 sends a command to specify the start of a jackpot to the CPU 120 for performance control (step 069SGS138). Next, CPU 103 sets a timer to measure the time before the jackpots are opened (fanfare time) until the first jackpot opening 069SG007A and the second jackpot opening 069SG007B are opened (step 069SGS139). Then, CPU 103 updates the value of the special symbol process flag to a value corresponding to the jackpot opening pre-processing (step S144) (step 069SGS140).
[0313] If the jackpot flag is not set (Step 069SGS133; No), CPU 103 checks whether the rescue time-saving decision flag is set (Step 069SGS170). If the rescue time-saving decision flag is set, CPU 103 resets the rescue time-saving decision flag (Step 069SGS171), and if it is set, sets time-saving flag B to control the time-saving state (Step 069SGS171A). Then, it sets the time-saving count counter to "1100" (Step 069SGS172).
[0314] Furthermore, CPU 103 performs control to send a time-saving state B designation command to the performance control CPU 120 (step 069SGS174). Also, CPU 103 performs control to start lighting the right-side lamp 069SG132 (step 069SGS174A) and performs control to send a right-side LED lighting notification command to the performance control CPU 120 to notify that the right-side LED 069SG031 has lit up (step 069SGS174B). After that, the process proceeds to step 069SGS175.
[0315] In this example, the system only controls to time-saving state B when a rescue time-saving state occurs, and does not set the rescue time-saving count counter. However, the system is not limited to this configuration. For example, the system may be configured to control to time-saving state B when a rescue time-saving state occurs, and at the same time, set the rescue time-saving count counter (to "900"). Such a configuration makes it possible to generate rescue time-saving states continuously, and once a rescue time-saving state occurs, the system can be configured to continue the time-saving state until a jackpot occurs. Furthermore, this example shows a case where the rescue time reduction count counter is set to "900" and the value of the rescue time reduction count counter is deducted by 1 each time the variable display is executed, and a rescue time reduction is triggered when the value of the rescue time reduction count counter becomes "0". However, the system is not limited to this configuration. For example, the rescue time reduction count counter may be set to "0" and the value of the rescue time reduction count counter may be increased by 1 each time the variable display is executed, and a rescue time reduction may be triggered when the value of the rescue time reduction count counter becomes "900".
[0316] Furthermore, this example shows a case where the execution of step 069SGS172 sets the number of time reductions to 1100, which is a value greater than the variable number of displays (900) until a relief time reduction occurs. However, the example is not limited to this configuration. For example, in step 069SGS172, the time reduction counter may be set to the same value as "900" or a smaller value.
[0317] Furthermore, in step 069SGS172, the time-saving counter may be configured to set values corresponding to multiple types of time-saving rounds. For example, if a rescue time-saving round occurs the first time, the time-saving counter may be set to "100", and if a rescue time-saving round occurs the second time, the time-saving counter may be set to "1100".
[0318] Alternatively, for example, the system may be configured to determine the number of time-saving rounds by performing a lottery process based on random numbers, and in step 069SGS172, a value corresponding to the number of time-saving rounds determined by the lottery process may be set in the time-saving round counter. In this case, for example, the system may be configured to determine the number of time-saving rounds as 100 with a 10% probability and as 1100 with a 90% probability. Furthermore, when determining the number of time-saving rounds by a lottery process, the random numbers used for determining the type of jackpot and the type of time-saving round may be used in conjunction with the random numbers used for type determination to determine the number of time-saving rounds, or dedicated random numbers may be used to determine the number of time-saving rounds.
[0319] Furthermore, if the relief time reduction decision flag is not set in step 069SGS170, the CPU 103 checks whether the time reduction end flag is set (step 069SGS141). If the time reduction end flag is set, the CPU 103 resets the time reduction end flag (step 069SGS142).
[0320] Next, CPU 103 resets one of the set time-saving flags (either time-saving flag A or B) and ends the time-saving state (step 069SGS145). Then, CPU 103 controls the right-side shooting lamp 069SG132 to turn off (step 069SGS150). Also, CPU 103 controls the right-side shooting LED off notification command to the performance control CPU 120 to notify that the right-side shooting LED 069SG031 has turned off (step 069SGS151). Also, CPU 103 controls the performance control CPU 120 to send a normal state specification command (a type of game state specification command) (step 069SGS152). Then, the process proceeds to step 069SGS175.
[0321] In this example, the process in steps 069SGS141 to S152 is executed to show a transition to the normal state and termination of the right-hand shooting notification at the end of the symbol confirmation period in the final spin of the time-saving mode, but the system is not limited to this configuration. For example, the system may be configured to transition to the normal state and terminate the right-hand shooting notification at the start of the spin or at the start of the symbol confirmation period in the final spin of the time-saving mode.
[0322] Furthermore, if the time-saving termination flag is not set in step 069SGS141 (step 069SGS141; No), the process proceeds to step 069SGS175.
[0323] In step 069SGS175, CPU 103 updates the value of the special symbol process flag to a value corresponding to the normal processing of special symbols (step S110) (step 069SGS175).
[0324] (state transition) Next, the state transitions in this embodiment will be described. Figure 22 is a state transition diagram illustrating the state transitions in this embodiment.
[0325] As shown in Figure 22, in the normal state (low probability / low base state), if a jackpot B occurs and the game ball passes through the probability variation area, the game is controlled to the probability variation state. If a jackpot A occurs, the game is controlled to the time-saving state A (time-saving state via jackpot (low probability / high base state)). Although not shown in the figure, even if a jackpot B occurs and the game ball does not pass through the probability variation area, the game is controlled to the time-saving state A (time-saving state via jackpot). Furthermore, even in the case of a miss, if a rescue time-saving state occurs ((P)(P-1) After the RAM clear process or (P-2) After the end of the probability variation state, if the number of variable displays reaches 900 without the next jackpot occurring, or (Q)(Q-1) After the end of 100 variable displays in time-saving state A, if the number of variable displays reaches 790 without the next jackpot occurring), the game is controlled to the time-saving state B (time-saving state via rescue time-saving state (low probability / high base state)). Furthermore, as shown in Figure 22, in the probability variation state (high probability / high base state), if either jackpot B or jackpot C occurs and the game ball passes through the probability variation area, the game is controlled to return to the probability variation state. Although not shown in the figure, if either jackpot B or jackpot C occurs but the game ball does not pass through the probability variation area, the game is controlled to the time-saving state A (time-saving state via jackpot). Furthermore, as shown in Figure 22, in time-saving state A (low probability / high base state), if either jackpot B or jackpot C occurs and the game ball passes through the probability variation area, the game is controlled to the probability variation state. Although not shown in the figure, if either jackpot B or jackpot C occurs but the game ball does not pass through the probability variation area, the game is controlled back to time-saving state A (time-saving state via jackpot). Also, in time-saving state A, if 100 variable displays are completed without a jackpot occurring, the game is controlled to the normal state. Furthermore, as shown in Figure 22, in the time-saving state B (low probability / high base state), if either jackpot B or jackpot C occurs and the game ball passes through the probability variation area, the game is controlled to the probability variation state. Although not shown in the figure, if either jackpot B or jackpot C occurs but the game ball does not pass through the probability variation area, the game is controlled back to time-saving state A (time-saving state via jackpot). Also, in time-saving state B, if 1100 variable displays are completed without a jackpot occurring, the game is controlled to the normal state. Moreover, even if it is a miss, if a rescue time-saving state occurs ((P)(P-1) After RAM clear processing or (P-2) After the end of the probability variation state, if the number of variable displays reaches 900 without the next jackpot occurring, or (Q)(Q-1) After the end of 100 variable displays in time-saving state A, if the number of variable displays reaches 790 without the next jackpot occurring), the game is controlled to time-saving state B (time-saving state via rescue time-saving).
[0326] In this example, we show a case where, if a jackpot occurs during time-saving state B and the game ball does not enter the probability variation area, the system uniformly transitions to time-saving state A. However, the control method is not limited to this. For example, the current remaining number of time-saving rounds could be compared with the number of time-saving rounds corresponding to the case where the game ball does not enter the probability variation area (100 rounds in this example), and if the current remaining number of time-saving rounds is greater, the system could be configured to continue as is in time-saving state B.
[0327] In this example, although it is possible to perform variable display of the first special symbol during the time-saving state or the probability-increasing state, this would result in a disadvantageous gameplay for the player. Therefore, the explanation of state transitions does not assume that variable display of the first special symbol will be performed during the time-saving state or the probability-increasing state.
[0328] (Explanation of Playtime) Next, the characteristics of "Playtime," which is the time-saving state B (rescue time-saving state) in this embodiment, will be explained based on Figures 23 to 25. Figure 23 shows an example where "Playtime" is not installed (A1) and (A2), and an example where "Playtime" is installed (B1) and (B2). Figure 24 shows an example of a losing variation in the normal state (A) to (D). Figure 25 shows an explanatory diagram of Playtime where the variation efficiency is the same as the normal state (E1) and (E2), and an explanatory diagram of Playtime in this embodiment where the variation efficiency is higher than the normal state (F1) to (F4). Note that in Figures 23 to 25, for the convenience of explaining the characteristics of "Playtime," explanatory images different from the performance images described below will be used.
[0329] First, in the case of a pachinko machine that does not have the "Play Time" feature of this embodiment, for example, as shown in Figures 23(A1) and (A2), even if a variable display is shown for a predetermined number of times (for example, 900 times if the probability of winning a jackpot is about 1 / 300, which is about 3 times the denominator of the jackpot probability) after the end of a jackpot, in a low probability state (for example, the normal state (low probability / low base state)), without being controlled to win a jackpot, the machine will not be controlled to the "Play Time" state, that is, the time-saving state. At this point, the player has already been stuck for about 3 times the denominator of the jackpot probability, so the player has been playing for a long time without a jackpot, and their investment has increased. However, this normal state (low probability / low base state) continues until a jackpot occurs, requiring further investment, which could significantly reduce the player's motivation to play. On the other hand, in the case of a pachinko game machine equipped with the "Play Time" of this embodiment, as shown in Figures 23(B1) and (B2), after the end of a jackpot, if a variable display occurs for a predetermined number of times (for example, about 2.5 to 3 times the denominator of the jackpot probability) without being controlled to a jackpot in a low probability state (for example, the normal state (low probability / low base state)), then "Play Time" is activated, and the machine is controlled to time-saving state B for a specific number of variable displays (for example, 1100 times, or up to about 3.8 times the denominator of the jackpot probability). At this point, the player has already gone without a jackpot for about 3 times the probability of a jackpot, and has continued to play for a long time without a jackpot, and has invested a considerable amount. However, by being controlled to "Play Time," that is, time-saving state B, additional investment is suppressed and the possibility of a jackpot is increased, thus preventing a decline in the desire to play. Furthermore, as shown in Figures 24(A) to (D), during the period from the end of a big win until the "Play Time" is activated, the player continues to play without a big win ("stuck"), and during that time, various pre-announcement effects are executed to keep the player on edge. Also, with 900 variable displays, for example, when the variable display is executed for the first time (e.g., 105 times) after the end of a big win (see Figure 24(A)), when the variable display is executed for the second time (e.g., 213 times) (see Figure 24(B)), when the variable display is executed for the third time (e.g., 506 times) (see Figure 24(C)), when the variable display is executed for the fourth time (e.g., 882 times) (see Figure 24(D)), at least a predetermined number of high-probability big win effects such as SP Reach (e.g., a "Super Hot" SP Reach effect) are executed, and since all of these SP Reach effects keep failing, the player is likely to be quite discouraged. Therefore, as shown in Figures 25(E1) and (E2), even if the game is finally controlled to "Playtime" (Shortened Time State B) after 900 variable displays, if this Shortened Time State B is a state with low variation efficiency, such as the normal state (low probability / low base state), the number of wasted shots will increase, potentially leading to further additional investment and a longer gameplay period. Also, since players are quite discouraged when all the special reach effects are missed during the 900 variable displays, frequent teasing effects during "Playtime" will further decrease their motivation to play. Therefore, as shown in Figures 25(F1) to (F4), the "playtime" (time-saving state B) in this embodiment is a time-saving state in which the variation efficiency is higher than the normal state (low probability / low base state), so it is possible to continue playing while suppressing additional investment. In addition, the time-saving control is performed by executing the variable display a specific number of times (for example, 1100 times, up to a maximum of about 3.8 times the probability of hitting a jackpot), and since the probability of being controlled to hit a jackpot during the period controlled to time-saving state B is high (for example, about 97%), it is possible to play with peace of mind. For example, if the probability of hitting a jackpot is 1 / 319.9, the probability that a jackpot will not occur in one variable display is about 99% {(319.9-1)÷319.9=0.996874}, and the probability that a jackpot will not occur within 1100 spins is about 3% (0.996874^1100=0.031937). Therefore, the probability of hitting the jackpot within 1100 spins is approximately 97% (1 - 0.031937 = 0.968063).
[0330] Furthermore, in "Playtime," the variable display period for the selected variation pattern is short, resulting in higher variation efficiency than other time-saving states. This increases the likelihood of efficiently processing losing variable displays and hitting a jackpot in a short period of time. Additionally, playing with the right-hand side increases the chance of hitting a jackpot in the second special symbol game, making it a favorable state where the player is likely to be awarded a jackpot that is advantageous to them (for example, jackpot B or jackpot C). Moreover, since the announcement and SP reach effects described later are less likely to occur, and there are fewer opportunities to be teased by losing effects, the decline in the desire to play can be effectively suppressed. In short, unlike the probability variation state or time-saving state A, which are game states where players enjoy the effects while waiting for the next jackpot, "Playtime" in this embodiment is a game state that prioritizes efficiently processing losing variations and hitting the next jackpot over enjoying the effects.
[0331] Figure 26 is a flowchart showing an example of the pre-announcement setting process executed in step S161 of Figure 8. In the pre-announcement setting process shown in Figure 26, the performance control CPU 120 first checks the contents stored in the start-up entry received command buffer 194A (step S701). Then, it determines whether there is a new received command that is at least one of the commands for the start-up entry (step S702). For example, the presence or absence of a received command can be determined by checking whether at least one of the following has been newly stored in the start-up entry received command buffer: the start-up entry specification command, the symbol specification command, the variation category command, or the hold memory count notification command. If no new commands have been received (step S702; No), the pre-announcement determination process ends.
[0332] If it is determined in step S702 that there is a received command (step S702; Yes), it is determined whether or not the pre-announcement effect is already being executed (step S703).
[0333] In this embodiment, when a pre-announcement animation is already being performed, no further processing for executing another pre-announcement animation is performed, and the pre-announcement animation is executed in the already determined animation mode. On the other hand, when a pre-announcement animation is being executed based on a winning judgment result indicating that the variable display mode is determined to be "non-reach," if a winning judgment result indicating that the variable display result is determined to be "jackpot" or a variation pattern with a reach is obtained, the currently executed pre-announcement animation may be switched to a super reach or jackpot announcement animation. In addition, it may be possible to execute another pre-announcement animation regardless of the animation mode of the pre-announcement animation that has already been executed.
[0334] If the pre-reading preview effect is not being executed in step S703 (step S703; No), it is determined whether it is in the pre-reading preview restriction state where the execution of the pre-reading preview effect is restricted (step S704). If it is not in the pre-reading preview restriction state in step S704 (step S704; No), the order and content of the received command based on the occurrence of the start winning are checked (step S706), and it is determined whether it was received normally (step S707). In the process of step S707, for example, it is checked whether the received command at the time of the start winning is in the correct order, whether all commands have been received without omission, whether the content of the symbol specification command and the variable category command is consistent, whether the content of the start port winning specification command and the reserved memory number notification command is consistent, etc. If any one of them is negated, it may be determined that it could not be received normally. Note that it is not limited to determining that an abnormality has occurred when any one of them is negated. For example, it may be determined that an abnormality has occurred when any two of them are negated. Alternatively, it may be determined that an abnormality has occurred when all of them are negated.
[0335] If it is determined in step S707 that it was received normally (step S707; Yes), the previous variable category command stored in the start winning reception command buffer 194A is checked (step S708), and it is determined whether the current reserved memory number is "3" or "4", and whether the previous variable category is only a non-reach loss (step S709). That is, in this embodiment, when there are two or three pieces of reserved data for which the variable display result is "non-reach loss", the continuous preview effect is executed using that reserved data.
[0336] In addition, if the number of stored memories is sufficient to execute the continuous preview effect (for example, if it is 2 or more), the continuous preview effect may be executed. For example, as in the continuous preview effect (preview effect) of the preview pattern SYP3-1 to be described later, in cases other than the preview pattern where the effect mode changes, the continuous preview effect may be executed when the number of stored memories can notify that it is a series of effects. By doing so, the overall execution frequency of the continuous preview effect can be improved.
[0337] Also, when executing a preview effect other than the stop symbol preview, the continuous preview effect may be executed even when the stored data includes a variable display result of "non-reach loss". In this case, since a reach may occur or a "big win" may occur during the execution of the continuous preview effect, an unexpected effect can be executed. When the continuous preview effect is to be executed when the stored data includes a variable display result of "non-reach loss", for example, in a variable display involving a reach, the continuous preview effect of an effect mode other than the stop symbol preview may be selected. By doing so, the continuous preview effect can be executed regardless of the display result before the variable display to be previewed is even executed.
[0338] For example, in the process of step S708, the number of data stored in the start winning reception command buffer 194A received and stored before the previous one from the latest variable category command is read, and the variable category specified by the variable category command is read. In the process of step S709, based on the reading result in step S708, it is determined whether the number of data is "3" or "4", or whether it is only the one that designates a variable category corresponding to non-reach loss (variable category command C600). In step S709, if it is determined that the current number of reserved memories is "3" or "4" and that the previous variation categories were all non-reach misses (step S709; Yes), then it is determined whether or not to execute the pre-announcement effect and, if the pre-announcement effect is executed, to determine the pre-announcement effect pattern corresponding to the effect of the pre-announcement effect (step S710).
[0339] As an example, in the process of step S710, a pre-prepared pre-announcement determination table is selected and set as the table used to determine whether or not a pre-announcement effect is performed and the pre-announcement pattern. In the pre-announcement determination table, the numerical values (determined values) that are compared with random values for determining the type of pre-announcement effect, according to the specifications of the variable category command transmitted based on the occurrence of a start win corresponding to the variable display that is the target of the announcement, should be assigned to the determination result of "not performed" corresponding to the case where the pre-announcement effect is not performed, or to multiple pre-announcement patterns when the pre-announcement effect is performed. After that, the performance control CPU 120 can determine whether or not a pre-announcement effect is performed and the pre-announcement pattern by referring to the pre-announcement determination table based on numerical data indicating random values for determining the pre-announcement effect, extracted from, for example, the random number circuit 124 or the random counter of the performance control counter setting unit 193.
[0340] In step S710, it is sufficient to determine whether or not a pre-announcement effect is present and what the pre-announcement pattern is.
[0341] Based on the decision made in step S710, it is determined whether or not the pre-announcement effect will not be executed (step S711). If it is anything other than "no execution" (step S711; No), settings are made to start the execution of the pre-announcement effect according to the determined pre-announcement pattern (step S712). In step S712, the number of special symbol reserves stored is set as the initial count value for the pre-announcement execution count counter, which indicates the number of times the pre-announcement effect will be executed, and settings corresponding to the fact that the pre-announcement effect is being executed are made, for example, by setting the pre-announcement execution flag to the ON state. In addition, the pre-announcement pattern determined in step S710 and the pre-announcement effect control pattern corresponding to the current number of special symbol reserves stored are set. After the process in step S712 is executed, or when it is determined in step S703 that the pre-announcement effect is in progress (step S703; Yes), the pre-announcement is performed in step S704. When it is determined that a notification restriction is in effect (Step S704; Yes), when it is determined in Step S709 that the current number of pending memories is not "3" or "4", or up to the previous When it is determined that the variable category is not limited to those that result in a non-reach miss (step S709; No), or when it is determined in step S711 that there is "no execution" (step S711; Yes), it is determined whether the latest start-up slot entry designation command stored in the start-up slot entry received command buffer 194A is the first start-up slot entry designation command (step S713).
[0342] If the command for specifying entry into the first starting slot is given in step S713 (step S713; Yes), control is performed to update the display area in the starting slot memory display area to indicate that a special game using the first special symbol has been newly reserved (step S714). In step S714, control is performed to update the reserved display in the starting slot memory display area to the normal display mode (for example, a round white display). After that, the pre-read notification determination process is terminated.
[0343] On the other hand, if it is determined in step S713 that it is not a command to specify entry into the first starting gate, (Step S713; No) The system performs control to update the display area in the start-up prize memory display area to indicate that a special game using the second special symbol has been newly reserved (Step S715). In Step S715, the system performs control to update the reserved display in the start-up prize memory display area to the normal display mode (for example, a round white display). After that, the pre-read notification determination process is terminated.
[0344] If it is determined in step S707 that the command for the start-up win could not be received successfully (step S707; No), then undetermined information is set corresponding to the latest command in the start-up win-received command buffer 194A (step S731). For example, a storage area for undetermined information can be provided for each buffer number in the start-up win-received command buffer 194A, and the undetermined information for the buffer number corresponding to the latest command can be set to "1" (or ON state).
[0345] After the processing in step S731 is executed, the display areas indicating the number of reserved slots for the first special symbol and the number of reserved slots for the second special symbol are changed to a common abnormal display pattern (e.g., a gray circular display) as the reserved slot display in the start prize memory display area, and the display area corresponding to the newly reserved slots is also displayed in the common abnormal display pattern (step S732). Even if the start slot prize designation command (first start slot prize designation command or second start slot prize designation command) is not received successfully, if the reserved slot memory count notification command (first reserved slot memory count notification command or second reserved slot memory count notification command) is received successfully, the number of reserved slots for the first special symbol and the number of reserved slots for the second special symbol can be identified, and the reserved slot display may be updated in the normal display pattern. The abnormal display pattern should be such that it is possible to recognize that a command has been missed during the start prize designation by making some or all of the display color, shape, or characters of the display area different from the normal display pattern. Furthermore, while the display area corresponding to the newly suspended status should be changed to the display pattern for the abnormal state, the display patterns in other display areas do not need to be changed.
[0346] After executing the process in step S732, the pre-read notification restriction is set (step S733), for example, by setting the pre-read notification restriction flag provided in the performance control flag setting unit 191 to the ON state, and then the pre-read notification determination process is terminated.
[0347] In this pre-announcement determination process, if it is determined in step S707 that the command for the start of the game could not be received successfully, the process in step S710 is not executed, thereby restricting the execution of the pre-announcement effect. This allows, for example, if the system fails to successfully receive the hold memory count notification command, which is hold memory information that specifies that the number of hold memories for the first special symbol or the second special symbol has increased, the execution of the pre-announcement effect can be restricted.
[0348] Furthermore, if only the command specifying entry into the starting slot is missing, or only the command notifying the number of reserved balls is missing, or if the command specifying entry into the starting slot and the command notifying the number of reserved balls are inconsistent, the execution of the pre-announcement effect may be restricted. In other words, if the reserved ball information that specifies whether the number of reserved balls for the first special symbol or the number of reserved balls for the second special symbol has increased is missed, the execution of the pre-announcement effect should be restricted. This prevents the execution of the pre-announcement effect based on unreliable information and avoids causing distrust among players.
[0349] For example, if some or all of the reserved memory information that specifies whether the number of reserved memories for the first special symbol or the number of reserved memories for the second special symbol has increased, such as the starting slot entry designation command or the reserved memory count notification command, is missed, the execution of the pre-announcement effect may be restricted until the execution of the variable display corresponding to that reserved memory is completed. This prevents inconsistencies between the pre-announcement effect and the variable display results, thus preventing players from becoming distrustful.
[0350] For example, if some or all of the judgment result information that specifies the judgment result when a starting win occurs, such as a symbol specification command or a variable category command, is missed, the pre-announcement effect may be restricted from being executed until the execution of the variable display corresponding to the held memory is completed. This prevents inconsistencies between the pre-announcement effect and the variable display result, thus preventing players from becoming distrustful.
[0351] For example, if some of the judgment result information, such as a symbol selection command or a variable category command, is missed, even if the judgment result can be recognized by other judgment result information, the system may restrict the execution of the pre-announcement animation based on that judgment result. This prevents the execution of pre-announcement animations based on unreliable information, thus preventing players from losing faith. It is possible to prevent it from being given.
[0352] For example, if the recognizable judgment results from multiple judgment result information, such as a symbol specification command or a variable category command, do not match, the system may restrict the execution of the pre-announcement animation based on the judgment result recognizable from any of the judgment result information. This prevents the execution of the pre-announcement animation based on unreliable information and avoids causing distrust among players.
[0353] Figure 27 is a flowchart showing an example of the process executed in step S171 of Figure 8 as the variable display start setting process. In the variable display start setting process shown in Figure 27, the performance control CPU 120 first determines whether the special display result will be a "miss" by, for example, reading the EXT data in the variable display result notification command transmitted from the main board 11 (step S522). If it is determined that the special display result will be a "miss" (step S522; Yes), the CPU 120 determines whether the specified variation pattern is a non-reach variation pattern that corresponds to the case where the variable display mode of the decorative symbols is "non-reach" by, for example, reading the EXT data in the variation pattern specification command transmitted from the main board 11 (step S523).
[0354] If it is determined in step S523 that it is a non-reach variation pattern (step S523; Yes), a combination of the determined decorative symbols that will be the final stop symbols constituting the non-reach combination is determined (step S524). As an example, in the process of step S524, first, numerical data indicating a random number value for determining the left determined symbol, which is updated by a random counter or the like provided in the effect control counter setting unit 193, is extracted, and by referring to a predetermined left determined symbol determination table stored in advance in the ROM 121 or the like, the left determined decorative symbol that is stopped and displayed in the "left" decorative symbol display area 5L in the display area of the image display device 5 among the determined decorative symbols is determined. Next, numerical data indicating a random number value for determining the right determined symbol, which is updated by a random counter or the like provided in the effect control counter setting unit 193, is extracted, and by referring to a predetermined right determined symbol determination table stored in advance in the ROM 121 or the like, the right determined decorative symbol that is stopped and displayed in the "right" decorative symbol display area 5R in the display area of the image display device 5 among the determined decorative symbols is determined. At this time, it is preferably determined such that the symbol number of the right determined decorative symbol is different from the symbol number of the left determined decorative symbol by the setting in the right determined symbol determination table or the like. Subsequently, numerical data indicating a random number value for determining the middle determined symbol, which is updated by a random counter or the like provided in the effect control counter setting unit 193, is extracted, and by referring to a predetermined middle determined symbol determination table stored in advance in the ROM 121 or the like, the middle determined decorative symbol that is stopped and displayed in the "middle" decorative symbol display area 5C in the display area of the image display device 5 among the determined decorative symbols is determined. Note that in the process of step S524, in response to the case where the variable symbol preview is being executed, the determined decorative symbols of the non-reach combination that will be the predetermined chance-stage symbols may be determined.
[0355] If it is determined in step S523 that it is not a non-reach variation pattern (step S523; No), the combination of confirmed decorative symbols that will be the final stopping symbols constituting the reach combination is determined (step S525). As an example, in the process of step S525, first, numerical data indicating random values for determining the left and right confirmed symbols, which are updated by a random counter etc. provided in the performance control counter setting unit 193, is extracted, and by referring to a predetermined left and right confirmed symbol determination table stored in advance in the ROM 121 etc., the decorative symbols whose symbol numbers are the same and which are stopped and displayed together in the "left" and "right" decorative symbol display areas 5L and 5R in the display area of the image display device 5 are determined. Furthermore, numerical data indicating random values for determining the middle confirmed symbol, which are updated by a random counter etc. provided in the performance control counter setting unit 193, is extracted, and by referring to a predetermined middle confirmed symbol determination table stored in advance in the ROM 121 etc., the middle confirmed decorative symbol that is stopped and displayed in the "middle" decorative symbol display area 5C in the display area of the image display device 5 is determined. Here, if the confirmed decorative symbols would result in a winning combination, for example, when the symbol number of the middle confirmed decorative symbol is the same as the symbol numbers of the left confirmed decorative symbol and the right confirmed decorative symbol, then an arbitrary value (for example, "1") can be added to or subtracted from the symbol number of the middle confirmed decorative symbol so that the confirmed decorative symbol does not become a winning combination but a near-win combination. Alternatively, when determining the middle confirmed decorative symbol, the difference (symbol difference) between the symbol numbers of the left confirmed decorative symbol and the right confirmed decorative symbol can be determined, and the middle confirmed decorative symbol corresponding to that symbol difference can be set.
[0356] If the special display result in step S522 is determined not to be a "miss" (step S522; No), the combination of confirmed decorative symbols that will be the final stopping symbols constituting the jackpot combination is determined (step S528). As an example, in the process of step S528, first, numerical data indicating a random value for determining the jackpot confirmed symbols, which is updated by the random counter of the performance control counter setting unit 193, is extracted, and then, by referring to a predetermined jackpot confirmed symbol determination table stored in advance in the ROM 121, etc., the decorative symbols whose symbol numbers are the same and which are stopped and displayed together in the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R on the screen of the image display device 5 are determined. At this time, different decorative symbols may be determined to be the confirmed decorative symbols depending on whether the jackpot type is "non-probability change" or "probability change", or whether or not there is an upgrade performance during the jackpot.
[0357] As a specific example, if the type of jackpot is "non-probability change," one decorative symbol from among several types of regular symbols should be selected to form a confirmed decorative symbol that constitutes a non-probability change jackpot combination. Similarly, if the type of jackpot is "probability change," one decorative symbol from among several types of regular symbols or probability change symbols should be selected to form a confirmed decorative symbol that constitutes a non-probability change jackpot combination or a probability change jackpot combination. In this case, if a confirmed decorative symbol for a non-probability change jackpot combination is selected, no notification will be given during the re-drawing animation in the variable display indicating that the game will be controlled to a probability change state. Instead, the game should be notified that the game will be controlled to a probability change state through a jackpot upgrade animation or similar animation performed in response to the jackpot game state. On the other hand, if a confirmed decorative symbol for a probability change jackpot combination is selected, a notification will be given during the re-drawing animation in the variable display, or without performing a re-drawing animation, indicating that the game will be controlled to a probability change state.
[0358] After executing any of the processes in steps S524, S525, S527, or S528, the pre-read notification execution setting process is executed (step S535). Figure 28 is a flowchart showing an example of the pre-read notification execution setting process. In the pre-read notification execution setting process shown in Figure 28, the performance control CPU 120 first determines whether the pre-read notification execution flag is in the ON state (step S601). If the pre-read notification execution flag is in the OFF state (step S601; No), the pre-read notification execution setting process is terminated.
[0359] If the "Pre-announcement execution in progress" flag is ON (Step S601; Yes), the value of the pre-announcement execution count counter is decremented by 1 (Step S602). Then, based on the value of the pre-announcement execution count counter and the pre-announcement effect control pattern that has been set, the settings for executing the pre-announcement effect are made (Step S603).
[0360] Next, it is determined whether the value of the pre-read notification execution count counter is 0 or not (step S604). If the value of the pre-read notification execution count counter is not 0 (step S604; No), the pre-read notification execution setting process is terminated.
[0361] If the value of the pre-read notification execution count counter is 0 (Step S604; Yes), pre-read The flag indicating that a pre-announcement is in progress is cleared to the off state (step S605). The value of the pre-announcement execution count counter is 0 if the current fluctuation is one that is subject to a pre-announcement effect and the pre-announcement effect has ended. After that, the pre-announcement execution setting process is terminated.
[0362] After the pre-announcement execution setting process is executed in step S535, the presence or absence of a reel spinning announcement is determined, and if so, the reel spinning announcement pattern corresponding to the presentation style of the reel spinning announcement is determined (step S529). As an example, in the process of step S529, a pre-prepared reel spinning announcement determination table is selected and set as the table used to determine the presence or absence of a reel spinning announcement and the reel spinning announcement pattern. In the reel spinning announcement determination table, the numerical values (determined values) that are compared with random values for determining the type of reel spinning announcement are assigned to the determination result of "no execution" corresponding to the case where the reel spinning announcement is not executed, and to multiple reel spinning announcement patterns when the reel spinning announcement is executed, according to the variable display result specified from the variable display result notification command and the variable pattern specified from the variable pattern specification command. Subsequently, the performance control CPU 120 can determine the presence or absence of a reel spinning announcement and the reel spinning announcement pattern by referring to the reel spinning announcement determination table based on numerical data indicating random values for determining the reel spinning announcement extracted from, for example, the random number circuit 124 or the random counter of the performance control counter setting unit 193.
[0363] After the processing in step S529 is completed, settings are made for the execution of other effects during the variable display (step S530). For example, in the processing in step S530, settings may be made for the execution of effects different from the pre-announcement effects and the in-variation announcement effects. Such effects may include, for example, an effect in which a predetermined sound effect (e.g., an alarm sound, a chime sound, a siren sound, etc.) is output from speakers 8L and 8R at predetermined timings at the start or during the execution of the variable display, or an effect in which a flash lamp included in the game effect lamp 9 lights up. By executing a predetermined type of effect that includes some or all of these, an immediate notification effect is executed that announces (definitively announces) that the variable display result is a "jackpot". Alternatively, as such an effect, an effect that displays a special effect image (premium image) corresponding to the variable display result being a "jackpot" may be executed.
[0364] As another example, in the process of step S530, regardless of the possibility that the variable display result will be "jackpot," settings may be made to execute a predetermined type of performance for the sake of entertainment, for example. More specifically, it would be sufficient to execute a predetermined type of performance, such as a performance in which a predetermined lamp included in the game effect lamp 9 lights up.
[0365] Subsequently, the performance control pattern is determined to be one of several pre-prepared patterns (step S531). At this time, the performance control CPU 120 selects one of the multiple special feature variation performance control patterns that correspond to the variation pattern specified by, for example, the variation pattern specification command, and sets it as the pattern to be used. In addition, if, for example, a setting is made to execute a pre-announcement performance for a character display announcement, the announcement performance control pattern corresponding to that setting may be selected.
[0366] After executing the process in step S531, the initial value of the performance control process timer provided in the performance control timer setting unit 192 is set in accordance with the variation pattern specified by the variation pattern specification command (step S532). Next, settings are made to start the variation of decorative symbols on the image display device 5 (step S533). At this time, for example, the display control command specified by the display control data included in the special symbol variation performance control pattern determined as the pattern to be used in step S531 is transmitted to the VDP of the display control unit 123, thereby starting the variation of decorative symbols in the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R provided on the screen of the image display device 5. After that, the value of the performance process flag is updated to "2", which is the value corresponding to the variable display performance processing (step S534), and the variable display start setting process is terminated.
[0367] [Explanation of Feature Unit 666SKY] Next, the pachinko game machine 1 of the feature unit 666SKY in this embodiment will be described based on Figures 29 to 56. First, as a premise, this game machine features many characters. There are two types of characters: ally characters and enemy characters. Ally characters are characters that announce a big win by defeating enemy characters in special effects such as SP Reach. Enemy characters are characters that announce a loss by defeating ally characters in special effects such as SP Reach. In other words, ally characters are characters that the player wants to play an active role in SP Reach, etc. (characters that lead to a big win), and enemy characters are characters that the player does not want to play an active role in SP Reach, etc. (characters that lead to a loss). The types of characters include Mumu (666SKY073), Jam (666SKY045), Nana (666SKY042), Rim (666SKY004), Stocky (666SKY051), enemy characters (666SKY046), Bakuchu (the character depicted in the blank image of the candidate display, as described later), and enemy character "Nana" SKY100, etc. This game machine is designed so that the chances of winning a jackpot are higher when the player's character is in an advantageous position over the enemy character (for example, when the player fights and defeats the enemy character) or when many character-related effects (for example, the stock effect) are performed. In addition, characters have compatibility with each other, and combinations such as Nana-Jam, Nana-Mumu, and Nana-Mumu-Rimu are considered to be compatible character combinations. There are also compatible character combinations regardless of whether they are player characters or enemy characters. Furthermore, the accompanying displays described later may be displayed when compatible character combinations are used.
[0368] This gaming machine is equipped with a stock effect (storage effect). The stock effect is a pre-read pattern determined in the S710 process of the pre-read notification setting process described in Figure 26. The stock effect consists of a series of actions in which a stock (special image) is acquired and released, and an effect corresponding to the stock is executed. The stock period (storage period) is the period before the effect that is executed when the stock is released begins. For example, if the "spinning effect" described later is executed, it refers to the period before the spinning effect is executed. Figure 29 is a diagram of the image displayed on the image display device when the "pre-read stock effect" ("stock chance" described later) is started as a pre-read notification effect. First, the spherical image displayed in the center of the image display device 5 is called the stock acquisition image and is the image that is displayed when the "stock effect" is started, and has four types of forms: 666SKY005 to 666SKY008. 666SKY017 is called the pre-read fluctuation stock retention display area, and is a display area in which stock images acquired when a stock effect is executed during a pre-read fluctuation can be retained and displayed as pre-read fluctuation stock images during the pre-read fluctuation. A stock is an image that is displayed in response to the execution of a pre-announcement effect such as a spinning effect, and can indicate the timing at which the target pre-announcement effect will be executed. Stock acquisition images displayed in conjunction with the execution of a "pre-read stock effect" are moved to the pre-read fluctuation stock retention display area and are retained and displayed as pre-read fluctuation stock images at a predetermined display position according to the form of the stock acquisition image ("character" described later). For example, if stock acquisition image 666SKY005 is displayed in conjunction with the execution of a "pre-read stock effect", stock acquisition image 666SKY005 will move towards the leftmost display position of the pre-read fluctuation stock retention display area 666SKY017, change to pre-read fluctuation stock image 666SKY001, and be retained and displayed. 666SKY027 is referred to as the stock retention display area during the fluctuation, and is a display area in which stock images acquired when a "stock effect" is executed during the fluctuation can be retained and displayed as stock images until the timing for the execution of the "spinning effect" or other effects described later arrives.When a stock acquisition image is displayed during the execution of a "stock animation," it moves to the stock retention display area during the fluctuation and remains displayed as a stock image in a predetermined display position according to the type of stock acquisition image. For example, if stock acquisition image 666SKY006 is displayed during the execution of a "stock animation," stock acquisition image 666SKY006 moves to the second display position from the left in the stock retention display area 666SKY027 during the fluctuation, changes to stock image 666SKY010, and remains displayed. Furthermore, the stock retention display area during the fluctuation is provided with four display positions (666SKY013 to 666SKY016) corresponding to the four types of stock acquisition images. Stock acquisition image 666SKY005 changes to stock image 666SKY009 and is displayed as retained at display position 666SKY013, stock image 666SKY006 changes to stock image 666SKY010 and is displayed as retained at display position 666SKY014, stock acquisition image 666SKY007 changes to stock image 666SKY011 and is displayed as retained at display position 666SKY015, and stock acquisition image 666SKY008 changes to stock image 666SKY012 and is displayed as retained at display position 666SKY016. Furthermore, the stock retention display area 666SKY027 during the fluctuation is always displayed during the pre-read fluctuation or the fluctuation itself, whereas the stock retention display area 666SKY017 during the pre-read fluctuation is not always displayed, but is displayed during the execution of the "pre-read stock effect" in the pre-read fluctuation. Note that the pre-read fluctuation stock images 666SKY001 to 666SKY004 displayed in the pre-read fluctuation stock retention display area 666SKY017 are the same size, while the stock images 666SKY009 to 666SKY012 displayed in the stock retention display area 666SKY027 during the fluctuation are not the same size. Specifically, the stock images 666SKY009 to 666SKY011 are the same size, but the stock image 666SKY012 is designed to be larger than the stock images 666SKY009 to 011.This corresponds to the expected jackpot rate of the stock characters described later, making it easy to see at a glance that stock image 666SKY012, which has the highest expected jackpot rate, is something to look forward to. The display area where the pre-read stock image is displayed is located in a different place from the display area where the stock image is displayed. The display area where the pre-read stock image is displayed is located in a place where the player may have difficulty seeing the display area where the pre-read stock image is displayed due to the movement of the movable body 32. However, when a pre-read stock image is stocked, the movement of the movable body 32 is restricted. Similarly, when a stock image is stocked, the movement of the movable body 32 is also restricted. Furthermore, when there is no pre-read stock image or stock image stocked, the movement of the movable body is not restricted. This makes it easy to see the pre-read stock image at any time.
[0369] FIG. 30 is a diagram regarding a character depicted in a stock image (also referred to as a "stock character") and a preview effect executed corresponding to the character. In the present embodiment, there are four types of modes in which the characters "Nana", "Jam", "Mumu", and "Rimu" are depicted in the stock acquisition image and the stock image, and the degree of expectation for the subsequent jackpot varies depending on which stock image with which character is acquired when the "stock effect" is started. Specifically, it is designed such that the jackpot expectation degree increases in the order of "Rimu" > "Mumu" > "Jam" > "Nana". Therefore, the stock image of "Rimu" is designed to be larger than the stock images of "Nana", "Jam", and "Mumu" so that it is easily understood that the visual jackpot expectation degree is high. Also, the stock image is an image displayed to preview the execution of a preview effect (such as the "spinning effect" described later) before the preview effect is actually executed, and the type of preview effect to be previewed is designed to be different depending on the type of stock character depicted in the stock image. For example, when a stock image of "Rimu" is acquired with the start of the "stock effect", the image of "Rimu" changes to the cut-in mode described later at the timing immediately before a preview effect such as a "searing cut-in" or a "strong SP reach" is executed, and it previews that the "searing cut-in" or the "strong SP reach" will be executed. As a result, when the "stock effect" is started, the player will pay attention to the character depicted in the stock image, guess the preview effect to be executed, and increase the expectation for the execution of the preview effect. Incidentally, there are seven types of preview effects to be previewed, namely, the "spinning effect", the "expectation increase (star)", the "upgrade after the spinning effect", the "hold change", the "title change (color)", the "transition to the strong SP reach", and the "searing cut-in". When variable display is executed according to the jackpot variation pattern, the jackpot expectation degree is high in the order of "searing cut-in" > "transition to the strong SP reach" > "title change (color)" > "upgrade after the spinning effect" > "hold change" > "expectation increase (star)" > "spinning effect". Also, although it has been explained that the type of preview effect to be previewed varies depending on the type of stock character, there are some cases where the same preview effect is the target of preview depending on the type of stock character.For example, "Nana" announces that a "spinning effect" and a preview effect of "increased expectation level (star)" (higher expectation level than the spinning effect) will be executed. "Jam" not only announces that a "spinning effect" will be executed, similar to "Nana", but also announces that a "promotion after the spinning effect" and a unique "title change (color)" (higher expectation level than the "spinning effect" and the "promotion after the spinning effect") will be executed. "Mumu" not only announces that a "spinning effect" will be executed, similar to "Nana" and "Jam", but also announces that a "promotion after the spinning effect" and a unique "title change (color)" (higher expectation level than the "spinning effect" and the "promotion after the spinning effect") will be executed, similar to "Jam". Also, when the "spinning effect" is executed in this variation, for example, when the "spinning effect" is the target of the preview, neither the stock image of "Jam" nor the stock image of "Mumu" will change to a cut-in mode immediately before the "spinning effect" is executed. Also, regardless of which character of "Nana", "Jam", or "Mumu" starts the "spinning effect", the mode of the stock release cut-in image executed before that will not change. Also, when the stock image of "Mumu" is displayed as the target of the "spinning effect" preview, it is designed to have a higher expectation level of hitting the jackpot than when the stock image of "Nana" or the stock image of "Jam" is displayed. The image of "Rimu" can execute an effect that is different from the preview effects that other stock images can execute (only "Rimu" can execute it and other stock images cannot), so it is possible to make the player recognize that the stock image of "Rimu" is special. Also, since one common preview (spinning effect) and respective unique previews (title change (color), hold change, etc.) can be executed like "Nana", "Jam", and "Mumu", it is possible to pay attention to the timing at which the stock image executes the preview effect. Although the expectation level of a single preview effect announced by the stock image is as described above, there is a pattern in this case where a plurality of stock images are stored. At that time, even if the same stock image is acquired in multiple copies, the jackpot expectation level will be different depending on the relevance of the effects.For example, if you have "Nana," "Jam," and "Mumu" stored, and Pattern 1 involves "Nana" performing a "spinning animation," "Jam" performing a "hold change animation," and "Mumu" performing a "title change (color)," compared to Pattern 2, where you have "Nana," "Jam," and "Mumu" stored, and "Nana" performing a "spinning animation," "Jam" performing a "spinning animation followed by an upgrade," and "Mumu" performing a "spinning animation followed by an upgrade," Pattern 2 is more likely to select an execution pattern that results in a jackpot (higher jackpot expectation). This allows you to focus on related animations and the animations performed by the stock images. In this case, there are animations that display characters or text in a way that obstructs the screen, such as "cut-in images," "stock image release," "stock release cut-in images," "accompanying displays," and "super hot cut-ins." Behind the text or characters, there is a background corresponding to that text or character (for example, a heart background for Nana's cut-in image). However, if the background is different from the corresponding text or character, it may be a display that has a higher jackpot expectation than if the background were corresponding. This creates a sense of unease for the player when they see this effect, allowing them to pay more attention to the display.
[0370] Figure 31 shows the state when the "Pre-read Stock Performance" is initiated as a pre-read notification performance during a pre-read variation. The "Pre-read Stock Performance" is a notification performance that starts when a stock image is acquired in a pre-read variation prior to the variation in which notification performances such as the "Spinning Performance" are executed, and continues until the stock image is used before the notification performance corresponding to the stock image is executed. (A1) shows the state in which the variable display is stopped with the number of reserved memories at 3. 666SKY019 is the background stage name image that indicates the current background stage. 666SKY020~666SKY022 are decorative symbols that can perform variable display in response to the variable display of special symbols. 666SKY023 is a small symbol that is always on display and performs variable display in response to the variable display of special symbols. 666SKY024 is the active display area. 666SKY025 is a reserved display that indicates the current number of reserved memories is 3. Furthermore, the variable stock retention display area 666SKY027 is always displayed even when variable display is not being performed, and is designed to be easily distinguishable from the active display area 666SKY024 by having a different size, shape, and other characteristics from the active display area 666SKY024. (B1) is a diagram showing the situation when the number of reserved memories is reduced from 3 to 1 and variable display is started. Furthermore, the active display area 666SKY024 displays the active display 666SKY026 in accordance with the reduction in the number of reserved memories. (C1) is a diagram showing the situation when the "pre-read stock acquisition suggestion effect" is started as a pre-read notification effect. After the variable display starts, a blackout effect begins that reduces the visibility of the background stage image, background stage name image 666SKY019, and the stock retention display area 666SKY027 during the variation. At the same time, the text image 666SKY028 of "Stock Chance" is displayed in the center of the image display device 5, and the pre-read stock retention display area 666SKY017 is also displayed. At this stage, four silhouette images are displayed within the pre-read stock retention display area 666SKY017, making it easy to understand that no stock images have been acquired yet.Furthermore, the text image 666SKY028 and the pre-read fluctuation stock retention display area 666SKY017 are displayed without reduced visibility due to the blackout effect. This allows players to clearly understand that the "pre-read stock acquisition suggestion effect" has started. In addition, multiple text forms of "Stock Chance" may be provided, and the expected value of acquiring a stock image may differ depending on the text form. For example, the expected value of acquiring a stock image may be higher when the chance form of "Stock Chance" is displayed than when the normal form of "Stock Chance" is displayed. This can draw players' attention to the text form of "Stock Chance" and increase their interest. In addition, the blackout effect may be designed so that the display related to the effect that triggered the blackout effect does not reduce visibility. For example, as in (C1), when the text image 666SKY028 of "Stock Chance" is displayed, the screen goes dark. However, since this occurs when the "Pre-read Stock Performance" is initiated during a pre-read variation, the stock retention display area 666SKY017 during the pre-read variation, which is related to the "Pre-read Stock Performance," is not subject to the screen going dark and maintains normal visibility. In addition, the active display and the constantly displayed small symbols are not subject to the screen going dark and maintain visibility. This allows the user to not only focus on the related displays but also to check the active display and constantly displayed small symbols at any time to confirm that the variation is being executed. (D1) is a diagram showing the situation when the text image 666SKY028 is hidden, and the display area 666SKY029, which prompts the user whether or not they can acquire a stock image, the stock acquisition prompting image 666SKY030, and the button long-press prompting image 666SKY031 are displayed in the center of the image display device 5. When the player begins pressing and holding the push button 31B in accordance with the button press prompt image 666SKY031, the stock acquisition prompt image 666SKY030 gradually changes from a black image to an image with a character drawn on it, starting from the bottom and moving upwards. The performance is successful when the stock acquisition prompt image 666SKY030 has completely changed to an image with a character drawn on it.Furthermore, the button long-press action prompt image 666SKY031 may have multiple forms, and the expected value of acquiring a stock image may differ depending on the form. For example, the expected value of acquiring a stock image may be higher when the chance form of the button long-press action prompt image 666SKY031 is displayed than when the normal form of the button long-press action prompt image 666SKY031 is displayed. This can draw the player's attention to the form of the button long-press action prompt image 666SKY031 and increase their interest. (E1) is a diagram showing the situation when the stock acquisition image 666SKY007 is displayed due to the success of the "pre-read stock acquisition suggestion performance". When the form of the stock acquisition prompt image 666SKY030 changes to a form in which the character is fully depicted, the stock acquisition image 666SKY007 and the emphasis effect image 666SKY032 are displayed in the center of the image display device 5. When a stock acquisition image is displayed during a pre-read fluctuation, a predetermined sound effect is output from speakers 8L and 8R by the "pre-read stock acquisition suggestion effect" to indicate that a stock image has been acquired. The predetermined sound effect is output in the same way regardless of which of the stock acquisition images 666SKY005 to 666SKY008 is displayed. This allows for effective notification of the acquisition of a stock image during a pre-read fluctuation. Furthermore, the appearance of the emphasis effect image 666SKY032 may be the same regardless of which of the stock acquisition images 666SKY005 to 666SKY008 is displayed, or it may differ depending on the type of character. (F1) is a diagram showing the situation when the stock acquisition image 666SKY007 is moving toward the stock retention display area 666SKY017 during a pre-read fluctuation. The stock acquisition image 666SKY007 gradually shrinks as it moves towards the pre-read fluctuation stock retention display area 666SKY017, and is eventually displayed in a dedicated display position (second from the right) for the stock acquisition image 666SKY007 within the pre-read fluctuation stock retention display area 666SKY017.Furthermore, the screen blackout effect continues from the start of the "pre-read stock acquisition suggestion effect" until the stock acquisition images 666SKY005~666SKY008 are displayed in the display positions within the pre-read stock retention display area 666SKY017. This keeps the player focused on both the "pre-read stock acquisition suggestion effect" and the "pre-read stock effect." Additionally, silhouette images are continuously displayed in the display positions within the pre-read stock retention display area 666SKY017 where no pre-read stock images are currently displayed, making it easy to grasp the acquisition status of pre-read stock images. (G1) is a diagram showing the situation when the stock acquisition image 666SKY007 is displayed, and then the pre-read stock image 666SKY003 is displayed in the pre-read stock retention display area 666SKY017. After the stock acquisition image 666SKY007 moves and displays towards the dedicated display position for the stock acquisition image 666SKY007 within the pre-read fluctuation stock retention display area 666SKY017, the pre-read fluctuation stock image 666SKY003 is displayed in the dedicated display position for the stock acquisition image 666SKY007. Subsequently, the active display 666SKY026 within the active display area 666SKY024 becomes invisible, and the variable display stops.
[0371] Figure 32 shows the situation when a "stock animation" is started as a pre-announcement animation in a spin that begins when a game ball enters the first starting entry slot while the number of reserved memories is 0. A "stock animation" is a pre-announcement animation that occurs in a spin (also called the spin) in which a pre-announcement animation such as a "spinning animation" is performed, from the time a stock image is acquired before the pre-announcement animation such as a "spinning animation" is performed until the stock image is used before the pre-announcement animation corresponding to the stock image is performed. Figures (A2) to (C2) show the situation when a variable display starts due to a game ball entering the first starting entry slot, as shown in the figure, and a reach is established. Figure (D2) shows the situation when a "stock acquisition suggestion animation" is started as a pre-announcement animation after a reach is established. A button press prompting image 666SKY034 is displayed in the center of the image display device 5. When the player performs a single press operation on the push button 31B in accordance with the button press prompting image 666SKY034, if the performance is successful, a screen darkening effect is executed as shown in (E2), and a stock acquisition image 666SKY007 and an emphasis effect image 666SKY032 are displayed in the center of the image display device 5. When a stock acquisition image is displayed in the current variation, a special sound effect that identifies that a stock image has been acquired through the "stock acquisition suggestion effect" is output from speakers 8L and 8R. There are four types of special sound effects, A to D. Special sound effect A is output when stock acquisition image 666SKY005 is displayed, special sound effect B is output when stock acquisition image 666SKY006 is displayed, special sound effect C is output when stock acquisition image 666SKY007 is displayed, and special sound effect D is output when stock acquisition image 666SKY008 is displayed. Furthermore, the degree of sound recognition (loudness, intensity, etc.) is highest in the order of special sound effects D > C > B > A. This allows for appropriate notification that a stock image has been acquired during the relevant fluctuation. In addition, multiple types of button single-press action promotion images 666SKY034 may be provided, and the expected degree of stock image acquisition may differ depending on the type.For example, the probability of acquiring a stock image may be higher when the button press promotion image 666SKY034 in the chance mode is displayed than when the button press promotion image 666SKY034 in the normal mode is displayed. This can draw the player's attention to the mode of the button press promotion image 666SKY034 and increase their interest. (F2) is a diagram showing the situation when the cut-in image 666SKY035 is displayed after the stock acquisition image 666SKY007 is displayed. When a stock acquisition image is displayed in the current variation, unlike when a stock acquisition image is displayed in a pre-read variation, a cut-in image corresponding to the mode of the stock acquisition image is displayed after the stock acquisition image is displayed. For example, when the stock acquisition image 666SKY007 is displayed, the cut-in image 666SKY035 is then displayed as shown in the diagram. The width of the cut-in image 666SKY035 is the same size for all cut-in images, but it may be made larger or smaller to increase the likelihood of a big win. This can draw the player's attention to the cut-in image. Subsequently, as shown in (G2), the cut-in image 666SKY035 is moved and displayed as if being sucked into the display position 666SKY015 within the stock retention display area 027 during the fluctuation, and then, as shown in (H2), the stock image 666SKY011 is displayed at the display position 666SKY015. Note that the image displayed after the stock acquisition image is displayed in the fluctuation is not limited to the cut-in image, but may be any other image. For example, after the stock acquisition image 666SKY007 is displayed, the stock character "Mumu" may be displayed as if jumping out from the stock acquisition image 666SKY007, and after "Mumu" moves towards the display position 666SKY015, the stock image 666SKY011 may be displayed at the display position 666SKY015.
[0372] Figure 33 shows the situation when the "Pre-read Stock Performance" is executed as a pre-read notification performance during a pre-read variation, and then the "Stock Performance" is started as a notification performance in the variation after the pre-read variation. (A3) is as described in (E1) above. (B3) is as described in (F1) above. (C3) is as described in (G1) above. (D3) shows the situation when the pre-read variation has ended and a variation in which a notification performance such as the "Spinning Performance" is executed has started. After the variable display starts, the pre-read variation stock image 666SKY003, which was displayed as being held in the pre-read variation stock retention display area 666SKY017, changes back to the stock acquisition image 666SKY007, and the stock acquisition image 666SKY007 is displayed as moving towards the center of the image display device 5 while gradually expanding. This allows the player to infer that the Spinning Performance will be executed in that variation. After that, the performance proceeds as described in (E3) to (G3). Furthermore, in (C3) and (G3), when a pre-reading stock image is displayed in the pre-reading stock retention display area 666SKY017 and when a stock image is displayed in the stock retention display area 666SKY027, a lighting effect using the game effect lamp 9 is executed. Specifically, normally, when no pre-reading stock image is displayed in the pre-reading stock retention display area 666SKY017, the game effect lamp 9 lights up in a lighting pattern corresponding to the background stage image during the pre-reading variation. However, when a pre-reading stock image is displayed in the pre-reading stock retention display area 666SKY017, the lighting pattern of the game effect lamp 9 becomes off. This emphasizes that a pre-reading stock image is displayed in the pre-reading stock retention display area 666SKY017, thus drawing attention to the upcoming performance developments. Furthermore, normally, when no stock image is displayed in the stock retention display area 666SKY027 during the fluctuation, the game effect lamp 9 lights up in a lighting pattern corresponding to the background stage image during the fluctuation. However, when a stock image is displayed in the stock retention display area 666SKY027 during the fluctuation, the game effect lamp 9 lights up in a lighting pattern corresponding to the stock character.For example, when stock image 666SKY009 is displayed in the stock retention display area 666SKY027 during the fluctuation, the game effect lamp 9 lights up in pink; when stock image 666SKY010 is displayed, the game effect lamp 9 lights up in purple; when stock image 666SKY011 is displayed, the game effect lamp 9 lights up in green; and when stock image 666SKY012 is displayed, the game effect lamp 9 lights up in gold. This enhances the visual effect when a stock image is displayed in the stock retention display area 666SKY027 during the fluctuation, and allows players to quickly see which stock image is displayed in the stock retention display area 666SKY027 during the fluctuation. Furthermore, when a stock image during pre-read fluctuation is displayed in the pre-read fluctuation stock retention display area 666SKY017, the illumination mode of the game effect lamp 9 is set to the off mode. However, this is not limited to this, and the game effect lamp 9 may be illuminated in the same illumination mode as when no stock image during pre-read fluctuation is displayed in the pre-read fluctuation stock retention display area 666SKY017, in accordance with the background stage image during the pre-read fluctuation, thereby reducing the cost of lamp production.
[0373] Figs. 34 to 38 are diagrams showing the case where the "stock effect" is executed in the variable display in which the "spinning effect" is executed. (A4) to (D4) are the same as (A2) to (D2) described above. (E4) is a diagram showing the situation when a fade-out effect is executed in response to a single-push operation on the player's push button 31B, and the stock acquisition image 666SKY005 and the emphasis effect image 666SKY032 are displayed at the center of the image display device 5. After the stock acquisition image 666SKY005 is displayed, as shown in (F4) and (G4), the cut-in image 666SKY036 is displayed, and the cut-in image 666SKY036 is moved and displayed so as to be sucked toward the display position 666SKY013 within the variable stock retention display area 027. Thereafter, as shown in (H4), the stock image 666SKY009 is displayed at the display position 666SKY013. (I4) is a diagram showing the situation when the stock release cut-in image 666SKY037 is displayed at the timing of the reach development. The stock release cut-in image 666SKY037 is a changed version of the stock image 666SKY009 retained at the display position 666SKY013. The stock release cut-in image is an image displayed immediately before the execution timing of the preview effect targeted by the stock image. That is, in response to the display of the stock release cut-in image, the preview effect of the preview target is executed. Note that the form of the stock release cut-in image differs depending on the type of stock character. Also, when the stock release cut-in image is displayed, a fade-out effect is also executed simultaneously. Thereby, it is possible to draw attention to the execution of the preview effect. When the stock image becomes the form of the stock release cut-in image, the number of seconds may be displayed in advance, a countdown may be performed, a display indicating that the stock image becomes the form of the stock release cut-in image (for example, character display such as "change", "going") may be displayed, or before the stock image is used, the stock image may perform a specific operation (for example, the stock image moves up and down, or the stock image tries to go out of the display area from the variable stock retention display area 666SKY027) to notify the player of the timing when the stock image becomes the form of the stock release cut-in image.This makes it easy to understand at what timing the stock image is used, and the gaming appeal can be enhanced. Also, the big win expectation level may be varied according to the size of the stock release cut-in image. For example, in (I4), the stock release cut-in image 666SKY037 is displayed from the upper part of the background stage name image to the upper part of the position where the stock image of "Mumu" in the variable stock retention display area 666SKY027 is displayed. As a chance-up pattern controlled for a big win, the stock release cut-in image may be displayed across the entire screen, or conversely, it may be displayed as a chance-up pattern even in a display smaller than the stock release cut-in image displayed in (I4). This enables the player to pay attention when the stock image takes the form of the stock release cut-in image. (J4) is a diagram showing the situation when the "spinning effect", which is the target of the stock image announcement, is executed. The "spinning effect" is an effect in which four candidate images "Good opportunity" 666SKY038, "Powerful zone" 666SKY039, "Weak SP" 666SKY040, "Strong SP" 666SKY041, and "Intense heat" 666SKY054 written with the development destination of the effect are displayed in a combination according to the big win expectation level, and a moving display in a predetermined mode (spinning) is started to prompt which candidate image will stop being displayed in the target area 666SKY043. After the candidate image stops being displayed, the effect develops according to the content written on the stopped candidate image. After the display of the stock release cut-in image 666SKY037, the variable stock retention display area 666SKY027 becomes invisible, and the "spinning effect" in which the stock character "Nana" 666SKY042 appears is started. That is, it is notified that the target of the stock image 666SKY009 is the "spinning effect", and the execution timing of the "spinning effect" is suggested. The stock character "Nana" is a character that targets either the "spinning effect" or the "expectation level up (star)". When the "stock effect" of the stock character "Nana" is executed with the "spinning effect" as the target, the "spinning effect" is executed in an effect mode in which "Nana" appears. This enhances the relevance of the effects and can improve the gaming appeal.Furthermore, the "Spinning Performance" is a pre-announcement performance that can be executed even if it is not the target of the "Pre-read Stock Performance" or "Stock Performance" (see Figure 39 below). (K4) is a diagram showing the situation when the candidate images "Opportunity" 666SKY038, "Powerful Zone" 666SKY039, "Weak SP" 666SKY040, and "Strong SP" 666SKY041 are displayed in a predetermined manner, and (L4) is a diagram showing the situation when "SP Reach Performance B" is determined as the destination for the performance development because the candidate image "Strong SP" 666SKY041 is displayed in a stopped state. (M4) to (X4) are as shown in the diagram. After (R4), if it is a big win variation pattern, (U4) is executed. After (R4), if it is a losing variation pattern or a rescue variation pattern, (V4) is executed. As shown in (T4) and (U4), after it is announced that a jackpot has been won as a result of SP Reach B, the reel spins in the order of (Y4) to (AA4). More specifically, as in (T4), the enemy character 666SKY046 is defeated, and the friendly character 666SKY045 is shown in a close-up with a joyful face, and the words "Victory!" are displayed, informing the player that a jackpot has been won. Then, as in (U4), the display of matching decorative symbols (333) is highlighted on top of the background of (T4), informing the player that the 3 symbols have lined up and a jackpot has been won. Note that the words "Victory!" are not displayed in the (U4) display. This prevents the decorative symbols from becoming difficult to see by displaying text. Furthermore, in Figures 34-38, when SP Reach B is executed, character 666SKY045 is an ally character and character 666SKY046 is an enemy character, but the ally and enemy characters change depending on the reach. As shown in (V4) and (W4), after it is reported that SP Reach B is a miss, the changes proceed in the order of (AB4) to (AD4).More specifically, as in (V4), the enemy character does not fall, the ally character is shown in a close-up with a troubled expression, and the words "Defeat..." are displayed, informing the player that it is a loss. Then, as in (W4), the display of the unmatched decorative symbols (343) is shown on top of the background of (V4), indicating that it is a loss. Note that the words "Defeat..." are not displayed in the display of (W4). This prevents the decorative symbols from becoming difficult to see by displaying the text. After that, if it is in the normal state, as in (AB4), the background switches from the background corresponding to SP Reach B in (W4) to the normal state background (the background corresponding to the stage that was displayed when the current spin started), and then the display of the unmatched decorative symbols (343) is displayed. After that, as in (AC4), the decorative symbols are displayed as stopped, and then, as in (AD4), the spin corresponding to the next starting win begins. As in (V4) and (X4), there is a pattern where, after announcing that the result of SP Reach B is a miss, it is shown as a miss for a moment before announcing that it is a big win. The flow of the rescue sequence is as shown in (AE4) to (AI4). The moving display of the "spinning sequence" should rotate or scatter randomly, making it more difficult to see than the stationary candidate display. Also, the moving display of the "spinning sequence" should move more rapidly than the "Nana" displayed during the "spinning sequence".
[0374] Figure 39 shows the "Spinning Performance" when the "Stock Performance" is not executed in response to the "Spinning Performance". If the "Stock Performance" is not executed before the "Spinning Performance", the "Spinning Performance" will not be executed in the manner in which the stock character appears in the "Stock Performance". In other words, players can easily determine whether the "Stock Performance" was executed before the "Spinning Performance" based on the manner in which the "Spinning Performance" is executed. Furthermore, when variable displays are executed depending on the jackpot variation pattern, the design ensures that there is a high probability that the "Stock Performance" will be executed before the "Spinning Performance" is executed. When no stock is stored and the "Spinning Performance" starts as shown in Figure 39, the stock storage display area 666SKY027 during the variation stops being displayed when the "Spinning Performance" starts, as shown from (A8) to (B8). This makes it clear that no stock images are stored, drawing attention to the "Spinning Performance". In addition, the above applies not only to the "Spinning Performance" but also to other performances.
[0375] Figures 40 to 42 are diagrams illustrating the effects that occur within the "Spinning Performance." The "Pre-Spinning Performance Promotion" and "Post-Spinning Performance Promotion," described later, are promotion effects that are performed within the "Spinning Performance." Promotion effects performed in the first half of the "Spinning Performance" are called "Pre-Spinning Performance Promotion," and promotion effects performed in the second half are called "Post-Spinning Performance Promotion." Figure 40 is a diagram showing what happens when "Pre-Spinning Performance Promotion" is performed within the "Spinning Performance." (A5) to (C5) are as described in (H4) to (J4) above. (D5) and (E5) are diagrams showing the situation when "Pre-Spinning Performance Promotion" is performed. "Pre-Spinning Performance Upgrade" is a pre-announcement performance that may be executed when the "Spinning Performance" is performed, regardless of whether the "Stock Performance" has been performed beforehand. It is a pre-announcement performance that displays the upgraded image 666SKY053 and overwrites the content of the performance development destination written on each of the four candidate images in the "Spinning Performance" before the predetermined type of movement display (spinning) begins. After the upgraded image 666SKY053 is displayed, obscuring the candidate images "Opportunity" 666SKY038, "Powerful Zone" 666SKY039, "Weak SP" 666SKY040, and "Strong SP" 666SKY041, the candidate image "Opportunity" 666SKY038 changes to the candidate image "Powerful Zone" 666SKY039, the candidate image "Powerful Zone" 666SKY039 changes to the candidate image "Weak SP" 666SKY040, the candidate image "Weak SP" 666SKY040 changes to the candidate image "Strong SP" 666SKY041, and the candidate image "Strong SP" 666SKY041 changes to the candidate image "Super Hot" 666SKY054. After the "Spinning Performance Pre-Upgrade" is executed, the candidate image "Good Opportunity" 666SKY038, which has the lowest probability of winning, will no longer be selected as the next development for the performance. When variable display is executed depending on the winning variation pattern, when the "Spinning Performance" is executed, the probability of the "Spinning Performance Pre-Upgrade" being executed is higher than the probability of the "Spinning Performance Pre-Upgrade" not being executed. Note that the "Spinning Performance Pre-Upgrade" is a notification performance that is not included as a notification target for the "Stock Performance". (F5)~(H5) are diagrams that show the movement display of the four candidate images in a predetermined manner (spinning) from the start until they are stopped.After the candidate images "Powerful Zone" 666SKY039, "Weak SP" 666SKY040, "Strong SP" 666SKY041, and "Super Hot" 666SKY054 begin moving in their predetermined states, the movement of the images gradually accelerates, a stop display action is performed by the stock character "Nana," and then the candidate image "Strong SP" 666SKY041 is stopped and displayed in the target area 666SKY043. In the embodiment shown in Figure 40, only one candidate image could be upgraded, but this effect allows for the upgrade of multiple candidate images. This enhances the enjoyment of the game by allowing players to focus on the candidate images before and after the upgrade.
[0376] Figures 41 and 42 show the state when the "Spinning Performance Post-Promotion" is executed during the "Spinning Performance". (A6) is a diagram showing the state when the "Stock Acquisition Suggestion Performance" is started. (B6) to (E6) are diagrams showing the state of the "Stock Performance" when two stock images are acquired simultaneously due to the success of the "Stock Acquisition Suggestion Performance". Based on the player's single press of the push button 31B, the stock acquisition image 666SKY005 and the stock acquisition image 666SKY006 are displayed simultaneously, and the display of the emphasis effect image 666SKY032 and the blackout effect are executed. The form of the emphasis effect image 666SKY032 displayed at this time may be different from the form when only one stock acquisition image is displayed, in order to give the player a sense of specialness. Subsequently, in response to the simultaneous display of stock acquisition images 666SKY005 and 666SKY006, cut-in image 666SKY057 is displayed, and then moves and is displayed as if being sucked into display positions 666SKY013 and 666SKY014 within the stock retention display area 666SKY027 during the fluctuation, with stock image 666SKY009 being displayed at display position 666SKY013 and stock image 666SKY010 being displayed at display position 666SKY014. In (C6), it is displayed as a single cut-in image, such as cut-in image 666SKY057, but it is not limited to this, and a cut-in image may be displayed for each character. Also, when displaying cut-in images for each character, they may be displayed simultaneously or with a timing difference. In this way, attention can be drawn to the display of the cut-in images. (F6) to (N6) are diagrams showing the situation when the "spinning effect" that is the target of the preview in stock image 666SKY009 is executed, and the "spinning effect after upgrade" that is the target of the preview in stock image 666SKY010 is executed.After stock666SKY009 changes to a stock release cut-in image, the "spinning animation" begins, and the process until one of the four candidate images stops and is displayed in the target area 666SKY043 is basically the same as in (I4)~(L4) and (G5) above. However, in this example, since stock image 666SKY010 was displayed before the "spinning animation" which was the target of the stock image 666SKY009 announcement began, during the "spinning animation," stock image 666SKY010 changes to and is displayed as standby image 666SKY058. This prevents stock image 666SKY010 from continuing to be displayed even though the stock retention display area 666SKY027 during the fluctuation is hidden, thus eliminating any visual inconsistencies in the animation. The standby image changes from a stock image to a standby image when some kind of animation is performed (for example, the spinning animation or an SP reach). Furthermore, in the target area 666SKY043, candidate image 666SKY040 is initially displayed, but immediately afterwards, standby image 666SKY058 changes to stock release cut-in image 666SKY059, and a blackout effect is performed, and the stock image 666SKY010 (standby image 666SKY058) is targeted for the "spinning effect upgrade" effect. The "spinning effect upgrade" is an effect that is only performed when stock image 666SKY010 or stock image 666SKY011 is displayed by the "stock effect," and the stock character corresponding to the stock image ("Jam" or "Mumu") performs the "spinning effect" again, and is a pre-announcement effect that always displays a candidate image in the target area 666SKY043 that is more advantageous to the player (higher chance of winning) than the first time. Similar to the first "spinning effect," after the four candidate displays are redisplayed, a predetermined movement display begins, the movement display gradually accelerates, and a stop display action is performed by the stock character "Jam," and a candidate image that is more advantageous than the candidate image that was stopped the first time (candidate image "weak SP" 666SKY040) (candidate image "strong SP" 666SKY041) is stopped and displayed.In both the "spinning animation" and "promotion after spinning animation," a stop display action by a stock character (in the example shown in Figure ...
Claims
[Claim 1] A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A display means is provided for displaying a predetermined display indicating that the vehicle is controlled in the advantageous state and a related display related to the predetermined display, the predetermined display is displayed in a manner of moving toward a specific display area on the display means, The display means includes: When the predetermined display moves to the specific display area, the predetermined display is displayed in a first manner, and the predetermined display is displayed in a second manner in which the predetermined display in the first manner has an opposite color; When the predetermined display is moved to the specific display area, the related display is displayed in a third aspect, and the related display is displayed in a fourth aspect in which the related display in the third aspect is in an opposite color; the predetermined display is a display composed of a specific number of pixels, and a color code composed of a first set value, a second set value, and a third set value that can adjust the shade of a first color, a second color, and a third color, respectively, is defined for each pixel; the predetermined display of the second aspect is a display obtained by converting a color code of pixels constituting the predetermined display of the first aspect by a predetermined calculation, a color code of at least half of the specific number of pixels constituting the predetermined display of the first aspect and the predetermined display of the second aspect is set to a value other than a maximum value and a minimum value for each of the first set value, the second set value, and the third set value; A gaming machine characterized by: