Game machine
Patent Information
- Application Number
- JP2021207987
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2021-12-22
- Publication Date
- 2025-01-06
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Conventional game machines lack interest and amusement due to uniform performance content, where the identification pattern changes from an initial state to a winning or losing state without significant visual variation.
A gaming machine with a determination mechanism for valid game ball entry and an image display system that changes identification patterns from an initial mode to a low-visibility mode, altering the display area to enhance visual engagement and game excitement.
Enhances game interest and amusement by providing dynamic visual changes in the identification patterns, improving the overall gaming experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine.
Background Art
[0002] Some of the above gaming machines display identification symbols in a variable state where their forms can change and a variable stop state where they cannot change, in order, and notify the player of the judgment result of success or failure based on the form of the identification symbol in the variable stop state.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the case of the above conventional gaming machines, the identification symbols are displayed with a uniform production content in which the identification symbols are changed from the initial form to a development form closer to the winning form than the initial form and then to the winning form or the losing form, and there is a problem that the game lacks ingenuity.
[0005] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine capable of improving the ingenuity of the game.
Means for Solving the Problems
[0006] The gaming machine described in claim 1 is characterized in that it includes a determination means for determining whether a game ball is hit or miss when it is successfully hit into a predetermined ball entry area which is used as a trigger for awarding a prize, a display unit having a display area for displaying an image of a symbol game that notifies the player of the determination result of the determination means as the identification symbol progresses from an initial form to a form that is closer to a winning form than the initial form, and then to a winning or losing form, and an image display means for displaying the image of the symbol game in the display area of the display unit, wherein the image display means is capable of changing the identification symbol to one that is less visible in the developed form and changing the display area of the display unit to a predetermined form corresponding to the identification symbol, and displaying the identification symbol in the display area in the developed form. According to the above method, the identification pattern changes to one with low visibility in an advanced form, the display area of the display unit changes to a predetermined form corresponding to the identification pattern, and the low-visibility identification pattern is displayed in the predetermined display area in an advanced form. As a result, a significant visual change is added to the image of the pattern game, making it possible to improve the enjoyment of the game. [Effects of the Invention]
[0007] According to the present invention, it becomes possible to improve the appeal of the product. [Brief explanation of the drawing]
[0008] [Figure 1] Figure illustrating Embodiment 1 of the present invention (perspective view showing the external appearance of a pachinko game machine) [Figure 2] Front view of the game board [Figure 3] Block diagram showing the electrical configuration [Figure 4] (A) and (B) are diagrams showing random numbers, (C) is a diagram showing the normal win determination table, (D) is a diagram showing the normal variation time table, (E) is a diagram showing the auxiliary game table, and (F) is a diagram showing the jackpot determination table. [Figure 5](a) is a diagram showing the jackpot type determination table for Special Figure 1, (b) is a diagram showing the reach determination table for Special Figures 1 and 2, (c) is a diagram showing the variation pattern table for Special Figure 1, (d) is a diagram showing the hold area and the pre-reading area of Special Figure 1 [Figure 6] (a) is a diagram showing the jackpot type determination table for Special Figure 2, (b) is a diagram showing the variation pattern table for Special Figure 2, (c) is a diagram showing the game state determination table, (d) is a diagram showing the hold area and the pre-reading area of Special Figure 2 [Figure 7] Diagram showing the relationship between jackpot symbols and jackpot game contents [Figure 8] Diagram for explaining the jackpot game pattern [Figure 9] Flowchart showing the main processing of the main control circuit [Figure 10] Flowchart showing the timer interrupt processing of the main control circuit [Figure 11] Flowchart showing the Special Figure 2 processing of the main control circuit [Figure 12] Flowchart showing the Special Figure 1 processing of the main control circuit [Figure 13] Diagram showing the relationship between the special figure variation pattern and the production contents of the production symbol game [Figure 14] Diagram showing the image of the production symbol game [Figure 15] Diagram showing the image of the production symbol game (story explanation production) [Figure 16] Diagram showing the image of the production symbol game (battle preview production 1) [Figure 17] Diagram showing the image of the production symbol game (semi-transparent reach image) [Figure 18] Diagram showing the image of the production symbol game (super reach production) [Figure 19] Diagram showing the image of the production symbol game (battle preview production 1) [Figure 20] Diagram showing the image of the production symbol game (battle preview productions 2 and 3) [Figure 21] Diagram showing the relationship between the color and reliability of the battle preview image [Figure 22] Diagram showing the flow of battle preview productions 1 to 3 [Figure 23] Figure showing an image of a reliability prediction performance [Figure 24] Flowchart showing the main process of the sub-control circuit [Figure 25] Flowchart showing the received command analysis process of the sub-control circuit [Figure 26] (a) is a flowchart showing a battle prediction performance process, (b) is a figure showing determination data of the battle prediction performance [Figure 27] (a) is a flowchart showing a reliability prediction performance process, (b) is a figure showing determination data of the reliability prediction performance, (c) is a figure showing determination data of a jackpot prediction performance pattern, (d) is a figure showing determination data of a miss reach prediction performance pattern [Figure 28] Figure showing Example 2 (figure showing a normal probability mode image and a high probability mode image) [Figure 29] Figure showing Example 3 (figure showing an image of a full rotation reach performance) [Figure 30] Figure showing an image of a full rotation reach performance [[ID=2⑥]]
Mode for Carrying Out the Invention
[0009] [Example 1] 1. Structure of the gaming machine The outer frame 1 in Fig. 1 is installed on the table island in the pachinko hall. This outer frame 1 is in the shape of a rectangular cylinder with openings in the front and rear, and a main body frame 2 is attached to the outer frame 1. This main body frame 2 is in the shape of a frame, and as shown in Fig. 2, a game board 3 is supported by the main body frame 2.
[0010] As shown in Figure 1, a front frame 4 is attached to the outer frame 1. This front frame 4 is rotatable between a closed state that covers the front of the outer frame 1 from the front and an open state that opens it, and a transparent window plate 5 is fixed to the front frame 4. When the front frame 4 is closed, this window plate 5 faces the game board 3 from the front with a gap in between, and the game board 3 is visible through the window plate 5 when the front frame 4 is closed. An upper tray 6 and a lower tray 7 are fixed to the front frame 4 in two stages, upper and lower. The upper tray 6 stores game balls, and the lower tray 7 stores game balls that cannot be stored in the upper tray 6.
[0011] A launching device (not shown) is mounted on the front frame 4. This launching device has a striking hammer that strikes the game balls and a launching motor that operates the striking hammer, and game balls are supplied to the striking hammer one at a time from the upper tray 6. This launching device supplies one new game ball to the striking hammer each time the striking hammer strikes a game ball, and a launching handle 8 is connected to the launching device. As shown in Figure 1, this launching handle 8 is mounted on the lower right corner of the front frame 4 so as to be rotatable around an axis that points in the front-rear direction, and the force with which the striking hammer strikes the game ball is adjusted according to the amount of clockwise operation (rotation angle) of the launching handle 8.
[0012] As shown in Figure 2, an outer rail 9 and an inner rail 10 are fixed to the front of the game board 3. An arc-shaped launching passage 11 is formed between these outer rail 9 and inner rail 10, and the game ball struck by the striking hammer rises from bottom to top within the launching passage 11. These outer rail 9 and inner rail 10 demarcate a game area 12 on the front of the game board 3. This game area 12 is a circular area connected to the exit at the upper end of the launching passage 11, and the game ball rising within the launching passage 11 is released into the game area 12 from the exit of the launching passage 11. Multiple game pins (not shown) are driven into this game area 12, and the game ball released into the game area 12 falls within the game area 12 while colliding with the multiple game pins.
[0013] Within the game area 12, as shown in Figure 2, there are left-handed shooting areas 13 and right-handed shooting areas 14. The left-handed shooting area 13 is the area to the left of the center line in the left-right direction of the game area 12. When the amount of clockwise rotation of the launch handle 8 is small, the game ball is released from the exit of the launch passage 11 into the left-handed shooting area 13. This method of shooting, in which the game ball is released into the left-handed shooting area 13, is called left-handed shooting. The right-handed shooting area 14 is the area to the right of the center line in the left-right direction of the game area 12. When the amount of clockwise rotation of the launch handle 8 is large, the game ball is released from the exit of the launch passage 11, passing through the left-handed shooting area 13 and into the right-handed shooting area 14. This method of shooting, in which the game ball is released into the right-handed shooting area 14, is called right-handed shooting.
[0014] Within the game area 12, a first start opening 15 is fixed, as shown in Figure 2. This first start opening 15 is pocket-shaped with an open top, allowing game balls to be inserted from above. This first start opening 15 is positioned across the left-handed area 13 and the right-handed area 14, allowing game balls to easily enter the first start opening 15 from its top entrance when playing left-handed, but becoming difficult to enter when playing right-handed.
[0015] Within the game area 12, as shown in Figure 2, a second start opening 16 is fixed below the first start opening 15. This second start opening 16 has an opening on its right side and is located within the left-handed shooting area 13. An opening / closing member 17 is provided for this second start opening 16. This opening / closing member 17 is movable between a closed state in which the right side of the second start opening 16 is closed to prevent game balls from entering and an open state in which game balls can enter. Even when the second start opening 16 is in the open state, it is difficult for game balls to enter the second start opening 16 in the left-handed shooting state, and in the right-handed shooting state, if the second start opening 16 is in the open state, game balls can enter from its right side.
[0016] Within the game area 12, a first large prize opening 18 is fixed, as shown in Figure 2. This large prize opening 18 is a horizontally elongated box shape with an open front and is equipped with a first opening / closing member 19. This first opening / closing member 19 is rotatable around a horizontal axis at its lower end between a vertically closed state and a horizontally open state. The front entrance of the first large prize opening 18 is closed in the closed state of the first opening / closing member 19, preventing game balls from entering, and is open in the open state, allowing game balls to enter. This first large prize opening 18 is located in the lower right of the right-handed shooting area 14, and game balls are permitted to enter the first large prize opening 18 when the game balls are shot to the right.
[0017] Within the right-handed shooting area 14, as shown in Figure 2, a general-purpose starting opening 20 is fixed above the first large prize winning opening 18. This general-purpose starting opening 20 has a U-shaped frame with openings on its top and bottom, allowing the game ball to pass from its top to its bottom when the game ball is being shot to the right. This general-purpose starting opening 20 corresponds to the ball entry area, and a second large prize winning opening 21 is located diagonally above and to the right of the general-purpose starting opening 20. This second large prize winning opening 21 has an opening on its left side and is equipped with a second opening / closing member 22. This second opening / closing member 22 is movable between an upright closed state and an open state that is tilted upward from right to left. When the second opening / closing member 22 is closed, the game ball cannot enter the second large prize winning opening 21, and only when the game ball is being shot to the right can it enter the second large prize winning opening 21 from its left side by riding on the second opening / closing member 22.
[0018] As shown in Figure 3, the upper end entrance of the ball distribution passage 23 is connected to the second large prize opening 21. This ball distribution passage 23 is provided between a transparent front panel and a transparent rear panel, and the inside of the ball distribution passage 23 is visible to the player through the window panel 5 of the front frame 4 and the front panel of the ball distribution passage 23. This ball distribution passage 23 has a width dimension that allows one game ball to roll through, and a game ball that enters the second large prize opening 21 enters the ball distribution passage 23 from its entrance and then rolls in a single line from top to bottom inside the ball distribution passage 23.
[0019] As shown in Figure 3, the lower exit of the ball distribution passage 23 is connected to the upper entrance of the loss zone 24 and the upper entrance of the V zone 25. Each of these loss zones 24 and V zone 25 is a vertically elongated passage located between the transparent front and rear panels of the ball distribution passage 23, and both the loss zone 24 and V zone 25 are visible to the player through the window panel 5 of the front frame 4 and the front panel of the ball distribution passage 23.
[0020] As shown in Figure 3, a colored, opaque, plate-shaped distribution member 26 is provided at the exit of the ball distribution passage 23. This distribution member 26 is interposed between the transparent front and rear plates of the ball distribution passage 23 and is visible to the player through the window plate 5 of the front frame 4 and the front plate of the ball distribution passage 23. This distribution member 26 is movable between a winning state, which closes the entrance to the losing zone 24, and a losing state, which closes the entrance to the V zone 25. In the winning state of the distribution member 26, game balls in the ball distribution passage 23 enter the V zone 25 from its entrance, and in the losing state of the distribution member 26, they enter the losing zone 24 from its entrance. This behavior of the game balls being distributed to the losing zone 24 or the V zone 25 is visible to the player. As shown in Figure 3, a miss sensor 27 and a V sensor 28 are provided within the miss zone 24 and V zone 25, respectively. The miss sensor 27 outputs a miss signal when a game ball enters the miss zone 24, and the V sensor 28 outputs a hit signal when a game ball enters the V zone 25.
[0021] As shown in Figure 1, the front frame 4 is provided with a hemispherical button 29 and a sword-shaped button 30. The hemispherical button 29 is located in front of the upper tray 6 and can be pressed downwards by the player with their fingers. The sword-shaped button 30 is located to the right of the upper tray 6 and can be pressed downwards by the player with their fingers.
[0022] As shown in Figure 2, the game board 3 is equipped with an LED display 31 located in the lower left corner, which displays the results of the regular symbol win / loss judgment and the special symbol win / loss judgment, as well as the results of the jackpot type judgment. The game board 3 is also equipped with a performance symbol display 32. This performance symbol display 32 consists of a color liquid crystal display, and the horizontally elongated rectangular liquid crystal screen of the performance symbol display 32 displays images of the performance symbol game and images of the jackpot game performance. This performance symbol display 32 corresponds to a display unit, and the liquid crystal screen of the performance symbol display 32 corresponds to a display area.
[0023] As shown in Figure 2, the game board 3 is provided with a colored, opaque decorative frame 33. When viewed from the front, this decorative frame 33 forms a frame-like structure surrounding the performance symbol display unit 32, and the liquid crystal screen of the performance symbol display unit 32 is visible to the player through the window panel 5 of the front frame 4 and the opening 34 of the decorative frame 33. A back panel 35 is provided on this decorative frame 33. This back panel 35 is linearly movable vertically between a retracted position (see dashed line) and a performance position (see dashed line). In the retracted position, it is stored behind the decorative frame 33 and becomes invisible to the player, while in the performance position, it overlaps the liquid crystal screen of the performance symbol display unit 32 from the front and becomes visible to the player. This back panel 35 corresponds to a movable member, with the retracted position corresponding to the first position and the performance position corresponding to the second position.
[0024] 2. Electrical configuration of the gaming machine The main control board 50 in Figure 3 is equipped with a main control circuit 51. This main control circuit 51 is primarily a microcomputer and has ROM, RAM, and CPU. This main control circuit 51 controls game benefits such as special symbol lottery, variable display of special symbols, jackpot game, game state setting, regular symbol lottery, variable display of regular symbols, and auxiliary game. The ROM of the main control circuit 51 stores a program for main processing, a program for timer interrupt processing, a jackpot judgment table, a jackpot type judgment table, a reach judgment table, a special symbol variation pattern judgment table, a jackpot game control table, a win judgment table, and an auxiliary game control table. The RAM of the main control circuit 51 is set with a special symbol hold area and a pre-read hold area. This main control circuit 51 corresponds to the judgment means.
[0025] As shown in Figure 3, the main control circuit 51 is connected to a first start port sensor 52, a second start port sensor 53, a general-purpose sensor 54, a first major prize port sensor 55, a second major prize port sensor 56, a miss sensor 27, and a V sensor 28. The first start port sensor 52 detects game balls that enter the first start port 15, the second start port sensor 53 detects game balls that enter the second start port 16, and the general-purpose sensor 54 detects game balls that pass through the general-purpose start port 20. The first major prize port sensor 55 detects game balls that enter the first major prize port 18, the second major prize port sensor 56 detects game balls that enter the second major prize port 21, the miss sensor 27 detects game balls that enter the miss zone 24, and the V sensor 28 detects game balls that enter the V zone 25. When each of these sensors detects a game ball, it outputs a signal corresponding to the detected object to the main control circuit 51.
[0026] As shown in Figure 3, the main control circuit 51 is connected to a second start port solenoid 57, a first major prize port solenoid 58, a second major prize port solenoid 59, and a distribution solenoid 60. The second start port solenoid 61 operates the opening / closing member 17 of the second start port 16, the first major prize port solenoid 62 operates the first opening / closing member 19 of the first major prize port 18, the second major prize port solenoid 63 operates the second opening / closing member 22 of the second major prize port 21, and the distribution solenoid 60 operates the distribution member 26. An LED display 31 is connected to this main control circuit 51, and the main control circuit 51 performs variable display in accordance with the control of the display content of the LED display 31.
[0027] The payout control board 70 in Figure 3 is equipped with a payout control circuit 71 mainly consisting of a microcomputer. The main control circuit 51 sends a payout command to the payout control circuit 71 when it detects signals from the first start port sensor 52, the second start port sensor 53, the first large prize port sensor 55, and the second large prize port sensor 56. A prize ball payout device 72 is connected to this payout control circuit 71, and when the payout control circuit 71 detects a payout command from the main control circuit 51, it drives the prize ball payout device 72 and dispenses a unit number of game balls as prize balls into the upper tray 6.
[0028] The sub-control board 80 in Figure 3 is equipped with a sub-control circuit 81 mainly consisting of a microcomputer, and the main control circuit 51 sends commands to the sub-control circuit 81 according to the progress of the game. This sub-control circuit 81 has ROM, RAM, CPU and real-time clock (RTC), and the ROM stores programs for main processing, receive interrupt processing, 1ms timer interrupt processing and 10ms timer interrupt processing. The RAM functions as work memory, and the CPU executes multiple programs in the ROM in response to commands from the main control circuit 51. Button switches 82 and 83 are connected to this sub-control circuit 81, and the sub-control circuit 81 detects the operating state of the hemispherical button 29 according to the electrical state of button switch 82 and detects the operating state of the sword-shaped button 30 according to the electrical state of button switch 83.
[0029] The image control board 90 in Figure 3 is equipped with an image control circuit 91 mainly consisting of a microcomputer. A sub-control circuit 81 sets the display content of the performance symbol display 32 based on commands from the main control circuit 51 and transmits the setting result of the display content to the image control circuit 91. This image control circuit 91 is equipped with ROM, RAM, CPU, CGROM, VRAM, and VDP. ROM stores image control programs for specifying image data, RAM functions as work memory, and the CPU executes the programs in ROM. CGROM stores still image data and video data for displaying images on the performance symbol display 32, and the VDP reads image data from CGROM in response to commands from the CPU. The VDP expands the image data reading result into VRAM, synthesizes the expanded image data result and draws it on the VRAM frame buffer, and outputs the image drawing result as an RGB signal to the performance symbol display 32. The image is then displayed in color on the performance symbol display 32 according to the RGB signal from the VDP. This image control circuit 91 corresponds to a symbol game means, an image display means, a first image display means, a second image display means, and a selection means.
[0030] The lamp control board 100 in Figure 3 is connected to multiple frame lamps 101, multiple panel lamps 102, and a fascia solenoid 103. The multiple frame lamps 101 illuminate the front frame 4, the multiple panel lamps 102 illuminate the decorative frame 33, and the fascia solenoid 103 moves the fascia 35. The lamp control board 100 drives and controls the multiple frame lamps 101, the multiple panel lamps 102, and the fascia solenoid 103 in response to commands from the sub-control circuit 81. The sound control board 110 drives and controls multiple speakers 111, and outputs voice, music, and sound effects from the multiple speakers 111.
[0031] 3. Gaming Functions 3-1. General game 3-1-1. General Drawing When a game ball passes through the regular symbol start opening 20, the value of the random number for determining whether a regular symbol wins or losses is obtained in Figure 4(B), and the result of determining whether a regular symbol wins or losses is obtained from the regular symbol win / loss determination table in Figure 4(C) according to the result of obtaining the value of the random number for determining whether a regular symbol wins or losses.
[0032] 3-1-2. Display of General Chart Fluctuations If a result of the calculation of whether the regular diagram is correct or incorrect is obtained, the regular diagram variation display is performed. This regular diagram variation display starts flashing a predetermined number of LEDs on the LED display unit 31 in a predetermined pattern, and then stops flashing in either the "regular diagram correct" or "regular diagram incorrect" manner. The predetermined number of LEDs stop flashing in the "regular diagram correct manner" if it is determined to be "regular diagram correct," and stop flashing in the "regular diagram incorrect manner" if it is determined to be "regular diagram incorrect." The time required for this regular diagram variation display is set based on the data in the regular diagram variation pattern table in Figure 4(D). This regular diagram variation pattern table assigns variation times to "time-saving state" and "non-time-saving state," with the regular diagram variation display time set to "1 second" in the "time-saving state" and the regular diagram variation display time set to "30 seconds" in the "non-time-saving state."
[0033] 3-1-3. General Supplementary Games If the regular symbol variation display stops in the "regular symbol hit" state, an auxiliary game pattern corresponding to the current game state is selected from the auxiliary game table in Figure 4(E), and the auxiliary game is started based on the selected auxiliary game pattern. This auxiliary game opens the second start port 21, and in the "time-saving state," the auxiliary game is performed by opening the second start port 21 for a long period (30 seconds) once, while in the "non-time-saving state," the auxiliary game is performed by opening the second start port 21 for a short period (1 second) once.
[0034] 3-2. Special Feature 1 Game 3-2-1. Acquisition of Special Feature 1 Game Data When a game ball successfully enters the first starting opening 15, the values of the random numbers for determining whether a special symbol is correct, the random numbers for determining the type of jackpot, the random numbers for determining the variation pattern, and the random numbers for determining a reach are obtained as shown in Figure 4(A). The results of obtaining the random numbers for determining whether a special symbol is correct and the results of obtaining the random numbers for determining a reach are stored in the special symbol 1 reserve area as a set of special symbol 1 game data. As shown in Figure 5(d), special symbol 1 reserve areas 1 to 4 are set up in this special symbol 1 reserve area, and the special symbol 1 game data is stored in the order of "special symbol 1 reserve area 4", "special symbol 1 reserve area 3", "special symbol 1 reserve area 2", and "special symbol 1 reserve area 1" in the order in which it was obtained. That is, if special symbol 1 game data is stored in all of the special symbol 1 reserve areas 1 to 4, the special symbol 1 game data in "special symbol 1 reserve area 4" is the oldest, and the special symbol 1 game data in "special symbol 1 reserve area 1" is the newest. When Special Feature 1 game data is stored in all of these Special Feature 1 Reserve Areas 1-4, the Special Feature 1 Reserve Count is referred to as "4". When Special Feature 1 game data is stored in three of the Special Feature 1 Reserve Areas 2-4, the Special Feature 1 Reserve Count is referred to as "3". When Special Feature 1 game data is stored in two of the Special Feature 1 Reserve Areas 3-4, the Special Feature 1 Reserve Count is referred to as "2". When Special Feature 1 game data is stored in one of the Special Feature 1 Reserve Areas 4, the Special Feature 1 Reserve Count is referred to as "1". When Special Feature 1 game data is not stored in any of the Special Feature 1 Reserve Areas 1-4, the Special Feature 1 Reserve Count is referred to as "0".
[0035] 3-2-2. Special Feature 1 Lottery If Special Symbol 1 game data is stored in "Special Symbol 1 Reserve Area 4", a Special Symbol 1 lottery is performed on the condition that the game is currently stopped. This stopped game state refers to a state in which Special Symbol 1 gameplay, Special Symbol 2 gameplay, and jackpot gameplay are all stopped, and the Special Symbol 1 lottery is permitted during normal gameplay. In this stopped game state, if Special Symbol 1 game data is stored in "Special Symbol 1 Reserve Area 4", the stored value of the random number for determining the success or failure of the special symbol is detected from "Special Symbol 1 Reserve Area 4". In the "high probability state", the success or failure determination result is obtained from the Special Symbol success or failure determination table for the high probability state in Figure 4(F) according to the detected value of the random number for determining the success or failure of the special symbol. In the "normal probability state", the success or failure determination result is obtained from the Special Symbol success or failure determination table for the normal probability state in Figure 4(F) according to the detected value of the random number for determining the success or failure of the special symbol.
[0036] When a "miss" result is obtained from the special symbol win / loss judgment table for the high probability state, and when a "miss" result is obtained from the special symbol win / loss judgment table for the normal probability state, the stored value of the random number for reach judgment is detected from "Special Symbol 1 Reserve Area 4". In the "Shortened Time State", the determination of whether or not a reach has occurred according to the detection result of the random number for reach judgment is detected from the "Shortened Time State" column of the reach judgment table in Figure 5(b). In the "Non-Shortened Time State", the determination of whether or not a reach has occurred according to the detection result of the random number for reach judgment is detected from the "Non-Shortened Time State" column of the reach judgment table in Figure 5(b).
[0037] When a "jackpot" result is detected from the special symbol win / loss determination table for the high probability state, and when a "jackpot" result is detected from the special symbol win / loss determination table for the normal probability state, the value of the random number used to determine the jackpot type is stored in the "Special Symbol 1 Reserve Area 4," and the jackpot type corresponding to the detection result of the random number used to determine the jackpot type is detected from the jackpot type determination table for Special Symbol 1 in Figure 5(a).
[0038] When a "jackpot" result is detected and the type of jackpot is determined, the value of the random number for the variation pattern is stored in "Special Feature 1 Reserve Area 4". In "non-time-saving state", a special feature variation pattern and special feature variation display time are selected from the variation pattern table for the non-time-saving state in Figure 5(c) according to the detection result of the random number for the variation pattern. In "time-saving state", a specific special feature variation pattern and a specific special feature variation display time are selected from the variation pattern table for the time-saving state in Figure 5(c).
[0039] If a "miss" result is detected, the value of the variable pattern random number is stored in "Special Feature 1 Reserved Area 4". If this variable pattern random number is stored in a "time-saving state", a specific special feature variable pattern and a specific special feature variable display time are selected from the variable pattern table for the time-saving state in Figure 5(c). If it is detected in a "non-time-saving state", the special feature variable pattern and special feature variable display time are selected in a different manner depending on the determination result of whether or not a reach is achieved. If a "reach is achieved" result is detected, the special feature variable pattern and special feature variable display time are selected from the variable pattern table for the non-time-saving state in Figure 5(c) according to the detection result of the variable pattern random number. If a "no reach" result is detected, the special feature variable pattern and special feature variable display time are selected from the variable pattern table for the non-time-saving state in Figure 5(c) according to the detection result of the number of special feature 1 reserved and the value of the variable pattern random number.
[0040] 3-2-3. Special Feature 1: Variable Display When a special symbol variation pattern and special symbol variation display time are selected, the special symbol 1 variation display is started. This special symbol 1 variation display starts flashing a predetermined number of LEDs on the LED display unit 31 in a predetermined pattern, and then stops flashing. If the predetermined number of LEDs is determined to be a miss, they stop flashing in the manner of "Special Symbol 1 Miss," and if it is determined to be a jackpot, they stop flashing in a manner corresponding to the jackpot type determination result. This flashing from start to stop takes the required time according to the selection result of the special symbol variation display time.
[0041] 3-2-4. Big Win Game When a predetermined number of LEDs on the LED display 31 stop flashing in a manner corresponding to the determination result of the jackpot type, a jackpot game pattern corresponding to the determination result of the jackpot type is selected from the jackpot game pattern table in Figure 7, and the jackpot game is started according to the selection result of the jackpot game pattern. This jackpot game allows game balls to enter the first jackpot opening 18 or the second jackpot opening 21 in accordance with the opening and closing of the first jackpot opening 18 or the second jackpot opening 21. For each of the jackpot game patterns 1 to 4, an opening time is set before the start of the first round, and an ending time is set after the end of the final round.
[0042] Each of the jackpot game patterns 1 to 4 consists of the same 15 rounds, as shown in Figure 7. Each of these rounds involves continuously opening the first jackpot 18 or the second jackpot 21 until the time limit has elapsed, and then closing it for a certain period of time (2 seconds). If the maximum number of game balls (10) are entered before the time limit has elapsed, the game ends after being closed for a certain period of time (2 seconds) without waiting for the time limit to expire. There are two types of time limits: "30 seconds" and "0.1 seconds". A time limit of "30 seconds" is the time during which the maximum number of game balls can be entered before the time limit has elapsed, while a time limit of "0.1 seconds" is the time during which no game balls can be entered.
[0043] [1] Jackpot game pattern 1 involves opening the first large prize slot 18 in each of the 15 rounds, and each round has a time limit of "30 seconds" during which a maximum number of game balls can be entered into the first large prize slot 18. This jackpot game pattern 1 consists of 15 rounds in which prize balls can be paid out to the player (see Figure 8).
[0044] [2] In the jackpot game pattern 2, the first large prize slot 18 is opened in each of the 1st to 8th rounds, and a time limit of "30 seconds" is set for each of the 1st to 8th rounds during which a maximum number of game balls can be entered. In this jackpot game pattern 2, the first large prize slot 18 is opened again in each of the 9th to 15th rounds, and a time limit of "0.1 seconds" is set for each of the 9th to 15th rounds during which no game balls can be entered into the first large prize slot 18. This jackpot game pattern 2 consists of 8 rounds in which prize balls can be paid out to the player (see Figure 8).
[0045] [3] In the jackpot game pattern 3, the first large prize slot 18 is opened in the first round, and a time limit of "30 seconds" is set for the maximum number of game balls that can be entered in the first round. In the jackpot game pattern 3, the second large prize slot 21 is opened in the second round, and a time limit of "30 seconds" is set for the maximum number of game balls that can be entered in the second large prize slot 21 in the second round. In the jackpot game pattern 3, the first large prize slot 18 is opened again in each of the 3rd to 15th rounds, and a time limit of "30 seconds" is set for the maximum number of game balls that can be entered in the first large prize slot 18 in each of the 3rd to 15th rounds. This jackpot game pattern 3 consists of 15 rounds in which prize balls can be paid out to the player (see Figure 8).
[0046] [4] In the jackpot game pattern 4, the first large prize slot 18 is opened in the first round, and a time limit of "30 seconds" is set for the maximum number of game balls that can be entered in the first round. In the jackpot game pattern 4, the second large prize slot 21 is opened in the second round, and a time limit of "30 seconds" is set for the maximum number of game balls that can be entered in the second round. In the jackpot game pattern 4, the first large prize slot 18 is opened again in each of the third to eighth rounds, and a time limit of "30 seconds" is set for each of the third to eighth rounds for the maximum number of game balls that can be entered. In the jackpot game pattern 4, the first large prize slot 18 is opened again in each of the ninth to fifteenth rounds, and a time limit of "0.1 seconds" is set for each of the ninth to fifteenth rounds for which game balls cannot be entered. This jackpot game pattern 4 consists of eight rounds in which prize balls can be paid out to the player (see Figure 8).
[0047] 3-2-5. Updating the game status 3-2-5-1. Reduced time state and non-reduced time state If the result of the jackpot type determination is "jackpot symbol 1" or "jackpot symbol 2", the "non-time-saving state" is set when the jackpot game ends, as shown in Figure 6(c). If the result of the jackpot type determination is "jackpot symbol 3" or "jackpot symbol 4", the "time-saving state" is set. This "time-saving state" is set repeatedly, regardless of the number of times Special Symbol 1 gameplay and Special Symbol 2 gameplay are played, until the jackpot type "jackpot symbol 1" or "jackpot symbol 2" is determined.
[0048] 3-2-5-2. Normal probability state and high probability state In a jackpot game, if a game ball enters the V-zone 25 of the second large prize slot 21, a "high probability state" is set when the jackpot game ends. If the game ball does not enter the V-zone 25, a "normal probability state" is set when the jackpot game ends. The distribution member 26 of the V-zone 25 switches from a losing state to a winning state in synchronization with the switching of the second opening / closing member 22 of the second large prize slot 21 from a closed state to an open state, and switches from a winning state to a losing state in synchronization with the switching of the second opening / closing member 22 from an open state to a closed state. During the opening of the second large prize slot 21, which has a time limit of "30 seconds", all game balls that enter the second large prize slot 21 enter the V-zone 25. During the opening of the second large prize slot 21, which has a time limit of "0.1 seconds", no game balls enter the V-zone 25. In other words, when a jackpot game is played using "Jackpot Game Pattern 3" or "Jackpot Pattern 4," provided that the game balls are shot to the right, the game will always enter V-zone 25 in the second round, and a "high probability state" will be set when the jackpot game ends. This "high probability state" is set repeatedly, regardless of the number of times Special Feature 1 and Special Feature 2 games are played, until a jackpot type, "Jackpot Symbol 1" or "Jackpot Symbol 2," is determined.
[0049] 3-2-6. Special Feature 1 Pre-reading When a game ball enters the first starting port 15, if the acquisition result of the special figure 1 game data is stored in one of the special figure 1 reserve areas 1 to 4, a pre-determination of win / loss, pre-determination of whether there is a reach, pre-determination of the variation pattern, and pre-determination of the variation display time are performed according to the acquisition result of the special figure 1 game data. If the pre-determination result of win / loss is a jackpot, a pre-determination of the jackpot type and a pre-determination of the game state are performed. These pre-determinations of win / loss and pre-determination of the jackpot type are performed according to the procedure described above, and the pre-determination of the game state is performed according to the pre-determination result of the jackpot type if the pre-determination result of win / loss is a jackpot. That is, if the pre-determination result of the jackpot type is either "jackpot symbol 1" or "jackpot symbol 2", "non-time-saving state" or "normal probability state" is pre-determined, and if the pre-determination result of the jackpot type is either "jackpot symbol 3" or "jackpot symbol 4", "time-saving state" or "high probability state" is pre-determined.
[0050] If a pre-determination of win / loss and a pre-determination of the game state are performed, the pre-determination result of win / loss and the pre-determination result of the game state are stored in the special figure 1 pre-read area as a set of special figure 1 pre-read data. In this special figure 1 pre-read area, as shown in Figure 5(d), special figure 1 pre-read areas 1 to 4 are set up, and special figure 1 pre-read data corresponding to the special figure 1 game data in "special figure 1 reserve area 4" is stored in "special figure 1 pre-read area 4", special figure 1 pre-read data corresponding to the special figure 1 game data in "special figure 1 reserve area 3" is stored in "special figure 1 pre-read area 3", special figure 1 pre-read data corresponding to the special figure 1 game data in "special figure 1 reserve area 2" is stored in "special figure 1 pre-read area 2", and special figure 1 pre-read data corresponding to the special figure 1 game data in "special figure 1 reserve area 1" is stored in "special figure 1 pre-read area 1".
[0051] 3-3. Special Feature 2 Game 3-3-1. Acquisition of Special Feature 2 Game Data When a game ball enters the second starting port 21, the values of the random numbers for determining whether a special symbol is correct, the random numbers for determining the type of jackpot, the random numbers for determining the variation pattern, and the random numbers for determining a reach are obtained as shown in Figure 4(A). The results of obtaining the random numbers for determining whether a special symbol is correct and the results of obtaining the random numbers for determining a reach are stored in the special symbol 2 reserve area as a set of special symbol 2 game data. As shown in Figure 6(d), special symbol 2 reserve areas 1 to 4 are set in this special symbol 2 reserve area, and the special symbol 2 game data is stored in the order of "special symbol 2 reserve area 4", "special symbol 2 reserve area 3", "special symbol 2 reserve area 2", and "special symbol 2 reserve area 1" in the order in which it is obtained. When Special Feature 2 game data is stored in all of these Special Feature 2 Reserve Areas 1 to 4, the Special Feature 2 Reserve Count is referred to as "4". When Special Feature 2 game data is stored in three of the Special Feature 2 Reserve Areas 2 to 4, the Special Feature 2 Reserve Count is referred to as "3". When Special Feature 2 game data is stored in two of the Special Feature 2 Reserve Areas 3 to 4, the Special Feature 2 Reserve Count is referred to as "2". When Special Feature 2 game data is stored in one of the Special Feature 2 Reserve Areas 4, the Special Feature 2 Reserve Count is referred to as "1". When Special Feature 2 game data is not stored in any of the Special Feature 2 Reserve Areas 1 to 4, the Special Feature 2 Reserve Count is referred to as "0".
[0052] 3-3-2. Special Feature 2 Lottery If Special Feature 2 game data is stored in "Special Feature 2 Reserved Area 4", the Special Feature 2 lottery will start, provided that the game is currently stopped. This Special Feature 2 lottery detects Special Feature 2 game data from "Special Feature 2 Reserved Area 4" and is conducted according to the detection result of the Special Feature 2 game data. The same Special Feature win / fail judgment table as in the Special Feature 1 lottery, shown in Figure 4(F), is used to determine whether a win or loss occurs, and the same Reach judgment table as in the Special Feature 1 lottery, shown in Figure 6(B), is used to determine whether a reach has occurred.
[0053] The jackpot type determination table for Special Feature 2 shown in Figure 6(a) is used to determine the type of jackpot in Special Feature 2. This jackpot type determination table for Special Feature 2 has the same jackpot symbols 1 to 4 as Special Feature 1, but it differs from the jackpot type determination table for Special Feature 1 in that the probability of selecting "jackpot symbol 3," which sets the "time-saving state" and "high probability state," is higher than that of the jackpot type determination table for Special Feature 1.
[0054] The special figure variation pattern table for special figure 2 shown in Figure 6(b) is used to determine the special figure variation pattern and special figure variation display time for special figure 2. This special figure variation pattern table for special figure 2 has the same types of variation patterns and the same variation display times as special figure 1, but the special figure variation pattern table for special figure 2 differs from the special figure variation pattern table for special figure 1 in that specific variation patterns PO00 and PH00 are set for the "non-time-saving state".
[0055] 3-3-3. Special Feature 2 Fluctuation Display When a special feature variation pattern and special feature variation display time for special feature 2 are selected, the special feature 2 variation display is performed for the required time according to the selected special feature variation display time. This special feature 2 variation display starts flashing multiple LEDs for special feature 2 on the LED display unit 31 in a predetermined pattern and then stops flashing. If the special feature 2 LEDs are determined to be a miss, they stop flashing in the manner of "special feature 2 miss," and if the jackpot is determined to be a jackpot, they stop flashing in the manner according to the jackpot type determination result.
[0056] 3-3-4. Big Win Game If the LED for Figure 2 of the LED display unit 31 stops blinking in a manner corresponding to the determination result of the jackpot type, a jackpot game pattern corresponding to the determination result of the jackpot type is selected from the jackpot game pattern table in Figure 7, and the jackpot game is started according to the selected jackpot game pattern.
[0057] 3-3-5. Updating the game status If the result of the jackpot type determination is "jackpot symbol 1" or "jackpot symbol 2", the "non-time-saving state" is set when the jackpot game ends, as shown in Figure 6(c). If the result of the jackpot type determination is "jackpot symbol 3" or "jackpot symbol 4", the "time-saving state" is set. If the game ball enters the V-zone 25 in the second large prize entry point 21 during the jackpot game, the "high probability state" is set when the jackpot game ends. If the game ball does not enter the V-zone 25, the "normal probability state" is set when the jackpot game ends. In other words, the "time-saving state" and "high probability state" are applied from the special symbol 2 game immediately after the jackpot game ends if the result of the jackpot type determination is either "jackpot symbol 3" or "jackpot symbol 4", and continue until either "jackpot symbol 1" or "jackpot symbol 2" is determined.
[0058] 3-3-6. Special Feature 2 Pre-read When a game ball enters the second starting port 21, if the acquisition result of the special figure 2 game data is stored in one of the special figure 2 reserve areas 1 to 4, a pre-determination of win / loss, pre-determination of whether there is a reach, pre-determination of the variation pattern, and pre-determination of the variation display time are performed according to the acquisition result of the special figure 2 game data. If the pre-determination result of win / loss is a jackpot, a pre-determination of the jackpot type and a pre-determination of the game state are performed. These pre-determinations of win / loss and game state are performed according to the procedure described above, and the pre-determination results of win / loss and game state are stored in the special figure 2 pre-read area as a set of special figure 2 pre-read data. As shown in Figure 6(d), this special figure 2 pre-read area has special figure 2 pre-read areas 1 to 4 set up. Special figure 2 pre-read data corresponding to special figure 2 game data in "special figure 2 hold area 4" is stored in "special figure 2 pre-read area 4", special figure 2 pre-read data corresponding to special figure 2 game data in "special figure 2 hold area 3" is stored in "special figure 2 pre-read area 3", special figure 2 pre-read data corresponding to special figure 2 game data in "special figure 2 hold area 2" is stored in "special figure 2 pre-read area 2", and special figure 2 pre-read data corresponding to special figure 2 game data in "special figure 2 hold area 1" is stored in "special figure 2 pre-read area 1".
[0059] 4. Processing functions of the main control circuit 51 4-1. Main Processing The main control circuit 51 detects the main processing program shown in Figure 9 from the ROM when the power is turned on, and in the power-on processing S1, it grants permission to access RAM and sets the CPU, SIO, PIO, CTC, etc. Then, in S2, it sets interrupt disable, in S3 it sets interrupt enable, and in S4 it updates the values of the random numbers in Figures 5(A) and (B). The value of each of these random numbers is increased by "1" from the current value, and if it exceeds the upper limit, it is reset to "0" and added again.
[0060] 4-2. Timer Interrupt Handling When the main control circuit 51 sets interrupt enable in S3, it allows the timer interrupt process in S5 to start. This timer interrupt process is executed with a period of 4 msec, and the random number update process in S4 is repeated during the waiting time between the end of the current timer interrupt process and the start of the next timer interrupt process.
[0061] Figure 11 is a flowchart showing the timer interrupt processing of the main control circuit 51. The main control circuit 51 sends the commands and other information set in the RAM output buffer during the previous timer interrupt processing to the sub-control circuit 81 and the payout control circuit 71 during the output processing of S11 of the current timer interrupt processing. Then, in the random number update processing of S12, the values of each random number in Figure 4(A) and (B) are updated, and in the sensor detection processing of S13, signals from the miss sensor 27, V sensor 28, first start gate sensor 52, second start gate sensor 53, general sensor 54, first large prize gate sensor 55, and second large prize gate sensor 56 are detected.
[0062] After completing the sensor detection process in S13, the main control circuit 51 determines in S14 whether or not it has detected a signal from the regular symbol sensor 54 in the sensor detection process in S13. If it determines that it has detected a signal from the regular symbol sensor 54, it obtains a random number value for determining whether a regular symbol is correct in the regular symbol game data acquisition process in S15 and proceeds to S16. If it determines that it has not detected a signal from the regular symbol sensor 54, it also proceeds to S16.
[0063] When the main control circuit 51 moves to S16, it determines whether or not it has detected a signal from the second start port sensor 53 in the sensor detection process of S13. If it determines that it has not detected a signal from the second start port sensor 53, it moves to S18. If it determines that it has detected a signal from the second start port sensor 53, it compares the number of reserved special figures 2 with "4". If it determines that the number of reserved special figures 2 is "4", it moves to S18. If it determines that the number of reserved special figures 2 is less than "4", it acquires special figure 2 game data in S17. The acquired result of the special figure 2 game data is stored in one of the special figure 2 reserved areas 1 to 4 according to its storage order, a special figure 2 reserved command is set in the output buffer, and the process moves to S18. This special figure 2 reserved command notifies the sub-control circuit 81 of the number of reserved special figures 2 and is sent to the sub-control circuit 81 in the next timer interrupt process.
[0064] When the main control circuit 51 stores the acquisition results of the special figure 2 game data in S17, it performs pre-determination of win / loss, pre-determination of presence / absence of reach, pre-determination of variation pattern, pre-determination of variation display time, pre-determination of jackpot type, and pre-determination of game state on the acquisition results of the special figure 2 game data, and stores the pre-determination results of win / loss to game state as special figure 2 pre-read data in one of the special figure 2 pre-read areas 1 to 4 according to the storage order. Next, it sets the stored results of the special figure 2 pre-read data in the RAM output buffer so that they can be sent to the sub-control circuit 81 in the next timer interrupt processing, and proceeds to S18.
[0065] When the main control circuit 51 moves to S18, it determines whether or not it has detected a signal from the first start port sensor 52 in the sensor detection process of S13. If it determines that it has not detected a signal from the first start port sensor 52, it proceeds sequentially to the general drawing process of S20, the special drawing 2 process of S21, and the special drawing 1 process of S22. If it determines that it has detected a signal from the first start port sensor 52, it compares the number of special drawing 1 reserved balls with "4". If it determines that the number of special drawing 1 reserved balls is "4", it proceeds sequentially to S20 to S22. If it determines that the number of special drawing 1 reserved balls is less than "4", it acquires special drawing 1 game data in S19. The acquired result of the special drawing 1 game data is stored in one of the special drawing 1 reserved areas 1 to 4 according to its storage order, and a special drawing 1 reserved command is set in the output buffer. This special drawing 1 reserved command notifies the sub-control circuit 81 of the number of special drawing 1 reserved balls, and is sent to the sub-control circuit 81 in the next timer interrupt process.
[0066] When the main control circuit 51 stores the acquired data for Special Feature 1 gameplay in S19, it performs pre-determinations on the acquired data for Special Feature 1 gameplay, including whether it is a win or loss, whether there is a reach or not, the variation pattern, the variation display time, the type of win, and the game state. The pre-determination results for win / loss and game state are stored as Special Feature 1 pre-read data in one of the Special Feature 1 pre-read areas 1 to 4, according to the storage order. Next, the stored data for Special Feature 1 pre-read data is set in the RAM output buffer to be sent to the sub-control circuit 81 in the next timer interrupt processing, and the process proceeds sequentially to S20 to S22. 4-3. General diagram processing
[0067] The main control circuit 51 determines whether a regular symbol win or loss occurs based on the acquisition result of the random number for determining the win or loss of a regular symbol in the regular symbol processing in S20, and notifies the result of the regular symbol win or loss determination when executing the regular symbol variation display. If the determination result of "regular symbol win" is notified here, an auxiliary game pattern corresponding to the current game state is selected, and the game ball is allowed to enter the second start opening 21 when the auxiliary game is performed based on the selected auxiliary game pattern.
[0068] 4-4. Processing of Special Drawing 2 Figure 11 shows the S21 Special Feature 2 processing, in which the main control circuit 51 selectively executes the S31 Special Feature 2 lottery processing, the S32 Special Feature 2 variation stop processing, the S33 Special Feature 2 jackpot game start processing, the S34 Special Feature 2 jackpot game in progress processing, and the S35 Special Feature 2 jackpot game stop processing depending on the setting result of the value of the second pointer P2 in RAM. The value of this second pointer P2 is initially set to "1" when the power is turned on.
[0069] 4-4-1. Special Feature 2 Lottery Processing The main control circuit 51 proceeds to the S31 Special Feature 2 lottery process when the value of the second pointer P2 is set to "1". The value of this second pointer P2 is set to "1" when the game is stopped and all Special Feature 1 game, Special Feature 2 game, and jackpot game have stopped. In the S31 Special Feature 2 lottery process, the main control circuit 51 determines whether or not Special Feature 2 game data is stored in the "Special Feature 2 Reserved Area 4". If it is determined that Special Feature 2 game data is not stored in the "Special Feature 2 Reserved Area 4", the Special Feature 2 lottery process ends. If it is determined that Special Feature 2 game data is stored in the "Special Feature 2 Reserved Area 4", the main control circuit 51 makes a hit / miss determination, a determination of whether or not there is a reach, a determination of the variation pattern, and a determination of the variation display time based on the Special Feature 2 game data in the "Special Feature 2 Reserved Area 4". If the hit / miss determination result is a jackpot, the type of jackpot is determined. Then, the results of the hit / fail determination, the variation pattern determination, and the jackpot type determination are set in the RAM output buffer to be sent to the sub-control circuit 81, and the special symbol variation display is started.
[0070] When the main control circuit 51 starts displaying the special symbol variation, it organizes "Special Symbol 2 Reserved Area 1" to "Special Symbol 2 Reserved Area 4". This process deletes the special symbol 2 game data from "Special Symbol 2 Reserved Area 4". If special symbol 2 game data is stored in "Special Symbol 2 Reserved Area 3", that special symbol 2 game data is shifted to "Special Symbol 2 Reserved Area 4". If special symbol 2 game data is stored in "Special Symbol 2 Reserved Area 2", that special symbol 2 game data is shifted to "Special Symbol 2 Reserved Area 3". If special symbol 2 game data is stored in "Special Symbol 2 Reserved Area 1", that special symbol 2 game data is shifted to "Special Symbol 2 Reserved Area 2". After organizing "Special Symbol 2 Reserved Areas 1 to 4", the main control circuit 51 organizes "Special Symbol 2 Pre-read Area 1" and "Special Symbol 2 Pre-read Area 4" using the same procedure and sets the value of the first pointer P2 to "2".
[0071] 4-4-2. Special Figure 2: Variable Stop Processing The main control circuit 51 proceeds to the special figure 2 variation stop process in S32 if the value of the second pointer P2 is set to "2". Here, the timer value is added, and the result of adding the timer value is compared with the result of the special figure variation display time determination. If the result of adding the timer value has not reached the result of the special figure variation display time determination, the special figure 2 variation stop process is terminated. If the result of adding the timer value has reached the result of the special figure variation display time determination, the special figure variation display is stopped in a manner corresponding to the hit or miss determination result. If the hit or miss determination result is "miss", the value of the second pointer P2 is initialized to "1", and if the hit or miss determination result is "jackpot", the value of the second pointer P2 is set to "3".
[0072] 4-4-3. Special Feature 2 Big Win Game Start Processing If the value of the second pointer P2 is set to "3", the main control circuit 51 proceeds to the special feature 2 jackpot game start process in S33. Here, the jackpot game is started with a jackpot game pattern corresponding to the jackpot type determination result, and the jackpot game start command is set in the output buffer to be sent to the sub-control circuit 81, and the value of the second pointer P2 is set to "4".
[0073] 4-4-4. Special Feature 2 Jackpot Gameplay Processing If the value of the second pointer P2 is set to "4", the main control circuit 51 proceeds to the special feature 2 jackpot game processing in S34 and proceeds with the jackpot game according to the setting result of the jackpot game pattern. Each time a round starts in the jackpot game, the main control circuit 51 sets a round start command in the output buffer and sends it to the sub-control circuit 81.
[0074] When the main control circuit 51 is running a jackpot game in "jackpot game pattern 3" or "jackpot game pattern 4", it moves the distribution member 26 in synchronization with the opening and closing of the second opening / closing member 22, allowing the game ball to enter the V zone 25. If a signal from the V sensor 28 is detected during this jackpot game processing in Special Figure 2, the V flag is set to the ON state. When the main control circuit 51 has run the jackpot game to the end of the jackpot game pattern, it ends the jackpot game, sets it in the output buffer to send a jackpot game end command to the sub-control circuit 81, and sets the value of the second pointer P2 to "5".
[0075] 4-4-5. Special Feature 2 Big Win Game Stop Processing If the value of the second pointer P2 is set to "5", the main control circuit 51 proceeds to the special symbol 2 jackpot game stop process in S35 and detects the result of the jackpot type determination. If the result of the jackpot type determination is either "jackpot symbol 1" or "jackpot symbol 2", the game state is set to "non-time-saving state", and if the result of the jackpot type determination is either "jackpot symbol 3" or "jackpot symbol 4", the game state is set to "time-saving state". Then, if the V flag is set to the ON state, the game state is set to "probability change state" or "time-saving state", and if the V flag is set to the OFF state, the game state is set to "normal probability state" or "non-time-saving state", and the value of the second pointer P2 is initialized to "1".
[0076] 4-5. Processing of Special Drawing 1 Figure 12 shows the S22 Special Feature 1 processing, in which the main control circuit 51 selectively executes the S41 Special Feature 1 lottery processing, the S42 Special Feature 1 variation stop processing, the S43 Special Feature 1 jackpot game start processing, the S44 Special Feature 1 jackpot game processing, and the S45 Special Feature 1 jackpot game stop processing according to the setting result of the value of the first pointer P1 in RAM. The value of this first pointer P1 is initially set to "1" when the power is turned on.
[0077] 4-5-1. Special Feature 1 Lottery Processing The main control circuit 51 proceeds to the special figure 1 lottery process in S41 if the value of the first pointer P1 is set to "1". The value of this first pointer P1 is set to "1" when the game is stopped and all special figure 1 games, special figure 2 games, and jackpot games have stopped. In the special figure 1 lottery process in S41, the main control circuit 51 determines whether or not special figure 1 game data is stored in the "special figure 1 reserve area 4". If it is determined that special figure 1 game data is not stored in the "special figure 1 reserve area 4", the special figure 1 lottery process ends. If it is determined that special figure 1 game data is stored in the "special figure 1 reserve area 4", it determines whether or not special figure 2 game data is stored in the "special figure 2 reserve area 4".
[0078] The main control circuit 51 terminates the special figure 1 lottery process if it determines that special figure 2 game data is stored in the "special figure 2 reserve area 4". If the main control circuit 51 determines that special figure 2 game data is not stored in the "special figure 2 reserve area 4", in S41 it determines whether the result is a win or loss, whether there is a reach or not, the variation pattern, and the variation display time based on the special figure 1 game data in the "special figure 1 reserve area 4". If the result of the win or loss determination is a jackpot, it determines the type of jackpot. Then, it sets the result of the win or loss determination, the result of the variation pattern determination, and the result of the jackpot type determination into the RAM output buffer to send to the sub-control circuit 81, and starts the special figure variation display. In other words, the special figure 1 process is set to a lower priority than the special figure 2 process, and if the number of special figure 2 reserves is not "0", the special figure 2 process is performed preferentially over the special figure 1 process, and the special figure 1 process starts when the number of special figure 2 reserves becomes "0".
[0079] When the main control circuit 51 starts displaying the special symbol variation, it organizes "Special Symbol 1 Reserved Area 1" to "Special Symbol 1 Reserved Area 4". This process is carried out in the same way as "Special Symbol 2 Reserved Areas 1 to 4", and after organizing "Special Symbol 1 Pre-read Areas 1 to 4" in the same way, the main control circuit 51 sets the value of the first pointer P1 to "2".
[0080] 4-5-2. Special Figure 1: Fluctuation Stop Processing The main control circuit 51 proceeds to the special feature 1 variation stop process in S42 when the value of the first pointer P1 is set to "2". The special feature variation display is stopped in a manner corresponding to the hit or miss judgment result when the sum of the timer values reaches the judgment result of the special feature variation display time. If the hit or miss judgment result is "miss", the value of the first pointer P1 is initialized to "1", and if the hit or miss judgment result is "jackpot", the value of the first pointer P1 is set to "3".
[0081] 4-5-3. Special Feature 1 Jackpot Game Start Processing If the value of the first pointer P1 is set to "3", the main control circuit 51 proceeds to the special feature 1 jackpot game start process in S43. Here, the jackpot game is started with a jackpot game pattern corresponding to the jackpot type determination result, and the jackpot game start command is set in the output buffer to be sent to the sub-control circuit 81, and the value of the first pointer P1 is set to "4".
[0082] 4-5-4. Special Feature 1: Gameplay during jackpot If the value of the first pointer P1 is set to "4", the main control circuit 51 proceeds to the special feature 1 jackpot game processing in S44 and proceeds with the jackpot game according to the setting result of the jackpot game pattern. Each time a round starts in the jackpot game, the main control circuit 51 sets a round start command in the output buffer and sends it to the sub-control circuit 81.
[0083] When the main control circuit 51 is running a jackpot game in "jackpot game pattern 3" or "jackpot game pattern 4", it moves the distribution member 26 in synchronization with the opening and closing of the second opening / closing member 22, and when it detects a signal from the V sensor 28, it sets the V flag to the ON state. When the main control circuit 51 has run the jackpot game to the end of the jackpot game pattern, it ends the jackpot game, sets a jackpot game end command in the output buffer to send to the sub-control circuit 81, and sets the value of the first pointer P1 to "5".
[0084] 4-5-5. Special Feature 1 Jackpot Game Stop Processing If the value of the first pointer P1 is set to "5", the main control circuit 51 proceeds to the special symbol 1 jackpot game stop process in S45. Here, if the jackpot type determination result is either "jackpot symbol 1" or "jackpot symbol 2", the game state is set to "non-time-saving state", and if the jackpot type determination result is either "jackpot symbol 3" or "jackpot symbol 4", the game state is set to "time-saving state". Then, if the V flag is set to the ON state, the game state is set to "probability change state" or "time-saving state", and if the V flag is set to the OFF state, the game state is set to "normal probability state" or "non-time-saving state", and the value of the first pointer P1 is initialized to "1".
[0085] 5. Gameplay and presentation Game effects are performed in a manner corresponding to the effect mode, and the effect modes include "waiting for customers effect mode," "low base effect mode," "high base effect mode," and "jackpot game effect mode." The "waiting for customers effect mode" is an effect mode set when the game is stopped, and during the waiting for customers effect mode, a demonstration image is displayed on the effect symbol display 32. The "low base effect mode" is set in the "non-time-saving state" and "normal probability state," and in the "low base effect mode," a background image for the low base effect mode is displayed on the effect symbol display 32, and an image is displayed overlaid on top of the background image for the low base effect mode. The "high base effect mode" is set in the "time-saving state" and "high probability state," and in the "high base effect mode," a background image for the high base effect mode is displayed on the effect symbol display 32, and an image is displayed overlaid on top of the background image for the high base effect mode.
[0086] The "Big Win Game Performance Mode" is set during a big win game. In "Big Win Game Performance Mode," a background image for the big win game performance mode is displayed on the performance symbol display unit 32, and an image is displayed overlaid on top of the background image for the big win game performance. In this "Big Win Game Performance Mode," during the opening time of a big win game, an opening image that notifies the start of the big win game and a right-hand shooting image that prompts the player to "shoot to the right" are displayed on the performance symbol display unit 32. During the 1st to 15th rounds, a round image indicating the current round is displayed, and during the ending time, an ending image that notifies the game state after the big win game is displayed.
[0087] 5-1. Symbol Gameplay Effects The symbol game animation starts in synchronous time with the start of the special symbol variation display and ends in synchronous time with the end of the special symbol variation display. This symbol game animation is displayed on the animation symbol display 32 in front of the background image, and its content is set according to the result of the special symbol variation pattern determination. As shown in Figure 13, there are four types of this symbol game animation: "normal animation," "all symbols stop simultaneously animation," "normal reach animation," and "super reach animation."
[0088] "Normal Performance" to "All Diagrams Simultaneous Stop Performance" all start with "Start of 3-column Scroll Display" as shown in Figure 13. This "3-column Scroll Display" scrolls and displays performance symbols consisting of numbers from "1" to "9" in three horizontal columns on the left, middle, and right. The scroll display for each column is repeated after going from "1" → "2" ··· "9" in ascending order and then returning from "9" to "1". The scroll display for each of these columns stops at any one of the numbers from "1" to "9", and the performance symbols for all three columns are displayed in a colored opaque color. The performance symbols for these three columns correspond to identification symbols, the scroll display of the performance symbols for the three columns corresponds to "Variable Display" and "Initial Aspect of Identification Symbols", and the stop of the scroll display of the performance symbols for the three columns corresponds to "Variable Stop Display".
[0089] Three types of combinations are set for the stop state of the 3-column scroll display: "Jackpot Combination", "Missed Reach Combination", and "Scattered Combination". The "Jackpot Combination" is a combination where all three columns are identical to each other and is set when the main control circuit 51 transmits "Special Pattern Variation Patterns PO00" to "Special Pattern Variation Patterns PO05" for the jackpot. This jackpot combination corresponds to "Winning Aspect of Identification Symbols". The "Missed Reach Combination" is a combination where the left and right columns are identical to each other and the middle column is different, and is set when the main control circuit 51 transmits "Special Pattern Variation Patterns PH01" to "Special Pattern Variation Patterns PH05" for a miss in response to determining that there is a "reach". This missed reach combination corresponds to "Miss Aspect of Identification Symbols". The "Scattered Combination" is a combination where the left and right columns are different, and is set when the main control circuit 51 transmits "Special Pattern Variation Pattern PH00", "Special Pattern Variation Pattern PH06", and "Special Pattern Variation Pattern PH07" for a miss in response to determining that there is no "reach".
[0090] 5-1-1. Normal Performance As shown in FIG. 13, in the normal effect, "stop of scroll display" is set in the order of "left column", "right column", and "middle column". This "normal effect" is set when transmitting the off-spec "special figure variation pattern PH00" and "special figure variation pattern PH06". In the "normal effect", as shown in FIG. 14, when the scroll display of the three columns stops in the order of "left column", "right column", and "middle column", the "combination of scattered patterns" is completed.
[0091] 5-1-2. All-figure simultaneous stop effect As shown in FIG. 13, in the all-figure simultaneous stop effect, "stop of scroll display" is set for the three columns simultaneously. This "all-figure simultaneous stop effect" is set when transmitting the off-spec "special figure variation pattern PH07". In the "all-figure simultaneous stop effect", when the scroll displays of the three columns stop simultaneously with each other, the "combination of scattered patterns" is completed.
[0092] 5-1-3. Normal reach effect As shown in FIG. 13, in the normal reach effect, "stop of scroll display" is set in the order of "left column", "right column", and "middle column", and "decrease in scroll speed" is set before "stop of scroll display" for the "middle column". This "normal reach effect" is set not only when transmitting the off-spec "special figure variation pattern PH05" but also when transmitting the jackpot-spec "special figure variation pattern PO00" and "special figure variation pattern PO05". As shown in FIG. 15, in the "normal reach effect", when "stop of scroll display" is performed in the order of "left column" and "right column", the "left column" and "right column" enter the same reach state with each other, and the scroll display of the "middle column" is switched to a low speed in the reach state. The reach state of the three-column effect symbols corresponds to the "development mode of identification symbols".
[0093] The scroll display of the "middle column" is stopped with a different display symbol from the "left column" and "right column" in the "Normal Reach Effect" for non-winning. In the "Normal Reach Effect" for non-winning, the combination of non-winning reaches is completed when the scroll display of the final "middle column" stops. The scroll display of this "middle column" is stopped with the same display symbol as the "left column" and "right column" in the "Normal Reach Effect" for jackpot. In the "Normal Reach Effect" for jackpot, the combination of jackpot is completed when the scroll display of the final "middle column" stops.
[0094] 5-1-4. Super Reach Effect As shown in FIG. 13, the Super Reach Effect is set with the "display of the Super Reach Effect" after the "decrease in scroll speed (middle column)". The Super Reach Effect is displayed in a reach state where the "middle column" is scrolled at a low speed. In this Super Reach Effect, the display symbols of the left column, middle column, and right column are erased, and as shown in (c) of FIG. 16, a semi-transparent reach image is started to be displayed. This semi-transparent reach image notifies the player that the Super Reach Effect has started, and the liquid crystal screen of the display symbol display 32 is set to an effect content that is closed with two closet images F0 imitating a closet. Each of these two closet images F0 is set to a colored opaque color, and an announcement image Ab of "Battle Start" with a colored opaque color is superimposed on the two closet images F0. The image where the liquid crystal screen of this display symbol display 32 is closed with two closet images F0 corresponds to the "mode of covering the display area".
[0095] Figure 17 shows the details of the semi-transparent reach image. Before the display of this semi-transparent reach image, the performance symbols in the left column, middle column, and right column are displayed in a colored, opaque color. In the semi-transparent reach image, the three columns of performance symbols are superimposed on the two sliding door images F0 in the same colored, semi-transparent color, and are displayed in a manner that allows them to be recognized as if they were on the other side of the cover, by passing through the two sliding door images F0. These three columns of performance symbols are displayed in the reach state immediately before the image in which the two sliding doors close. In the semi-transparent reach image, the scrolling display of the left and right columns stops at the same performance symbols, and the scrolling display of the middle column continues at a slow speed from top to bottom. The display time for this semi-transparent reach image is set to a value where the three rows of symbols result in multiple non-deterministic "miss reach combinations" and one non-deterministic "jackpot combination." The player can see images where the three rows of symbols result in a "jackpot combination," as well as images where multiple "miss reach combinations." These non-deterministic "miss reach combinations" of the three rows of symbols correspond to "non-deterministic misses of the identification symbols," and the non-deterministic "jackpot combinations" correspond to "non-deterministic jackpots of the identification symbols." Note that the italicized symbols in the diagram indicate that they are colored and semi-transparent, while the Gothic symbols indicate that they are colored and opaque.
[0096] The semi-transparent reach image ends with an image of two sliding doors opening. As shown in Figure 17(d), when the semi-transparent reach image ends, the two sliding door images F0 are erased, and the colors of the three rows of performance symbols return from colored semi-transparent to their original colored opaque state. These three rows of performance symbols are displayed in the same reach state as the semi-transparent reach image. The left and right columns stop scrolling with identical performance symbols, while the performance symbols in the middle column scroll slowly from top to bottom. This reach image then switches to a battle image.
[0097] The battle image is set with the content that the protagonist female fights against the enemy dinosaurs. As shown in FIG. 18, there are four types of battle images, namely battle images 1 to 4, set in the battle image. As shown in FIG. 18, battle image 1 is set with the enemy dinosaur being "Spinosaurus" (see (a)), and is set for each of the "special figure variation pattern PO01" for jackpot and the "special figure variation pattern PH01" for off-reach. Battle image 2 is set with the enemy dinosaur being "Plateosaurus" (see (b)), and is set for each of the "special figure variation pattern PO02" for jackpot and the "special figure variation pattern PH02" for off-reach. Battle image 3 is set with the enemy dinosaur being "Pteranodon" (see (c)), and is set for each of the "special figure variation pattern PO03" for jackpot and the "special figure variation pattern PH03" for off-reach. Battle image is set with the enemy dinosaur being "Tyrannosaurus", and is set for each of the "special figure variation pattern PO04" for jackpot and the "special figure variation pattern PH04" for off-reach.
[0098] The super reach effect 1 is such that after the semi-transparent reach image and the reach image, battle image 1 is displayed. The super reach effect 2 is such that battle image 2 is displayed. The super reach effect 3 is such that battle image 3 is displayed. The super reach effect 4 is such that battle image 4 is displayed. Each of these images of the super reach effects 1 to 4 corresponds to the reach effect image, and the reliability of the jackpot of the super reach effects 1 to 4 is set to be high in the order of "super reach effect 4", "super reach effect 3", "super reach effect 2", "super reach effect 1" (see FIGS. 5 and 6).
[0099] Each of the Super Reach sequences 1-4 has two ending scenes, as shown in Figure 18: a victory ending scene (see e) and a defeat ending scene (see f). The victory ending scene indicates that the protagonist has won and is set when transmitting the "Special Symbol Variation Pattern PO01" to "Special Symbol Variation Pattern PO04" for big wins. In other words, in each of the Super Reach sequences 1-4 for big wins, after the protagonist wins the fight in each of the battle images 1-4, a victory ending scene is shown, followed by a combination of three symbols for a big win. The defeat ending scene indicates that the protagonist has lost and is set when transmitting the "Special Symbol Variation Pattern PH01" to "Special Symbol Variation Pattern PH04" for losing reaches. In other words, in each of the Super Reach sequences 1-4 for losing reaches, after the protagonist loses in the battle images 1-4, a defeat ending scene is shown, followed by a combination of three symbols for a losing reach.
[0100] 5-2.Hold performance The hold animation is an animation in which, in "low base animation mode," the number of special symbol 1 holds is notified to the player while the animation symbols are being played, and in "high base animation mode," the number of special symbol 2 holds is notified while the animation symbols are being played. "Low base animation mode" is a state in which "non-time-saving state" and "normal probability state" are set, and "high base animation mode" is a state in which "time-saving state" and "high probability state" are set. As shown in Figure 14, the hold animation is performed by displaying a number of hold images R on the animation symbol display 32 corresponding to the number of special symbol 1 holds or special symbol 2 holds.
[0101] 5-3. Jackpot Gameplay Effects During a jackpot game, a jackpot game animation is performed. This jackpot game animation enhances the player's sense of joy at winning a jackpot, and is performed by displaying an image for the jackpot game animation on the animation symbol display unit 32. This image changes as the rounds progress during the jackpot game.
[0102] 5-4. V-winning animation The V-entry animation notifies the player that the game ball has entered the V-zone 25 of the second major entry point 21. It also notifies the player before the end of the current jackpot game if a "time-saving state" or "high probability state" is set after the end of the current jackpot game. This V-entry animation is performed when the game ball first enters the V-zone 25 in the second round, in both the case of the current jackpot game being played using jackpot game pattern 3 and the case of the case of the current jackpot game being played using jackpot game pattern 4. It is performed by starting to display a V image on the V-zone 25 side of the animation symbol display 32 and moving the V image toward the center of the animation symbol display 32.
[0103] 5-5. Story Explanation and Direction As shown in Figure 14, a window image W is displayed on the liquid crystal screen of the performance symbol display unit 32, located in the lower right corner. This window image W is set up as a horizontal rectangle, and the story explanation performance is carried out by displaying an explanation image L consisting of "11" characters (corresponding to image elements) arranged horizontally within the window image W. This window image W is a horizontal rectangle and has four straight boundary lines BD, including a first boundary line BD1 and a second boundary line BD2 that are opposite to each other.
[0104] The explanatory image L is scrolled and displayed at a constant speed that can be read by the player from right to left. When a portion of a plurality of characters located outside the window W crosses the first boundary line BD1 and comes inside, and at the same time, a portion of the plurality of characters located inside the window W crosses the second boundary line BD2 and goes outside, the display is in a mode that moves along the direction of the arrangement of the plurality of characters. This explanatory image L becomes a single story as it is scrolled and displayed. This story explains the "circumstances" in which the protagonist is placed, the "purpose" for which the protagonist lives, the "background" of the protagonist's life, etc. FIG. 14 exemplifies the story "This is a battlefield. Only the strong are allowed to survive. Why did I end up lost in this place...". This story explanation effect is performed in a game stop state where neither the special figure 1 game, the special figure 2 game, nor the big win game is being played. It is also performed when neither the special figure 1 game nor the special figure 2 game is being executed and the battle image of the super reach effect is not being displayed. That is, the story explanation effect is performed independently of the image of the pattern game, and is always displayed except when the battle images 1 to 4 and the battle preview image B3 described later are being displayed. This explanatory image L corresponds to the standard image, the decorative image, and the first image, and is displayed in a mode that moves from right to left so that a portion of the explanatory image L located outside the window image W comes inside. The window image W corresponds to the display area.
[0105] 5-6. Battle Preview Effect 1 As shown in FIG. 19, the battle preview effect 1 displays a battle preview image B1 within the window image W. Before the display of the battle preview image B1, an explanatory image L is displayed within this window image W. The battle preview image B1 is displayed after the explanatory image L is erased from within the window image W in a reach state of three columns of effect symbols. This battle preview image B1 suggests the type of super reach effect to the player and consists of proper nouns that identify the enemies in the battle image. FIG. 19 exemplifies the enemy "Spinosaurus" in battle image 1 as the battle preview image B1. This battle preview effect 1 is set with a 100% reliability, and after the end of the battle preview effect 1, the battle image previewed in the battle preview effect 1 will surely start to be displayed.
[0106] As shown in FIG. 19(b), the battle preview effect 1 is started by moving the curtain plate 35 from the retracted position to the effect position. This curtain plate 35 is in the retracted position in the non-execution state of the battle preview effect 1, and moving from the retracted position to the effect position suggests the start of the battle preview effect 1 to the player. This curtain plate 35 hides the window image W from the player's view as it overlaps the window image W from the front in the effect position, and after staying stationary in the effect position for a certain period of time, it is returned from the effect position to the retracted position. The battle preview image B1 is displayed within the window image W while the curtain plate 35 is stationary in the effect position, and becomes visible to the player as the curtain plate 35 is returned from the effect position to the retracted position.
[0107] 5-7. Battle Preview Effect 2 As shown in FIG. 20, the battle preview effect 2 is performed by displaying a battle preview image B2 on the left side of the window image W. This battle preview image B2 is displayed in a scrolling state of three columns of effect symbols during the story explanation effect in which the explanation image L is scrolled and displayed within the window image W. When any one of the battle images 1 to 4 of the current effect symbol game is displayed, it notifies the player with 100% reliability. As shown in FIG. 21, four types of colors are set for this battle preview image B2. The "green" battle preview image B2 notifies that the low-reliability battle image 4 will be displayed. The "red" battle preview image B2 notifies that the medium-reliability battle image 3 will be displayed. The "gold" battle preview image B2 notifies that the high-reliability battle image 2 will be displayed. The "rainbow" battle preview image B2 notifies that the highest-reliability battle image 1 will be displayed.
[0108] When the battle preview image B2 is displayed, a reach state occurs in response to the three columns of effect symbols being scrolled and stopped with the same numbers in the order of "left column" and "right column" during the scroll display, and the battle preview effect 1 is performed in the reach state. This battle preview effect 1 notifies the display of the same super reach effect as the battle preview effect 2.
[0109] 5-8. Battle preview effect 3 The battle notice effect 3 is performed by displaying a battle notice image B3 of "Attention!!" having a plurality of characters arranged in the left - right direction (corresponding to image elements) within the window image W, as shown in FIG. 20. The battle notice image B3 is displayed in a moving manner along the direction of the arrangement of the plurality of characters such that the portion located outside the window W among the plurality of characters becomes the portion located inside beyond the first boundary line BD1 and at the same time the portion located inside the window W becomes the portion located outside beyond the second boundary line BD2. This battle notice image B3 is displayed in place of the explanatory image L in a scrolling state of three columns of effect symbols during the story explanation effect in which the explanatory image L is scrolled and displayed within the window image W, and is scrolled and displayed at a constant speed that can be read by the player from right to left. This battle notice image B3 is an image of the current effect symbol game and warns the player with 100% reliability when the battle notice image B2 is displayed. It is erased from within the window image W in response to the display of the battle notice image B2, and after the battle notice image B3 is erased, the explanatory image L is scrolled and displayed again from right to left within the window image W. This battle notice image B3 corresponds to a non - standard image, a suggestive image, and a second image, and is displayed in a moving manner such that the portion located outside the window image W among the battle notice image B3 becomes the portion located inside. This battle notice image B3 is displayed in relation to the determination result of success or failure, suggests to the player the possibility of a big win, and suggests to the player the result of the variable display.
[0110] As shown in FIG. 21, the battle notice image B3 is set with the same four types of colors as the battle notice image B2. The "green" battle notice image B3 warns when the "green" battle notice image B2 is displayed, the "red" battle notice image B3 warns when the "red" battle notice image B2 is displayed, the "gold" battle notice image B3 warns when the "gold" battle notice image B2 is displayed, and the "rainbow" battle notice image B3 warns when the "rainbow" battle notice image B2 is displayed.
[0111] FIG. 22 shows a preview effect pattern, and a battle image is started to be displayed on the effect symbol display 32 through the following preview effect pattern 1 or preview effect pattern 2. [1] Preview effect pattern 1 During the scroll display of the three columns of effect symbols, an explanatory image L is being scrolled and displayed within the window image W (see a). When a battle preview image B3 is displayed as a battle preview effect 3 within the window image W during the scroll display of these three columns of effect symbols (see b), a battle preview image B2 is displayed as a battle preview effect 2 in the scroll direction of the battle preview image B3 (see c), and the three columns of effect symbols reach a reach state (see d). In this reach state, a semi-transparent reach image is displayed. After the semi-transparent reach image is returned to the reach image, a battle preview image B1 is displayed as a battle preview effect 1 within the window image W (see e), and through a battle image corresponding to the battle preview image B1, the three columns of effect symbols are disengaged to form a reach combination (see h) or a jackpot combination (see i). [2] Preview effect pattern 2 During the scroll display of the three columns of effect symbols, an explanatory image L is being scrolled and displayed within the window image W (see a). When a reach state occurs without going through the battle preview effect 3 and the battle preview effect 2 during the scroll display of these three columns of effect symbols (see d), a battle preview image B1 of the battle preview effect 1 is displayed within the window image W in place of the explanatory image L (see e), and through a battle image corresponding to the battle preview image B1, the three columns of effect symbols are disengaged to form a reach combination (see h) or a jackpot combination (see i).
[0112] 5-9. Reliability preview effect The reliability prediction effect occurs during the normal reach effect and begins with a semi-transparent reach image, as shown in Figure 23 (see b). This semi-transparent reach image is switched from the reach image, similar to the super reach effects 1-4, and the three rows of effect symbols change from a colored opaque color to a colored semi-transparent color in the reach state, and are displayed in the reach state superimposed on two colored opaque sliding screen images F0. These three rows of effect symbols are displayed in a manner that makes them visible on the other side of the cover, representing one non-deterministic "winning combination" and multiple non-deterministic "losing reach combinations".
[0113] In the reliability notification sequence, as shown in Figure 23, an announcement image Ar is superimposed on the semi-transparent reach image. This announcement image Ar prompts the player to operate the hemispherical button 29, and if the player operates the hemispherical button 29 within a certain time from the start of the display of the announcement image Ar, the announcement image Ar disappears. This announcement image Ar also disappears if a certain time has passed without the hemispherical button 29 being operated, and when the announcement image Ar disappears, each of the two sliding door images F0 switches to one of the two sliding door images F1, F2, or F3 in one of the following patterns [1][2][3]. Each of these sliding door images F1 to F3 is set to a colored, opaque color, and the three rows of performance symbols are displayed in a colored, semi-transparent color superimposed on two of the sliding door images or F2 or F3, and semi-transparent reach images that represent uncertain "jackpot combinations" and multiple uncertain "losing reach combinations" are subsequently displayed on the other side of the cover. Each of the images in which the two sliding door images F1 to F3 are displayed on the liquid crystal screen of this performance symbol display unit 32 corresponds to the "covered state". [1] From sliding door image F0 to sliding door image F1 (see a→b→c) [2] From sliding door image F0 through sliding door image F1 to sliding door image F2 (see a→b→c→d) [3] From sliding door image F0, through sliding door image F1 and sliding door image F2 in order, to sliding door image F3 (see a→b→c→d→e)
[0114] The four sliding door images F0 to F3, as shown in Figure 23, have different patterns from each other. The two sliding door images F1 have the "Chance" announcement image A1 superimposed on them, the two sliding door images F2 have the "Big Chance" announcement image A2 superimposed on them, and the two sliding door images F3 have the "Great Chance" announcement image A3 superimposed on them. These announcement images A1 to A3 inform the player of the high probability of completing a "jackpot combination." In pattern 1, the reliability notification effect ends when the two sliding door images F1 open and the display of the reach image resumes; in pattern 2, it ends when the two sliding door images F2 open and the display of the reach image resumes; and in pattern 3, it ends when the two sliding door images F3 open and the display of the reach image resumes. The three rows of symbols are returned to a colored and opaque state when the sliding doors open, and when the reliability prediction effect ends, the scrolling display of the middle row of symbols stops in a colored and opaque state, and the three rows of symbols become either a "winning combination" or a "losing combination".
[0115] 6. Processing functions of the sub-control circuit 81 6-1. Main Processing When the sub-control circuit 81 is powered on, the power-on process S51 in Figure 24 sets the CPU, SIO, PIO, CTC, etc. Then, interrupts are disabled in S52, and the random number update process in S53 updates the values of multiple random numbers. Next, the command transmission process in S54 sends the command stored in the RAM output buffer to the image control circuit 91, and after enabling interrupts in S55, the process from S53 to S55 is looped. During this interrupt-enabled period, the receive interrupt process in S56 and the 10ms timer interrupt process in S57 are executed.
[0116] 6-2. Interrupt handling upon reception The sub-control circuit 81 activates the receive interrupt process S56 each time the STB signal from the main control circuit 51 is input to the INT terminal, and stores the commands and other information sent by the main control circuit 51 in the output process S11 into the receive buffer in RAM. This receive interrupt process takes precedence over the 10ms timer interrupt process S57.
[0117] 6-3.10ms Timer Interrupt Handling The sub-control circuit 81 activates the 10ms timer interrupt process S57 every time an interrupt signal is input at a period of 10 msec. This 10ms timer interrupt process includes a timer update process and a received command analysis process. In the timer update process, the sub-control circuit 81 updates the timer for measuring time, and in the received command analysis process, it executes S71 to S82 in Figure 25.
[0118] 6-3-1. Received command parsing process 6-3-1-1. Data lookahead processing If the sub-control circuit 81 determines in S71 of Figure 25 that the Figure 1 look-ahead data from the main control circuit 51 is stored in the RAM's receive buffer, it shifts the Figure 1 look-ahead data from the receive buffer to each of the Figure 1 look-ahead areas 1 to 4 of the RAM in the look-ahead data processing in S72. If the sub-control circuit 81 determines in S71 that the Figure 2 look-ahead data from the main control circuit 51 is stored in the RAM's receive buffer, it shifts the Figure 2 look-ahead data from the receive buffer to each of the Figure 2 look-ahead areas 1 to 4 of the RAM in S72. In other words, the RAM of the sub-control circuit 81 always stores the same Figure 1 look-ahead data and Figure 2 look-ahead data as the main control circuit 51.
[0119] 6-3-1-2. Holding animation processing When the sub-control circuit 81 determines in S73 that a special symbol 1 hold command or a special symbol 2 hold command from the main control circuit 51 is stored in the RAM's receive buffer, it displays a hold image R on the performance symbol display 32 in the hold performance processing in S74. This hold image R informs the player of the number of special symbol 1 or special symbol 2 holds. In "low base performance mode," the number of hold image R is set to match the number of special symbol 1 pre-read data in RAM, and in "high base performance mode," it is set to match the number of special symbol 2 pre-read data in RAM.
[0120] 6-3-1-3. Symbol Game Performance Start Processing When the sub-control circuit 81 determines in S75 that the game data of FIG. 1 or the game data of FIG. 2 from the main control circuit 51 is stored in the reception buffer of the RAM, it proceeds to the symbol game effect start process in S76. Here, the determination result of success or failure, the determination result of the presence or absence of a reach, and the determination result of the special figure variation pattern are detected from the reception buffer.
[0121] When the sub-control circuit 81 detects the determination result of the special figure variation pattern, it sets a video data designation command for the effect symbol game according to the detection result of the special figure variation pattern, and sets the setting result of the video data designation command in the output buffer to be transmitted to the image control circuit 91. When this image control circuit 91 receives the video data designation command from the sub-control circuit 81, it detects the video data corresponding to the video data designation command from the VROM, and starts displaying the image of the effect symbol game on the effect symbol display 32 according to the detection result of the video data.
[0122] When the sub-control circuit 81 transmits the video data designation command to the image control circuit 91 in S76, it sets the combination of the three columns of effect symbols. The combination of the three columns of effect symbols is set to the "big win combination" when the determination result of success or failure is "big win", and is set to the "miss reach combination" when the determination result of success or failure is "miss" and the determination result of the presence or absence of a reach is "reach", and is set to the "broken combination" when the determination result of success or failure is "miss" and the determination result of the presence or absence of a reach is "no reach". When the sub-control circuit 81 sets the combination of the three columns of effect symbols, it sets the setting result of the combination of the three columns of effect symbols in the output buffer to be transmitted to the image control circuit 91. This image control circuit 91 stops the scroll display of the three columns of effect symbols according to the setting result of the combination of the three columns of effect symbols from the sub-control circuit 81.
[0123] 6-3-1-3-1. Battle preview effect process When the sub-control circuit 81 transmits the setting result of the combination of the three-column effect symbols at S76 to the image control circuit 91, it determines whether the detection result of the special symbol variation pattern is any of "PH01 to PH04" and "PO01 to PO04" for the super reach effect. Here, if it is determined that the detection result of the special symbol variation pattern is any of those for the super reach effect, the battle preview effect process in Fig. 26(a) is started, and it is determined at S81 whether to perform the battle preview effect. This determination process is performed based on the update result of the random number value at S53. As shown in Fig. 26(b), the determination of the battle preview effect is performed such that when the battle preview effect occurs in battle preview effect pattern 1 or 2, the three-column effect symbols have a higher probability of being a "big win combination" than when it does not occur.
[0124] When the sub-control circuit 81 determines at S81 to perform the battle preview effect, it determines the battle preview effect pattern at S82. As shown in Fig. 26(b), this determination of the battle preview effect pattern is performed such that as the reliability of a big win increases for "super reach effect 4", "super reach effect 3", "super reach effect 2", and "super reach effect 1", the occurrence probability of battle preview effect pattern 2 increases and the occurrence probability of battle preview effect pattern 1 decreases. When the sub-control circuit 81 determines the battle preview effect pattern, it sets the determination result of the battle preview effect pattern in the output buffer to be transmitted to the image control circuit 91 at S83, and sets the sequence data for the shutter solenoid 104 in the output buffer to be transmitted to the lamp control board 100 at S84.
[0125] When the image control circuit 91 receives the determination result of the battle preview effect pattern, it detects image data corresponding to the reception result of the battle preview effect pattern from the VROM, and when the detection result of the image data is reproduced, it displays the images of the battle preview effects 1 to 3 on the effect symbol display 32 in the battle preview effect pattern 1 or 2, and displays the semi-transparent reach image in the battle preview effect 1. When the lamp control board 100 receives the sequence data, it drives and controls the shutter solenoid 103 according to the reception result of the sequence data, and moves the shutter 35 in association with the display and erasure of the battle preview image B1 in the battle preview effect 1.
[0126] 6-3-1-3-2. Reliability Preview Effect Processing When the sub-control circuit 81 transmits the setting result of the combination of the three columns of effect symbols at S76 to the image control circuit 91, it determines whether the detection result of the special symbol variation pattern is any of "PH05" and "PO05" for the normal reach effect. If it is determined here that the detection result of the special symbol variation pattern is for the normal reach effect, the reliability preview effect processing in Fig. 27(a) is started, and it is determined at S91 whether to perform the reliability preview effect. This determination process is performed based on the update result of the random number value at S53. As shown in Fig. 27(b), it is set to "100%" for the "special symbol variation pattern PO05 for jackpot" and to "5%" for the "special symbol variation pattern PH05 for off reach". When the reliability preview effect occurs in the normal reach effect, the reliability of the jackpot is higher than when it does not occur.
[0127] If the sub-control circuit 81 determines in S91 to perform a reliability prediction effect, it selects a prediction effect pattern in S92. Figure 27(c) shows the selection probability of a prediction effect pattern for the "special symbol variation pattern PO05 for big wins," and the selection probability of the prediction effect patterns is set to be highest in the order of "prediction effect pattern 1," "prediction effect pattern 2," and "prediction effect pattern 3." Figure 27(d) shows the selection probability of a prediction effect pattern for the "special symbol variation pattern PH05 for losing reaches," and the selection probability of the prediction effect patterns is set to be lowest in the order of "prediction effect pattern 1," "prediction effect pattern 2," and "prediction effect pattern 3." In other words, when a reliability prediction effect occurs, the reliability of a big win is set to be highest in the order of "prediction effect pattern 1," "prediction effect pattern 2," and "prediction effect pattern 3," and the reliability of a big win increases as the number of changes in the covered state of the liquid crystal screen of the effect symbol display unit 32 increases. In this covered configuration, the reliability of the announcement image A3 for "Great Chance" is set to "High," the reliability of the announcement image A2 for "Big Chance" is set to "Medium," and the reliability of the announcement image A1 for "Chance" is set to "Low."
[0128] When the sub-control circuit 81 selects a notification animation pattern in S92, it sets the result of the notification animation pattern selection in the output buffer in S93 to send it to the image control circuit 91. After sending the result of the notification animation pattern selection to the image control circuit 91, the sub-control circuit 81 monitors the operation status of the hemispherical button 29 according to the electrical state of the button switch 82. If it determines that the hemispherical button 29 has been operated for the first time within the display period of the "Button On!" announcement image Ar, it sets it in the output buffer to send a switch-on command to the image control circuit 91. If it determines that the display period of the announcement image Ar has ended without the hemispherical button 29 being operated, it also sets it in the output buffer to send a switch-on command to the image control circuit 91.
[0129] When the image control circuit 91 receives the result of selecting a preview animation pattern, it detects image data from the VROM corresponding to the received result of the preview animation pattern, and in accordance with the detected image data, it starts displaying the reliability preview animation image on the animation symbol display 32 in a reach state with three rows of animation symbols. The reliability preview animation image starts with two sliding doors displayed as sliding door image F0, and when the image control circuit 91 receives a switch-on command from the sub-control circuit 81, it switches the two sliding door images F0 to sliding door image F1, or from sliding door image F1 to F2, or from sliding door image F1 to F2 and then to F3, according to the received result of the preview animation pattern.
[0130] 6-3-1-4. Jackpot Game Animation Start Processing When the sub-control circuit 81 detects a jackpot game start command from the main control circuit 51 in S77 of Figure 25, it sets a video data specification command for the jackpot game presentation in S78 and sets the result of the video data specification command setting in the output buffer to send to the image control circuit 91. When the image control circuit 91 receives the video data specification command from the sub-control circuit 81, it detects the video data corresponding to the received result of the video data specification command from the VROM and starts displaying the image of the jackpot game presentation on the presentation symbol display 32 in accordance with the playback result of the detected video data.
[0131] 6-3-1-5. V-winning animation processing When the sub-control circuit 81 detects a V-winning command from the main control circuit 51 in S79 of Figure 25, it sets a V-winning animation command in the output buffer in S80 to send it to the image control circuit 91. When the image control circuit 91 receives the V-winning animation command, it displays the image for the V-winning animation.
[0132] 6-3-1-6. Processing to stop the jackpot game animation.
[0133] When the sub-control circuit 81 detects a jackpot game stop command from the main control circuit 51 in S81 of Figure 25, it sends a jackpot game animation stop command to the image control circuit 91 in S82, setting it in the output buffer. The image control circuit 91 stops the jackpot game animation upon receiving the jackpot game stop command from the sub-control circuit 81.
[0134] According to the above Example 1, the following effects are achieved. Means for scrolling the explanatory image L and the battle preview image B3 are provided. As a result, both the explanatory image L and the battle preview image B3 are displayed in a moving scrolling manner, enhancing visual interest. Furthermore, a means for selecting between the two means is provided. Therefore, the display mode can be switched between the normal mode in which the explanatory image L is displayed and the special mode in which the battle preview image B3 is displayed, thereby improving overall entertainment value. The explanatory image L and the battle preview image B3 are displayed in such a manner that when a part of the image moves from outside to inside the window image W, crossing the right boundary line BD, another part of the image moves from inside to outside the window image W, crossing the left boundary line BD, making it easier for the player to see the explanatory image L and the battle preview image B3. The explanatory image L and the battle preview image B3 are displayed in a dynamic manner such that the part of the image located outside the window image W crosses the boundary line BD1 and moves inward, and the part of the image located inside the window image W crosses the boundary line BD2 and moves outward. The dynamic manner of the explanatory image L and the battle preview image B3 is a distinctive and highly creative design.
[0135] When a special figure variation pattern for a super reach effect is selected in response to a game ball entering the first start port 15 or the second start port 16 which is the trigger for giving a privilege, the battle preview image B3 is displayed in a scrolling manner. Therefore, when a special figure variation pattern for a super reach effect is selected, it can be suggested to the player with an interesting image. Moreover, the explanatory image L is displayed in a scrolling manner while the battle preview image B3 is not displayed. For this reason, the boredom of the player waiting for the super reach effect can be alleviated with the interesting explanatory image L, so that overall, it becomes possible to improve the ingenuity. Since each of the explanatory image L and the battle preview image B3 is displayed in a manner of moving from right to left, it becomes easier for the player to read the characters of the explanatory image L and the characters of the battle preview image B3. Since the explanatory image L and the battle preview image B3 are alternately displayed within a common one window image W, it is possible to save the space related to the display of the explanatory image L and the battle preview image B3.
[0136] Since the window image W is switched between a state where it is easy to view and a state where it is difficult to view in response to the moving operation of the curtain plate 35 between the retracted position and the effect position, it becomes possible to show the explanatory image L to the player with an ingenious effect. By displaying the battle preview image B3, the player is预告 about the display of the battle image in the super reach effect, so that it becomes possible to further enhance the ingenuity of the game. Since an explanatory image L unrelated to the progress state of the production symbol game is displayed in a non-display state of the battle image in the super reach effect, it becomes possible to give the player an opportunity to alleviate boredom by reading the explanatory image L.
[0137] In response to displaying two door images F0 in the display area of the production symbol display 32 in the reach state of the three-column production symbols, the display area of the production symbol display 32 is changed to a covered state, and the three-column production symbols are displayed in a reach state overlaid on two door images F0 to F3 so as to be visible to the player. For this reason, a visually large change is given to the image of the production symbol game, so that it becomes possible to improve the ingenuity of the game. By overlaying the three rows of symbols onto two sliding door images F0-F3 and varying them between uncertain "winning combinations" and "losing combinations," it is possible to visually communicate to the player that the combination of the three rows of symbols is not predetermined.
[0138] The display area of the performance symbol display unit 32 was changed from a state where it was closed by two sliding doors to a state where it was open, and the three rows of performance symbols were changed from a reach state to a "jackpot combination" or a "losing reach combination" within the display area of the two open sliding doors. As a result, the visibility of the three rows of performance symbols is improved when the combination of the three rows of performance symbols is determined, making it possible to prevent the player from misreading the combination of the three rows of performance symbols. Since multiple sliding door images F0 to F3 were used to display the display area of the performance symbol display unit 32 in a manner closed by two sliding doors, variations can be created in the appearance of the image closed by the two sliding doors. As a result, the image of the performance symbol game is given a greater visual variation, making it possible to further improve the appeal of the game. Moreover, since the probability of the three rows of performance symbols forming a "jackpot combination" is indicated to the player depending on which of the sliding door images F1 to F3 is displayed, it is possible to further enhance the appeal of the game from this point of view as well.
[0139] The way the liquid crystal screen of the performance symbol display unit 32 is covered by two sliding doors is changed from sliding door image F0 to sliding door images F1 → F2 → F3. As a result, the images of the performance symbol game are given a more significant visual change, making it possible to further improve the appeal of the game. In response to displaying two colored, opaque sliding door images F0 to F3 in the display area of the performance symbol display unit 32, the display area of the performance symbol display unit 32 is changed to a state covered with opaque colors, and three rows of performance symbols are displayed in a colored, semi-transparent, reach state within the display area covered with opaque colors. As a result, the player is given the visual impression that the three rows of performance symbols in the reach state are behind a cover, thereby further enhancing the appeal of the game.
[0140] Depending on whether the display area of the performance symbol display 32 is finally covered by any of the sliding door images F1 to F3, the reliability that the three columns of performance symbols form a "big win combination" is suggested to the player. Therefore, it becomes possible to give the player the pleasure of viewing the image of the symbol game while expecting the change of the sliding door image F0 to reach the final high-reliability sliding door image F3. Since the reliability that the three columns of performance symbols form a "big win combination" is set higher as the sliding door images F0 to F3 change more times, it becomes possible to give the player the pleasure of viewing the image of the symbol game while hoping for further changes in the sliding door images F0 to F3.
[0141] The three columns of performance symbols are changed from a highly visible colored opaque color to a less visible colored translucent color in the reach state, and the display area of the performance symbol display 32 is changed to a covered state for the colored translucent performance symbols, and the three columns of performance symbols with low visibility are overlapped in the dedicated covered state and displayed in the reach state. For this reason, a visually large change is given to the image of the symbol game, so that it becomes possible to improve the taste of the game.
[0142] In the above-described first embodiment, the explanation image L and the battle notice image B3 may be displayed in separate window images. In the above-described first embodiment, the battle notice image B3 may be displayed in a state where the shutter plate 35 is moved from the retracted position to the performance position, and the shutter plate 35 may be returned from the performance position to the retracted position in the display state of the battle notice image B3. In the case of this configuration, it is possible to give the player a sense of expectation that the explanation image L will change into something. In the above-described first embodiment, the explanation image L and the battle notice image B3 may be displayed in the window image W as a plurality of characters arranged vertically. In this case, it is preferable to scroll-display the explanation image L and the battle notice image B3 from the bottom to the top. In short, when displaying an image composed of a plurality of image elements arranged in a row, it is only necessary to scroll-display along the direction of the arrangement of the plurality of image elements.
[0143] [Second Embodiment] As shown in Figure 28, a window image Wu is displayed on the liquid crystal screen of the performance symbol display unit 32. This window image Wu is set in a horizontally elongated rectangular shape and is continuously displayed regardless of the performance symbol game image when the game state is "non-time-saving state" or "normal probability state". While this window image Wu is displayed, the normal probability mode image M1 is displayed within the window image Wu. This normal probability mode image M1 is displayed by scrolling from right to left regardless of the performance symbol game image when the game state is "non-time-saving state" or "normal probability state", and the scrolling speed of the normal probability mode image M1 is set to a constant speed that allows the player to decipher the characters. This normal probability mode image M1 corresponds to the standard image and the first image, and the window image Wu corresponds to the display area.
[0144] As shown in Figure 28, a window image Wl is displayed on the liquid crystal screen of the performance symbol display unit 32. This window image Wl is superimposed after the three rows of performance symbols and is continuously displayed when the game state is "Shortened Time State" or "High Probability State". It is set in a horizontally elongated rectangle shape that slopes upward from left to right. While this window image Wl is displayed, a high probability mode image M2 is displayed within the window image Wl. This high probability mode image M2 is displayed by scrolling from right to left diagonally downward at a constant speed that the player can decipher. It is displayed together with the window image Wi when the "Shortened Time State" or "High Probability State" is set in response to a game ball successfully entering either the first start port 15 or the second start port 16, and is displayed together with the window image Wl when the "Non-Shortened Time State" or "Normal Probability State" is set in response to a game ball successfully entering either the first start port 15 or the second start port 16. This high probability mode image M2 corresponds to the non-standard image and the second image, and the window image Wl corresponds to the display area.
[0145] According to the above Example 2, the following effects are achieved. By indicating the current game state to the player through moving scroll images of the normal probability mode (M1) and the high probability mode (M2), it becomes possible to further enhance the enjoyment of the game.
[0146] In the above embodiment 2, the player may be shown whether the current game state is "time-saving state" or "non-time-saving state" by an image in the form of a moving scroll. In the above embodiment 2, the player may be shown whether the current game state is "first time reduction state" or "second time reduction state" by an image in the form of a moving scroll. In the above embodiments 1 and 2, character images such as people, vehicles, or animals may be scrolled and displayed as explanatory image L, battle preview image B3, normal probability mode image M1, or high probability mode image M2. In other words, standard images and non-standard images are not limited to text, but may also be character A and character B.
[0147] [Example 3] Figure 29 shows the full-rotation reach animation. This full-rotation reach animation is selected by lottery when the "Special Symbol Variation Pattern P05" or "Special Symbol Variation Pattern PH05" for the normal reach animation is selected. In the full-rotation reach animation, the scrolling speed of the three columns of colored, opaque animation symbols—the left, middle, and right columns—is simultaneously switched from normal speed to a mutually identical low speed (see b). This low speed is the speed at which the player can identify the type of animation symbol. The three columns of animation symbols scroll cyclically from top to bottom in the order of "111", "222"... "888", "999", "111" while maintaining a non-deterministic "jackpot combination".
[0148] If it is determined that a reliability prediction effect will be performed, two sliding door images F0 are displayed, and the three rows of performance symbols are changed from colored opaque colors to colored semi-transparent colors. In this state, the three colored semi-transparent performance symbols are superimposed on the two colored opaque sliding door images F0, and the three rows of performance symbols are displayed scrolling slowly on the other side of the cover while maintaining an uncertain "jackpot combination" (see c). In this full-rotation semi-transparent reach image, the two sliding door images F0 are switched to either F1, F2, or F3 in one of the prediction effect patterns 1 to 3, depending on the operation of the hemispherical button 26 or the passage of a certain amount of time, as shown in Figures 30(a) to (c), and the three rows of performance symbols are displayed scrolling on the other side of different covers in an uncertain "jackpot combination".
[0149] The reliability notification sequence ends when two sliding doors open and the sliding door images F1-F3 are erased. As shown in Figure 30(d), when the reliability notification sequence ends, the full-rotation reach image is displayed again. If the "Special Symbol Variation Pattern PO05" for a big win is selected, the scrolling displays in the left, middle, and right columns of the full-rotation reach image stop simultaneously with each other, and the three columns of symbols form a "big win combination". If the "Special Symbol Variation Pattern PH05" for a losing reach is selected, the scrolling displays in the left and right columns of the full-rotation reach image stop simultaneously with each other, and the scrolling display in the middle column continues in the state where the left and right columns have stopped scrolling. This scrolling display in the middle column stops with symbols different from those in the left and right columns, and if the "Special Symbol Variation Pattern PH05" for a losing reach is selected, the three columns of symbols form a "losing reach combination".
[0150] The above Example 3 provides the following effects. By displaying three rows of symbols in a scrolling format within a display area where two sliding doors are closed, while maintaining an uncertain "winning combination," it is possible to visually convey to the player that the combination of the three rows of symbols is not yet determined, while strongly expecting the scrolling display of the three rows of symbols to stop at a "winning combination."
[0151] In the above embodiments 1 to 3, when the three rows of performance symbols are superimposed on the sliding door images F0 to F3 in the reach state and full rotation state, the saturation and brightness may be changed to a lower value while remaining colored and opaque. In this case, it is preferable to make the presence of the three rows of performance symbols less noticeable by displaying the sliding door images F0 to F3 in a colored and opaque color in which at least one of the brightness or saturation is close to that of the performance symbols. In the above embodiments 1 to 3, when the three rows of performance symbols are superimposed on the sliding door images F0 to F3 in the reach state and full rotation state, the contrast between the two may be reduced. In this case, it is preferable to change at least one of the color, saturation, and brightness of either the three rows of performance symbols or the sliding door images F0 to F3, or both. In the above embodiments 1 to 3, when the three rows of performance symbols are superimposed on the sliding door images F0 to F3 in the reach state and full rotation state, the lines may be changed to thinner ones or the size may be changed to smaller ones; in short, the goal is to change them to something that is difficult for the player to see.
[0152] In the above embodiments 1 to 3, the display area of the performance symbol display unit 32 is covered in accordance with the display of an image of a curtain closing or a curtain falling during the performance symbol game, and the three rows of performance symbols may be displayed superimposed on the image of the curtain or curtain in the reach state and full rotation state. In the above embodiments 1 to 3, the three rows of performance symbols are in a state where they are in a reach state, and the performance symbols may be displayed superimposed on the part of the covered state of the three rows of performance symbols. In the above embodiments 1 to 3, the three rows of display symbols may be displayed by scrolling horizontally from right to left.
[0153] In the above-described examples 1 to 3, the present invention may be applied to one, two, or three types of pachinko gaming machines. The present invention is not limited to the above-described embodiments 1 to 3, and is not limited to the wording of each claim, as long as it does not deviate from the scope described in each claim, and extends to a scope that can be easily substituted by a person skilled in the art, and improvements based on the knowledge ordinarily possessed by a person skilled in the art can be added as appropriate.
[0154] Examples 1 to 3 described above include, in addition to the inventions described in the claims, the following reference inventions [1-1] to [1-7] and [2-1]. Some gaming machines are configured to sequentially display identification symbols in a variable state and a variable stop state, and to inform the player of the win or loss result in the manner of the identification symbols in the variable stop state (Japanese Patent Publication No. 2016-158689). In the case of these conventional gaming machines, information is conveyed to the player by selectively displaying multiple types of symbolic images, which has the problem of lacking in entertainment value. Reference inventions [1-1] to [1-8] and [2-1] were made in view of the above circumstances, and their purpose is to provide a gaming machine that can improve the entertainment value.
[0155] Reference invention [1-1] A gaming machine comprising: a symbol game means that performs variable display and variable stop display of an identification symbol; and an image display means that displays an image different from the identification symbol in a manner in which the part located outside the display area for the image becomes the part located inside; wherein the image display means is capable of displaying a non-standard image as the image when a predetermined condition is met in accordance with the entry of a game ball into a predetermined ball entry area which is the trigger for awarding a prize; and is capable of displaying a standard image different from the non-standard image when the non-standard image is not displayed. According to the above method, when a game ball enters a designated ball entry area that triggers the awarding of a bonus, a non-standard image is displayed in an animated manner when a predetermined condition is met. This allows the player to be notified of the fulfillment of the predetermined condition with an engaging image. Furthermore, when the non-standard image is not displayed, a standard image different from the non-standard image is displayed in an animated manner. Therefore, the player's boredom when the predetermined condition is not met can be alleviated with an engaging image, thus improving the overall enjoyment of the game.
[0156] Reference inventions [1-2] The game machine according to Reference Invention [1-1], wherein the display area is enclosed by a plurality of boundaries including a first boundary line and a second boundary line to divide the area, and the image display means displays the standard image and the non-standard image in such a manner that the portion of the image located outside the display area moves inward beyond the first boundary line and the portion located inside the display area moves outward beyond the second boundary line. According to the above method, the standard image and non-standard image are displayed in such a manner that the portion of the image located outside the display area crosses the first boundary line into the display area, and the portion of the image located inside the display area crosses the second boundary line outwards. As a result, the manner in which the standard image and non-standard image move becomes highly distinctive and appealing.
[0157] Reference inventions [1-3] The gaming machine according to Reference Invention [1-1], wherein each of the standard image and the non-standard image consists of a plurality of image elements arranged in a row, the display area is enclosed by a plurality of boundaries including a first boundary line and a second boundary line that are opposite to each other to divide the area, and the image display means displays each of the standard image and the non-standard image in a manner that moves along the direction of the arrangement of the plurality of image elements such that the portion of the plurality of image elements located outside the display area becomes the portion located inside beyond the first boundary line, and at the same time, the portion of the plurality of image elements located inside the display area becomes the portion located outside beyond the second boundary line. According to the above method, both the standard image and the non-standard image, which consist of multiple image elements arranged in a row, are displayed in a manner that moves along the direction of their arrangement. Therefore, when displaying standard images and non-standard images that each have multiple characters arranged in a row, the characters become easier for the player to read.
[0158] Reference inventions [1-4] The gaming machine according to Reference Invention [1-1] or [1-2], characterized in that the image display means displays one of the standard image and the non-standard image in place of the other within a common display area. According to the above method, standard and non-standard images are displayed alternately within a common display area, thus saving space for displaying standard and non-standard images.
[0159] Reference inventions [1-5] The gaming machine according to the reference invention [1-4], comprising movable members that can move to a first position and a second position which are different from each other, wherein the movable members make the common display area easily visible to the player at the first position and less visible at the second position compared to the first position. According to the above method, the common display area for standard and non-standard images can be switched between a state where it is difficult to see and a state where it is easy to see, making it possible to present standard and non-standard images to players with a variety of engaging presentations.
[0160] Reference inventions [1-6] The aforementioned symbol game means is capable of displaying a reach performance image that suggests the granting of a bonus to the player during the variable display of the identification symbols, and the image display means is characterized in that it displays a suggestion image as the non-standard image that suggests to the player that the reach performance image will be displayed before the reach performance image is displayed. This is a game machine according to any one of the reference inventions [1-1] to [1-5]. According to the above method, by displaying non-standard images, it is possible to suggest to the player the display of reach animation images, thereby further enhancing the enjoyment of the game.
[0161] Reference inventions [1-7] The gaming machine according to any one of the reference inventions [1-1] to [1-5], characterized in that the image display means displays a decorative image as the standard image that is unrelated to the progress of the variable display of the identification pattern. According to the above method, decorative images that move while the reach animation images are hidden can be shown to the player, thereby alleviating the player's boredom.
[0162] Reference inventions [1-8] The gaming machine according to any one of the reference inventions [1-1] to [1-5], characterized in that the image display means displays images that suggest the current game state to the player as the standard image and the non-standard image, respectively. According to the above method, the current game state can be communicated to the player using standard and non-standard images in motion, thereby further enhancing the enjoyment of the game.
[0163] Reference invention [2-1] A gaming machine characterized by comprising: a symbol game means for performing variable display and variable stop display of an identification symbol; a first image display means for displaying a first image different from the identification symbol in such a manner that the portion located outside the display area for the first image becomes the portion located inside; a second image display means for displaying a second image different from both the identification symbol and the first image in such a manner that the portion located outside the display area for the second image becomes the portion located inside; and a selection means for selecting the first image display means and the second image display means. According to the above method, a first image different from the identification symbol is displayed in a moving manner, and a second image different from both the identification symbol and the first image is also displayed in a moving manner, thus enhancing visual interest. Moreover, since the display mode is switched between the first mode in which the first image is displayed and the second mode in which the second image is displayed, it is possible to improve overall entertainment value.
[0164] Examples 1 to 3 described above include, in addition to the inventions described in the claims, the following reference inventions [3-1] to [3-8] and [4-1]. Some gaming machines display identification symbols in a variable state in which their appearance can change and in a variable-stop state in which their appearance cannot change, and inform the player of the win or loss result based on the appearance of the identification symbols in the variable-stop state (see Japanese Patent Publication No. 2016-158689). In the case of these conventional gaming machines, the images of the symbol game are displayed with a uniform presentation content in which the identification symbols progress from an initial state to a state that is closer to a winning state than the initial state, and then to a winning state or a losing state, which has the problem of lacking in the enjoyment of the game. Reference inventions [3-1] to [3-8] and [4-1] were made in view of the above circumstances, and their purpose is to provide a gaming machine that can improve the enjoyment of the game.
[0165] Reference invention [3-1] A determination means for determining whether a game ball is successful when it enters a designated ball entry area which is the trigger for awarding a prize, A display device having a display area that displays an image of a symbol game that notifies the player of the determination result of the determination means according to how the identification symbol progresses from an initial form to a form that is closer to a winning form than the initial form, and then to a winning or losing form, The display area of the display unit is equipped with an image display means for displaying images of the pattern game, The gaming machine is characterized in that the image display means can change the display area of the display device to cover the identification pattern in an advanced form, and can display the identification pattern in a form visible to the player in the covered display area in an advanced form. According to the above method, the display area of the display unit changes to a state in which the identification pattern is covered in an evolved form, and the identification pattern is displayed in a state in which it is visible to the player in an evolved form within the display area that is covered. As a result, a significant visual change is added to the image of the pattern game, making it possible to improve the enjoyment of the game.
[0166] Reference invention [3-2] The gaming machine according to Reference Invention [3-1], characterized in that the image display means displays in a display area covered by the identification pattern an evolving pattern that changes from an uncertain winning pattern to a losing pattern or from a losing pattern to a winning pattern. According to the above method, the display area where the pattern of the identification symbol is covered changes from an uncertain winning pattern to a losing pattern, or from a losing pattern to a winning pattern, so that the pattern of the identification symbol is not yet determined can be visually communicated to the player in an easy-to-understand manner.
[0167] Reference invention [3-3] The gaming machine according to the reference invention [3-1], characterized in that the image display means displays the identification pattern in a scrolling, developing manner within a display area covered by the identification pattern in a non-deterministic manner. According to the above method, the display area in which the identification symbol is covered scrolls while maintaining an uncertain winning state, so that the player is strongly expected to get the winning state of the identification symbol, while visually and clearly understanding that the state of the identification symbol is not yet determined.
[0168] Reference inventions [3-4] The image display means is characterized in that it returns the display area of the covered state of the display to an uncovered state, and changes the identification pattern within the display area of the said state from a developing state to a winning state or a losing state, as described in any one of the reference inventions [3-1] to [3-3]. According to the above method, the display area in which the identification symbol is not covered transitions from a developing state to a winning state or a losing state. Therefore, the visibility of the identification symbol is enhanced when it becomes a winning or losing state, making it possible to prevent players from misinterpreting the state of the identification symbol.
[0169] Reference inventions [3-5] The image display means is characterized in that it changes the manner in which the display area of the display device is covered in an advanced form of the identification pattern, as described in any of the reference inventions [3-1] to [3-4]. According to the above method, the manner in which the display area of the display unit is covered changes according to the development of the identification pattern. As a result, a greater visual variation is added to the image of the pattern game, making it possible to further improve the enjoyment of the game.
[0170] Reference inventions [3-6] The gaming machine according to the reference invention [3-5], characterized in that the image display means suggests to the player the probability that the identification pattern will be in a winning state according to the number of times the manner in which the display area of the display device is changed. According to the above method, the probability that the identification symbol will be in a winning state is suggested to the player based on the number of times the manner in which the display area is covered changes. This makes it possible to give the player the enjoyment of watching the image of the symbol game while hoping that the manner in which the display area is covered will change again.
[0171] Reference inventions [3-7] The gaming machine according to Reference Invention [3-5] or [3-6], characterized in that the image display means indicates to the player the probability that the identification pattern will be in a winning state depending on how the display area of the display device is ultimately covered. According to the above method, the probability that the identification symbol will be in a winning state is suggested to the player depending on the final configuration covering the display area. This makes it possible to give the player the enjoyment of looking at the image of the symbol game, expecting that the configuration covering the display area will be a so-called high-reliability one.
[0172] Reference inventions [3-8] The gaming machine according to any one of the reference inventions [3-1] to [3-7], characterized in that the image display means changes the display area of the display device to a state covered with opaque colors, and displays the identification pattern in a state of semi-transparent color development in the display area of the covered state. According to the above method, the identification symbols for the development patterns are displayed in a semi-transparent color within a display area covered with an opaque color. This gives the player the visual impression that the identification symbols for the development patterns are behind an opaque cover, thereby further enhancing the enjoyment of the game.
[0173] Reference invention [4-1] A determination means for determining whether a game ball is successful when it enters a designated ball entry area which is the trigger for awarding a prize, A display having a display area in which an image of a symbol game that notifies a player of a determination result of the determination means according to changing an identification symbol from an initial mode through a development mode closer to a winning mode than the initial mode to a winning mode or a losing mode is displayed. An image display means for displaying an image of the symbol game in the display area of the display is provided. The image display means changes the identification symbol to one with low visibility in the development mode and changes the display area of the display to a predetermined mode according to the identification symbol, and is capable of displaying the identification symbol in the development mode in the display area. A gaming machine characterized by this. According to the above means, the identification symbol changes to one with low visibility in the development mode, the display area of the display changes to a predetermined mode according to the identification symbol, and the identification symbol with low visibility is displayed in the development mode in the display area of the predetermined mode. For this reason, a visually large change is given to the image of the symbol game, so that the entertainment value of the game can be improved.
Explanation of Signs
[0174] 15 is the first start port (ball entry area), 16 is the second start port (ball entry area), 18 is the first big winning port (ball entry area), 21 is the second big winning port (ball entry area), 25 is the V zone (ball entry area), 32 is the effect symbol display (display), 35 is the curtain board (movable member), 51 is the main control circuit (special gaming means), 91 is the image control circuit (symbol gaming means, image display means, first image display means, second image display means, selection means), B3 is the battle notice image (non-standard image, suggestive image, second image), BD is the boundary line, BD1 is the first boundary line, BD2 is the second boundary line, L is the explanatory image (standard image, decorative image, first image), M1 is the normal probability mode image (standard image, first image), M2 is the high probability mode image (non-standard image, second image), and W, Wu, and Wl are window images (display area).
Claims
[Claim 1] A determination means for determining whether or not a bonus has been awarded when a game ball has validly entered a predetermined ball entry area that is a trigger for the award of a bonus; A display device having a display area in which an image of a pattern game is displayed to inform a player of the judgment result of the judgment means according to the fact that the identification pattern changes from an initial pattern to a winning pattern or a losing pattern through a development pattern closer to the winning pattern than the initial pattern; An image display means for displaying an image of the symbol game in a display area of the display device is provided, The image display means includes: The identification pattern can be changed to one with low visibility in an expanded form and the display area of the display device can be changed to a covered form, and the identification pattern can be displayed in an expanded form in the covered display area. A gaming machine characterized by: