Game machine

JP2023122961A5Active Publication Date: 2025-04-02SANKYO CO LTD
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Patent Information

Application Number
JP2022026746
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-02-24
Publication Date
2025-04-02
Estimated Expiration
2042-02-24

AI Technical Summary

Technical Problem

Existing gaming machines lack effective music production systems that enhance player engagement and provide clear, engaging notifications of advantageous game states.

Method used

A gaming machine equipped with a performance execution means that executes notification performances using specific songs with singing voices, displaying lyrics and action prompts to inform players of their game state, and strategically pauses and resumes music to maintain engagement.

Benefits of technology

Enhances player interest and clarity in game state through dynamic music and visual cues, ensuring seamless transitions and heightened engagement during critical game moments.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a suitable game machine for executing a performance related to music.SOLUTION: It is notified whether or not a game state is controlled to an advantageous state by a player's operation during the period in which an operation promotion display in an introductory part is displayed. Before the operation promotion display in the introductory part is displayed, lyric telop display corresponding to a first phrase of a song of specific music is displayed, the lyric telop display is completed in response to the completion of the output of the song corresponding to the first phrase, and the lyric telop display corresponding to a second phrase of the song of the specific music is displayed when the operation promotion display in the introductory part is displayed. For the lingering period even after the output of the song corresponding to the second phrase is completed, the lyric telop display is continued to be displayed. The display of the lyric telop display is completed by the operation by the player for the lingering period, the display of the lyrics telop display corresponding to a third phrase of the song of the specific music is displayed.SELECTED DRAWING: Figure 12-21
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Description

Technical field

[0001] TECHNICAL FIELD The present invention relates to a gaming machine that can be controlled to an advantageous state for a player based on the display result of variable display of special identification information becoming a specific display result. [Background technology]

[0002] Conventionally, there has been disclosed a game machine that outputs a theme song during a notice effect and a theme song during a super ready-to-win effect. [Prior art documents] [Patent document]

[0003] [Patent document 1] Japanese Patent Application Publication No. 2021-171280 [Summary of the invention] [Problem to be solved by the invention]

[0004] There is room for improvement in the direction of the music.

[0005] The present invention has been devised in view of such circumstances, and an object of the present invention is to provide a game machine capable of suitably performing music production. [Means to solve the problem]

[0006] A gaming machine that can be controlled in a state advantageous to a player, Equipped with a performance execution means capable of performing the performance, The performance execution means is capable of executing a notification performance that uses a specific song that includes a singing voice and notifies whether or not to control to the advantageous state, In the notification performance, a lyrics caption display corresponding to the specific song can be displayed, The notification performance includes an introduction part and an epilogue part, The introduction part and the epilogue part proceed in this order, In the introductory part, it is possible to display an action prompting display that prompts the player to act, Notifying whether or not the player will be controlled to the advantageous state by making an action during the period in which the action promotion display in the introduction part is displayed; Displaying the lyric telop display corresponding to the first phrase of the song of the specific music before the display of the action prompting in the introduction part is displayed, and the output of the song corresponding to the first phrase is completed. end the lyric telop display in response to When the action prompting display in the introductory part is displayed, the lyric telop display corresponding to the second phrase of the song of the specific music is displayed, and the lingering after the output of the song corresponding to the second phrase is finished. The lyric telop display is continued to be displayed for a period of time, and the display of the lyric telop display is terminated by the action of the player during the reverberation period, and the lyrics corresponding to the third phrase of the song of the specific music. to display the telop display, It is characterized by According to such a feature, in the reach of the music system, the music is temporarily stopped at the timing of the decision button, and the music is played again when the big hit is announced. is stopped, but by giving a reverberation period after that, it is possible to provide a period for outputting the promotion sound of the action promotion display, and it is possible to display the lyrics for one phrase, so that the big hit is notified. When switching to the lyrics of the next scene, it can be connected without discomfort. (Corresponding drawing, Figure 12-21) [Brief explanation of the drawing]

[0007]

Figure 1

Figure 2

[0008] (Characteristic part 1851SKY) The gaming machine of form 1-1 is A gaming machine that can be controlled in a state advantageous to a player, Equipped with a performance execution means capable of performing the performance, The performance execution means is It is possible to execute any one of a plurality of notification effects including a first notification effect and a second notification effect that notify whether or not to control to the advantageous state; In the first notification performance, after outputting a first music piece that includes a singing voice and notifying that the control will be in the advantageous state, a background display corresponding to the first notification performance is switched, and a background display after the switching is performed. outputting a second song that corresponds to and includes a singing voice, and in a state where the second song is being output, it is possible to perform a suggestive presentation regarding an advantageous state to be controlled; In the second notification performance, after a third music piece including a singing voice is output and a notification is made that the control will be controlled to the advantageous state, the background display corresponding to the second notification performance is switched, and the background after being switched. In response to the display, the second music is output, and while the second music is being output, it is possible to perform a suggestive presentation regarding an advantageous state to be controlled. It is characterized by According to these features, until the jackpot is won, the interest is increased by playing songs that include songs that correspond to each announcement presentation, and during the re-drawing scene, songs that include songs are played in common. By doing so, the re-drawing can be stably communicated no matter which notification effect is used. Note that the correspondence of each configuration described in the detailed description is as follows. ·First notification performance: Powerful world reach performance ·Second notification effect: Bakuchu attack reach effect ·Singing voice: Singing voice emitted by the character voice actor or musician singing the song ·Background display corresponding to the first notification effect: Background display of Character Tammu singing ·Background display after switching: Background when re-drawing effect is executed ·Background display corresponding to the second notification effect: Background display where the character Jam and the character Bakuchu are fighting ·1st song: Song “Powerful World” ·Second song: Song “Infinite Powerful” ·Third song: Song “Final Battle” ·Suggestive effect: Re-drawing effect Corresponding drawings: Figure 12-1~Figure 12-7

[0009] The gaming machine of form 1-2 is the gaming machine described in form 1-1, The first song including the singing voice used in the first notification performance is a song related to the first notification performance, It is characterized by According to such features, the player's interest can be increased.

[0010] The gaming machine of form 1-3 is the gaming machine described in form 1-1, The second song can be output in a shorter period than the first and third songs, It is possible to output from a position where the period up to the chorus of the first song and the third song is short; It is characterized by According to this feature, since the re-drawing effect is executed after winning the jackpot, by executing it without increasing the period of time, it is possible to connect to the jackpot round at a good tempo. By playing the song near the chorus, you can enjoy the second song. Corresponding drawing: Figure 12-16

[0011] The gaming machine of form 1-4 is a modification of form 1-1, The first song output in the first notification performance uses the number 1 song, and the second song output in the second notification performance is the second song of the first song, It is characterized by According to this feature, by outputting the first song during the reach effect and playing the second song during the re-drawing effect, it is possible to make the player understand the connection between the first and second songs. can. Corresponding drawing: Figure 12-11

[0012] (Characteristic part 1852SKY) The gaming machine of form 2-1 is A gaming machine that can be controlled to an advantageous state advantageous to a player, Equipped with a performance execution means that can perform the performance, The performance execution means is It is possible to perform any one of a plurality of performances including a first performance and a second performance that suggest the advantageous state, The first production can be executed when a first song including a singing voice is being output, The second production can be executed when a second song including a singing voice is being output, The first production is a production in which lyrics corresponding to the first song are not displayed, The second production is a production in which a lyrics display corresponding to the second song is displayed, The second performance has higher expectations regarding the advantageous state than the first performance, The second performance is executed at a lower rate than the first performance. It is characterized by According to these characteristics, the second performance that uses lyrics display has a higher level of expectation than the first performance, and because it appears less frequently, people remember that the second performance that uses lyrics display is a highly anticipated performance. Since the first performance is frequently performed, the lyrics are displayed to prevent the lyrics from becoming more bothersome. Note that the correspondence of each configuration described in the detailed description is as follows. ·First performance: Pseudo continuous performance (or step-up performance) ·Second performance: Re-drawing performance · Suggestions regarding advantageous conditions: promotion of symbols, whether it is a hit or not, suggestions about the number of rounds, ·Expectations regarding advantageous conditions: jackpot expectations, probability change expectations, 10R expectations, etc. ·1st song: Song “Powerful Ondo” ·Second song: Song “Infinite Powerful” ・Lyrics display corresponding to the second song: “She feels like she’s HEAVEN, but she’s seven,” etc. Corresponding drawings: Figure 12-7, Figure 12-12, Figure 12-14

[0013] The gaming machine of form 2-2 is the gaming machine described in form 2-1, The first performance is characterized in that, instead of displaying lyrics, characters that are different from the lyrics and that are related to the first performance are displayed. According to these features, by displaying the lyrics display, it is possible to prevent the characters that are intended to be conveyed from not being conveyed, and by displaying the characters related to the first performance, it is possible to improve the interest of the first performance. . Corresponding drawing: Figure 12-13

[0014] The gaming machine of form 2-3 is the gaming machine described in form 2-1, The first production is a production using a character, and the performance mode of the character changes according to the first song. It is characterized by According to such a feature, lyrics are not displayed in the first performance, but the characters can be moved to liven up the performance. Corresponding drawings: Figure 12-13~Figure 12-14

[0015] The gaming machine of form 2-4 is the gaming machine described in form 2-2, The second production suggests the degree of expectation to be controlled to an advantageous state by the display mode of the lyrics display, and the first production suggests the degree of expectation to be controlled to an advantageous state by the display mode of the characters related to the first production. do, It is characterized by According to such features, it is possible to improve interest by providing a chance increase in a manner corresponding to each performance. Corresponding drawing: Figure 12-9

[0016] (Characteristic part 1853SKY) The gaming machine of form 3-1 is A gaming machine that can be controlled to an advantageous state advantageous to a player, Equipped with a performance execution means that can perform the performance, The performance execution means is It is possible to perform any one of a plurality of performances including a first performance, a second performance, and a third performance that suggest the advantageous state, The first production can be executed when a first song including a singing voice is being output, The second production can be executed when a second song including a singing voice is being output, The third production can be executed when a third song including a singing voice is being output, The first production is a production in which lyrics corresponding to the first song are displayed in a normal manner, The second production is a production in which the lyrics corresponding to the second song are displayed in a special mode different from the normal mode, The third production is a production in which lyrics corresponding to the third song are not displayed. It is characterized by According to such features, it is possible to improve interest by providing a variety of performances using music. Note that the correspondence of each configuration described in the detailed description is as follows. ·1st performance: Powerful world reach performance ·Second performance: Re-drawing performance ·Third performance: Step-up performance, pseudo continuous performance ·Lyrics display in normal mode: A mode in which captions are displayed in the area at the bottom of the LCD screen. The size and font of characters are constant. ·Special form of lyrics display: A form in which the lyrics are displayed using the entire LCD. A mode in which the font size and font of characters change depending on the content of the lyrics. Corresponding drawings: Figure 12-1~Figure 12-3, Figure 12-7, Figure 12-12~Figure 12-16

[0017] The gaming machine of Form 3-2 is the gaming machine described in Form 3-1, In the second suggestion production, when the lyrics of the first song are displayed in a special manner, the lyrics of the second song are more likely to be controlled to an advantageous state than when the lyrics are displayed in a special manner. It is characterized by According to such a feature, it is possible to present a performance that is different from the usual one, so that it is possible to entertain the players. Corresponding drawing: Figure 12-10

[0018] The gaming machine of Form 3-3 is the gaming machine described in Form 3-1, In the third production, it is possible to execute a production pattern that includes the first song, It is characterized by According to such features, the pseudo-sequence presentation can have various musical patterns, which can entertain the players. Corresponding drawing: Figure 12-12

[0019] (Characteristic part 1854SKY) The gaming machine of form 4-1 is A gaming machine that can be controlled in a state advantageous to a player, Equipped with a performance execution means capable of performing the performance, The performance execution means is It is possible to execute a notification effect that uses a specific song that includes a singing voice to notify whether or not to control to the advantageous state; It is possible to display lyrics corresponding to the specific song during the notification performance, The notification performance includes an introduction part and an epilogue part, The introduction part and the epilogue part proceed in this order, In the introduction part, an action promotion display can be displayed to prompt the player to take action; Notifying whether or not the player will be controlled to the advantageous state by making an action during the period in which the action promotion display in the introduction part is displayed; In response to the display of the operation promotion display in the introduction part, lowering the volume of the specific song, and restoring the volume of the specific song in the subsequent epilogue part, During the period in which the movement promotion display in the introduction part is displayed, movement promotion sound continues to be output. It is characterized by According to this feature, in a music-based reach, where the song is stopped at the timing of the deciding button and then played again when announcing a jackpot, it is desirable to make the win / fail button stand out. It is necessary to mute the music in front of the winner, so when the jackpot is controlled and the continuation of the muted song is played, there is inevitably a time gap, so this gap time is connected with the promotion sound of the button. By doing so, it is possible to continue the song before muting without making the intervening part silent and without causing any discomfort. Note that the correspondence of each configuration described in the detailed description is as follows. ·Specific song that includes singing voices: “Powerful World” is a song that is composed of singing voices uttered by character actors and musicians. ·Hochi production: Powerful world reach production ·Introduction part: Includes a scene where the title is announced during the Powerful World Reach performance, a scene where a button is displayed for cut-in, and a scene where a button is displayed to notify whether it is a jackpot or not. This is the part until it is announced whether or not it will be a jackpot, and this is the part where you are excited about whether or not you will hit the jackpot. ·Epilogue part: This is the next part after the introduction part, it is the part that shows whether the game is a hit or miss, and it is the part that shows the end of the story as a production. ·Volume reduction: Reduces the volume of the output song "Powerful World". · Volume restoration: Increase the volume of the song "Powerful World" that had been lowered. ·Operation promotion display: Button display ·Operation promotion sound: Sound that is output within the valid period when the button is displayed. Corresponding drawing: Figure 12-17

[0020] The gaming machine of Form 4-2 is the gaming machine described in Form 4-1, The movement promotion display includes a first movement promotion display and a second movement promotion display that is expected to be controlled in a more advantageous state than the first movement promotion display, and the promotion sound of the first movement promotion display and the second movement promotion display is Although different, the timing at which the action promotion display disappears is the same. According to such a feature, even if the promotion sound is different, the timing of extinguishing the display is the same, so it is possible to seamlessly connect to the scene announcing the jackpot. Corresponding drawing: Figure 12-18

[0021] The gaming machine of Form 4-3 is the gaming machine described in Form 4-1, When displaying the first movement promotion display in the introduction part and when displaying the first movement promotion display in the second scene, the first movement promotion display itself is the same, but the movement promotion sound is different. It is characterized by According to such a feature, it is possible to hear the motion promoting sound in the introduction part, which is directly connected to the success or failure of the game. Corresponding drawing: Figure 12-18

[0022] (Characteristic part 1855SKY) The gaming machine of form 5-1 is A gaming machine that can be controlled in a state advantageous to a player, Equipped with a performance execution means capable of performing the performance, The performance execution means is It is possible to execute a notification effect that uses a specific song to notify whether or not to control to the advantageous state, The notification performance includes an introduction part and an epilogue part, The introduction part and the epilogue part proceed in this order, A movement promotion display that prompts the player to move can be displayed at a first timing of the introduction part and a second timing after the first timing, When the player makes an action during the period in which the action promotion display is displayed at the first timing of the introduction part, the degree of expectation to be controlled to the advantageous state is suggested; Notifying whether or not the player will be controlled to the advantageous state by making an action during the period in which the action promotion display is displayed at the second timing of the introduction part; In response to displaying the action promotion display at the second timing of the introduction part, lowering the volume of the specific song, and restoring the volume of the specific song in the subsequent epilogue part, The movement promotion sound corresponding to the movement promotion display at the second timing of the introduction part is output for a longer period than the movement promotion sound corresponding to the movement promotion display at the first timing of the introduction part. It is characterized by According to this feature, in the reach of a music type, when the song is stopped once at the timing of the deciding button, and the song is played again when notifying the jackpot, at the first timing, the cut-in button is pressed. By not making the promotion sound long, it is possible to listen to the music without disturbing the music with the promotion sound of the button, and at the second timing, the button to be executed is directly connected to the success or failure, so it is executed at the first timing. By making the promotion sound longer than the button, it is possible to encourage the player to the end, and by connecting the gap time until the continuation of the song before being muted with the promotion sound of the button, the part in between can be silenced. The continuation of the song can be played back without causing any discomfort. Note that the correspondence of each configuration described in the detailed description is as follows. ·Specific song: Song “Powerful World” ·Hochi production: Powerful world reach production ·First timing of the introduction part: The timing when the button is displayed before executing the mumu cut-in effect. ·Second timing of the introduction part: The timing when the button to announce the validity is displayed. ·Operation promotion sound corresponding to the operation promotion display at the first timing: V10 sound ·Operation promotion sound corresponding to the operation promotion display at the second timing: V11 sound Corresponding drawing: Figure 12-18

[0023] The gaming machine of Form 5-2 is the gaming machine described in Form 5-1, The action promotion display at the first timing of the introduction part includes a first action promotion display and a second action promotion display that is more likely to be controlled to an advantageous state than the first action promotion display. Even in the movement promotion display, the promotion display of the first movement operation promotion display and the second movement promotion display are the same, but at the second timing, even if the movement promotion display is the same, the promotion sound is long, It is characterized by According to such features, it is possible to take time to excite the players when it comes to winning or losing, and it is possible to entertain the players. Corresponding drawing: Figure 12-18

[0024] The gaming machine of Form 5-3 is the gaming machine described in Form 5-1, At the first timing of the introduction part when being controlled to an advantageous state, there is a first movement promotion display and a second movement promotion display that is easier to control into an advantageous state than the first movement promotion display, and the second movement promotion display is easier to control than the first movement promotion display. The timing makes it easier for the second movement promotion display to be displayed. It is characterized by According to such a feature, when the game is controlled to be in an advantageous state, the second promotion display is more likely to be displayed at the time of winning or failing than at the time of cut-in, so that the player can be more entertained when the game is winning or not.

[0025] (Characteristic part 1856SKY) The game machine of form 6-1 is A gaming machine that can be controlled in a state advantageous to a player, Equipped with a performance execution means capable of performing the performance, The performance execution means is capable of executing a notification performance that uses a specific song and notifies whether or not to control to the advantageous state; The notification performance includes an introduction part and an epilogue part, The introduction part and the epilogue part proceed in this order, A movement promotion display that prompts the player to move can be displayed at a first timing of the introduction part and a second timing after the first timing, When the player makes an action during the period in which the action promotion display is displayed at the first timing of the introduction part, the degree of expectation to be controlled to the advantageous state is suggested; Notifying whether or not the player will be controlled to the advantageous state by making an action during the period in which the action promotion display is displayed at the second timing of the introduction part; In response to displaying the action promotion display at the second timing of the introduction part, lowering the volume of the specific song, and restoring the volume of the specific song in the subsequent epilogue part; The action-corresponding sound that is output when the player makes an action when the action promotion display is displayed at the second timing of the introduction part is the sound that is output when the action promotion display is displayed at the first timing of the introduction part. Shorter than the action-responsive sound output by the player making an action while it is displayed, It is characterized by According to this feature, in a song-based reach, in which the song is temporarily stopped at the timing of the deciding button and then played again when announcing a jackpot, at the first timing, the button is pressed and the song is played again. In order to emphasize this, the period of the sound corresponding to the action is lengthened, but by shortening the period of the sound corresponding to the action of the final button, the continuation of the song that was muted can be immediately played. The player can immediately listen to the continuation of the muted music. Note that the correspondence of each configuration described in the detailed description is as follows. ·Specific song: Song “Powerful World” ·Hochi production: Powerful world reach production ·First timing of the introduction part: The timing when the button is displayed before executing the mumu cut-in effect. ·Second timing of the introduction part: The timing when the button to announce the validity is displayed. ·Action-compatible sound corresponding to the action promotion display at the first timing: An electronic sound that is output when a button is operated. ·Action corresponding sound corresponding to the action promotion display at the second timing: An electronic sound that is output when the OK / FAIL button is pressed. Corresponding drawings: Fig. 12-19, Fig. 12-20

[0026] The gaming machine of form 6-2 is the gaming machine according to form 6-1, There is a first movement promotion display and a second movement promotion display that is more likely to be controlled to an advantageous state than the first movement promotion display, and when the first movement promotion display is displayed at the second timing of the introduction part, the player The action-corresponding sound output by performing the action is shorter than the action-corresponding sound output by the player performing the action when the first action prompting display is displayed at the first timing of the introductory part. It is characterized by According to such a feature, even if the state of the button changes, by shortening the sound corresponding to the action of the button to be pressed at the time of decision, it is possible to increase the effect pattern while not disturbing the music to be played again. can be Corresponding drawings: Fig. 12-19 to Fig. 12-20

[0027] The gaming machine of form 6-3 is the gaming machine according to form 6-1, There is a first action promotion display and a second action promotion display that is more likely to be controlled to an advantageous state than the first action promotion display, and when the second action promotion display is displayed at the second timing of the introduction part, The action-corresponding sound output by performing the action is shorter than the action-corresponding sound output by the player performing the action when the second action-promoting display is displayed at the first timing of the introductory part. It is characterized by According to such a feature, even if the state of the button changes, by shortening the sound corresponding to the action of the button to be pressed at the time of decision, it is possible to increase the effect pattern while not disturbing the music to be played again. can be Corresponding drawings: Fig. 12-19 to Fig. 12-20

[0028] (Characteristic part 1857SKY) The game machine of form 7-1 is A gaming machine that can be controlled in a state advantageous to a player, Equipped with a performance execution means capable of performing the performance, The performance execution means is capable of executing a notification performance that uses a specific song that includes a singing voice and notifies whether or not to control to the advantageous state, In the notification performance, a lyrics caption display corresponding to the specific song can be displayed, The notification performance includes an introduction part and an epilogue part, The introduction part and the epilogue part proceed in this order, In the introductory part, it is possible to display an action prompting display that prompts the player to act, Notifying whether or not the player will be controlled to the advantageous state by making an action during the period in which the action promotion display in the introduction part is displayed; Displaying the lyric telop display corresponding to the first phrase of the song of the specific music before the display of the action prompting in the introduction part is displayed, and the output of the song corresponding to the first phrase is completed. end the lyric telop display in response to When the action prompting display in the introductory part is displayed, the lyric telop display corresponding to the second phrase of the song of the specific music is displayed, and the lingering after the output of the song corresponding to the second phrase is finished. The lyric telop display is continued to be displayed for a period of time, and the display of the lyric telop display is terminated by the action of the player during the reverberation period, and the lyrics corresponding to the third phrase of the song of the specific music. to display the telop display, It is characterized by According to such a feature, in the reach of the music system, the music is temporarily stopped at the timing of the decision button, and the music is played again when the big hit is announced. is stopped, but by giving a reverberation period after that, it is possible to provide a period for outputting the promotion sound of the action promotion display, and it is possible to display the lyrics for one phrase, so that the big hit is notified. When switching to the lyrics of the next scene, it can be connected without discomfort. Note that the correspondence of each configuration described in the detailed description is as follows. Specific song with singing voice: "Powerful World", a song composed of singing voices uttered by Character Mumu's voice actors and musicians. · Introductory part: Timing when the button is displayed before executing the mum cut-in effect. · Epilogue part: After the big hit is announced, the period until the decoration pattern is displayed again 1st phrase: Lyrics display "Let's start the festival Fever" 2nd phrase: Lyrics display "Echoing Tonight" ·Afterglow period: The output of the song is stopped, or the data is silent with the volume being 0, or the output is at a lower volume than during Powerful World's reach. · Keep tickers displayed: The state where the lyrics of "Reverberating Tonight" are displayed. 3rd phrase: "HEY" lyrics display Corresponding drawing: Figure 12-21

[0029] The gaming machine of form 7-2 is the gaming machine according to form 7-1, When not controlled to an advantageous state, display an action promotion display in the lingering period of the second scene, end the display of the lyric telop display by performing an action, and then do not display the lyric telop display. It is characterized by According to such a feature, if the lyric telop is updated when the control is not in an advantageous state, the player may mistakenly think that the control is in an advantageous state, so that misunderstanding can be prevented. Corresponding drawing: Figure 12-22

[0030] The gaming machine of form 7-3 is the gaming machine according to form 7-1, In the lingering period, when the display of the lyric telop display is ended by displaying the action prompting display and the action is performed, and switching to the display of the lyric telop display corresponding to one phrase of the song, one of the songs is displayed rather than the music. The lyrics telop corresponding to the phrase is displayed first, It is characterized by According to such a feature, it is possible to make the player understand the continuation of the music by playing out the lyrics before the music is restarted. Corresponding drawing: Figure 12-21

[0031] The gaming machine of form 7-4 is the gaming machine according to form 7-1, If the color of the lyric telop is changed before the action prompt display is displayed It is characterized by According to such a feature, it is possible to prevent a feeling of strangeness caused by a sudden change in the lyrics telop. Corresponding drawing: Figure 12-23

[0032] (Characteristic part 1858SKY) The game machine of form 8-1 is A gaming machine that can be controlled in an advantageous state advantageous to a player, Equipped with production execution means capable of executing production, The effect execution means is capable of executing a notification effect for notifying whether or not to control to the advantageous state using a specific song containing a singing voice, any one of a plurality of types of cut-in display including a predetermined cut-in display and a specific cut-in display can be displayed in the notification effect, The specific cut-in display is more likely to be controlled to the advantageous state than the predetermined cut-in display, Reproduction of the specific music piece is continued even when the predetermined cut-in display is displayed or when the specific cut-in display is displayed, and the display of the predetermined cut-in display and the specific cut-in display ends. The reproduction of the specific music is continued even after When the predetermined cut-in display is displayed, both the sound corresponding to the predetermined cut-in display and the sound of the specific music are output so as to maintain the volume, When the specific cut-in display is displayed, the sound corresponding to the specific cut-in display is output so as to take precedence over the sound of the specific song. It is characterized by According to such a feature, the specific cut-in can be emphasized and displayed. In addition, the correspondence of each structure demonstrated by the form for implementing invention is the following. A specific song that includes singing voices: "Powerful World", a song composed of singing voices uttered by character Mumu's voice actors and musicians. Notification production: Powerful world reach production Predetermined cut-in effect: Mum cut-in effect Special cut-in effect: Burning Mumu & Jam cut-in effect ・Priority output: The output sound is louder when the burning mumu & jam cut-in effect is performed than the volume of the output song "Powerful World". Corresponding drawings: Figures 12-24 to 12-25

[0033] The gaming machine of form 8-2 is the gaming machine according to form 8-1, There is a specific cut-in and a special cut-in different from the predetermined cut-in, and when the special cut-in is executed, the lyrics display is hidden, It is characterized by According to such a feature, it is possible to draw attention to the cut-in effect. Corresponding drawing: Figure 12-16

[0034] The game machine of form 8-3 is the game described in form 8-1, The preceding stage effect that is performed before the specific cut-in and the predetermined cut-in is executed is common. It is characterized by According to such a feature, since a common effect is executed until before the cut-in effect, it is possible to enjoy with anticipation which cut-in effect will be executed. Corresponding drawing: Figure 12-16

[0035] The gaming machine of form 8-4 is the gaming machine according to form 8-1, The execution period of the specific cut-in is longer than the predetermined cut-in, It is characterized by According to such a feature, it is possible to draw attention to the cut-in effect, which leads to improvement of interest. Corresponding drawing: Figure 12-25

[0036] The gaming machine of form 8-5 is the gaming machine according to form 8-1, Lyrics telops are displayed both when a predetermined cut-in is displayed and when a specific cut-in is displayed, It is characterized by According to such a feature, it is possible to avoid giving the impression that the music has suddenly skipped after the specific cut-in ends. Corresponding drawing: Figure 12-26

[0037] (Characteristic part 1859SKY) The game machine of form 9-1 is A gaming machine that can be controlled in an advantageous state for a player, Equipped with a production execution means capable of executing production, The production executing means is The first music is used, and it is possible to execute a first notification effect that notifies whether or not to control to the advantageous state, It is possible to execute a second notification effect that uses the second music and notifies whether or not to control to the advantageous state, The second notification effect has a higher degree of expectation to be controlled to the advantageous state than the first notification effect, The reproduction of the first music is started at a timing associated with the display of the title corresponding to the first notification effect, The reproduction of the second music is started at a timing prior to the timing associated with the display of the title corresponding to the second notification effect. It is characterized by According to such a feature, with respect to the second notification effect, which is highly expected, the music is reproduced from the timing before the music reproduction timing before the first notification effect, so the second notification effect can be played more quickly. Since it is suggested that the notification effect will be executed, it leads to an improvement in interest. In addition, the correspondence of each structure demonstrated by the form for implementing invention is the following. 1st song: "Powerful World" 1st notification effect: Powerful world reach effect 2nd song: "Powerful Island" 2nd notification effect: Powerful island reach effect · Title display corresponding to the first notification effect: Title display "Powerful World" · Timing related to the title display: The timing when the title display "Powerful World" is displayed (when the title is displayed). · Timing before the timing related to the title display: The timing before the title display "Powerful Island" is displayed. Corresponding drawings: Fig. 12-27 to Fig. 12-32

[0038] The gaming machine of form 9-2 is the gaming machine according to form 9-1, The display mode of the title display of the second notification effect is more likely to be controlled to an advantageous state than the display mode of the title display of the first notification effect. It is characterized by According to such a feature, the title display of the second notification effect can be made conspicuous. Corresponding drawings: Fig. 12-27 to Fig. 12-28

[0039] The gaming machine of form 9-3 is the gaming machine according to form 9-1, When the first music is output, there is a pattern that branches after that, but when the second music is output, only the second notification effect is executed without developing any other effects. It is characterized by According to such a feature, since the second notification effect is highly anticipated, it is possible to enjoy the second notification effect with peace of mind from the moment the music starts to play. Corresponding drawings: Fig. 12-27 to Fig. 12-30

[0040] The gaming machine of form 9-4 is the gaming machine according to form 9-1, In the second notification effect, when the title of the music is displayed, the music has already been output. According to such a feature, it is possible to heighten the interest of the player by playing the music before reaching reach. Corresponding drawings: Fig. 12-28 to Fig. 12-30

[0041] (Characteristic part 1860SKY) The game machine of form 10-1 is A gaming machine that can be controlled in an advantageous state for a player, Equipped with a production execution means capable of executing production, The production executing means is A first music is used, a first notification effect and a second music are used to notify whether or not to control to the advantageous state, and a plurality of including a second notification effect to notify whether or not to control to the advantageous state Any one of the notification effects can be executed, Before the notification effect is executed, a pre-stage effect including a first pre-stage effect and a second pre-stage effect can be executed, The first notification effect and the second notification effect have different expectations of being controlled to the advantageous state, The first front stage production uses a music different from the music of the notification production after development, The second front-stage production is characterized by using a musical piece common to the musical piece of the information production after development. According to such a feature, the first front stage production and the second front stage production have different ways of selecting songs, so that the first front stage production can determine which reach it is until it develops. It is possible to increase the sense of expectation until it develops by not being able to understand it with the music being produced, and the second first stage production is to let you know which reach is developing with the common music during the second first stage production. In particular, when the notification performance is expected to have a high degree of expectation, the feeling of elation can be increased. In addition, the correspondence of each structure demonstrated by the form for implementing invention is the following. 1st song: "Powerful World" 1st notification effect: Powerful world reach effect 2nd song: "Powerful Island" 2nd notification effect: Powerful island reach effect 1st front stage production: "Powerful zone" production 2nd stage production: "Super Powerful Zone" production ·Development: Transition from "powerful zone" production to powerful world reach. · Different music: 2nd BGM Common song: Song "Powerful Island" Corresponding drawings: Figures 12-31 to 12-32

[0042] The gaming machine of form 10-2 is the gaming machine according to form 10-1, Perform the second front stage production in the middle of the first notification production, and shift to the second notification production, It is characterized by According to this feature, by shifting from the first notification production with low expectations to the second front stage production with high expectations, it is possible to develop from the production with low expectations to the production with high expectations. , the player can enjoy the game with anticipation. Corresponding drawing: Figure 12-33

[0043] The gaming machine of form 10-3 is the gaming machine according to form 10-1, The period during which the second notification effect is executed after the second pre-stage effect is executed is longer than the period from the first pre-stage effect to the execution of the first notification effect, It is characterized by According to such a feature, it is possible to entertain the player from the highly anticipated pre-stage presentation over time. Corresponding drawings: Figures 12-31 to 12-32

[0044] (Characteristic part 1861SKY) The game machine of form 11-1 is A gaming machine that can be controlled in an advantageous state for a player, Equipped with a production execution means capable of executing production, The effect execution means is capable of executing a notification effect for notifying whether or not to control to the advantageous state using a specific song containing a singing voice, The notification effect includes an introductory part, a movable body moving part, and an epilogue part, progressing in the order of the introductory part, the movable body moving part, and the epilogue part, In the introductory part, the specific music is played, In the moving part of the movable body, when the movable body moves to the movable position, the player is informed that the advantageous state is controlled, and the specific music is reproduced even when the movable body is moving. , The specific music is played back even in the epilogue part, The number of phrases of the specific music reproduced in the epilogue part is greater than the number of phrases of the specific music reproduced in the movable body moving part, It is characterized by According to such a feature, even when the movable body is moving, by continuing to play the music, there is no need to use a special mechanism when the movable body is moving. By listening to the music properly, you can immerse yourself in the afterglow of the big hit. In addition, the correspondence of each structure demonstrated by the form for implementing invention is the following. A specific song that includes singing voices: "Powerful World", a song composed of singing voices uttered by character Mumu's voice actors and musicians. Notification production: Powerful world reach production Number of phrases: Lyrics display displayed during reach production ·Introductory part: The period until the button that announces the success or failure of the reach effect is displayed · Movable body part: The period from when the movable body falls to when it returns to its original position · Epilogue part: The period from when the movable body returns to its original position until the decorative pattern stops ·The movable body moves to the movable position: The movable body falls to the center of the screen. · The number of phrases of the specific music played in the epilogue part is greater than the number of phrases of the specific music played in the movable body part: The lyrics "Come on" displayed while the movable body is falling ”, “Everyone”, and “Let’s dance”. ”, so there are many phrases played in the epilogue part. Corresponding drawing: Figure 12-35

[0045] The gaming machine of form 11-2 is the gaming machine according to form 11-1, In the moving part of the movable body, when the movable body moves to the movable position, the player is notified that the control will be in the advantageous state, and the specific music is played even when the movable body is moving. , The lyric display corresponding to the specific song may or may not be visible due to the movable body, It is characterized by According to such a feature, since the music cannot be heard, the player can understand which part of the lyrics is being played before the movable body returns. Corresponding drawing: Figure 12-35

[0046] The gaming machine of Form 11-3 is the gaming machine according to Form 11-1, In the moving part of the movable body, when outputting the sound when the movable body moves to the movable position, lower the volume of the specific song, It is characterized by According to such a feature, it is possible to notify in an easy-to-understand manner that the control is in an advantageous state. Corresponding drawing: Figure 12-36

[0047] The gaming machine of Form 11-4 is the gaming machine according to Form 11-1, The timing to erase the song is to gradually erase the song before the decoration pattern stops after the decoration pattern is displayed. It is characterized by According to such a feature, it is possible to prevent the user from feeling a sense of incongruity in the way the music ends. Corresponding drawing: Figure 12-36 [Mode for carrying out the invention]

[0048] <Basic description> First, the basic configuration and control of the pachinko gaming machine 1 (also the configuration and control of a general pachinko gaming machine) will be described.

[0049] [Configuration of pachinko machine 1, etc.] FIG. 1 is a front view of the pachinko game machine 1, showing the arrangement layout of the main members. A pachinko game machine (game machine) 1 is roughly composed of a game board (gauge board) 2 that constitutes a game board surface and a game machine frame (underframe) 3 that supports and fixes the game board 2 . A game area is formed on the game board 2, and a game ball as a game medium is shot from a predetermined ball shooting device and hit into the game area.

[0050] It should be noted that the "variable display" of the special symbols means, for example, that a plurality of types of special symbols are variably displayed (the same applies to other symbols described later). Variations include updated display of multiple designs, scroll display of multiple designs, deformation of one or more designs, enlargement / reduction of one or more designs, and the like. In the variation of special symbols and normal symbols, which will be described later, a plurality of types of special symbols or normal symbols are updated and displayed. In the later-described variation of decorative patterns, a plurality of types of decorative patterns are scrolled or updated, and one or more decorative patterns are deformed or enlarged / reduced. Note that the variation also includes a mode in which a certain symbol is displayed blinking. At the end of the variable display, a predetermined special symbol is stopped and displayed (also referred to as derivation or derivation display) as a display result (variable display of other symbols, which will be described later). (same for display). Variable display may be expressed as variable display or variation.

[0051] The special symbol variably displayed on the first special symbol display device 4A is also referred to as the "first special symbol" or "first special symbol", and the special symbol variably displayed on the second special symbol display device 4B is also referred to as the "first special symbol". It is also called ``2nd special pattern'' or ``2nd special pattern.'' In addition, the special map game using the first special map is referred to as the "first special map game", and the special map game using the second special map is also referred to as the "second special map game". Note that there may be only one type of special symbol display device that performs variable display of special symbols.

[0052] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or organic EL (Electro Luminescence), and displays various effects images. Image display device 5 may include a projector and a screen. The image display device 5 displays various effect images.

[0053] For example, on the screen of the image display device 5, in synchronism with the first special game and the second special game, a plurality of types of decorative patterns (such as patterns showing numbers, etc.) as decoration identification information different from the special patterns. A variable display is performed. Here, in synchronization with the first special game or the second special game, decorative patterns are variably displayed (for example, up and down direction scroll display and update display). In addition, the variable display of the special figure game and the decorative pattern which are executed synchronously is collectively referred to as simply variable display.

[0054] A display area may be provided on the screen of the image display device 5 for displaying a pending display corresponding to a variable display whose execution is pending, and an active display corresponding to a variable display currently being executed. The pending display and the active display are collectively referred to as a variable display compatible display corresponding to the variable display.

[0055] The number of pending variable displays is also called the number of pending memories. The number of pending memories corresponding to the first special figure game is also referred to as the first number of pending memories, and the number of pending memories corresponding to the second special figure game is also referred to as the second number of pending memories. The sum of the first number of pending memories and the second number of pending memories is also referred to as the total number of pending memories.

[0056] At predetermined positions on the game board 2, a first reservation display 25A and a second reservation display 25B, which are configured to include a plurality of LEDs, are provided. The first reservation display 25A displays the first reservation storage number by the number of LEDs lit. The second hold display 25B displays the second hold storage number based on the number of LEDs lit.

[0057] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided on the right side of the winning ball device 6A.

[0058] Winning ball device 6A, for example, forms a first starting winning opening that is always kept in a constant open state in which game balls can enter by a predetermined ball receiving member. When the game ball enters the first start winning hole, a predetermined number of (for example, three) prize balls are paid out, and the first special game can be started.

[0059] The variable winning ball device 6B (normal electric accessory) forms a second starting winning opening that changes between a closed state and an open state by a solenoid 81 (see FIG. 3). The variable winning ball device 6B is provided with, for example, an electric tulip-shaped accessory having a pair of movable winglets, and when the solenoid 81 is in an OFF state, the movable winglets are in a vertical position so that the tips of the movable winglets are moved. is close to the winning ball device 6A, the closed state in which the game ball does not enter the second starting winning opening (also referred to as the second starting winning opening is closed). On the other hand, when the solenoid 81 is in the ON state, the movable wing pieces of the variable winning ball device 6B are in the tilted position, so that the variable winning ball device 6B enters the open state where the game ball can enter the second starting winning hole (second starting winning ball device 6B). It is also said that the prize-winning mouth is open.). At the 2nd starting prize gate When a game ball enters, a predetermined number (for example, 3) of prize balls are paid out, and a second special game can be started. In addition, the variable prize winning ball device 6B may be any device that changes between a closed state and an open state, and is not limited to one that includes an electric tulip type accessory.

[0060] Predetermined positions of the game board 2 (in the example shown in FIG. 1, three positions on the lower left side of the game area and one position above the variable winning ball device 6B) are always kept in a constant open state by predetermined ball receiving members. There will be 10 general prize openings. In this case, when entering one of the general winning openings 10, a predetermined number (for example, 10) of game balls are paid out as prize balls.

[0061] A special variable winning ball device 7 having a big winning hole is provided between the winning ball device 6A and the variable winning ball device 6B. The special variable winning ball device 7 is provided with a large winning opening door that is driven to open and close by a solenoid 82 (see FIG. 3), and the special winning opening as a specific area that changes between an open state and a closed state by the large winning opening door. Form.

[0062] As an example, in the special variable winning ball device 7, when the solenoid 82 for the big winning door (for the special electric accessory) is in the OFF state, the big winning door closes the big winning door, and the game ball is pushed out. You will not be able to enter (pass through) the prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the big winning gate door is in the ON state, the big winning gate opens the big winning gate, so that the game ball can easily enter the big winning gate. Become.

[0063] When game balls enter the big winning hole, a predetermined number (for example, 14) of game balls are paid out as prize balls. When the game ball enters the big winning hole, for example, more prize balls than when the game ball enters the first starting winning hole, the second starting winning hole and the general winning hole 10 are paid out.

[0064] The entry of a game ball into each winning hole including the general winning hole 10 is also referred to as "winning". In particular, a prize to a starting gate (first starting prize gate, second starting prize gate) is also called a starting prize.

[0065] A predetermined position of the game board 2 (in the example shown in FIG. 1, the lower left of the game area), the normal symbol display 20 is provided. As an example, the normal symbol display 20 is composed of a 7-segment LED, etc., and performs variable display of normal symbols as multiple types of normal identification information different from special symbols. Normal symbols are represented by numbers indicating "0" to "9" and lighting patterns such as "-". The normal pattern may include a pattern in which all LEDs are turned off. This variable display of ordinary symbols is also called a ordinary symbol game.

[0066] On the right side of the image display device 5, a passage gate 41 through which game balls can pass is provided. Based on the fact that the game ball has passed through the passage gate 41, the general game is executed.

[0067] Below the normal pattern display device 20, a normal pattern holding display device 25C is provided. The general pattern pending display 25C is configured to include, for example, four LEDs, and displays the number of general pattern pending storage, which is the number of general pattern games whose execution is pending, by the number of lit LEDs.

[0068] In addition to the above structure, the surface of the game board 2 is provided with a windmill that changes the downward direction and speed of the game ball and a large number of obstacle nails. At the bottom of the gaming area, there is provided an out opening into which game balls that have not entered any of the winning openings are taken in.

[0069] Speakers 8L and 8R for reproducing and outputting sound effects are provided at the left and right upper positions of the frame 3 for a game machine. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and frame lamps 9b are provided to the left and right of the main lamp 9a so as to surround the game area. Furthermore, the position near the special variable winning ball device 7 on the game board 2 is provided with an attack lamp 9c.

[0070] At a predetermined position on the game board 2 (a position above the image display device 5 in FIG. 1), a movable body 32 is provided that operates according to the performance. Further, the movable body 32 is provided with a movable body lamp 9d. The movable lamp 9d, the main lamp 9a, the frame lamp 9b, and the attacker lamp 9c described above may be collectively referred to as the game effect lamp 9. Note that the main lamp 9a, frame lamp 9b, attacker lamp 9c, and movable lamp 9d are configured to include LEDs.

[0071] At the lower right position of the gaming machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like in order to fire a game ball toward the gaming area using a ball-launching device.

[0072] At a predetermined position of the gaming machine frame 3 below the gaming area, game balls paid out as prize balls and game balls lent out by a predetermined ball rental machine are held (stored) so that they can be supplied to the batted ball firing device. ) is provided with a batted ball supply tray (upper tray). In addition, the gaming machine frame 3 may be provided with a payout section (hitting ball supply tray) apart from the upper tray from which prize balls are paid out when the upper tray is full.

[0073] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position of the gaming machine frame 3 below the gaming area. The stick controller 31A is provided with a trigger button that can be pressed and operated by the player. An operation on the stick controller 31A is detected by the controller sensor unit 35A (see FIG. 3).

[0074] At a predetermined position of the gaming machine frame 3 below the game area, there is provided a push button 31B that allows the player to perform a predetermined instruction operation such as a pressing operation. An operation on the push button 31B is detected by a push sensor 35B (see FIG. 3).

[0075] In the pachinko game machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting actions (operations, etc.) of the player, but detection means other than these may be provided.

[0076] 2 is a rear perspective view of the pachinko gaming machine 1. FIG. A main board 11 housed in a board case 201 is mounted on the back surface of the pachinko game machine 1. - 特許庁 A setting key 51 and a setting switch 52 are provided on the main board 11 . The setting key 51 functions as a lock switch for switching to a setting change state or a setting confirmation state. The setting change-over switch 52 functions as a setting switch for changing set values ​​such as the probability of winning a big hit and the rate of winning balls in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached to the outside of the main board 11, such as a predetermined position on the power supply board 17, for example.

[0077] A display monitor 29 is arranged in the center of the back surface of the main substrate 11, and a display changeover switch 30 is arranged on the side of the display monitor 29. As shown in FIG. The display monitor 29 may be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display changeover switch 30 are arranged in front of the main board 11 when viewing the back side of the game board 2 with the gaming machine frame 3 opened.

[0078] The display monitor 29 can display winning information such as consecutive ratios, role ratios, and bases. Consecutive ratio is the ratio of the number of prize balls to the total number of prize balls that enter the large winning opening (attacker). The role ratio is the ratio of the number of prize balls won to the second starting prize hole (electric chew) and the number of prize balls won to the big prize hole (attacker) out of the total number of prize balls. The base is a game ball that is launched It is the ratio of the total number of prize balls to the number. The display monitor 29 can display the setting values ​​in the pachinko gaming machine 1 when it is in the setting change state or the setting confirmation state. The display monitor 29 only needs to be able to display setting values ​​to be changed or checked when it is in the setting change state or the setting confirmation state.

[0079] The setting key 51 and the setting switch 52 cannot be operated from the front side of the pachinko game machine 1 when the game machine frame 3 is closed. A glass door frame 3a having a glass window is rotatably provided in the game machine frame 3, and the game area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the game area can be seen through the glass window.

[0080] In the pachinko game machine 1, a security cover 50A is attached to the right end of the outer frame 1a formed in the shape of a vertically long rectangular frame. The security cover 50A covers the right side of the board case 201 including the setting keys 51 and the setting changeover switches 52 from the rear side when the gaming machine frame 3 is closed. The security cover 50A is a substantially L-shaped member including short pieces 50Aa and long pieces 50Ab, and may be made of transparent synthetic resin.

[0081] [Overview of game progress] A game ball is shot toward the game area by a player's rotation operation to the ball hitting operation handle 30 provided in the pachinko game machine 1.例文帳に追加 When the game ball passes through the passage gate 41, the normal pattern display device 20 starts the normal pattern game. In addition, when the game ball passes through the passage gate 41 during the period during the execution of the previous normal game (when the game ball passes through the passage gate 41 but the normal game based on the passage cannot be executed immediately) , The normal game based on the passage is suspended up to a predetermined upper limit number (for example, 4).

[0082] In this general pattern game, if a specific normal pattern (normal pattern per pattern) is stopped and displayed, the display result of the normal pattern becomes "normal pattern per pattern". On the other hand, if a normal pattern (normal pattern losing pattern) other than the normal pattern per pattern is stop-displayed as the determined normal pattern, the display result of the normal pattern becomes "normal pattern losing". When it becomes "per normal figure", open control is performed to make the variable winning ball device 6B open for a predetermined period (the second start winning opening becomes open).

[0083] When the game ball enters the first start winning opening formed in the winning ball device 6A, the first special symbol game by the first special symbol display device 4A is started.

[0084] When the game ball enters the second starting winning hole formed in the variable winning ball device 6B, the second special symbol game by the second special symbol display device 4B is started.

[0085] In addition, when the game ball enters (wins) the start winning opening during the period during which the special game is running, or during the period when it is controlled to the jackpot game state or the small win game state described later (although the start prize has occurred) If the special game based on the starting prize cannot be executed immediately), the execution of the special game based on the entry is suspended up to a predetermined upper limit number (for example, 4).

[0086] In the special pattern game, if a specific special pattern (a big hit pattern, for example, "7", and the actual pattern varies depending on the type of the big hit described below) is stopped and displayed as a fixed special pattern, it becomes a "big hit" and a big hit pattern. If a predetermined special symbol (a small winning symbol, for example, "2") is stopped and displayed, it becomes a "small winning". Also, if a special symbol (losing symbol, for example, "-") different from the big-hit symbol or the small-hit symbol is stopped and displayed, it becomes "losing".

[0087] An advantageous state advantageous to the player after the display result in the special game becomes a "jackpot" It is controlled to the big hit game state as. After the display result in the special game becomes "small hit", it is controlled to the small win game state.

[0088] In the jackpot game state, the jackpot opening formed by the special variable winning ball device 7 is opened in a predetermined manner. The open state is either the timing when a predetermined period of time (for example, 29 seconds or 1.8 seconds) elapses, or the timing until the number of game balls entering the big winning opening reaches a predetermined number (for example, 9). It continues until an early timing. The predetermined period is an upper limit period during which the large winning slot can be opened in one round, and is hereinafter also referred to as an upper limit opening period. A cycle of 1 in which the big winning opening is in an open state is called a round (round game). In the jackpot game state, the round can be repeatedly executed until it reaches a predetermined upper limit number of times (15 times or 2 times).

[0089] In the jackpot game state, the player can get a prize ball by entering the game ball into the big winning hole. Therefore, the jackpot gaming state is an advantageous state for the player. The larger the number of rounds in the jackpot game state and the longer the upper limit period of opening, the more advantageous the player is.

[0090] In addition, a jackpot type is set in the "jackpot". For example, prepare multiple types of opening mode (number of rounds and upper limit period of opening) of the big winning mouth, and game state after the jackpot game state (normal state, time saving state, variable probability state, etc.), and set the jackpot type accordingly It is As the jackpot types, there may be provided a jackpot type with which many prize balls can be obtained, a jackpot type with few prize balls, or a jackpot type with which few prize balls can be obtained.

[0091] In the small winning game state, the big winning opening formed by the special variable winning ball device 7 is in an open state in a predetermined open mode. For example, in the small winning game state, the same opening mode as the big winning game state when some jackpot types etc.) will open the big prize mouth. In addition, you may provide a small-hit classification also in a "small-hit" like a big-hit classification.

[0092] After the jackpot game state is finished, depending on the jackpot type, it may be controlled to a time-saving state or a variable probability state.

[0093] In the time saving state, control (time saving control) that shortens the average special figure fluctuation time (period of varying the special figure) than the normal state is executed. In the time-saving state, by shortening the average normal figure fluctuation time (the period during which the normal figure is changed) than in the normal state, or by improving the probability of becoming a "normal figure hit" in the general figure game than in the normal state, Control (high opening control, high base control) that makes it easier for the game ball to enter the second start winning opening is also executed. Since the time-saving state is a state in which the variation efficiency of special symbols (particularly the second special symbol) is improved, it is an advantageous state for the player.

[0094] In the variable probability state (probability variable state), in addition to the time saving control, the variable probability control in which the probability that the display result is "big hit" is higher than the normal state is executed. The variable probability state is a state in which the variation efficiency of the special symbols is improved, and in addition, a "big hit" is likely to occur, so it is a further advantageous state for the player.

[0095] The time saving state and the probability variable state continue until one of the end conditions, such as the execution of the special figure game of a predetermined number of times and the start of the next big hit game state, is established first. The end condition that the special figure game of a predetermined number of times has been executed is also referred to as the number of times cut (number of times cut time reduction, number of times cut probability variation, etc.).

[0096] The normal state refers to an advantageous state such as a jackpot gaming state that is advantageous to the player, a time-saving state, and a variable probability state. It refers to a gaming state other than a special state such as a state, and the pachinko gaming machine 1 has a probability that the displayed result in a general drawing game will be a "normal winning" and a probability that the displayed result in a special drawing game will be a "jackpot". , is a state that is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when a predetermined return process is not executed after power is turned on, as in the case where a system reset is performed).

[0097] A state in which variable probability control is being executed is also referred to as a high probability state, and a state in which variable probability control is not executed is also referred to as a low probability state. A state in which time saving control is being executed is also referred to as a high base state, and a state in which time saving control is not being executed is also referred to as a low base state. Combining these, the time saving state is also called a low probability high base state, the variable probability state is a high probability high base state, the normal state is also called a low probability low base state, etc. The high certainty state and low base state is also referred to as the high certainty low base state.

[0098] After the small hit game state ends, the game state is not changed, and the display result of the special figure game continues to be controlled to the previous game state when it became a "small win" (However, when a "small win" occurs) If the special figure game of the time is the special figure game of the predetermined number of times in the above-mentioned number cut, the game state is naturally changed). It should be noted that the display result of the special figure game does not need to be a "small win".

[0099] Note that the gaming state may change based on the fact that the game ball has passed through a specific area (for example, a specific area within the big winning opening) during the jackpot gaming state. For example, when the game ball passes through a specific area, control may be performed to change the probability state after the jackpot game state.

[0100] In the pachinko game machine 1, various effects (effects that notify the progress of the game or make the game more exciting) are executed according to the progress of the game. The performance will be explained below. The effect is performed by displaying various effect images on the image display device 5, but in addition to or in place of the display, audio output from the speakers 8L and 8R and the game effect lamp 9 are performed. It may be performed as a performance using lighting or extinguishing of the lights, movement of the movable body 32, or any performance device including some or all of these.

[0101] As a performance executed according to the progress of the game, the "left", "middle", and "right" decorative pattern display areas 5L, 5C, and 5R provided on the image display device 5 display the first special pattern game or the first special pattern display area 5L, 5C, and 5R. 2 Corresponding to the start of the special figure game, variable display of decorative patterns is started. At the timing when the display result (also referred to as a fixed special pattern) is stopped and displayed in the first special pattern game or the second special pattern game, the fixed decorative pattern (a combination of three decorative patterns) that is the display result of the variable display of the decorative pattern ) is also stopped and displayed (derived).

[0102] During the period from the start to the end of the variable display of the decorative symbols, the mode of the variable display of the decorative symbols may become a predetermined reach mode (reach is established). Here, the reach mode refers to the variable display of decorative symbols that have not yet been stopped and displayed when the decorative symbols that have been stopped and displayed on the screen of the image display device 5 form part of a jackpot combination that will be described later. This refers to the manner in which the situation continues.

[0103] Furthermore, a ready-to-win effect is executed in response to the above-mentioned ready-to-win mode being set during the variable display of the decorative symbols. In the pachinko gaming machine 1, the percentage of display results (display results of special pattern games and display results of variable display of decorative symbols) becoming a "jackpot" (also called jackpot reliability or jackpot expectation level) is determined depending on the performance mode. A plurality of different types of reach effects are executed. The reach effects include, for example, normal reach and super reach, which has higher jackpot reliability than normal reach.

[0104] When the display result of the special figure game becomes a "jackpot," a fixed decorative figure that becomes a predetermined jackpot combination is displayed on the screen of the image display device 5 as a display result of the variable display of decorative symbols. A pattern is derived (the display result of the variable display of decorative patterns becomes a "jackpot"). As an example, the same decorative symbols (for example, "7") are all stopped and displayed on predetermined valid lines in the "left", "middle", and "right" decorative symbol display areas 5L, 5C, and 5R. .

[0105] In the case of a "probable variable jackpot" that is controlled to a variable probability state after the end of the jackpot gaming state, odd-numbered decorative patterns (for example, "7", etc.) will be stopped and displayed, and the state will be changed to a variable probability state after the jackpot gaming state ends. In the case of an uncontrolled "uncertain variable jackpot (normal jackpot)", even-numbered decorative symbols (for example, "6", etc.) may be stopped and displayed all together. In this case, the odd-numbered decorative designs are also referred to as variable probability patterns, and the even-numbered decorative patterns are also referred to as non-probable variable patterns (normal patterns). After reaching the reach mode with non-probability variable symbols, a promotion performance that ultimately becomes a "probability variable jackpot" may be executed.

[0106] When the display result of the special figure game is a "small win," the display result of the variable display of the decorative patterns on the screen of the image display device 5 is a fixed decorative pattern that results in a predetermined small win combination (for example, " 1 3 5" etc.) is derived (the display result of the variable display of the decorative pattern is a "small hit"). As an example, decorative symbols constituting a chance eye are stopped and displayed on predetermined valid lines in the "left", "middle", and "right" decorative symbol display areas 5L, 5C, and 5R. In addition, when the display result of the special figure game becomes a "jackpot" for some jackpot types (jackpot type in a jackpot game state similar to the small win game state) and when it becomes a "small win". , a common determined decorative pattern may be derived and displayed.

[0107] If the display result of the special pattern game is a "lose", the mode of variable display of the decorative pattern does not become the reach mode, and the display result of the variable display of the decorative pattern is the fixed decorative pattern (" (Also referred to as "non-reach loss") may be stopped and displayed (the display result of the variable display of decorative symbols may be "non-reach loss"). In addition, if the display result is a "lose", after the variable display mode of the decorative design becomes the reach mode, a predetermined reach combination that is not a jackpot combination ("reach loss") is displayed as the display result of the variable display of the decorative symbol. (Also referred to as), the fixed decorative pattern may be stopped and displayed (the display result of the variable display of the decorative pattern may be "reach loss").

[0108] The performances that can be executed by the pachinko gaming machine 1 include displaying the above-mentioned variable display compatible display (hold display and active display). In addition, as other effects, for example, a preview effect that foretells the reliability of the jackpot is executed while the decorative symbols are being displayed variably. The preview performance includes a preview performance that foretells the reliability of a jackpot in a variable display that is currently being executed, and a preview performance that foretells the reliability of a jackpot in a variable display before execution (a variable display whose execution is pending). As the advance notice performance, a performance that changes the display mode of the variable display compatible display (suspended display or active display) to a different mode than usual may be performed.

[0109] In addition, in the image display device 5, by temporarily stopping the decorative pattern during the variable display of the decorative pattern and then restarting the variable display, one variable display can be made to appear pseudo-like multiple variable displays. A pseudo-continuous performance may also be executed.

[0110] Even during the jackpot game state, a jackpot performance for notifying the jackpot game state is executed. As the jackpot performance, a performance that notifies the number of rounds or a promotion performance that indicates that the value of the jackpot game state is improved may be executed. Further, even during the small winning game state, a small winning performance for notifying the small winning gaming state is executed. In addition, jackpot games during the small winning gaming state and some jackpot types (jackpot types in the jackpot gaming state in the same manner as the small winning gaming state, for example, jackpot types that make the subsequent gaming state a high certainty state) By performing a common performance depending on the state, the player may not be able to tell whether the player is currently in a small win game state or a jackpot game state. In such a case, after the small winning gaming state ends and after the jackpot gaming state ends. By performing a common effect between the two, it may be possible to make it impossible to distinguish whether the state is a high certainty state or a low certainty state.

[0111] Further, for example, when a special figure game or the like is not being executed, a demonstration image is displayed on the image display device 5 (a customer waiting demonstration effect is executed).

[0112] [Board configuration] The pachinko game machine 1 is equipped with a main board 11, an effect control board 12, an audio control board 13, a lamp control board 14, a relay board 15, etc. as shown in FIG. 3, for example. In addition, various other boards are arranged on the back of the pachinko game machine 1, such as a payout control board, an information terminal board, a firing control board, and the like. Furthermore, a power supply board 17 connected to a power switch 91 is also mounted. Various control boards are not only electronic circuit boards such as printed wiring boards with conductor patterns on which electrical components can be mounted, but also electronic circuit boards that are configured to have electrical components mounted on them to achieve specific electrical functions. This concept includes electronic circuit mounting boards.

[0113] In the pachinko game machine 1, power from an AC power source such as AC100V in an external power source such as a commercial power source can be supplied to electrical components including various control boards such as the main board 11 and the performance control board 12 through the power board 17. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) into direct current (DC), a power supply circuit for converting a predetermined direct current voltage into a specific direct current voltage (for example, 12 V DC, 5 V DC, etc.). We are prepared.

[0114] The main board 11 is a control board on the main side, and includes the progress of the above-mentioned games in the pachinko gaming machine 1 (execution of the special game (including management of reservations), execution of the regular game (including management of reservations), jackpot, etc. It has a function to control the gaming state, small winning gaming state, gaming state, etc.). The main board 11 includes a game control microcomputer 100, a switch circuit 110, an output circuit 111, and the like.

[0115] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and includes a ROM (Read Only Memory) 101 and a RAM (Random Access Memory) 102, CPU (Central Processing Unit) 103, random number circuit 104, I / O (Input / Output port) 105, and RTC (Real Time Clock) 106.

[0116] The CPU 103 performs processing for controlling the progress of the game (processing for realizing the functions of the main board 11) by executing a program stored in the ROM 101. At this time, various data stored in the ROM 101 (variation patterns described later, performance control commands described later, data such as various tables referred to when making various decisions described later) are used, and the RAM 102 is used as the main memory. . The RAM 102 serves as a backup RAM in which the stored contents are saved for a predetermined period even if the power supply to the pachinko game machine 1 is stopped, in part or in whole. Note that all or part of the program stored in the ROM 101 may be expanded to the RAM 102 and executed on the RAM 102.

[0117] The random number circuit 104 updatesably counts numerical data indicating various random numbers (gaming random numbers) used when controlling the progress of the game. The gaming random number may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0118] The I / O 105 includes, for example, an input port into which various signals (detection signals described below) are input, and various signals (first special symbol display device 4A, second special symbol display device 4B, normal symbol display device 20, It is configured to include an output port for transmitting a signal for controlling (driving) the first hold indicator 25A, second hold indicator 25B, regular hold indicator 25C, etc., and a solenoid drive signal.

[0119] The switch circuit 110 receives detection signals (when a game ball passes or A detection signal indicating that the player has entered the game and the switch has been turned on) is captured and transmitted to the game control microcomputer 100. The transmission of the detection signal means that the passage or entry of the game ball has been detected.

[0120] A reset signal, a power-off signal, and a clear signal from the power supply board 17 are taken into the switch circuit 110 and transmitted to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of the control circuit such as the gaming control microcomputer 100, and can be output using either a power supply monitoring circuit, a watchdog timer built-in IC, or a system reset IC. Good to have. The power-off signal is turned off when the predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and turned on when the period in which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or longer. Become. The clear signal is turned on in response to, for example, a pressing operation on the clear switch 92 provided on the power supply board 17.

[0121] The output circuit 111 sends a solenoid drive signal (for example, a signal to turn on the solenoid 81 and the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric accessory and the solenoid 82 for the big prize opening door. Transmit.

[0122] A display monitor 29, a display changeover switch 30, a setting key 51, a setting changeover switch 52, and a door open sensor 90 are connected to the main board 11. The door open sensor 90 detects the opening of the gaming machine frame 3 including the glass door frame 3a.

[0123] The main board 11 (game control microcomputer 100) is a production control board that sends production control commands (commands that specify (notify) the progress of the game, etc.) according to the progress of the game as part of the control of the progress of the game. Supply 12. The production control command output from the main board 11 is relayed by the relay board 15 and supplied to the production control board 12. The production control command includes, for example, various decision results on the main board 11 (for example, display results of the special figure game (including jackpot type), fluctuation patterns used when executing the special figure game (details will be described later), etc. )), the game status (for example, the start and end of variable display, the opening status of the big prize opening, the occurrence of a prize, the number of pending memories, the game status), the occurrence of an error, etc.

[0124] The production control board 12 is a sub-side control board independent of the main board 11, and receives production control commands and performs production (various productions according to the progress of the game) based on the received production control commands. It has the function of executing various notifications (including various notifications such as driving the movable body 32, notification of errors, notification of power outage recovery, etc.).

[0125] The production control board 12 is equipped with a production control CPU 120, a ROM 121, a RAM 122, a display control section 123, a random number circuit 124, and an I / O 125.

[0126] The production control CPU 120 executes the program stored in the ROM 121 to execute the production together with the display control unit 123 (processing for realizing the above-mentioned functions of the production control board 12, and executes the production to be executed). (including decisions on At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.

[0127] The performance control CPU 120 displays execution of the performance based on detection signals from the controller sensor unit 35A and the push sensor 35B (a signal output when an operation by a player is detected, and a signal that appropriately indicates the content of the operation). An instruction may also be given to the control unit 123.

[0128] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes the performance based on a performance execution instruction from the performance control CPU 120.

[0129] The display control unit 123 causes the image display device 5 to display a performance image by supplying a video signal corresponding to the performance to be executed to the image display device 5 based on a performance execution instruction from the performance control CPU 120. The display control unit 123 further supplies a sound designation signal (a signal that designates the sound to be output) to the sound control board 13 in order to output sound in synchronization with the display of the effect image and turn on / off the game effect lamp 9. or supplies a lamp signal (a signal specifying the lighting / extinguishing mode of the lamp) to the lamp control board 14. Further, the display control unit 123 supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.

[0130] The audio control board 13 is equipped with various circuits that drive the speakers 8L and 8R, and drives the speakers 8L and 8R based on the sound designation signal, and outputs the sound specified by the sound designation signal from the speakers 8L and 8R. let

[0131] The lamp control board 14 is equipped with various circuits that drive the game effect lamp 9, drives the game effect lamp 9 based on the lamp signal, and turns on / off the game effect lamp 9 in a manner specified by the lamp signal. do. In this way, the display control unit 123 controls audio output and lamp lighting / extinguishing.

[0132] Note that the production control CPU 120 executes audio output, control of lamp lighting / extinguishing (supply of sound designation signals and lamp signals, etc.), and control of the movable body 32 (supply of signals for operating the movable body 32, etc.) You can do it like this.

[0133] The random number circuit 124 updatesably counts numerical data indicating various random numbers (random numbers for effects) used to execute various effects. The performance random number may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).

[0134] The I / O 125 mounted on the production control board 12 is an input port for importing production control commands transmitted from the main board 11, for example, and for transmitting various signals (video signal, sound designation signal, lamp signal). It consists of an output port and an output port.

[0135] Boards other than the main board 11, such as the production control board 12, the audio control board 13, and the lamp control board 14, are also referred to as subboards. A plurality of sub-boards may be provided for each function as in the pachinko gaming machine 1, or one sub-board may be configured to have a plurality of functions.

[0136] [motion] Next, the operation (function) of the pachinko gaming machine 1 will be explained.

[0137] (Main operations of main board 11) First, the main operations of the main board 11 will be explained. When power supply to the pachinko game machine 1 is started, the game control microcomputer 100 is activated, and the game control main process is executed by the CPU 103. FIG. 4 is a flowchart showing an example of the game control main process executed by the CPU 103 on the main board 11.

[0138] In the game control main process shown in FIG. 4, the CPU 103 first sets interrupts to be prohibited (step S1). Next, necessary initial settings are performed (step S2). Initial settings include stack pointer settings, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output ports, etc.), and settings to make RAM 102 accessible.

[0139] Next, it is determined whether the recovery condition is satisfied (step S3). The recovery condition can be satisfied when the clear signal is off, there is backup data, and the backup RAM is normal. For example, if the clear switch 92 provided on the power supply board 17 is pressed when power supply to the pachinko game machine 1 is started, a clear signal in an on state is input to the game control microcomputer 100. If such an on-state clear signal is input, it may be determined in step S3 that the recovery condition is not satisfied. It is sufficient that the backup data can be stored in the RAM 102, which serves as a backup RAM for game control. In step S3, the presence or absence of backup data, the presence or absence of data errors, etc. may be confirmed or inspected to determine whether the recovery conditions can be met.

[0140] If the recovery condition is satisfied (step S3; Y), the recovery process (step S4) is executed, and then the setting confirmation process (step S5) is executed. Through the recovery process in step S4, a work area is set based on the contents stored in the RAM 102. By setting the work area using the backup data stored in the RAM 102, you can restore the gaming state to the state it was in when the power supply stopped. For example, if the special symbols are changing, the It is sufficient if the fluctuation of the symbols can be resumed.

[0141] If the recovery condition is not satisfied (step S3; N), initialization processing (step S6) is executed, and then setting change processing (step S7) is executed. The initialization process in step S6 includes a clear process to clear the flags, counters, and buffers stored in the RAM 102, and initial values ​​are set in the work area by executing the clear process.

[0142] In the setting confirmation process of step S5, it is determined whether predetermined setting confirmation conditions are satisfied. The setting confirmation condition is satisfied, for example, when the detection signal from the door open sensor 90 is on and the setting key 51 is turned on when power supply is started. The setting confirmation process in step S5 is executed when the recovery conditions including that the clear signal is in the OFF state are satisfied in step S3. Therefore, since the setting confirmation condition can be satisfied only when the clear signal is in the OFF state, the fact that the clear signal is in the OFF state can also be included in the setting confirmation condition.

[0143] If the setting confirmation conditions are met in the setting confirmation process in step S5, a setting confirmation state is entered in which the setting values ​​set in the pachinko gaming machine 1 can be confirmed, and the settings are changed from the main board 11 to the performance control board 12. A confirmation start command is sent. In the setting confirmation state, the setting values ​​set in the pachinko gaming machine 1 can be confirmed by the display on the display monitor 29. When ending the setting confirmation state, a setting confirmation end command is sent from the main board 11 to the production control board 12.

[0144] When the pachinko game machine 1 is in the setting confirmation state, it may be in a game stop state in which the progress of the game in the pachinko game machine 1 is stopped. When the game is in the stopped state, firing of game balls by operating the batting operation handle, detection of game balls by various switches, etc. are stopped, and the first special symbol display device 4A, second special symbol display device 4B, and normal symbols are stopped. The display 20 may be controlled to stop displaying losing symbols or the like, or to display a display corresponding to a game stop state different from losing symbols. When the configuration confirmation state ends, the accompanying It is only necessary to end the game stop state.

[0145] In the setting change process of step S7, it is determined whether predetermined setting change conditions are satisfied. The setting change condition is satisfied, for example, when the detection signal from the door open sensor 90 is on and the setting key 51 is turned on when power supply is started. The setting change condition may include that the clear signal is in the on state.

[0146] If the setting change conditions are met in the setting change process of step S7, the setting change state is entered in which the setting values ​​set in the pachinko gaming machine 1 can be changed, and the settings are changed from the main board 11 to the performance control board 12. A start change command is sent. In the setting change state, the setting value is displayed on the display monitor 29, and each time an operation of the setting changeover switch 52 is detected, the numerical value displayed on the display monitor 29 is sequentially updated and displayed. Thereafter, based on the setting key 51 being turned off by an operation by an attendant at the game parlor, etc., the setting value displayed on the display monitor 29 is stored (updated storage) in the backup area of ​​the RAM 102, and the setting value displayed on the display monitor 29 is stored (updated storage). Turn off the light. When ending the setting change state, a setting change end command is sent from the main board 11 to the production control board 12.

[0147] When the pachinko game machine 1 is in the setting change state, the pachinko game machine 1 may be placed in the game stop state, similar to when it is in the setting confirmation state. When the setting change state ends, the accompanying game stop state may also end.

[0148] On the production control board 12 side, when receiving the settings confirmation start command or the settings change start command, control may be performed to notify that settings are being confirmed or settings are being changed. For example, a predetermined image may be displayed on the image display device 5, a predetermined sound may be output from the speakers 8L and 8R, or a light emitting member such as the game effect lamp 9 may be caused to emit light in a predetermined manner.

[0149] The clear signal is turned on, for example, by pressing down a clear switch 92 provided on the power supply board 17. Therefore, when the power supply is started, if the detection signal from the door open sensor 90 is on and the setting key 51 is on, and if the clear switch 92 is on, the initialization process of step S6 and The setting change process in step S7 is executed and control becomes possible in the setting change state, and if the clear switch 92 is off, the recovery process in step S4 and the setting confirmation process in step S5 are executed and control becomes possible in the setting confirmation state. . When power supply is started, if the detection signal from the door open sensor 90 is off, or if the setting key 51 is off, the initialization process in step S6 is performed if the clear switch 92 is on. Although it is executed, it is not controlled to the setting change state, and if the clear switch 92 is off, the recovery process of step S4 is executed, but it is not controlled to the setting confirmation state.

[0150] After executing the setting confirmation process or the setting change process, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S8). Then, the register of the CTC built in the gaming control microcomputer 100 is set so that a timer interrupt is periodically generated every predetermined time (for example, 2 ms) (step S9), and the interrupt is enabled (step S10). ). After that, loop processing begins. Thereafter, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (for example, 2 ms), and the CPU 103 can periodically execute timer interrupt processing.

[0151] The CPU 103, which has executed such gaming control main processing, receives the interrupt request signal from the CTC and accepts the interrupt request, and executes the gaming control timer interrupt processing shown in the flowchart of FIG. When the game control timer interrupt processing shown in Figure 5 is started, the CPU10 3, first, by executing predetermined switch processing, detection signals from various switches such as the gate switch 21, first starting port switch 22A, second starting port switch 22B, and count switch 23 are detected via the switch circuit 110. The presence or absence of reception is determined (step S21). Next, by executing a predetermined main-side error process, an abnormality diagnosis of the pachinko gaming machine 1 is performed, and a warning can be generated if necessary according to the diagnosis result (step S22). After that, by executing a predetermined information output process, for example, jackpot information (information indicating the number of jackpot occurrences, etc.), starting information (starting Data such as information indicating the number of winnings, etc.) and probability fluctuation information (information indicating the number of times the probability variable state has been reached, etc.) are output (step S23).

[0152] Following the information output process, a gaming random number update process is executed to update at least a part of the gaming random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes special symbol process processing (step S25). By the CPU 103 executing the special symbol process processing for each timer interrupt, management of execution and suspension of the special symbol game, control of the jackpot gaming state, small winning gaming state, control of the gaming state, etc. are realized.

[0153] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal pattern process processing for each timer interrupt, thereby managing the execution and suspension of the normal pattern game based on the detection signal from the gate switch 21 (based on the passing of the game ball to the passing gate 41), It is possible to control the opening of the variable winning ball device 6B based on the "normal map hit". The normal pattern game is executed by driving the normal pattern display 20, and the number of pending patterns is displayed by lighting the normal pattern pending display 25C.

[0154] After executing the normal symbol process processing, processing for when a power outage occurs, processing for paying out prize balls, etc. may be performed as part of the game control timer interrupt processing. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set the production control command to be transmitted in each of the above processes. In the command control process of step S27, a process is performed in which the effect control command set for transmission is transmitted to a sub-side control board such as the effect control board 12. After executing the command control process, interrupts are permitted, and then the game control timer interrupt process is ended.

[0155] FIG. 6 is a flowchart showing an example of the process executed in step S25 shown in FIG. 5 as the special symbol process process. In this special symbol process process, the CPU 103 first executes a starting winning determination process (step S101).

[0156] In the starting winning determination process, a process is executed to detect the occurrence of a starting winning, store pending information in a predetermined area of ​​the RAM 102, and update the pending storage number. When a starting prize occurs, a random value for determining the display result (including the type of jackpot) and fluctuation pattern is extracted and stored as pending information. Furthermore, processing for pre-reading and determining display results and fluctuation patterns may be performed based on the extracted random number values. After storing the pending information and the number of pending memories, transmission settings are made to the production control board 12 to send a production control command for specifying judgment results such as the occurrence of a starting prize, the number of pending memories, and a pre-read judgment. be exposed. The effect control command at the time of start winning, which is set to be transmitted in this way, is transferred from the main board 11 to the effect control board 12 by executing the command control process in step S27 shown in FIG. transmitted to.

[0157] After executing the starting winning determination process in step S101, the CPU 103 selects and executes any of the processes in steps S110 to S120 according to the value of the special figure process flag provided in the RAM 102. In addition, each process of the special design process (step S110 ~ In S120), transmission settings are made to transmit the production control command corresponding to each process to the production control board 12.

[0158] The special symbol normal process in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this special symbol normal processing, it is determined whether or not to start the first special symbol game or the second special symbol game based on the presence or absence of reservation information. In addition, in the special symbol normal processing, based on the random number value for determining the display result, it is determined whether the display result of the special symbol or decorative symbol is a "big hit" or "small win" and the type of jackpot when it is determined to be a "jackpot". is determined (predetermined) before the display result is derived and displayed. Furthermore, in the special symbol normal processing, a confirmed special symbol (any of a jackpot symbol, a small prize symbol, or a losing symbol) to be stopped and displayed in the special symbol game is set in accordance with the determined display result. After that, the value of the special symbol process flag is updated to "1" and the special symbol normal processing ends. Note that the special figure game using the second special figure may be executed with priority over the special figure game using the first special figure (also referred to as special figure 2 priority consumption). Furthermore, the winning order of the game balls in the first starting winning hole and the second starting winning hole may be stored, and the starting conditions for the special figure game may be established in the winning order (also referred to as winning order completion).

[0159] When making various decisions based on random numbers, various tables stored in the ROM 101 (tables in which decision values ​​to be compared with random numbers are assigned to decision results) are referred to. The same applies to other decisions on the main board 11 and various decisions on the production control board 12. In the production control board 12, various tables are stored in the ROM 121.

[0160] The fluctuation pattern setting process of step S111 is executed when the value of the special figure process flag is "1". In this fluctuation pattern setting process, based on the pre-determined result of whether the display result will be a "big hit" or "small hit", a random value for determining the fluctuation pattern is used to select one of multiple types of fluctuation patterns. It includes the process of determining the In the variation pattern setting process, when the variation pattern is determined, the value of the special figure process flag is updated to "2", and the variation pattern setting process ends.

[0161] The variation pattern includes the execution time of the special figure game (special figure variation time) (also the execution time of the variable display of decorative symbols), the variable display mode of the ornamental symbols (whether or not there is reach, etc.), and the variable display period of the decorative symbols. It specifies the presentation content (type of reach effect, etc.), and is also called a variable display pattern.

[0162] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes processing to make settings for varying the special symbol in the first special symbol display device 4A and second special symbol display device 4B, and the elapsed time since the special symbol started to fluctuate. It includes processes such as measuring. It is also determined whether the measured elapsed time has reached the special figure fluctuation time corresponding to the fluctuation pattern. Then, when the elapsed time after starting the special symbol variation reaches the special symbol variation time, the value of the special symbol process flag is updated to "3" and the special symbol variation process ends.

[0163] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". In this special symbol stopping process, the fluctuation of the special symbol is stopped in the first special symbol display device 4A and the second special symbol display device 4B, and the finalized special symbol that becomes the display result of the special symbol is stopped and displayed (derived). Contains processing to configure settings for Then, when the display result is a "jackpot", the value of the special figure process flag is updated to "4". On the other hand, when the jackpot flag is off and the display result is a "small hit", the value of the special figure process flag is updated to "8". In addition, if the display result is "lost", the value of the special figure process flag is updated to “0”. When the display result is "small hit" or "loss", the game state is also updated when the time-saving state or the variable probability state is controlled and when the end of the number cut is established. When the value of the special symbol process flag is updated, the special symbol stop processing ends.

[0164] The jackpot release preprocessing in step S114 is executed when the value of the special figure process flag is "4". This jackpot opening pre-processing includes processing to start a round in the jackpot game state and set the jackpot opening state based on the display result being a "jackpot", etc. It is. When the big winning opening is opened, a process is executed to supply a solenoid drive signal to the solenoid 82 for the big winning opening door. At this time, for example, depending on the jackpot type, the opening upper limit period for keeping the jackpot open and the upper limit number of rounds to be executed are set. When these settings are completed, the value of the special figure process flag is updated to "5" and the jackpot release preprocessing is completed.

[0165] The jackpot opening process in step S115 is executed when the value of the special figure process flag is "5". This jackpot opening process includes a process of measuring the elapsed time since the jackpot opening is opened, and a process of measuring the elapsed time from when the jackpot is open, and based on the measured elapsed time and the number of game balls detected by the count switch 23, This includes processing for determining whether it is time to return the switch from an open state to a closed state. Then, when returning the big prize opening to the closed state, after executing a process such as stopping the supply of the solenoid drive signal to the solenoid 82 for the big winning opening door, the value of the special figure process flag is updated to "6", The jackpot opening process ends.

[0166] The jackpot release post-processing in step S116 is executed when the value of the special figure process flag is "6". This jackpot opening process includes a process to determine whether the number of rounds to open the jackpot has reached the set upper limit number of runs, and a process to enter the jackpot game state when the upper limit number of runs has been reached. This includes processing to make settings for terminating the process. When the number of executions of the round has not reached the upper limit number of executions, the value of the special figure process flag is updated to "5", while when the number of executions of the round has reached the upper limit number of executions, the value of the special figure process flag is updated to "5". The value is updated to “7”. When the value of the special figure process flag is updated, the jackpot release post-processing ends.

[0167] The jackpot end processing of step S117 is executed when the value of the special figure process flag is "7". This jackpot end processing includes a process of waiting until a waiting time corresponding to a period in which an ending production is executed as a production operation for notifying the end of the jackpot game state, and a probability change corresponding to the end of the jackpot game state. It includes processing for performing various settings for starting control and time saving control. When such a setting is performed, the value of the special figure process flag is updated to "0", and the jackpot end processing ends.

[0168] Small hit opening pretreatment of step S118 is executed when the value of the special figure process flag is "8". This small hit opening pre-processing includes a process of setting to open the big winning opening in the small win game state based on the display result being "small win". At this time, the value of the special figure process flag is updated to "9", and the small hit opening pretreatment ends.

[0169] Small hit during opening processing of step S119 is executed when the value of the special figure process flag is "9". In this process during opening of the small prize, there is a process of measuring the elapsed time from opening the big winning opening, and the timing of returning the big winning opening from the open state to the closed state based on the measured elapsed time. It includes processing for determining whether or not When the big winning opening is returned to the closed state and the end timing of the small winning game state comes, the value of the special figure process flag is updated to "10", and the small winning open processing is ended.

[0170] Small hit end processing of step S120 is executed when the value of the special figure process flag is "10". This small-hit end processing includes processing of waiting until a waiting time corresponding to the period in which the performance operation for informing the end of the small-hit game state is executed elapses. Here, when the small winning game state ends, the game state in the pachinko game machine 1 before entering the small winning game state is continued. When the waiting time at the end of the small-hit game state has passed, the value of the special figure process flag is updated to "0", and the small-hit end processing ends.

[0171] The pachinko game machine 1 is configured such that the probability of winning a jackpot and the ball output rate change according to the set value. For example, in the special symbol normal processing of the special symbol process processing, by using the display result determination table (winning probability) according to the set value, the probability of winning the jackpot and the rate of winning balls are changed. For example, the setting value consists of 6 stages from 1 to 6, with 6 having the highest probability of winning the jackpot, and the smaller the value in the order of 6, 5, 4, 3, 2, 1, the lower the probability of winning the jackpot. In this example, when 6 is set as the setting value, the advantage for the player is the highest, and the lower the value is in the order of 6, 5, 4, 3, 2, and 1, the lower the advantage is in stages. . If the winning probability of the big win changes according to the set value, the ball payout rate may also change according to the set value. While the winning probability of the big win is constant regardless of the set value, the number of rounds in the big win game state may change according to the set value. The pachinko gaming machine 1 may be configured so as to be able to set one of a plurality of set values ​​with different degrees of advantage for the player. The set value set in the pachinko game machine 1 is notified by transmitting a set value designation command from the main board 11 side to the effect control board 12 side.

[0172] FIG. 7 shows a configuration example of a display result determination table. Figure 7 (A) shows a configuration example of the display result determination table for the first special figure used when the variation special figure is the first special figure, and Figure 7 (B) shows that the variation special figure is the second special figure. It shows a configuration example of the display result determination table for the second special figure used in the case of the figure. A display result determination table is a collection of data stored in the ROM 101 . In the display result determination table, according to the set value, the hit determination value to be compared with the random number MR1 is assigned to the special figure display result, which is the variable display result of the special symbol. The random number MR1 is a random number for determining the display result, and the value is randomly updated within the range of 0-65535. As the display result determination table, a common display result determination table may be used for the first special figure and the second special figure.

[0173] In the display result determination table, when the gaming state is a variable probability state (high probability state), more judgment values ​​than when it is a normal state or a time saving state (low probability state) are special display of "big hit" assigned to the result. As a result, when the high probability state such as the probability variable state in which the probability variable control is performed in the pachinko gaming machine 1, compared to the low probability state such as the normal state or the time saving state, the probability of being determined to control the jackpot game state get higher

[0174] In the first special figure display result determination table, regardless of the game state or set value, it is determined so that the probability that the special figure display result will be controlled to the small hit game state as "small hit" will be the same value has been assigned a value. In the second special figure display result determination table, regardless of the game state or setting value, the probability that the special figure display result is controlled to the small hit game state as "small hit" is the first special figure display result Determination values ​​are assigned so as to be the same values ​​different from those in the determination table. In addition, depending on the set value, the probability that the special figure display result is controlled to the small hit game state as the "small hit" may be changed. The probability that the special figure display result is determined to be controlled to the small winning game state as "small hit" regardless of the fluctuation special figure may be the same probability.

[0175] In the display result determination table for the first special figure and the display result determination table for the second special figure, when the game state is the normal state or the time saving state, the range from 1020 to 1237 of the hit judgment value is regardless of the set value. It is set to the common numerical range of the jackpot determination value for judging the jackpot. If the setting value is 1, 1020 to 1237 are assigned to "jackpot", While only the common numerical range of the big hit judgment value for judging the big hit is set, in the case of setting value 2 to set value 6, each setting from 1238 so as to be continuous from the common numerical range of the big hit judgment value A numerical range corresponding to the value is set as a non-common numerical range of the jackpot determination value.

[0176] In the display result determination table for the first special figure and the display result determination table for the second special figure, when the game state is a variable probability state, the range from 1020 to 1346 of the hit judgment value is a big hit regardless of the set value. It is set to the common numerical range of the jackpot judgment value for judging. When the set value is 1, by assigning 1020 to 1346 to the "jackpot", only the common numerical range of the jackpot judgment value for judging the jackpot is set, while the set value 2 to the set value In the case of 6, the numerical range corresponding to each set value from 1346 is set as the non-common numerical range of the big hit determination value so as to be continuous from the common numerical range of the big hit determination value.

[0177] In the first special figure display result determination table, when the game state is the normal state or the time saving state, the range from 32767 to 33094 of the hit determination values ​​is the small value for determining the small hit regardless of the set value. It is set in the common numerical range of the hit judgment value. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small-hit determination value from overlapping with the range of the big-hit determination value that varies according to each set value.

[0178] In the first special figure display result determination table, when the gaming state is a variable probability state, the range from 32767 to 33094 in the hit judgment value is the set value It is set to the common numerical range of the small hit determination value for judging the small hit regardless. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small-hit determination value from overlapping with the range of the big-hit determination value that varies according to each set value.

[0179] In the second special figure display result determination table, when the gaming state is the normal state or the time saving state, the range from 32767 to 33421 of the hit determination values ​​is the small value for determining the small hit regardless of the set value. It is set in the common numerical range of the hit judgment value. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small-hit determination value from overlapping with the range of the big-hit determination value that varies according to each set value.

[0180] In the second special figure display result determination table, when the gaming state is a variable probability state, the range from 32767 to 33421 in the hit judgment value is the set value It is set to the common numerical range of the small hit determination value for judging the small hit regardless. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small-hit determination value from overlapping with the range of the big-hit determination value that varies according to each set value.

[0181] The number of setting values ​​that can be set in the pachinko game machine 1 may be five or less or seven or more. The smaller the setting value set in the pachinko game machine 1, the more advantageous it may be to the player. The gameplay may be changed depending on the setting value set in the pachinko game machine 1. For example, if the setting value set for pachinko game machine 1 is 1, the jackpot probability in the normal state is 1 / 320, and the gameplay is such that the probability of winning in the normal state is 65% (so-called variable probability loop type). If the setting value set in the pachinko game machine 1 is 2, the jackpot probability in the normal state is 1 / 200, and during the jackpot game, the game ball is placed inside the special variable winning ball device 7. Based on passing the switch, the gaming state after the end of the jackpot game is controlled to a certain variable state. On the other hand, the rate at which game balls pass through a predetermined switch during a jackpot game is different depending on the variable special symbol (so-called V variable type), and the setting value set in pachinko game machine 1 is 3. In some cases, the jackpot probability is 1 / 320 and the small win probability is 1 / 50, and the game ball passes through a predetermined switch provided inside the special variable winning ball device 7 during high base (during time saving control). Based on this, the game may be controlled to a jackpot gaming state (so-called 1 type 2 type mixed type). If the setting value set in pachinko game machine 1 is any one of 1 to 3, the gameplay is the same, but the jackpot probability and small hit are higher than when these setting values ​​are 1 to 3. A setting may be provided in which the probability is high but the number of prize balls that can be acquired during a jackpot game is small (for example, when the setting value set in the pachinko gaming machine 1 is one of 4 to 6). When changing the gameplay depending on the set value, a common switch may be used for different purposes. Specifically, when the set value is 1 to 3, a predetermined switch provided in the special variable winning ball device 7 is used as a production switch (to execute a predetermined production each time a game ball passes a predetermined area). switch), and when the setting value is 4 to 6, the specified switch is used as a gaming switch (for controlling the gaming state to a variable probability state or a jackpot gaming state based on the game ball passing through the specified switch). It can also be used as a switch.

[0182] The jackpot type may be determined at different ratios depending on the setting value based on the allocation of judgment values ​​in the jackpot type judgment table. Alternatively, the jackpot type may be determined by a common ratio regardless of the setting value. The fluctuation pattern may be determined at different rates depending on the set value, based on the assignment of determination values ​​in the fluctuation pattern determination table. Alternatively, the variation pattern may be determined at a common rate regardless of the set value. The setting value may be suggested by the frequency with which normal reach and super reach are performed by varying the execution rate of normal reach and super reach depending on the setting value. Alternatively, the execution rate of normal reach and super reach may be the same regardless of the setting value. In addition, it may be possible to perform arbitrary setting suggestion effects at different rates depending on the setting value.

[0183] (Main operations of the production control board 12) Next, the main operations in the production control board 12 will be explained. In the production control board 12, when receiving power supply voltage from a power supply board etc., the production control CPU 120 is activated and executes production control main processing as shown in the flowchart of FIG. When the production control main process shown in FIG. Performs register settings for the on-board CTC (counter / timer circuit). In addition, initial operation control processing is executed (step S72). In the initial operation control process, control is executed to perform initial operations of the movable body 32, such as control to drive the movable body 32 to return to the initial position, and control to perform predetermined operation confirmation.

[0184] Thereafter, it is determined whether the timer interrupt flag is on (step S73). The timer interrupt flag is set to an on state every time a predetermined time (for example, 2 milliseconds) elapses, based on, for example, the register settings of the CTC. At this time, if the timer interrupt flag is off (step S73; N), the process of step S73 is repeatedly executed and the process waits.

[0185] Furthermore, on the side of the production control board 12, an interrupt for receiving a production control command from the main board 11 occurs, in addition to a timer interrupt that occurs every time a predetermined time elapses. This interrupt is, for example, an interrupt that occurs when the effect control INT signal from the main board 11 is turned on. When an interrupt occurs due to the production control INT signal turning on, the production control CPU 120 automatically disables interrupts. However, if a CPU that does not automatically disable interrupts is used, interrupts are disabled. It is desirable to issue a prohibition command (DI command). The production control CPU 120 is activated when the production control INT signal is turned on. In response to the interrupt, for example, a predetermined command reception interrupt process is executed. In this command reception interrupt process, an effect control command is taken in from a predetermined input port included in the I / O 125 that receives a control signal transmitted from the main board 11 via the relay board 15. The production control command taken in at this time is stored in a production control command reception buffer provided in the RAM 122, for example. After that, the production control CPU 120 sets the interrupt permission, and then ends the command reception interrupt process.

[0186] If the timer interrupt flag is on in step S73 (step S73; Y), the timer interrupt flag is cleared and turned off (step S74), and command analysis processing is executed (step S75). In the command analysis process, for example, after reading various production control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the production control command reception buffer, the read production control commands are Corresponding settings and controls are performed. For example, in order to check which production control command has been received and the contents specified by the production control command in the production control process processing, etc., the read production control command may be stored in a predetermined area of ​​the RAM 122 or stored in the RAM 122. Turn on the provided reception flag. Further, when the production control command specifies a gaming state, the display control unit 123 may be instructed to display a background according to the gaming state.

[0187] After executing the command analysis process in step S75, the production control process process is executed (step S76). In the performance control process processing, for example, the display operation of the performance image in the display area of ​​the image display device 5, the audio output operation from the speakers 8L and 8R, the lighting operation of the decorative light emitting bodies such as the game effect lamp 9 and the decorative LED, and the movable body 32 Control is performed to operate various presentation devices, such as driving operations. Further, regarding the control contents of performance operations using various performance devices, judgments, decisions, settings, etc. are performed in accordance with performance control commands transmitted from the main board 11.

[0188] Following the performance control process processing in step S76, a performance random number update process is executed (step S77), and at least a portion of the performance random numbers used on the performance control board 12 side are updated by software. Thereafter, the process returns to step S73. Other processes may be executed before returning to the process of step S73.

[0189] FIG. 9 is a flowchart showing an example of the process executed in step S76 of FIG. 8 as the production control process process. In the performance control process shown in FIG. 9, the performance control CPU 120 first executes a pre-read notice setting process (step S161). In the pre-read notice setting process, for example, based on the performance control command at the time of starting winnings transmitted from the main board 11, judgment, determination, setting, etc. for executing the pre-read notice performance are performed. Further, processing for displaying a pending display is executed based on the number of pending memories specified from the production control command.

[0190] After executing the process of step S161, the production control CPU 120 selects and executes any of the following processes of steps S170 to S177, depending on the value of the production process flag provided in the RAM 122, for example.

[0191] The variable display start waiting process in step S170 is a process that is executed when the value of the production process flag is "0" (initial value). This variable display start waiting process is a process of determining whether or not to start variable display of decorative patterns on the image display device 5 based on whether or not a command specifying the start of variable display has been received from the main board 11. Contains such as. If it is determined to start variable display of decorative symbols on the image display device 5, the value of the production process flag is updated to "1", and the variable display start waiting process is ended.

[0192] The variable display start setting process in step S171 is a process that is executed when the value of the production process flag is "1". In this variable display start setting process, based on the display result and fluctuation pattern specified by the production control command, the display result of the variable display of the decorative pattern (determined decorative pattern), the mode of variable display of the decorative pattern, the reach effect, etc. It determines whether or not various performances such as preview performances are to be executed, their mode, execution start timing, and the like. Then, a performance control pattern (a collection of control data for instructing the display control unit 123 to execute the performance) that reflects the determination result is set. Thereafter, based on the set performance control pattern, the display control unit 123 is instructed to start executing the variable display of decorative symbols, the value of the performance process flag is updated to "2", and the variable display start setting process is ended. The display control unit 123 causes the image display device 5 to start variable display of decorative patterns in response to an instruction to start variable display of decorative patterns.

[0193] The variable display performance process in step S172 is a process that is executed when the value of the performance process flag is "2". In this variable display performance processing, the performance control CPU 120 instructs the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5. , driving the movable body 32 , outputting audio and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the audio control board 13 , and outputting a command (illumination signal) to the lamp control board 14 . Various performance controls are executed during variable display of decorative patterns, such as turning on / off / flashing the game effect lamp 9 and decorative LEDs by output. After performing such performance control, for example, a termination code indicating the end of the variable display of decorative patterns has been read from the performance control pattern, or a command has been received from the main board 11 specifying that fixed decorative patterns should be stopped and displayed. In response to what has been done, etc., the determined decorative pattern that becomes the display result of the decorative pattern is stopped and displayed. When the fixed decoration pattern is stopped and displayed, the value of the production process flag is updated to "3", and the production process during variable display ends.

[0194] The special figure waiting process in step S173 is a process that is executed when the value of the production process flag is "3". In this special figure per waiting process, the effect control CPU 120 determines whether or not the effect control command designating the start of the big hit game state or the small hit game state from the main board 11 is received. Then, when receiving the production control command designating the start of the jackpot game state or the small hit game state, if the command designates the start of the jackpot game state, the value of the production process flag is set to "6". ”. On the other hand, if the command designates the start of the small winning game state, the value of the production process flag is updated to "4" which is the value corresponding to the small winning production process. Also, when the waiting time for receiving the command has passed without receiving a command designating the start of the big win game state or the small win game state, it is determined that the display result in the special figure game was "losing". Then, the value of the presentation process flag is updated to the initial value “0”. When the value of the production process flag is updated, the waiting process for a special figure is ended.

[0195] The small hit performance process in step S174 is a process that is executed when the value of the performance process flag is "4". In this small win performance processing, the performance control CPU 120 sets, for example, a performance control pattern corresponding to the performance content in the small win game state, and executes various performance controls in the small win game state based on the setting contents. . In addition, in the small hit production process, for example, in response to receiving a command from the main board 11 to specify ending the small win game state, the value of the production process flag is set to a value corresponding to the small win ending production. It is updated to a certain “5” and the small hit performance processing is ended.

[0196] The small hit end production process in step S175 is a process that is executed when the value of the production process flag is "5". In this small win end performance process, the performance control CPU 120 sets a performance control pattern corresponding to the end of the small win game state, etc., and performs various performance controls at the end of the small win game state based on the setting contents. to run. then directing The value of the process flag is updated to the initial value "0", and the small hit end effect processing is ended.

[0197] The jackpot performance process in step S176 is a process that is executed when the value of the performance process flag is "6". In this jackpot performance processing, the performance control CPU 120 sets, for example, a performance control pattern corresponding to the performance content in the jackpot game state, and executes various performance controls in the jackpot game state based on the set content. In addition, in the jackpot production process, for example, in response to receiving a command from the main board 11 specifying to end the jackpot game state, the value of the production process flag is set to "7", which is a value corresponding to the ending production process. ”, and ends the effect processing during the big hit.

[0198] The ending effect processing in step S177 is a process that is executed when the value of the effect process flag is "7". In this ending performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the end of the jackpot game state, etc., and performs various performance controls of the ending performance at the end of the jackpot game state based on the setting contents. Execute. Thereafter, the value of the production process flag is updated to the initial value "0", and the ending production process is ended.

[0199] [Modified example of basic explanation] This invention is not limited to the pachinko game machine 1 explained in the basic explanation above, and various modifications and applications are possible without departing from the spirit of the invention.

[0200] The pachinko gaming machine 1 described above is a payout type gaming machine that pays out a predetermined number of game media as prizes based on the occurrence of winnings, but the game media is enclosed and points are awarded based on the occurrence of winnings. It may also be an enclosed game machine.

[0201] Only one type of symbol (for example, a symbol indicating "-") may be displayed during the variable display of the special symbol, and the variable display may be performed by repeatedly displaying and extinguishing the symbol. Further, even if the symbol is displayed during the variable display, the symbol does not need to be displayed when the variable display is stopped (the symbol indicating "-" does not need to be displayed as a display result).

[0202] In the above basic explanation, the pachinko gaming machine 1 was shown as a gaming machine, but when medals are inserted and a predetermined number of bets are set, multiple types of symbols are rotated according to the player's operation of the operating lever, and the player A slot machine that can execute a game in which a predetermined number of medals are paid out to the player when the combination of stopped symbols becomes a specific combination of symbols when the symbols are stopped in response to the operation of the stop button (for example, a big bonus , regular bonus, RT, AT, ART, and CZ (hereinafter referred to as bonus), the present invention is also applicable to slot machines that are equipped with one or more of the following.

[0203] The programs and data for realizing the present invention are not limited to the form in which they are distributed and provided to the computer device included in the pachinko game machine 1 on a removable recording medium, but are provided in advance in the computer device, etc. It may be distributed by being installed in a storage device possessed by the software. Furthermore, by providing a communication processing section, the program and data for realizing the present invention can be distributed by being downloaded from other devices on a network connected via a communication line or the like. I don't mind.

[0204] The game can be executed not only by attaching a removable recording medium, but also by downloading programs and data via a communication line and storing them in internal memory. connected via communication lines, etc. Alternatively, it may be directly executed using the hardware resources of other devices on the network connected to the device. Furthermore, the game may be executed by exchanging data with other computer devices via a network.

[0205] In addition, in this specification, expressions that compare various proportions such as the execution rate of production (expressions such as "higher", "lower", "different", etc.) do not mean that one is a proportion of "0%". May include. For example, one has a percentage of “0%” and the other has a percentage of “100%” or less than “100%”.

[0206] <Explanation about characteristic part 087F> Next, a game machine according to the characteristic part 087F of this embodiment will be described with reference to FIGS. 10-1 to 10-53.

[0207] [Configuration of pachinko machine 1 related to characteristic part 087F, etc.] It is a front view of the pachinko gaming machine 1 according to the characteristic part 087F of the present embodiment. As shown in FIG. 10-1, the pachinko game machine 1 of this characterizing part 087F has a movable body 087F010. As shown in FIG. 10-2, the movable body 087F010 is connected to the output circuit 111 mounted on the main board 11, and is movable based on the drive signal received from the output circuit 111. Specifically, the movable body 087F010 is a plurality of (two in this example) members that are divided into left and right sides when pachinko gaming machine 1 is viewed from the front on the near side (player side) of image display device 5. have The movable body 087F010 moves a part of the screen of the image display device 5, like a shutter, by moving the left and right members arranged near the center of the image display device 5 on the near side of the image display device 5. Or it is designed to cover all. Below, the movable body 087F010 may be referred to as a "accessory".

[0208] As shown in FIG. 10-1, most of the display area of ​​the image display device 5 constitutes a display area for displaying effects such as variable display of decorative symbols and reach effects. In addition, the lower end of the image display device 5 has a first pending memory display area 087F005B in which the first pending memory number can be displayed by the number of circular pending displays, and a second pending memory number can be displayed by the number of circular pending displays. and a possible second reserved storage display area 087F005C.

[0209] The upper right end of the image display device 5 includes a display area 087F005D that can display a fourth symbol indicating that the special symbol is being variably displayed, the first pending memory number, and the second pending memory number.

[0210] In the center of the display area of ​​the image display device 5, "left", "middle", and "right" decorative pattern display areas 5L, 5C, and 5R are arranged, and it is possible to perform variable display of decorative patterns. It has become. Further, at the right end of the display area of ​​the image display device 5, a small pattern area 087F005E is displayed in which a small pattern smaller in size than each decorative pattern can be displayed. The small patterns include the decorative patterns displayed in the "left" decorative pattern display area 5L, the decorative patterns displayed in the "middle" decorative pattern display area 5C, and the "right" decorative pattern display areas. The symbols corresponding to each of the decorative symbols displayed on 5R are arranged vertically.

[0211] As shown in Figure 10-1, a decorative pattern is arranged in the center of the image display device 5, and the small pattern 087F005E is arranged at the right end of the image display device 5 in a smaller size than the decorative pattern. ing. Therefore, the visibility of the small pattern 087F005E is lower than the visibility of the decorative pattern.

[0212] Further, at the lower center of the image display device 5, an active display area 087F005A is provided for displaying a pending display corresponding to the variable display being executed as an active display.

[0213] [Various tables regarding jackpots] Various tables related to jackpots will be explained with reference to FIGS. 10-3 to 10-5.

[0214] (Jackpot type) FIG. 10-3 is an explanatory diagram showing a hit type table. As shown in Figure 10-3, in the hit type table, for each type of hit in the jackpot, the jackpot probability after the end of the jackpot game state, the base after the end of the jackpot game state, and the fluctuation time after the end of the jackpot game state , and the number of openings (number of rounds) in the jackpot are shown.

[0215] Specifically, the types of jackpots are 5R normal jackpot, 5R probability variable jackpot, and 10R probability variable jackpot. In addition, below, each round may be denoted by "R". For example, the first round is also called the 1R, and the second round is also called the 2R. The 5R normal jackpot is a jackpot that is controlled to a low probability state and a high base state after the end of the 5 round jackpot gaming state. Normally, in the case of a jackpot, the condition that such a low-probability high-base state exists until the variable display is executed a predetermined number of times, 100 times, or the condition that the next jackpot occurs, whichever comes first, is satisfied. Continue until.

[0216] The 5R probability variable jackpot is a jackpot that is controlled to a high probability state and a high base state after the end of the 5 rounds of jackpot gaming state. In a variable probability jackpot, the condition that such a high probability high base state is maintained until the variable display is executed a predetermined number of times, 150 times, or the condition that the next jackpot occurs, whichever comes first, is satisfied. Continue until.

[0217] The 10R probability-variable jackpot is a jackpot that is controlled to a high probability state and a high base state after the end of the 10-round jackpot game state. In a variable probability jackpot, the condition that such a high probability high base state is maintained until the variable display is executed a predetermined number of times, 150 times, or the condition that the next jackpot occurs, whichever comes first, is satisfied. Continue until.

[0218] (each random number) FIG. 10-4 is an explanatory diagram showing each random number. As shown in Figure 10-4, each random number is used as follows. Specifically, the random R is a random counter for determining whether or not to win a jackpot. Random R is updated by 1 at 10MHz, and then added and updated from 0 to its upper limit of 65535, and then added and updated again from 0. Random 1 is a random counter (for jackpot type determination) that determines the jackpot type as one of 5R normal jackpot, 5R probability variable jackpot, and 10R probability variable jackpot. Random 2 is a random counter (for determining a subsequent variation pattern) that determines a variation pattern (hereinafter referred to as a "post variation pattern") (variation time) corresponding to a subsequent variation among the variation patterns. The later variation refers to the variation in the latter half of the variation of the special symbol. Random 3 is a random counter (for determining the previous variation pattern) that determines a variation pattern (hereinafter referred to as "previous variation pattern") (variation time) corresponding to the previous variation among the variation patterns. The front fluctuation refers to the fluctuation in the first half of the fluctuation of the special symbol. Random 4 is a random counter that determines whether or not to generate a hit based on the normal symbol (for normal symbol hit determination). Random 5 is a random counter that determines the initial value of Random 4 (for determining the initial value of Random 4).

[0219] In this embodiment, it is determined based on the value of the random number for jackpot determination (random R) whether or not to control the jackpot gaming state as an advantageous state advantageous to the player. Then, out of multiple types of jackpots such as 5R normal jackpot, 5R probability variable jackpot, and 10R probability variation jackpot as a jackpot game state, which jackpot is to be considered is determined based on the value of the random number (random 1) for jackpot type determination. It is determined. At this time, the jackpot symbol is also determined based on the value of Random 1 Just do it.

[0220] Also, first, a subsequent fluctuation pattern is determined using a random number for determining a subsequent fluctuation pattern (Random 2), and a previous fluctuation pattern is determined using a random number for determining a previous fluctuation pattern (Random 3). In this manner, in this embodiment, the fluctuation pattern is determined by a two-stage lottery process.

[0221] (Jackpot determination table, jackpot type determination table) FIG. 10-5 is an explanatory diagram showing a jackpot determination table and a jackpot type determination table. These tables are stored in ROM101.

[0222] FIG. 10-5(A) is an explanatory diagram showing a jackpot determination table. The jackpot determination table is a collection of data stored in the RO 101, and is a table in which a jackpot determination value to be compared with the random R is set. The jackpot determination table includes a normal (non-probability variable) jackpot determination table that is used in a normal state (a gaming state that is not a probability variable state, that is, a non-probability variable state), and a probability variable jackpot determination table that is used in a probability variable state.

[0223] In the normal jackpot judgment table, each numerical value listed in the left column of Figure 10-5 (A) is set as a jackpot judgment value, and in the probability change jackpot judgment table, the numbers listed in the left column of Figure 10-5 (A) are set as jackpot judgment values. Each numerical value listed in the column is set as a jackpot determination value. The jackpot judgment value set in the jackpot judgment table at variable probability is the jackpot judgment value (referred to as the normal jackpot judgment value or the first jackpot judgment value) that is common to the jackpot judgment value set in the normal jackpot judgment table. By adding the unique jackpot judgment value, a larger number of jackpot judgment values ​​(referred to as the probability variable jackpot judgment value or the second jackpot judgment value) are set than in the probability variable jackpot judgment table. As a result, in the variable probability state, it is determined that the jackpot is hit with a higher probability than in the normal state.

[0224] The CPU 103 extracts the count value of the random number circuit 104 at a predetermined time and compares the extracted value with the value of the random number for jackpot determination (random R). ), it is determined that the special symbol will be a jackpot (normal jackpot or variable probability jackpot). Note that the "probability" shown in FIG. 10-5(A) indicates the probability (proportion) of hitting the jackpot.

[0225] FIGS. 10-5(B) and (C) are explanatory diagrams showing the jackpot type determination table. FIG. 10-5(B) is the first special symbol jackpot type determination table used to determine the jackpot type when it is determined to be a jackpot based on the first special symbol. FIG. 10-5(C) is a second special symbol jackpot type determination table used to determine the jackpot type when it is determined to be a jackpot based on the second special symbol.

[0226] The first special figure jackpot type determination table in Figure 10-5(B) contains numerical values ​​to be compared with the random 1 value for jackpot type determination, including "5R normal jackpot", "5R probability variable jackpot", and , "10R probability variable jackpot" and corresponding jackpot determination values ​​are set. In the second special symbol jackpot type determination table of FIG. 10-5(C), a jackpot determination value corresponding to "10R probability variable jackpot" is set, which is a numerical value to be compared with the value of random 1.

[0227] For example, as shown in Figure 10-5(B), for the first special drawing, the 5R normal jackpot is assigned the value of 50 random 1s out of 100 random 1s ranging from 0 to 99. Therefore, the probability that the 5R normal jackpot will be selected if you win 1 special drawing is 1 / 2 (=50 / 100). Considering that the jackpot probability in normal times is about 1 / 300, the probability that the result of the variable display will be a 5R normal jackpot in special chart 1 is about 1 / 600 (=1 / 2 * 1 / 300).

[0228] In addition, as shown in Figure 10-5 (B), for the first special drawing, the 5R probability variable jackpot is assigned the value of 10 random 1s out of 100 random 1s in the range 0 to 99. Therefore, the probability that the 5R probability variable jackpot will be selected is 1 / 10 (=10 / 100) when the special figure 1 is won. Considering that the jackpot probability in normal times is about 1 / 300, the probability that the result of the variable display will be a 5R probability variable jackpot in special drawing 1 is about 1 / 3000 (=1 / 10*1 / 300).

[0229] Also, as shown in Figure 10-5(B), for the first special drawing, the 10R variable jackpot is assigned the value of 40 random 1s out of 100 random 1s ranging from 0 to 99. Therefore, the probability that 10R probability variable jackpot will be selected if 1 special drawing is won is 2 / 5 (=40 / 100). Considering that the jackpot probability in normal times is about 1 / 300, the probability that the result of the variable display will be a 10R variable jackpot in special drawing 1 is about 1 / 750 (=2 / 5 * 1 / 300).

[0230] In addition, as shown in Figure 10-5(B), the probability of hitting any jackpot in special drawing 1 is approximately 1 / 300 (=1 / 600+1 / 3000+1 / 750), so it is impossible to miss. The probability is approximately 299 / 300.

[0231] Also, as shown in Figure 10-5(C), for the second special drawing, the 10R variable jackpot is assigned the value of 100 random 1s out of 100 random 1s ranging from 0 to 99. There is.

[0232] Using such various jackpot type determination tables, the CPU 103 determines, as the jackpot type, the type corresponding to the jackpot type determination value with which the value of Random 1 matches, and determines, as the jackpot symbol, the type that corresponds to the jackpot type judgment value with which the value of Random 1 matches. Determine the jackpot symbol. Thereby, the jackpot type and the jackpot symbol corresponding to the jackpot type are determined at the same time.

[0233] According to these various jackpot type determination tables, regarding the jackpot of the second special symbol, compared to the jackpot type that can be selected with the first special symbol, the percentage of "10R probability variable jackpot" being selected is higher, and the player There is a high rate of selection of jackpot types that are advantageous for players.

[0234] (Production control command) FIG. 10-6 is an explanatory diagram showing an example of the content of the production control command. The game control microcomputer 100 mounted on the main board 11, which is the main side control board, transmits various performance control commands to the performance control CPU 120 depending on the game control state. The production control command has, for example, a 2-byte configuration, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). Note that the command format shown in FIG. 10-6 is an example, and other command formats may be used. Note that although "(H)" indicates a hexadecimal number in the following, it may be omitted in this specification.

[0235] Command 80XX(H) is a variation pattern that specifies a variation pattern corresponding to the previous variation (previous variation pattern) among the variation patterns of decorative symbols that are variably displayed on the image display device 5 in response to the variable display of special symbols. This is a command (XX corresponds to the number of the previous fluctuation pattern). The previous variation on the sub side refers to the variation in the first half of the variation in the decorative pattern that is variably displayed on the image display device 5 in response to the variable display of the special symbol. When a unique number is assigned to each of a plurality of types of previous variation patterns, there is a previous variation pattern command corresponding to each of the previous variation patterns specified by the number.

[0236] Command 8101(H) is the first variable display start code that specifies the start of variable display of the first special figure. It's Mando. Command 8102(H) is a second variable display start command that specifies the start of variable display of the second special figure. When the production control CPU 101 receives the command 8101 (H) or the command 8102 (H), it controls the image display device 5 to start variable display of decorative symbols.

[0237] Command 84XX(H) is a variation pattern that specifies a variation pattern corresponding to a later variation (later variation pattern) among the variation patterns of decorative symbols that are variably displayed on the image display device 5 in response to the variable display of special symbols. This is a command (XX corresponds to the number of the post-variation pattern). The after variation on the sub side refers to the variation in the latter half of the variation of the decorative pattern variably displayed on the image display device 5 in response to the variable display of the special symbol. When a unique number is assigned to each of a plurality of types of post-fluctuation patterns, there is a post-fluctuation pattern command corresponding to each post-fluctuation pattern specified by the number.

[0238] Command 8C01(H) is a display result 1 designation command (loss designation command) that indicates that the game has been determined to be a loss. Command 8C02 (H) is a display result 2 designation command (5R normal jackpot designation command) that indicates that the 5R normal jackpot has been determined. Command 8C03 (H) is a display result 3 designation command (5R probability variable jackpot designation command) that indicates that it has been determined to be a 5R probability variable jackpot. Command 8C04 (H) is a display result 4 designation command (10R probability variable jackpot designation command) indicating that it has been determined to be a 10R probability variable jackpot. Each of the loss specification command, 5R normal jackpot specification command, 5R probability variable jackpot specification command, and 10R probability variable jackpot specification command, or these collectively are also referred to as 8C series commands.

[0239] Command 8D01 (H) is a first symbol variation designation command that indicates to start variable display of the first special symbol. Command 8D02 (H) is a second symbol variation designation command that indicates to start variable display of the second special symbol. Each of the first symbol variation designation command and the second symbol variation designation command, or these collectively, are also referred to as 8D series commands. Command 8F00 (H) is a symbol confirmation designation command that specifies to end the variation of the first special symbol and the second special symbol.

[0240] Command 9000(H) is an initialization designation command that specifies initialization (designates displaying the initial screen when the power is turned on) to be sent when power supply to the gaming machine is started. Command 9200(H) is a power outage recovery designation command that specifies power outage recovery (designates to display a power outage recovery screen) and is sent when power supply to the gaming machine is resumed. Command 9500(H) is a normal state designation command that designates the background of the normal state. Command 9501 (H) is a time-saving state designation command that specifies the background of the time-saving state. Command 9502(H) is a variable probability state designation command that specifies the background of the variable probability state. Each of the normal state designation command, time saving state designation command, and variable probability state designation command, or these commands collectively, are also referred to as 95 series commands or background designation commands. Command 9F00(H) is a customer waiting demonstration designation command that specifies a customer waiting demonstration.

[0241] Command A001(H) is a jackpot start 1 designation command that specifies the start of the 5R normal jackpot. Command A002(H) is a jackpot start 2 designation command that specifies the start of a 5R probability variable jackpot. Command A003(H) is a probability variable jackpot start 3 designation command that specifies the start of a 10R probability variable jackpot. Each of the jackpot start 1 designation command, the jackpot start 2 designation command, and the jackpot start 3 designation command, or these collectively are also referred to as A0 series commands.

[0242] A1XX(H) is a command indicating that the big winning hole is open for the number of times (round) indicated by XX. The command to specify when the big prize opening is open is also called the A1 series command. . A2XX(H) is a specified command after opening the big winning hole that indicates the closing of the big winning hole for the number of times (round) indicated by XX. The designated command after opening the big prize opening is also called the A2 series command.

[0243] Command A301 (H) is a jackpot end 1 designation command that specifies the end of the 5R normal jackpot. Command A302 (H) is a jackpot end 2 designation command that designates the end of the 5R probability variable jackpot. Command A303(H) is a jackpot end 3 designation command that designates the end of the 10R variable jackpot. Each of the jackpot end 1 designation command, the jackpot end 2 designation command, and the jackpot end 3 designation command, or these collectively are also referred to as A3 series commands.

[0244] Command B100(H) is a first starting winning designation command that specifies that there is a first starting winning. Command B200(H) is a second starting winning designation command that specifies that there is a second starting winning.

[0245] Command C1XX(H) is a first pending storage number designation command that specifies that the first pending storage number has reached the number indicated by XX. The first pending storage number specification command is also referred to as a C1 series command. Command C2XX(H) is a second pending storage designation command that specifies that the second pending storage number has reached the number indicated by XX. The second pending storage number specification command is also referred to as a C2 type command.

[0246] Command C4XX (H) and command C6XX (H) are the contents of the judgment result at the time of winning such as jackpot judgment, jackpot type judgment, variation pattern type judgment at the time of start winning to the first start winning mouth or second start winning mouth It is a production control command shown. Among them, the command C4XX(H) is a symbol designating command indicating whether or not a big hit will be made and the result of judging the type of the big win among the winning determination results. In addition, the command C3XX (H) is a variation type command that indicates the determination result (variation pattern type determination result) of which range of determination values ​​the value of the random number for determining the variation pattern type belongs to among the winning judgment results. is.

[0247] C7XX(H) is a large winning opening designation command indicating passage of the game ball to the large winning opening of the number of times (round) indicated by XX.

[0248] A command in which MODE is FD(H) and the 4th bit of EXT is 0 is a right-handed display extinguishing command indicating that the right-handed display is extinguished. A command in which the MODE data is FD(H) and the 4th bit of the EXT data is 1 is a right-handed display lighting designation command indicating lighting of the right-handed display. In the present embodiment, especially the right-handed display lighting designation command is also referred to as an FD system command.

[0249] The game control microcomputer 100 determines whether or not there will be a big hit at the time of starting winning, and determines the range of determination values ​​of the type of the big win and the value of the random number for determining the variation pattern type. And, to the EXT data of the symbol designation command, set the value to specify that it will be a big hit, and the value to specify the type of the big hit, control to send to the effect control CPU120. In addition, the game control microcomputer 100 sets a value specifying the range of the determination value as the determination result of the variation pattern type to the EXT data of the variation type command, and performs control to transmit to the effect control CPU120. The effect control CPU 120 can recognize whether or not the display result will be a big hit based on the value set in the symbol designation command, and can recognize the type of the big hit, and can recognize the variation pattern type based on the variation type command. .

[0250] [Variation pattern] Details of the variation pattern, determination of the variation pattern, and the like will be described with reference to FIGS. 10-7 to 10-9.

[0251] (Contents of fluctuation pattern on the main side) FIG. 10-7 is an explanatory diagram showing an example of the content of fluctuation patterns on the main side. As shown in FIG. 10-7, in the present embodiment, a plurality of types of variation patterns are set by the game control microcomputer 100 on the main side. Each variation pattern is managed by a main variation number, and is composed of a combination of a pre-variation pattern, which is a variation pattern corresponding to the pre-variation, and a post-variation pattern, which corresponds to the post-variation. It is designed to contain The pre-fluctuation pattern corresponds to the pre-fluctuation pattern command (80XX(H)) described using FIG. 10-6, and the post-fluctuation pattern corresponds to the post-fluctuation pattern command (84XX(H)) described using FIG. (H)).

[0252] First, the previous variation pattern will be explained. Of the plurality of types of pre-variation patterns to which the pre-variation numbers are respectively assigned, the pre-variation number a1 is the pre-variation pattern command (8001 (H)) that designates normal variation (variation of decorative pattern over 13 seconds). . The previous variation number a2 is the previous variation pattern command (8002(H)) that designates the shortened variation (the variation of the decoration pattern over 7 seconds). The previous variation number a3 is the previous variation pattern command (8003(H)) designating the execution of the pseudo-repeating sequence. Pseudo-ren is to restart the variable display after temporarily stopping the variable display from the start of the variable display (variable display) of the decorative pattern until the display result of the variable display is derived and displayed. , It is a production that makes the variable display based on one reserved memory look like multiple variable displays. In this way, the variable display that resumes after being temporarily stopped is also referred to as "re-variable display". Moreover, the fluctuation of the decoration pattern by the pseudo variable display is also called "pseudo fluctuation".

[0253] The previous variation number a4 is a previous variation pattern command (8004(H)) that designates normal reach (accessory x) (reach in which the movable body 087F010 does not operate in a reach mode). Pre-variation number a5 is a pre-variation pattern command (8005 (H)) that specifies to execute normal reach (character ×) after one pseudo-variation. Pre-variation number a6 is a pre-variation pattern command (8006 (H)) that specifies to develop into SP reach after executing normal reach (character ○) (reach in which movable body 087F010 moves in reach mode) be. Pre-variation number a7 is a pre-variation pattern command (8007 (H)) that specifies that normal reach (character ○) is executed after one pseudo-variation, and then develops into SP reach.

[0254] Pre-variation number a8 is a pre-variation pattern command (8008 (H)) that specifies that normal reach (character ×) is executed after pseudo-variation is performed twice, and then develops into SP reach. Pre-variation number a9 is a pre-variation pattern command (8009 (H)) that specifies that normal reach (character ○) is executed after pseudo-variation is performed twice, and then develops into SP reach.

[0255] Pre-variation number a10 is a pre-variation pattern command (8010 (H)) that specifies that normal reach (character ○) is executed after one pseudo-variation, and then develops to the final reach. Pre-variation number a11 is a pre-variation pattern command (8011 (H)) that specifies to execute normal reach (character ○) after performing pseudo-variation twice, and then to develop to the final reach.

[0256] Next, the post-variation pattern will be described. Of the multiple types of post-variation patterns to which the post-variation numbers are respectively assigned, the post-variation number b1 designates non-reach (loss) (fluctuation of the decorative pattern that eventually becomes a loss mode without reaching the reach mode) This is the post-variation pattern command (8401(H)). The post-variation number b2 is a post-variation pattern command (840 2(H)). The post-variation number b3 is a post-variation pattern command (8403(H)) that designates SP reach (lost) (variation of decoration pattern that develops into SP reach but ultimately loses mode). The post-variation number b4 is a post-variation pattern command (8404(H)) that designates the final reach (lost) (variation of the decorative pattern that develops into the final reach but ultimately becomes the mode of loss).

[0257] The post-variation number b5 is a post-variation pattern command (8405(H)) that designates normal reach (hit) (variation of the decorative pattern that becomes a reach mode but finally becomes a hit mode). The post-variation number b6 is a post-variation pattern command (8406(H)) that designates SP reach (hit) (variation of decoration pattern that develops into SP reach and finally becomes a hit mode). The post-variation number b7 is a post-variation pattern command (8407(H)) that designates the final reach (hit) (variation of the decorative pattern that develops into the final reach and finally becomes a hit mode).

[0258] (Details of fluctuation pattern on the sub side) FIG. 10-8 is an explanatory diagram showing an example of the content of variation patterns on the sub side. As shown in FIG. 10-8, in the present embodiment, a plurality of types of variation patterns are set by the effect control CPU 120 on the sub side. Each variation pattern is managed by a sub-variation number, and is composed of a combination of a pre-variation pattern, which is a variation pattern corresponding to the pre-variation, and a post-variation pattern, which corresponds to the post-variation. It is designed to contain

[0259] In addition, the effect control CPU120, when receiving a variation pattern command to which the main variation number is assigned from the game control microcomputer 100, sets the sub-side variation pattern corresponding to the received variation pattern command, and sets the set A production is executed based on the variation pattern.

[0260] Specifically, in the present embodiment, from the CPU 103 to the production control CPU 120, with the previous variation pattern command (80XX (H)) is transmitted, after the variation pattern command (84XX (H)) is transmitted be done. Effect control CPU120 receives the previous variation pattern command first, and then, on the condition that the subsequent variation pattern command is received continuously without receiving other commands, the previous variation pattern command and the after variation pattern command. Set the variation pattern on the sub side based on the variation pattern command consisting of. It should be noted that the effect control CPU120, or if it receives the post-fluctuation pattern command before receiving the pre-fluctuation pattern command, or received the pre-fluctuation pattern command first, but then before receiving the post-fluctuation pattern command other commands is received, the process based on the received variation pattern command is not executed.

[0261] The variation pattern to which the sub variation number 1 is assigned corresponds to the variation pattern command of the main variation number 1, and is a variation pattern that becomes non-reach (missing) after performing normal variation. The variation pattern assigned the sub variation number 2 corresponds to the variation pattern command of the main variation number 2, and is a variation pattern that becomes non-reach (missing) after performing shortening variation. The variation pattern to which the sub variation number 3 is assigned corresponds to the variation pattern command of the main variation number 3, and is a variation pattern that becomes non-reach (loose) after performing the pseudo-continuous gase.

[0262] The variation pattern to which the sub variation number 4 is assigned corresponds to the variation pattern command of the main variation number 4, and becomes the normal reach A (role item ×) of the normal reach, and finally becomes the normal reach (off). . The variation pattern to which the sub variation number 5 is assigned corresponds to the variation pattern command of the main variation number 4, and becomes the normal reach B (role item ×) of the normal reach, and finally becomes the normal reach (off). . Thus, the variation pattern and subvariation assigned subvariation number 4 The variation pattern assigned with the sub variation number 5 corresponds to the variation pattern command of the main variation number 4 which is normal reach, but the types of normal reach are different from each other.

[0263] The variation pattern assigned sub-variation number 6 corresponds to the variation pattern command of main variation number 5, and after one pseudo-variation, it becomes normal reach A (role x), and finally becomes normal reach (off). It's a pattern. The variation pattern assigned sub-variation number 7 corresponds to the variation pattern command of main variation number 5, and after one pseudo-variation, it becomes normal reach B (role x), and finally becomes normal reach (off). It's a pattern. In this way, the variation pattern assigned sub-variation number 6 and the variation pattern assigned sub-variation number 7 correspond to the variation pattern command of main variation number 5, which is both normal reach, but the type of normal reach different from each other.

[0264] The variation pattern assigned sub-variation number 8 corresponds to the variation pattern command of main variation number 6, and after normal reach A (character ○), it develops into SP reach and finally becomes SP reach (missing). It's a pattern. The variation pattern assigned sub-variation number 9 corresponds to the variation pattern command of main variation number 6, and after normal reach B (character ○), it develops into SP reach and finally becomes SP reach (missing). It's a pattern. Thus, the variation pattern assigned sub-variation number 8 and the variation pattern assigned sub-variation number 9 correspond to the variation pattern command of main variation number 6, which is both normal reach, but the type of normal reach is different from each other.

[0265] The variation pattern assigned sub-variation number 10 corresponds to the variation pattern command of main variation number 7, and after one pseudo-variation, it becomes normal reach A (role goods ○), and then develops into SP reach and finally It is a variation pattern that becomes SP reach (missing). The variation pattern assigned sub-variation number 11 corresponds to the variation pattern command of main variation number 7, and after one pseudo-variation, it becomes normal reach B (role goods ○), and then develops into SP reach and finally It is a variation pattern that becomes SP reach (missing). Thus, the variation pattern assigned sub-variation number 10 and the variation pattern assigned sub-variation number 11 correspond to the variation pattern command of main variation number 7, which is both normal reach, but the type of normal reach different from each other.

[0266] The variation pattern assigned sub-variation number 12 corresponds to the variation pattern command of main variation number 8, and after two pseudo-variation, it becomes normal reach A (role x), and then develops into SP reach and finally It is a variation pattern that becomes SP reach (missing). The variation pattern assigned sub-variation number 13 corresponds to the variation pattern command of main variation number 8, and after two pseudo-variation, it becomes normal reach B (role x), and then develops into SP reach and finally It is a variation pattern that becomes SP reach (missing). In this way, the variation pattern assigned sub-variation number 12 and the variation pattern assigned sub-variation number 13 correspond to the variation pattern command of main variation number 8, which is both normal reach, but the type of normal reach is different from each other.

[0267] The variation pattern assigned sub-variation number 14 corresponds to the variation pattern command of main variation number 9, becomes normal reach A (role goods ○) after pseudo-variation twice, and then develops into SP reach and finally It is a variation pattern that becomes SP reach (missing). The variation pattern assigned sub-variation number 15 corresponds to the variation pattern command of main variation number 9, and after two pseudo-variation, it becomes normal reach B (character ○), and then develops into SP reach and finally It is a variation pattern that becomes SP reach (missing). Thus, the variation pattern assigned sub-variation number 14 and the variation pattern assigned sub-variation number 15 All of the variation patterns correspond to the variation pattern command of main variation number 9, which is normal reach, but the types of normal reach are different from each other.

[0268] The variation pattern assigned sub-variation number 16 corresponds to the variation pattern command with main variation number 10, and after one pseudo-variation, it becomes normal reach A (role goods ○), and then develops into the final reach and finally It is a variation pattern that becomes the final reach (loss) at . The variation pattern assigned sub-variation number 17 corresponds to the variation pattern command with main variation number 10, and after one pseudo-variation, it becomes normal reach B (role goods ○), and then develops into the final reach and finally It is a variation pattern that becomes the final reach (loss) at . Thus, the variation pattern assigned sub-variation number 16 and the variation pattern assigned sub-variation number 17 correspond to the variation pattern command of main variation number 10, which is both normal reach, but the type of normal reach different from each other.

[0269] The variation pattern assigned sub-variation number 18 corresponds to the variation pattern command of main variation number 11, and after two pseudo-variations, it becomes normal reach A (character ○), and then develops into the final reach and finally It is a variation pattern that becomes the final reach (loss) at . The variation pattern assigned sub-variation number 19 corresponds to the variation pattern command of main variation number 11, and after two pseudo-variation, it becomes normal reach B (character ○), and then develops into the final reach and finally It is a variation pattern that becomes the final reach (loss) at . In this way, the variation pattern assigned sub-variation number 18 and the variation pattern assigned sub-variation number 19 correspond to the variation pattern command of main variation number 11, which is both normal reach, but the type of normal reach different from each other.

[0270] The variation pattern assigned the sub variation number 20 corresponds to the variation pattern command of the main variation number 12, becomes normal reach A (character ×), and is a variation pattern that eventually becomes normal reach (hit). The variation pattern to which the sub variation number 21 is assigned corresponds to the variation pattern command of the main variation number 12, becomes normal reach B (character ×), and finally becomes normal reach (hit). In this way, the variation pattern assigned sub-variation number 20 and the variation pattern assigned sub-variation number 21 correspond to the variation pattern command of main variation number 12, which is both normal reach, but the type of normal reach is different from each other.

[0271] The variation pattern assigned sub-variation number 22 corresponds to the variation pattern command of main variation number 13, and after one pseudo-variation, it becomes normal reach A (role x), and finally becomes normal reach (hit). It's a pattern. The variation pattern assigned sub-variation number 23 corresponds to the variation pattern command of main variation number 13, and after one pseudo-variation, it becomes normal reach B (role x), and finally becomes normal reach (hit). It's a pattern. In this way, the variation pattern assigned sub-variation number 22 and the variation pattern assigned sub-variation number 23 correspond to the variation pattern command of main variation number 13, which is both normal reach, but the type of normal reach is different from each other.

[0272] The variation pattern assigned sub-variation number 24 corresponds to the variation pattern command of main variation number 14, and develops into SP reach after normal reach A (role ○) and finally becomes SP reach (hit) Variation It's a pattern. The variation pattern assigned sub-variation number 25 corresponds to the variation pattern command of main variation number 14, and develops into SP reach after normal reach B (character ○) and finally becomes SP reach (hit) Variation It's a pattern. Thus, the variation pattern assigned sub-variation number 24 and the variation pattern assigned sub-variation number 25 correspond to the variation pattern command of main variation number 14, which is both normal reach, but the type of normal reach different from each other.

[0273] The variation pattern assigned sub variation number 26 corresponds to the variation pattern command with main variation number 15, and after one pseudo variation, it becomes normal reach A (yakumo ○), then develops into SP reach, and finally This is a fluctuation pattern where SP reach (hit) occurs. The variation pattern assigned sub variation number 27 corresponds to the variation pattern command of main variation number 15, and after one pseudo variation, becomes normal reach B (yakubuto ○), then develops into SP reach, and finally reaches This is a fluctuation pattern where SP reach (hit) occurs. In this way, the variation pattern assigned sub variation number 26 and the variation pattern assigned sub variation number 27 both correspond to the variation pattern command with main variation number 15, which is a normal reach, but the type of normal reach is different from each other.

[0274] The variation pattern assigned sub variation number 28 corresponds to the variation pattern command with main variation number 16, and after performing pseudo variation twice, it becomes normal reach A (yakubuto ×), and then develops into SP reach and final This is a fluctuation pattern where SP reach (hit) occurs. The variation pattern assigned sub variation number 29 corresponds to the variation pattern command of main variation number 16, and after performing pseudo variation twice, it becomes normal reach B (yakubuto ×), and then develops into SP reach and final This is a fluctuation pattern where SP reach (hit) occurs. In this way, the variation pattern assigned sub variation number 28 and the variation pattern assigned sub variation number 29 both correspond to the variation pattern command with main variation number 16, which is a normal reach, but the type of normal reach is different from each other.

[0275] The variation pattern assigned sub variation number 30 corresponds to the variation pattern command with main variation number 17, and after pseudo variation is performed twice, it becomes normal reach A (yakumo ○), and then develops into SP reach and final This is a fluctuation pattern where SP reach (hit) occurs. The variation pattern assigned sub variation number 31 corresponds to the variation pattern command of main variation number 17, and after pseudo variation is performed twice, it becomes normal reach B (yakubuto ○), and then develops into SP reach and final This is a fluctuation pattern where SP reach (hit) occurs. In this way, the variation pattern assigned sub variation number 30 and the variation pattern assigned sub variation number 31 both correspond to the variation pattern command with main variation number 17, which is a normal reach, but the type of normal reach is different from each other.

[0276] The variation pattern assigned sub variation number 32 corresponds to the variation pattern command with main variation number 18, and after one pseudo variation, it becomes normal reach A (yakubuto ○), and then develops into the final reach and final reach. This is a fluctuation pattern that results in the final reach (hit). The variation pattern assigned sub variation number 33 corresponds to the variation pattern command with main variation number 18, and after one pseudo variation, it becomes normal reach B (yakubuto ○), and then develops into final reach and final reach. This is a fluctuation pattern that results in the final reach (hit). In this way, the variation pattern assigned sub variation number 32 and the variation pattern assigned sub variation number 33 both correspond to the variation pattern command with main variation number 18, which is a normal reach, but the type of normal reach is different from each other.

[0277] The variation pattern assigned sub variation number 34 corresponds to the variation pattern command with main variation number 19, and after pseudo variation is performed twice, it becomes normal reach A (yakumo ○), and then develops into final reach and final reach. This is a fluctuation pattern that results in the final reach (hit). The variation pattern assigned sub variation number 35 corresponds to the variation pattern command with main variation number 19, and after performing pseudo variation twice, becomes normal reach B (yakubuto ○), and then develops into final reach and final reach. This is a fluctuation pattern that results in the final reach (hit). In this way, the variation pattern assigned sub variation number 34 and the variation pattern assigned sub variation number 35 both correspond to the variation pattern command with main variation number 19, which is a normal reach, but the type of normal reach is different from each other.

[0278] In this way, the production control CPU 120 sets a variation pattern corresponding to the variation pattern command received from the game control microcomputer 100, and even if a variation pattern command with the same main variation number is received, the performance control CPU 120 sets the variation pattern corresponding to the variation pattern command received from the game control microcomputer 100, and even if a variation pattern command with the same main variation number is received, the CPU 120 selects the variation pattern by lottery, etc. Generally, it is possible to set any one of a plurality of variation patterns to which mutually different sub-variation numbers are assigned. In addition, in this embodiment, when the performance control CPU 120 receives a variation pattern command of the main variation number that is a normal reach, it is possible to set one of the two types of variation patterns of the normal reach. It is not limited to this. For example, if three or more types of normal reach are prepared, and the production control CPU 120 receives a variation pattern command for the main variation number that is normal reach, it will set one of the three or more types of variation pattern among the three or more types of normal reach. It may be possible. In addition, not only the normal reach, but also the SP reach, the final reach, the reach fanning effect, and other effects are prepared, and the effect control CPU 120 receives the variation pattern command of one main variation number. In this case, it may be possible to set any variation pattern among a plurality of types of effects corresponding to the variation pattern command of the one main variation number.

[0279] (Table for determining fluctuation patterns on the main side) FIG. 10-9 is an explanatory diagram showing a variation pattern determination table on the main side. In this embodiment, the game control microcomputer 100 first determines the post-variation pattern, and then determines the pre-variation pattern.

[0280] FIG. 10-9(A) is an explanatory diagram showing a post-variation pattern determination table on the main side. As shown in FIG. 10-9(A), the subsequent fluctuation pattern is determined with different probabilities depending on the type of winning determined in advance.

[0281] Specifically, if the pre-determined hit type is "missing", non-reach (missing) of post-variation number b1, normal reach (missing) of post-variation number b2, SP reach (missing) of post-variation number b3 , and the final reach (loss) of the post-variation number b4, among which the number of judgment values ​​that can be taken by the post-variation number b1 is the largest (highest probability of decision), followed by the post-variation number b2 has the largest number of possible decision values ​​(the decision probability is the next highest), and the number of possible decision values ​​of the decision probability of the later variation number b4 is the smallest (the lowest decision probability).

[0282] If the pre-determined hit type is "5R normal jackpot", normal reach (hit) of post-variation number b5, SP reach (hit) of post-variation number b6, and final reach (hit) of post-variation number b7 Of these, post-variation number b5 has the largest number of possible judgment values ​​(highest decision probability), followed by post-variation number b6 with the largest number of possible judgment values ​​(decision probability is next high), and the number of possible decision values ​​for the decision probability of post-variation number b7 is the smallest (decision probability is the lowest).

[0283] If the pre-determined hit type is "5R probability variable jackpot", normal reach (hit) of post-variation number b5, SP reach (hit) of post-variation number b6, and final reach (hit) of post-variation number b7 Among them, post-variation number b6 has the largest number of possible judgment values ​​(highest decision probability), followed by post-variation number b7 with the largest number of possible judgment values ​​(decision probability is next (highest), and the number of possible decision values ​​for post-variation number b5 is the smallest (decision probability is the lowest).

[0284] If the pre-determined hit type is "10R probability variable jackpot", normal reach (hit) of post-variation number b5, SP reach (hit) of post-variation number b6, and final reach (hit) of post-variation number b7 Among them, the number of judgment values ​​that can be taken by the post-variation number b7 is the largest (highest decision probability), and the number of judgment values ​​that can be taken by the post-variation number b6 is the next largest ( The decision probability is the next highest), and the number of judgment values ​​that can be taken by the post-variation number b5 is the smallest (the decision probability is the lowest).

[0285] In this way, the game control microcomputer 100 determines the post-variation pattern with different probabilities according to the hit type determined in advance, and when the result of the special figure game is lost, it does not become a ready-to-win mode. Determine the post-variation pattern so that the probability of losing is the highest, and if the result of the special game is a 5R normal jackpot, determine the post-variation pattern so that the probability of being hit by normal reach is the highest, If the result of the special game is a 5R variable jackpot, determine the post-variation pattern so that the probability of winning is the highest by SP reach, and if the result of the special game is a 10R variable jackpot, the final reach. A post-fluctuation pattern is determined so that the probability of winning is the highest. As a result, when reaching the final reach, the probability of getting the most advantageous 10R probability variable big hit for the player increases, and when becoming SP reach, the probability of getting the next advantageous 5R probability variable big hit increases. For this reason, the final reach is the most advantageous reach for the player, and the SP reach is the next most advantageous reach for the player.

[0286] FIG. 10-9(B) is an explanatory diagram showing a previous fluctuation pattern determination table on the main side. As shown in FIG. 10-9(B), the pre-fluctuation pattern is determined with different probabilities depending on the pre-determined post-fluctuation pattern.

[0287] Specifically, if the pre-determined post-variation pattern is non-reach (missing) of post-variation number b1 and in normal times, the normal variation of pre-variation number a1 and the pseudo-continuous pattern of pre-variation number a3 are Among them, the previous variation number a1 has the largest number of possible judgment values ​​(the highest decision probability), and the previous variation number a3 has the smallest number of possible judgment values ​​(the lowest decision probability). ) has become.

[0288] If the pre-determined post-variation pattern is non-reach (out of reach) for post-variation number b1 and is time saving, it is determined to be the short variation for pre-variation number a2.

[0289] If the predetermined after variation pattern is the normal reach (missing) of the after variation number b2, the normal reach of the previous variation number a4 (accessory item ×) and the normal reach after one pseudo variation of the previous variation number a5 (accessory item ×) Among them, the number of possible judgment values ​​for previous variation number a4 is the largest (highest decision probability), and the number of possible judgment values ​​for previous variation number a5 is the smallest (the highest decision probability). lower).

[0290] If the predetermined post-variation pattern is SP reach (miss) with post-variation number b3, SP reach development after normal reach (official ○) with pre-variation number a6, and after one pseudo variation with pre-variation number a7. SP reach development after normal reach (actual object ○), SP reach development after two pseudo fluctuations of previous fluctuation number a8 (actual object ×), and normal reach (actual reach after two pseudo fluctuations of previous fluctuation number a9) The number of possible judgment values ​​for the previous variation number a6 is the highest (highest decision probability), followed by the possible judgment values ​​for the previous variation number a7. The number of possible decision values ​​is the largest (the decision probability is the next highest), the number of possible decision values ​​for the previous variation number a8 is the next largest (the decision probability is the second highest), and the number of possible decision values ​​for the previous variation number a9 is the smallest ( The decision probability is the lowest).

[0291] If the pre-determined post-variation pattern is the final reach (miss) of post-variation number b4, the final reach development after the normal reach (yakubuto ○) after one pseudo variation of pre-variation number a10, and pre-variation number a11. is determined to be one of the final reach developments after the normal reach (official object ○) after two pseudo fluctuations, and among them, the number of possible judgment values ​​of the previous fluctuation number a10 is the largest (the decision probability is the highest), The number of possible decision values ​​for previous variation number a11 is the smallest (decision probability is the lowest).

[0292] If the predetermined after variation pattern is the normal reach (hit) of the subsequent variation number b5, the normal reach of the previous variation number a4 (accessory ×) and the normal reach after one pseudo variation of the previous variation number a5 (accessory ×) Among these, the number of possible judgment values ​​for previous variation number a5 is the largest (highest decision probability), and the number of possible judgment values ​​for previous variation number a4 is the smallest (the highest decision probability). lower).

[0293] If the predetermined post-variation pattern is SP reach (hit) with post-variation number b6, SP reach development after normal reach (official object ○) with pre-variation number a6, and after one pseudo variation with pre-variation number a7. SP reach development after normal reach (actual object ○), SP reach development after two pseudo fluctuations of previous fluctuation number a8 (actual object The number of possible judgment values ​​for the previous variation number a9 is the highest (highest decision probability), followed by the possible judgment values ​​for the previous variation number a8. The number of possible judgment values ​​is the largest (the decision probability is the next highest), the number of possible judgment values ​​for the previous variation number a7 is the next largest (the decision probability is the next highest), and the number of possible judgment values ​​for the previous variation number a6 is the smallest ( The decision probability is the lowest).

[0294] If the predetermined after variation pattern is the final reach (hit) of the after variation number b7, the final reach development after the normal reach (official object ○) after one pseudo variation of the previous variation number a10, and the previous variation number a11 It is determined to be one of the final reach developments after the normal reach (official object ○) after two pseudo fluctuations, and among them, the number of possible judgment values ​​of the previous fluctuation number a11 is the largest (the decision probability is the highest), The number of possible decision values ​​for the previous variation number a10 is the smallest (the decision probability is the lowest).

[0295] In this way, the game control microcomputer 100 determines the pre-variation pattern with different probabilities depending on the type of pre-determined post-variation pattern, and when a pseudo series (two or more pseudo variations) is executed. It is easier to develop into SP chili or final reach. The fluctuation pattern command in which the fluctuation pattern (the fluctuation pattern shown in FIG. 10-7) consisting of the before fluctuation pattern and the after fluctuation pattern determined by the game control microcomputer 100 in this manner is determined by the game control microcomputer 100. It is sent from to the production control CPU 120. Then, the production control CPU 120 determines the sub-side variation pattern (the variation pattern shown in FIG. 10-8) based on the variation pattern command (main variation number) received from the game control microcomputer 100.

[0296] [Pseudo fluctuation pattern on the sub side] FIG. 10-10 is an explanatory diagram showing a pseudo pattern determination table on the sub side. In this embodiment, sub-variation numbers 6, 7, 10, 11, 16, 17, 22, 23, 26, 27, 32, which is a pattern in which pseudo-variation is executed twice as a pseudo-series, by CPU 120 for effect control. , 33 fluctuation patterns, and the fluctuation patterns of sub fluctuation numbers 12 to 15, 18, 19, 28 to 31, 34, and 35, which are patterns in which pseudo fluctuations are executed three times as a pseudo series, are determined. A pseudo pattern that is a pattern of pseudo fluctuations in the fluctuation pattern is determined.

[0297] In addition, in the case of variation patterns with sub variation numbers 6, 7, 10, 11, 16, 17, 22, 23, 26, 27, 32, and 33, the production control CPU 120 generates a pseudo pattern for each of the two pseudo variations. may be determined, or a pseudo pattern may be determined by combining the two pseudo fluctuations. In addition, in the case of variation patterns with sub variation numbers 12 to 15, 18, 19, 28 to 31, 34, and 35, the production control CPU 120 may determine a pseudo pattern for each of the three pseudo variations, A pseudo pattern may be determined by combining the three pseudo fluctuations. .

[0298] FIG. 10-10(A) is an explanatory diagram showing the contents of the pseudo pattern. As shown in FIG. 10-10(A), the pseudo pattern includes a weak pseudo pattern and strong pseudo patterns A to C. The weak pseudo pattern is a weak pseudo pattern that is more disadvantageous to the player than the strong pseudo pattern. In the pseudo pattern, reach stimulation is executed in period t1, after which a special symbol is displayed on the screen of the image display device 5 in period t2, the word "NEXT" is displayed, and in the subsequent period t3, the image is displayed. The number of variable displays of the decorative pattern is displayed on the screen of the device 5, and after a suggestion is displayed on the screen of the image display device 5 in the subsequent period t4, the decorative pattern is variably displayed in the subsequent period t5. .

[0299] The reach promotion is an effect that prompts the player to decide whether or not the variable display mode will be the reach mode. The special symbol is a symbol that suggests execution of the re-variable display, and by displaying this special symbol, it is suggested to the player that the re-variable display will start thereafter. The display of special symbols is called special symbol display. The number of times display is an effect that displays a number of times image indicating the number of times the variable display of the decorative pattern is executed. The suggestion display is a display that suggests the number of execution times of the variable display of the decorative pattern, and a number image is displayed at the edge of the screen of the image display device 5 together with characters suggesting re-variable display.

[0300] The strong pseudo pattern A is a strong pseudo pattern that is more advantageous to the player than the weak pseudo pattern. In the strong pseudo pattern A, a reach line is executed in period t1, a special display is performed after the characters of the famous quote are displayed on the screen of the image display device 5 in the subsequent period t2, and an image is displayed in the subsequent period t3. The number of variable displays of the decorative pattern is displayed on the screen of the device 5, and after that, a suggestion is displayed on the screen of the image display device 5 in the subsequent period t4, and then the decorative pattern is displayed variable again in the subsequent period t5. do.

[0301] The reach line is an effect that notifies the player that the variable display mode has become the reach mode, and the word "reach" appears three times and is displayed. Quote characters include characters related to famous words that appear in the original work based on the concept of Pachinko game machine 1, such as famous words (words) uttered by the main character or other main characters that appear in the production of Pachinko game machine 1, or Pachinko game machine 1. These include famous sayings (words) uttered by the main character and other main characters who do not appear in the production of the gaming machine 1. The special display is an effect that displays a plurality of images including the characters of the famous quote.

[0302] Furthermore, the reach line is displayed once or multiple times during the period in which the variable display based on one pending memory is executed. For example, in the case of a variable pattern in which pseudo-runs are not executed, in order to inform the player that the variable display mode has become the reach mode, the word "reach" may be changed to "reach", "reach", "reach", etc. The characters appear and appear three times. In this way, in the case of a variation pattern in which a pseudo-run is not executed, only the first reach line is executed.

[0303] In addition, in the case of a variation pattern in which a pseudo-run in which a pseudo-variation is performed once, in order to inform the player that the variable display mode has become a reach mode, the first variable display (big hit or miss) When the result is not displayed (pseudo fluctuation), the word "Reach" appears three times and is displayed, such as "Reach", "Reach", "Reach", and then the second variable display (Jackpot or Miss) is displayed. When the results are displayed (variable display), the word ``Reach'' appears three times and is displayed as ``Reach'', ``Reach'', and ``Reach''. In this way, in the case of a variation pattern in which a pseudo-run in which pseudo-variation is performed once, the first and second reach lines are performed.

[0304] In addition, in the case of a variation pattern in which a pseudo-variation is executed twice, the variable display state is In order to notify the player that the game is now in the reach mode, the first variable display (pseudo fluctuation in which the jackpot or loss result is not displayed) will be displayed as "reach", "reach", "reach", etc. The word ``Reach'' is displayed three times, and then during the second variable display (a pseudo-variation in which the result of jackpot or loss is not displayed), the words ``Reach'', ``Reach'', and ``Reach'' are displayed. The word "Reach" appears three times and is displayed, and then during the third variable display (variable display that displays the result of jackpot or loss), "Reach", "Reach", "Reach" etc. The word ``Reach'' appears three times and is displayed. In this way, in the case of a variation pattern in which a pseudo-run in which pseudo-variation is performed twice, the first, second, and third reach lines are performed.

[0305] The strong pseudo pattern B is a strong pseudo pattern that is more advantageous to the player than the weak pseudo pattern. In the strong pseudo pattern B, a special reach notification is executed in a period t1, a special display is performed after the characters of the famous quote are displayed on the screen of the image display device 5 in a subsequent period t2, and an image is displayed in a subsequent period t3. The number of variable displays of the decorative design is displayed on the screen of the display device 5, and after a suggestion is displayed on the screen of the image display device 5 in the subsequent period t4, the decorative design is variable again in the subsequent period t5. indicate.

[0306] The special reach notification is a performance that notifies the player that the variable display mode has changed to the reach mode, and after the character "ri" appears five times and is displayed, the character "reach" appears and is displayed.

[0307] The strong pseudo pattern C is a strong pseudo pattern that is more advantageous to the player than the weak pseudo pattern, and is a pattern that switches to a strong pseudo pattern pretending to be a weak pseudo pattern. In the strong pseudo pattern C, reach stimulation is executed in the period t1, and a special symbol is displayed on the screen of the image display device 5 in the subsequent period t2, thereby making it look like a weak pseudo pattern of the weak pseudo pattern and creating a strong pseudo pattern. By switching to the production, a special display is performed after the characters of the famous quote are displayed, and in the subsequent period t3, the number of variable display of the decorative pattern is displayed on the screen of the image display device 5, and in the subsequent period t4. After the suggestion display is performed on the screen of the image display device 5, the decorative pattern is displayed again in a variable manner in the subsequent period t5.

[0308] In this manner, in the pseudo variation of the pseudo group, the performance of either the weak pseudo pattern or the strong pseudo patterns A to C is performed, and each pseudo pattern is performed according to a predetermined pattern. Further, in each of the weak pseudo patterns and the strong pseudo patterns A to C, a predetermined effect is executed at each predetermined time such as a period t1 to t5. For example, in a weak pseudo pattern, a reach promotion is executed within a period t1, in a strong pseudo pattern A, a reach line is executed within a period t1, and in a strong pseudo pattern B, a special reach notification is executed within a period t1. executed. As described above, the performance control CPU 120 receives a variable pattern command from the game control microcomputer 100 that specifies whether or not to execute a pseudo series and the execution time of the variable display, but does not execute the pseudo series. Even if one of the variation pattern commands (variation pattern commands corresponding to main variation numbers 5, 7 to 11, 13, and 15 to 19 shown in Figure 10-7) is received, the execution time of the variable display It is possible to use the same amount of time to perform different effects depending on the type of pseudo pattern.

[0309] FIG. 10-10(B) is an explanatory diagram showing a pseudo pattern determination table. As shown in FIG. 10-10(B), pseudo patterns are determined with different probabilities depending on the type of hit determined in advance.

[0310] Specifically, if the predetermined hit type is "miss", there is a 90% probability that the weak pseudo pattern will be determined, a 4% probability that the strong pseudo pattern A will be determined, and a 3% probability that the strong pseudo pattern will be determined. Pseudo pata Pattern B is determined with a probability of 3%, and strong pseudo pattern C is determined with a probability of 3%. If the predetermined hit type is "5R normal jackpot", the weak pseudo pattern will be determined with 80% probability, the strong pseudo pattern A will be determined with 10% probability, and the strong pseudo pattern B will be determined with 5% probability. is determined, and the strong pseudo pattern C is determined with a probability of 5%. If the predetermined winning type is "5R probability variable jackpot", the weak pseudo pattern will be determined with a 70% probability, the strong pseudo pattern A will be determined with a 10% probability, and the strong pseudo pattern B will be determined with a 10% probability. is determined, and the strong pseudo pattern C is determined with a probability of 10%. If the predetermined hit type is "10R probability variable jackpot", the weak pseudo pattern will be determined with a 60% probability, the strong pseudo pattern A will be determined with a 10% probability, and the strong pseudo pattern B will be determined with a 10% probability. is determined, and the strong pseudo pattern C is determined with a probability of 20%.

[0311] Here, as explained using FIG. 10-5, the probability that the display result of the variable display during normal times will be a 5R normal jackpot is 1 / 600. If the hit type is a 5R normal jackpot, the probability that it will be determined as a weak pseudo pattern is 80 / 100, so the probability that the display result of the variable display will be a 5R normal jackpot and that it will be determined as a weak pseudo pattern is 80 / 100. / 6000(=1 / 600*80 / 100). On the other hand, if the hit type is a 5R normal jackpot, the probability that it will be determined as a strong pseudo pattern is 20 / 100, so the probability that the display result of the variable display will be a 5R normal jackpot and that it will be determined as a strong pseudo pattern is 2 / 6000(=1 / 600*20 / 100).

[0312] Furthermore, as explained using FIG. 10-5, the probability that the display result of the variable display in normal times will be a 5R probability variable jackpot is 1 / 3000. If the winning type is a 5R probability variable jackpot, the probability that it will be determined as a weak pseudo pattern is 70 / 100, so the probability that the display result of the variable display will be a 5R probability variable jackpot and that it will be determined as a weak pseudo pattern is 70 / 100. / 30000(=1 / 3000*70 / 100). On the other hand, if the winning type is a 5R probability variable jackpot, the probability that it will be determined as a strong pseudo pattern is 30 / 100, so the probability that the display result of the variable display will be a 5R probability variation jackpot and that it will be determined as a strong pseudo pattern is 30 / 100. / 30000(=1 / 3000*30 / 100).

[0313] Furthermore, as explained using FIG. 10-5, the probability that the display result of the variable display in normal times will be a 10R probability variable jackpot is 1 / 750. If the winning type is a 10R probability variable jackpot, the probability that it will be determined as a weak pseudo pattern is 60 / 100, so the probability that the display result of the variable display will be a 10R probability variation jackpot and that it will be determined as a weak pseudo pattern is 60 / 100. / 7500(=1 / 750*60 / 100). On the other hand, if the winning type is a 10R probability variable jackpot, the probability that it will be determined as a strong pseudo pattern is 40 / 100, so the probability that the display result of the variable display will be a 10R probability variation jackpot and that it will be determined as a strong pseudo pattern is 4 / 7500(=1 / 750*40 / 100).

[0314] From these facts, when the display result of the variable display becomes a jackpot and a pseudo-continuity is executed, the probability of being determined to be a weak pseudo pattern is approximately 7 / 300 (=8 / 6000+7 / 3000 +6 / 7500). On the other hand, when the display result of the variable display is a jackpot and a pseudo-continuity is executed, the probability of being determined as a strong pseudo pattern is approximately 3 / 300 (=2 / 6000+3 / 3000+7 / 3000).

[0315] Furthermore, as explained using FIG. 10-5, the probability that the display result of the variable display in normal times will be incorrect is 299 / 300. If the winning type is a loss, the probability of being determined to be a weak pseudo pattern is 90 / 100, so the probability that the display result of the variable display is a loss and being determined to be a weak pseudo pattern is approximately 270 / 300 ( =299 / 300*90 / 100). On the other hand, if the winning type is a loss, the probability of being determined as a strong pseudo pattern is 10 / 100, so the probability that the display result of the variable display is a loss and being determined as a strong pseudo pattern is approximately 30 / 300 ( =299 / 300*10 / 100).

[0316] In this way, when pseudo-runs are executed during variable display, most of them are pseudo-variations based on weak pseudo-patterns. Executed infrequently. For example, in terms of frequency of appearance at the time of failure, the pseudo-variation by the strong pseudo-pattern is executed only at a frequency of 1 / 9 that of the pseudo-variation by the weak pseudo-pattern. However, when the pseudo-variation by the weak pseudo-pattern is executed, the probability of winning is 7 / 300, whereas when the pseudo-variation by the strong pseudo-pattern is executed, the probability of winning is 3 / 300. Therefore, the difference between the two is small. That is, the pseudo-variation by the weak pseudo-pattern has a much higher execution frequency than the pseudo-variation by the strong pseudo-pattern, but the reliability of the jackpot is higher in the pseudo-variation by the strong pseudo-pattern than in the pseudo-variation by the weak pseudo-pattern. It has become. Therefore, the pseudo-variation based on the strong pseudo-pattern is a pseudo-variation more advantageous for the player than the pseudo-variation based on the weak pseudo-pattern.

[0317] FIG. 10-10(C) is an explanatory diagram showing a specific reach fan effect execution table. The specific ready-to-win appealing effect is an effect that can be executed during the period t1 when the pseudo-variation is performed, and is an effect to prompt the player as to whether or not the variable display mode will be the ready-to-win mode. As shown in FIG. 10-10(C), the specific reach fan effect is determined with different probabilities depending on the previously determined hit type.

[0318] Specifically, if the hit type determined in advance is "missing", the specific reach fanning effect is executed with a probability of 5%. If the pre-determined hit type is "5R normal jackpot", a specific reach fanning effect will be executed with a probability of 10%. If the pre-determined hit type is "5R probability variable jackpot", a specific reach fanning effect will be executed with a probability of 15%. If the pre-determined hit type is "10R guaranteed strange jackpot", a specific reach promotion effect will be executed with a 20% probability.

[0319] In this way, the specific reach fanning performance is executed with the highest probability at the time of the 10R probability variable jackpot, then with the highest probability at the time of the 5R probability variable jackpot, and at the time of loss with the lowest probability. As a result, the player can expect a big win and a variable probability big win when the specific ready-to-win fanning performance is executed. In other words, it is possible to make the player expect that the specific reach promotion effect will be executed.

[0320] [Transition of effects related to pseudo-association] FIG. 10-11 is an explanatory diagram illustrating an example of the transition of effects related to pseudo-association. As shown in FIG. 10-11, when the pseudo-continuation is executed, the effect transitions based on any of the pseudo-patterns determined using the pseudo-pattern determination table shown in FIG. 10-10(B).

[0321] Specifically, in the weak pseudo pattern, the reach is pushed in the period t1, and the weak pseudo system is produced in the subsequent period t2 to t4 (for example, the display of the special pattern, the character display of "NEXT", the decorative pattern Display of the number of times of variable display, suggestion display, etc.) is executed, and in the subsequent period t5, the decorative pattern is displayed again in a variable manner.

[0322] In strong pseudo pattern A, the reach line is executed in period t1, and in the subsequent period t2 to t4, strong pseudo system effects (for example, display of famous words, special display, number of variable displays of decorative symbols, suggestion display) etc.) is executed, and the decorative pattern is again variably displayed in the subsequent period t5.

[0323] In strong pseudo pattern B, a special reach notification is executed in period t1, and in subsequent periods t2 to t4, strong pseudo system effects (for example, display of famous words, special display, number of variable displays of decorative symbols, suggestions) (display, etc.) is executed, and the decorative pattern is again variably displayed in the subsequent period t5.

[0324] In strong pseudo pattern C, like the weak pseudo pattern, reach stimulation is performed in period t1, but in subsequent periods t2 to t4, strong pseudo-type effects (for example, from displaying special symbols to displaying famous words) (rewriting, special display, display of the number of variable displays of decorative patterns, suggestion display, etc.) are executed, and in the subsequent period t5, the decorative patterns are displayed again in a variable manner.

[0325] [Determination of color at reach line] Determination of the color used in the reach line will be explained with reference to FIGS. 10-12 to 10-15.

[0326] (Determination of final color at reach line) FIG. 10-12 is an explanatory diagram showing a reach line final color lottery table on the sub side. As mentioned above, the reach line is an effect that informs the player that the variable display mode has changed to the reach mode, and the word "reach" is displayed in three parts, and one Such a reach line is performed up to three times during the period of variable display based on pending memory. In this embodiment, the performance control CPU 120 controls the color of each "Reach" character so that the expectation of a jackpot differs depending on the color of the "Reach" character displayed third time on each reach line. is determined.

[0327] In the reach line final color lottery table shown in FIG. 10-12, the final color of the character "reach" on the reach line is determined. For example, in the case of a variation pattern in which pseudo-run is not executed, only the first reach line is executed, but among the "reach", "reach", and "reach" in the first reach line, the last "reach" The final color of the letters will be determined by lottery.

[0328] In addition, in the case of a variation pattern in which a pseudo-run in which pseudo-variation is performed once, the first and second reach lines are performed, but the "reach" and "reach" in each of the first and second reach lines are ”, “Reach”, the color of the last word “Reach” will be determined by lottery as the final color.

[0329] In addition, in the case of a variation pattern in which a pseudo-run in which pseudo-variation is performed twice, the 1st, 2nd, and 3rd reach line will be performed, but each reach of the 1st, 2nd, and 3rd Among "Reach", "Reach", and "Reach" in the line, the color of the last character "Reach" is determined by lottery as the final color.

[0330] In addition, in the reach line final color lottery table, the final color is determined by lottery based only on the previous variation pattern among the sub-side variation patterns shown in FIG. 10-8, and the subsequent variation pattern is not referenced. The reason for this is that since the period during which the pseudo-run is performed is only the previous fluctuation, it is sufficient to refer to only the pattern of the previous fluctuation for information on whether or not the pseudo-run is performed. In this way, if the final color is determined by lottery based only on the pattern of the previous variation, the information to be referred to can be determined by lottery, rather than determining the final color by lottery while referring to the pattern of the subsequent variation in addition to the pattern of the previous variation. Since the amount can be reduced, it is possible to reduce the burden of processing related to final color lottery on the performance control CPU 120.

[0331] Specifically, as shown in Figure 10-12, in the reach line final color lottery table, 21 types of reach line patterns 0 to 20 are selected for the previous variation patterns corresponding to each of the previous variation numbers A1 to A19. A decision probability is assigned to each of the .

[0332] Reach line pattern 0 is a pattern in which variable display is not performed. Reach line patterns 1 to 3 are variable displays that can only be performed once (variable display that displays the result of jackpot or loss) This is the pattern in which Reach line patterns 4 to 10 are patterns in which a pseudo-run is executed in which a pseudo-variation is performed once. This is a pattern in which a variable display (a variable display in which the result of jackpot or loss is displayed) is performed. The reach line patterns 11 to 20 are patterns in which a pseudo-run is executed in which pseudo-variation is performed twice. A pattern in which the third variable display (pseudo-variation in which the result of a big hit or a loss is not displayed) is performed, and then the third variable display (variable display in which the result of a big hit or a loss is displayed) is performed. In these reach patterns, the letters "reach" appear three times, such as "reach", "reach", and "reach" in each variable display. The color of the text "Reach" is predetermined as the final color.

[0333] In the reach line final color lottery table, the final color in one or more variable displays can be determined to be red for the preceding fluctuation patterns of the preceding fluctuation numbers A6, A7, A10 to A19 that develop into SP reach or final reach. Decision probabilities are assigned as follows. For example, the reach line pattern 3 can be determined in which the final color in the first variable display is red for the previous variation patterns of the previous variation numbers A6 and A7. Reach line patterns 7 to 10 in which the final color in the first or second variable display is red can be determined for the previous variation patterns of the previous variations A10 to A13. Reach line patterns 14 to 20 in which the final color in any one of the first to third variable displays is red can be determined for the previous variation patterns of the previous variations A14 to A19.

[0334] As a result, when the final color of the reach line in the variable display becomes red, the reach announced by the reach line has a higher probability of developing into an SP reach, which has a higher probability of becoming a 5R probability variable jackpot or a 10R probability variation jackpot than a normal reach. get higher Therefore, it is possible to make the player pay attention to the final color of the reach line and expect that the final color will be red.

[0335] Also, in the reach line final color lottery table, the final color in one or more variable displays can be determined to be gold for the previous variation patterns of the previous variation numbers A12, A13, A18, and A19 that develop into the final reach. is assigned a decision probability. For example, the reach line pattern 10 in which the final color in the second variable display is gold can be determined for the previous variation patterns of the previous variation numbers A12 and A13. A reach line pattern 20 in which the final color in the third variable display is gold can be determined for the previous variation patterns of the previous variations A18 and A19.

[0336] As a result, when the final color of the reach line in the variable display becomes gold, the reach reported by the reach line has a higher probability of becoming a 5R variable hit or a 10R variable hit than normal reach, and 10R than SP reach. The probability of developing into a final reach with a high probability of becoming a definite jackpot is increased. Therefore, the player can be made to pay attention to the final color of the reach line and expect the final color to be gold.

[0337] FIG. 10-13 is an explanatory diagram showing a reach line first color lottery table on the sub side. In the reach line first color lottery table shown in Figure 10-13, the "reach" in the first reach line is determined with probability according to the reach line pattern determined in the reach line final color lottery shown in Figure 10-12. , "Reach", and "Reach", the color of the letters for each "Reach" will be determined by lottery.

[0338] For example, a reach line putter where the first and second reach lines are executed and the final color of the first reach line is red and the final color of the second reach line is gold. When pattern 10 is determined, the color of each character "reach" in "reach", "reach", and "reach" in the first reach line is determined to be one of reach line patterns 5 to 10. In addition, the first, second, and third reach lines will be executed, and the final color of the first reach line will be red, the final color of the second reach line will be red, and the final color of the third reach line will be executed. If reach line pattern 20 in which is gold is determined, the color of the letters "reach" in "reach", "reach", and "reach" in the first reach line will be any of reach line patterns 5 to 10. determined by

[0339] FIG. 10-14 is an explanatory diagram showing a reach line second color lottery table on the sub side. In the second reach line color lottery table shown in Figure 10-14, "reach" on the second reach line is determined with probability according to the reach line pattern determined in the reach line final color lottery shown in Figure 10-12. , "Reach", and "Reach", the color of the letters for each "Reach" will be determined by lottery.

[0340] For example, if reach line pattern 10 is determined in which the first and second reach lines are executed and the final color of the first reach line is red and the final color of the second reach line is gold, then the second reach line The color of each character "Reach" in "Reach", "Reach", and "Reach" on the reach line is determined to be either reach line pattern 11 or 12. In addition, the first, second, and third reach lines will be executed, and the final color of the first reach line will be red, the final color of the second reach line will be red, and the final color of the third reach line will be executed. If reach line pattern 20 in which is gold is determined, the color of the letters "reach" in "reach", "reach", and "reach" in the first reach line will be any of reach line patterns 5 to 10. determined by

[0341] FIG. 10-15 is an explanatory diagram showing a reach line third color lottery table on the sub side. In the reach line third color lottery table shown in Figure 10-15, the "reach" on the third reach line is determined with probability according to the reach line pattern determined in the reach line final color lottery shown in Figure 10-12. , "Reach", and "Reach", the color of the letters for each "Reach" will be determined by lottery.

[0342] For example, if reach line pattern 10 is determined in which the first and second reach lines are executed and the final color of the first reach line is red and the final color of the second reach line is gold, then the second reach line The color of each character "Reach" in "Reach", "Reach", and "Reach" on the reach line is determined to reach line pattern 0. In addition, the first, second, and third reach lines will be executed, and the final color of the first reach line will be red, the final color of the second reach line will be red, and the final color of the third reach line will be executed. If reach line pattern 20 is determined, in which the color is gold, the color of the letters "Reach" in "Reach", "Reach", and "Reach" on the first reach line will be the same as in reach line pattern 11 or 12. determined by

[0343] [motion] Next, the operation (effect) of the pachinko gaming machine 1 related to the feature part 087F will be explained. First, processing by the CPU 103 mounted on the main board 11 will be explained.

[0344] (Special design normal processing) FIG. 10-16 is a flowchart showing an example of special symbol normal processing. As shown in FIG. 10-16, in the special symbol normal processing, the CPU 103 stores the first pending memory buffer (a memory buffer for storing pending memory information of the first special symbol) or the second pending memory buffer (the second special symbol). It is determined whether or not there is pending storage data in the storage buffer for storing pending storage information of symbols (step 087FS001). 1st hold storage buffer and 2nd hold If there is no pending storage data in either of the storage buffers (N in step 087FS001), it is determined whether a predetermined period of time has passed since the fluctuation was stopped (step 087FS002). If the predetermined period has not passed since the fluctuation stopped (N in step 087FS002), the special symbol normal processing ends. On the other hand, if a predetermined period of time has passed since the fluctuation stopped (Y in step 087FS002), a process is performed to send a customer waiting demonstration designation command (step 087FS003), and the special symbol normal process is ended. Here, when the customer waiting demonstration designation command is transmitted, a customer waiting demonstration designation command sent flag indicating that the customer waiting demonstration designation command has been transmitted is set. Then, when executing the special symbol normal processing after the next timer interrupt after sending the customer waiting demo designation command, the customer waiting demo designation command sent flag is set. It is controlled so that the waiting demo specification command is not sent. Such a customer waiting demonstration designation command sent flag is reset when the next variable display of special symbols starts.

[0345] When there is pending storage data in the first pending storage buffer or the second pending storage buffer (Y in step 087FS001), the CPU 103 determines that the first data among the data set in the pending specific area indicates "second". It is determined whether it is data (step 087FS004). If the first data set in the reserved specific area is not data indicating "second" (in other words, it is data indicating "first") (N in step 087FS004), CPU 103 moves the special symbol pointer (second Data indicating "first" is set in the flag indicating whether the special symbol process is being performed for the first special symbol or the special symbol process is being performed for the second special symbol (step 087FS005). If the first data set in the reserved specific area is data indicating "second" (Y in step 087FS004), the CPU 103 sets data indicating "second" in the special symbol pointer (step 087FS006 ).

[0346] In this embodiment, the first special symbol is displayed in a variable manner and the second special symbol is displayed in a variable manner depending on whether data indicating "first" or "second" is set in the special symbol pointer. The variable display of symbols is executed using a common processing routine. When the data indicating "first" is set in the special symbol pointer, a variable display of the first special symbol is performed based on the pending storage data stored in the first pending storage buffer. On the other hand, when data indicating "second" is set in the special symbol pointer, a variable display of the second special symbol is performed based on the pending storage data stored in the second pending storage buffer.

[0347] Under the control of steps 087FS004 to 087FS006, if there is even one data in the second pending memory in the second pending memory buffer, the variable display of the second special symbol based on the data in the second pending memory is 1 It is executed in priority to the variable display of the first special symbol based on the data in the pending memory.

[0348] Next, the CPU 103 reads out each random number value stored in the storage area corresponding to the pending memory number = 1 indicated by the special symbol pointer and stores it in the pending storage buffer of the RAM 102 (step 087FS007). Specifically, when the special symbol pointer indicates "1st", the CPU 103 stores each random value stored in the storage area corresponding to the first pending storage number = 1 in the first pending storage buffer. is read and stored in the pending storage buffer of RAM 102. In addition, when the special symbol pointer indicates "second", the CPU 103 reads out each random value stored in the storage area corresponding to the second pending memory number = 1 in the second pending memory buffer. Store in the pending memory buffer of RAM102.

[0349] Then, the CPU 103 subtracts 1 from the count value of the pending storage number counter indicated by the special symbol pointer, and shifts the contents of each storage area (step 087FS008). Specifically, when the special symbol pointer indicates "1st", the CPU 103 The count value of the storage number counter is decremented by 1, and the contents of each storage area in the first storage buffer are shifted. Further, when the special symbol pointer indicates "second", the count value of the second pending storage number counter is subtracted by 1, and the contents of each storage area in the second pending storage buffer are shifted.

[0350] That is, when the special symbol pointer indicates "1st", the CPU 103 stores data in the storage area corresponding to the number of first pending memories = n (n = 2, 3, 4) in the first pending memory buffer of the RAM 102. Each stored random number value is stored in a storage area corresponding to the first pending storage number=n-1. In addition, when the special symbol pointer indicates "second", each of the items stored in the storage area corresponding to the second pending memory number = n (n = 2, 3, 4) in the second pending memory buffer of the RAM 102 The random value is stored in the storage area corresponding to the second pending storage number=n-1.

[0351] Therefore, the order in which each random value stored in each storage area corresponding to each first pending memory number (or each second pending memory number) is extracted is always based on the first pending memory number (or each second pending memory number). The order matches the order of 2nd pending memory count) = 1, 2, 3, 4.

[0352] Next, the CPU 103 performs control to transmit a command for specifying the number of reserved memories indicated by the special symbol pointer to the performance control CPU 120 based on the value of the reserved memory number counter indicated by the special symbol pointer after subtraction ( Step 087FS009). In this case, if the value indicating "first" is set in the special symbol pointer, the CPU 103 performs control to transmit the first pending storage number designation command. Further, when the value indicating "second" is set in the special symbol pointer, the CPU 103 performs control to transmit a second pending storage number designation command.

[0353] Next, the CPU 103 transmits a background designation command (step 087FS010), reads random R (random number for jackpot determination) from the pending storage buffer, and executes the jackpot determination module (step 087FS011). In this case, the CPU 103 reads out the random number for jackpot determination extracted in the starting winning determination process and stored in the first pending storage buffer or the second pending storage buffer in advance, and performs the jackpot determination. The jackpot determination module is a program that executes a process that compares a predetermined jackpot determination value (see FIG. 10-5) and a random number for jackpot determination, and determines that it is a jackpot if they match. In other words, it is a program that executes a jackpot determination process.

[0354] In the jackpot determination process, when the gaming state is variable probability state (high probability state), the probability of hitting the jackpot is higher than when the gaming state is non-probable variable state (normal gaming state and time saving state). ing. Specifically, there is a variable-probability jackpot judgment table in which a large number of jackpot judgment values ​​is set in advance (the table in which the numbers on the right side of Figure 10-5 (A) are set), and a table in which the number of jackpot judgment values ​​is variable in probability. A normal jackpot determination table (table in which the numerical values ​​on the left side of FIG. 10-5 (A) are set) is provided, which is set smaller than the regular jackpot determination table. Then, the CPU 103 checks whether the gaming state is in a variable probability state, and when the gaming state is in a variable probability state, performs jackpot determination processing using the variable probability jackpot determination table, and when the gaming state is normal. When the game is in the state or the time saving state, the jackpot judgment process is performed using the normal jackpot judgment table. That is, when the value of the random number for jackpot determination (random R) matches any of the jackpot determination values ​​shown in FIG. 10-5(A), the CPU 103 determines that the special symbol is a jackpot. If it is determined to be a jackpot (Y in step 087FS011), the process moves to step 087FS012. In addition, deciding whether to make a jackpot means deciding whether to move to a jackpot gaming state, but also deciding whether to make a stop symbol in a special symbol a jackpot symbol. .

[0355] It should be noted that confirmation of whether the current gaming state is a variable probability state is performed based on whether or not a variable probability flag is set. The variable probability flag is set when the gaming state changes to the variable state. and is reset when exiting the variable state. Specifically, the probability change flag is set in the process of ending the jackpot game, and then the condition that the change display is performed a predetermined number of times (150 times), and the condition that the next jackpot has been determined. It is reset at the timing when the variable display of the special symbol ends and the stop symbol is stopped and displayed when the earlier condition is satisfied.

[0356] If the value of the random number for jackpot determination (random R) does not match any jackpot determination value (N in step 087FS011), the process proceeds to step 087FS016, which will be described later.

[0357] If the value of the random number for jackpot determination (random R) matches any jackpot determination value in step 087FS011, the CPU 103 sets a jackpot flag indicating a jackpot (step 087FS012). Note that the jackpot flag is reset when the jackpot game ends. The first special symbol jackpot type determination table in Figure 10-5(B) and the second table in Figure 10-5(C) are used to determine the jackpot type to one of the multiple types. Select one of the special symbol jackpot type determination tables (step 087FS013). Specifically, when the special symbol pointer indicates "first", the CPU 103 selects the first special symbol jackpot type determination table shown in FIG. 10-5(B). Further, when the special symbol pointer indicates "second", the CPU 103 selects the second special symbol jackpot type determination table of FIG. 10-5(C).

[0358] Next, the CPU 103 reads out the random numbers for jackpot type determination extracted in the starting winning determination process and stored in advance in the first pending storage buffer and the second pending storage buffer, and uses the jackpot type determination table selected in step 087FS013 to determine the pending winnings. The jackpot type and jackpot symbol corresponding to the value that matches the value of the random number (random 1) for jackpot type determination stored in the storage buffer are determined (step 087FS014).

[0359] As shown in Figures 10-5(B) and (C), for the first special symbol and the second special symbol, the relationship between the jackpot type and the jackpot symbol is set so that the jackpot symbol is different for each jackpot type. Since the jackpot type and the jackpot pattern are determined at the same time, the correspondence between the jackpot pattern and the game control according to the jackpot type is simplified, so that the game control can be prevented from becoming complicated.

[0360] Further, the CPU 103 sets jackpot type data indicating the determined jackpot type in the jackpot type buffer in the RAM 102 (step 087FS015). For example, when the jackpot type is "5R normal jackpot", "01" is set as the jackpot type data. When the jackpot type is "5R probability variable jackpot", "02" is set as the jackpot type data. When the jackpot type is "10R variable jackpot", "03" is set as the jackpot type data.

[0361] Next, the CPU 103 sets the stop symbol of the special symbol (step 087FS016). Specifically, if the jackpot flag is not set, "-", which is a losing symbol, is set as a stop symbol of the special symbol. When the jackpot flag is set, the jackpot symbol determined in step 087FS014 is set as the stop symbol of the special symbol according to the determination result of the jackpot type. That is, when the jackpot type is determined to be "5R normal jackpot", "1" is set as the stop symbol of the special symbol. When the jackpot type is determined to be "5R variable jackpot", "3" is set as the stop symbol of the special symbol. When the jackpot type is determined to be "10R variable jackpot", "7" is determined as the special symbol stopping symbol.

[0362] Then, CPU103 sends a display result specification command (step 087FS017 ), the value of the special symbol process flag is updated to the value corresponding to the fluctuation pattern setting process (S111) (step 087FS018).

[0363] (Fluctuation pattern setting process) FIG. 10-17 is a flowchart showing an example of variation pattern setting processing. As shown in FIG. 10-17, in the variation pattern setting process, the CPU 103 determines the variation pattern (step 087FS101). At this time, the CPU 103 first determines the post-variation pattern and then determines the pre-variation pattern based on the presence or absence of the big hit and the hit type, as described in FIG. 10-9.

[0364] Next, the CPU 103 performs control to transmit a variation pattern command corresponding to the determined variation pattern to the effect control CPU 120 (step 087FS102).

[0365] Next, the CPU 103 sets a variable time timer formed in the RAM 102 to a value corresponding to the variable time corresponding to the selected variable pattern (step 087FS103). Then, the CPU103 performs control to transmit the symbol variation designation command to the effect control CPU120 (step 087FS104), and updates the value of the special symbol process flag to a value corresponding to the special symbol variation process (S112) (step 087FS105 ).

[0366] (Variable display start setting process) Next, processing by the production control CPU 120 mounted on the production control board 12 will be described. FIG. 10-18 is a flowchart illustrating an example of variable display start setting processing.

[0367] As shown in FIG. 10-18, the effect control CPU 120 confirms whether or not the result of the variable display is determined to be lost (087FS701). Effect control CPU120, if it is determined to lose, as the variation pattern command, it checks whether or not received a command corresponding to the non-reach variation pattern (087FS703).

[0368] When the production control CPU 120 determines that a command corresponding to a non-reach variation pattern has been received, it uses the data table for determining a winning symbol to determine the display result of a non-reach as the final stop of the production symbol (087FS705 ), proceed to 087FS706.

[0369] If it is determined in the process of 087FS703 that it is not a non-reach variation pattern (if it is determined that it is a reach variation pattern), the stop symbols of the production symbols that make up the combination of reach symbols are determined (087FS704), and the process proceeds to 087FS706.

[0370] In addition, if it is not determined to be a loss in the processing of 087FS701 (if it is determined to be a jackpot), the performance control CPU 101 controls the performance that constitutes the combination of jackpot symbols according to the type of jackpot. Determine the stopping symbol (087FS702) and proceed to 087FS706.

[0371] Next, after executing the effect setting process (087FS706) for setting various effects in the variable display (for example, the process of determining a pseudo pattern and the color of the reach line), the process proceeds to 087FS707.

[0372] In 087FS707, the performance control pattern is determined to be one of multiple types of performance control patterns. In 087FS707, the symbol fluctuation control pattern is specified according to the fluctuation pattern specified by the fluctuation pattern specification command and various performance control (performance movement) patterns specified by the performance control pattern of the performance determined in the processing of 087FS706. Among the plurality of types of symbol variation control patterns stored in the table, one of the performance control patterns corresponding to the designated various performance operation patterns is selected and determined as the pattern to be used.

[0373] The control pattern table stored in the ROM 121 includes, for example, the performance symbols in the display area of ​​the image display device 5 during the period from when the variation of the performance symbols starts until the final stop symbol, which is the final stop symbol, is stopped and displayed. Multiple types of data indicating the control contents of various production operations such as the variation display operation in the reach production, the production display operation due to the pseudo series production, and the production display operation in the preview production are stored in multiple types as symbol variation control patterns. has been done.

[0374] In addition, each symbol variation control pattern is used to control the variation display of production symbols, such as production control process timer setting values, production control process timer judgment values, production display control data, audio control data, lamp control data, and end codes. It includes control data for controlling various performance operations according to the data, and the content of various performance controls, switching timing of performance control, etc. are set in chronological order.

[0375] Next, select a process table according to the effect control pattern selected in 087FS707 (087FS708). Then, a process timer (effect setting process timer) in the process data of the selected process table is started (087FS709).

[0376] After executing the process of 087FS709, the production device (image display device 5 as production component, various lamps as production component, , starts controlling the speakers 8L, 8R) as performance components (087FS710). For example, according to the display control execution data, a command is outputted to cause the image display device 5 to display an image (including a production pattern) according to the variation pattern. In addition, a control signal (lamp control execution data) is output to the lamp control board 14 in order to control lighting / extinguishing of light emitting bodies such as various LEDs. Furthermore, a control signal (sound number data) is output to the audio control board 13 in order to output audio from the speakers 8L and 8R.

[0377] Then, set the value corresponding to the fluctuation time specified by the fluctuation pattern command in the fluctuation display time timer (087FS711), set the value of the production control process flag to a value corresponding to the production symbol fluctuation process (087FS712), and change the The display start setting process ends.

[0378] [Production mode of Pachinko machine 1] Next, with reference to FIGS. 10-19 to 10-57, the presentation mode of the pachinko gaming machine 1 during the game will be explained.

[0379] (Performance mode of pachinko gaming machine in weak pseudo pattern) FIGS. 10-19 to 10-36 are explanatory diagrams showing performance modes of the pachinko gaming machine 1 in weak pseudo patterns.

[0380] As shown in FIG. 10-19(a1), when the variable display starts based on one pending memory, on the screen of the image display device 5, the decorative symbols are variably displayed in the symbol display areas 5L, 5C, and 5R. , the fourth symbol is variably displayed in the display area 087F005D, and further, the small symbol is variably displayed in the small symbol region 087F005E. On the screen, a background image including images of characters and scenery is displayed as a background during variable display. After that, as shown in Figure 10-19(b), when "2" stops in the left symbol display area 5L, as shown in Figure 10-19(c), "2" also stops in the right symbol display area 5R. ” as if to stop. Decorative designs are variable. Note that during variable display, performance sounds corresponding to the variable display are output from the speakers 8L and 8R.

[0381] After that, as shown in Figure 10-20 (b1), in the right symbol display area 5R, a reach-increasing motion is performed that makes it appear as if "2" has stopped, and whether or not the variable display mode becomes a reach mode is performed. The player is incited about. After that, as shown in FIG. 10-20(b2), the decorative pattern changes as if changing from "2" to "3" in the right pattern display area 5R. After that, as shown in FIG. 10-20(b3), "3" temporarily stops in the pattern display area 5R of the right figure. It should be noted that while the reach is inciting, a performance sound corresponding to the reach inciting is output from the speakers 8L and 8R.

[0382] After the reach promotion is performed, a suggestive effect suggesting the execution of the re-variable display is performed. The suggestion effect includes a special symbol display part that displays a special symbol that suggests the execution of a re-variable display, a character display part that displays suggestive characters that suggest the execution of a re-variable display, and a number of execution times for the variable display of decorative symbols. and a suggested number of times display part.

[0383] After that, as shown in FIG. 10-21(c1), a special symbol is displayed in the special symbol display part. As described above, the special symbol is a symbol that suggests execution of variable display again. When the special symbol display is performed, "NEXT" is displayed in the symbol display area 5C between "2" displayed in the left symbol display area 5L and "3" displayed in the right symbol display area 5R. ” A special symbol appears. "NEXT" is a character that suggests revariable display. After that, as shown in FIGS. 10-21(c2) and (c3), the special symbols are displayed in the inner symbol display area 5C so as to become larger in stages. It should be noted that while the special symbol is being displayed, performance sounds corresponding to the special symbol display are output from the speakers 8L and 8R.

[0384] After that, as shown in FIG. 10-22(c4), the movable bodies 087F010 (accessories) located at the left and right standby positions of the image display device 5 begin to move near the center of the screen so as to sandwich the special symbol. After that, as shown in FIG. 10-22(c5), the special symbol is displayed enlarged near the center of the screen, while the movable body 087F010 moves near the center of the screen. During the movement of the movable body 087F010, the fourth pattern in the display area 087F005D and the small pattern in the small pattern area 087F005E are temporarily hidden by the movable body 087F010, so that they cannot be seen by the player.

[0385] After that, as shown in Fig. 10-22(c6), when the movable body 087F010 reaches the fixed position which is the maximum movement position, the special pattern is completely sandwiched between the movable bodies 087F010 provided on the left and right sides. 087F010 stops. Thus, when the movable body 087F010 is stopped at the fixed position, the movable body 087F010 is shaped so that the fourth pattern and the small pattern are not hidden by the movable body 087F010. Therefore, when the movable body 087F010 is stopped at the fixed position, the player can confirm the fourth symbol and the small symbol. Furthermore, on the screen, the background image made up of characters, patterns, etc. is not visible due to display effects (also referred to as effects) using images such as light and patterns in areas other than the special patterns. Note that while the movable body 087F010 is being displayed, the operating sound of the movable body 087F010 or the effect sound corresponding to the action of the movable body 087F010 is output from the speakers 8L and 8R.

[0386] After that, as shown in Fig. 10-23(c7), when the movable body 087F010 stops at the fixed position, which is the maximum movement position, the special pattern is slightly reduced so that it is sandwiched by the movable body 087F010, and the screen is displayed. displayed in the center. After that, as shown in FIG. 10-22(c8), the movable body 087F010 moves again, and this time it starts to return to the original fixed position (standby position), which is the minimum movement position, away from the center of the screen. Then, Figure 10-23 ( As shown in c9), when the movable body 087F010 returns to the home position (standby position), which is the minimum movement position, the movable body 087F010 stops there.

[0387] In this way, the special pattern changes from the reduced state to the enlarged state and is displayed in the center of the screen, and the movable body 087F010 moves to attract the player's attention to the special pattern, and furthermore, the light, pattern, etc. The special pattern is highlighted by performing a display effect (also referred to as an effect) using the image. As a result, the player's attention is drawn to the special symbol displayed in the center of the screen, and it is possible to suggest to the player that the variable display will be performed again.

[0388] After that, as shown in Fig. 10-24 (d1), it switches to the character display part. At this time, the special pattern located in the center of the screen becomes invisible due to a display effect using a cloud image or the like from the center of the screen. After that, as shown in FIG. 10-24(d2), the image of the cloud becomes larger and covers the entire screen. After that, as shown in FIG. 10-24(d3), the central portion of the cloud image covering the entire screen clears up, and character images and characters used for character display appear from the central portion. Note that even when the entire screen is covered with an image of clouds or the like due to the effect, the fourth pattern and the small patterns are positioned in the foreground, so the player can confirm the fourth pattern and the small patterns. During the switching to the character display part, the effect sound corresponding to the switching display to the character display part is output from the speakers 8L and 8R.

[0389] After that, as shown in FIG. 10-25(e1), the character display part is entered and characters are displayed. In the character display, a character image is displayed from the center of the screen along with a part of the character suggesting re-variable display (“N” in “NEXT” in this example) appearing in front of the character image. After that, as shown in FIG. 10-25(e2), the character image and the letter "N" in the center of the screen are enlarged and displayed. It should be noted that during character display, the effect sound corresponding to the character display is output from the speakers 8L and 8R. Thereafter, as shown in FIG. 10-25(e3), the character image and the letter "N" at the center of the screen are further enlarged and displayed. At this time, the voice "ne" out of the voice "NEXT" corresponding to "NEXT" indicating the re-variable display is output once from the speakers 8L and 8R. After that, the letter "N" disappears while being enlarged, and only the character image remains and is displayed.

[0390] After that, as shown in Figure 10-26 (e4), some of the characters that suggest variable display (in this example, "E" of "NEXT") are displayed from the center of the screen to the front side of the character image. ) appears and is displayed. After that, as shown in FIG. 10-26(e5), the letter "E" in the center of the screen is enlarged and displayed. After that, as shown in FIG. 10-26(e6), the letter "E" in the center of the screen is further enlarged and displayed. At this time, the sound of "ku" out of the sound "NEXT" corresponding to "NEXT" indicating the re-variable display is output once from the speakers 8L and 8R.

[0391] After that, as shown in Figure 10-27 (e7), some of the characters that suggest variable display (in this example, "X" of "NEXT") are displayed from the center of the screen to the front side of the character image. ) appears and is displayed. After that, as shown in FIG. 10-27(e8), the letter "X" in the center of the screen is enlarged and displayed. After that, as shown in FIG. 10-27(e9), the character "X" in the center of the screen is further enlarged and displayed. At this time, of the voice "NEXT" corresponding to "NEXT" indicating the re-variable display, the voice "su" is output once from the speakers 8L and 8R.

[0392] After that, as shown in Figure 10-28 (e10), some of the characters that suggest variable display (in this example, "T" of "NEXT") are displayed from the center of the screen to the front side of the character image. ) appears and is displayed. In this state, the number of "T" displayed is 1, and the " The total number of "T" is 1. After that, as shown in FIG. 10-28 (e11), the first character "T" that appears is enlarged and displayed, and then the next second "T" appears. In this state, the number of "T"s displayed is two, and the total number of "T"s that appear is two. After that, as shown in FIG. 10-28 (e12), the first and second characters "T" are further enlarged and displayed, and then the third character "T" appears. In this state, the number of "T"s displayed is 3, and the total number of "T"s that appear is 3. At this time, of the voice "NEXT" corresponding to "NEXT" indicating the re-variable display, the voice "G" is output once from the speakers 8L and 8R.

[0393] After that, as shown in Figure 10-29 (e13), the first letter "T" that appears is enlarged and disappears, and the second and third letters "T" that appear are further enlarged. It is displayed, and the next 4th "T" appears. In this state, the number of "T"s displayed is 3, and the total number of "T"s that appear is 4. At this time, of the voice "NEXT" corresponding to "NEXT" indicating the re-variable display, the voice "G" is output once from the speakers 8L and 8R. After that, as shown in Figure 10-29 (e14), the second character "T" that appears is enlarged and disappears, and the third and fourth characters "T" that appear are further enlarged. It will be displayed, and the next 5th and 6th "T" will appear in order. In this state, the number of "T"s displayed is four, and the total number of "T"s that appear is six. At this time, of the voice "NEXT" corresponding to "NEXT" indicating the re-variable display, the voice "G" is output once from the speakers 8L and 8R. After that, as shown in Figure 10-29 (e15), the letters "T" that appeared in the third and fourth letters disappear while being enlarged, and the letters "T" that appeared in the fifth and sixth letters disappear. The letters are further enlarged, and the next 7th and 8th “T” appear in order. In this state, the number of "T"s displayed is four, and the total number of "T"s that appear is eight. At this time, of the voice "NEXT" corresponding to "NEXT" indicating the re-variable display, the voice "G" is output once from the speakers 8L and 8R.

[0394] After that, as shown in Figure 10-30 (e16), the letter "T" that appeared in the 5th and 6th letters disappeared while being enlarged, and the letter "T" that appeared in the 7th and 8th letters disappeared. The letters are further enlarged, and the next 9th and 10th “T” appear in order. In this state, the number of "T"s displayed is 4, and the total number of "T"s that appear is 10. At this time, among the sounds "NEXT" corresponding to "NEXT" indicating the re-variable display, the sound "to" is output once from the speakers 8L and 8R. After that, as shown in Figure 10-30 (e17), the letter "T" that appeared in the 7th and 8th letters disappeared while being enlarged, and the letter "T" that appeared in the 9th and 10th letters disappeared. The letters are further enlarged, and the next 11th "T" appears. In this state, the number of "T"s displayed is 3, and the total number of "T"s that appear is 11. At this time, among the sounds "NEXT" corresponding to "NEXT" indicating the re-variable display, the sound "to" is output once from the speakers 8L and 8R. After that, as shown in Figure 10-30 (e18), the 9th and 10th letters "T" disappear while being enlarged, and the 11th letter "T" is further enlarged. It is displayed, and the next 12th "T" appears. In this state, the number of "T"s displayed is 3, and the total number of "T"s that appear is 12. At this time, among the sounds "NEXT" corresponding to "NEXT" indicating the re-variable display, the sound "to" is output once from the speakers 8L and 8R.

[0395] After that, as shown in Figure 10-31 (e19), the 11th character "T" is enlarged and disappears, and the 12th character "T" is enlarged and displayed again. , the next 13th "T" appears. In this state, the number of "T"s displayed is two, and the total number of "T"s that appear is 13. After that, as shown in Figure 10-31 (e20), the 12th character "T" is enlarged and disappears, and the 13th character "T" is enlarged and displayed again. , the next 14th "T" appears. In this state, the number of "T"s displayed is two, and the total number of "T"s that appear is 14. after that , as shown in Fig. 10-31 (e21), the letter "T" appearing in the 13th character is magnified and then disappears, and the letter "T" appearing in the 14th character is further enlarged and displayed. In this state, the number of "T"s displayed is one, and the total number of "T"s that appear is 14. After that, as shown in Fig. 10-32 (e22), the 14th letter "T" is enlarged and displayed. As described above, in the character display part, among the characters "N", "E", "X", and "T", "T" is one character, whereas the character display of "T" The sound of "to" output from the speakers 8L and 8R corresponding to is output 7 times, and the number of times the character "T" is displayed is 14 times.

[0396] After that, it shifts to the number display part, and the number of times is displayed. The number of times display part includes an appearance display part, a center display part, and a storage display part. As shown in FIG. 10-32 (f1), in the appearance display part, characters are displayed indicating that the N-th (N≧1) re-variable display will be performed. In this example, the characters "x2" are displayed in front of the character image, indicating that the second re-variable display is to be performed. Note that while the number of times is being displayed, performance sounds corresponding to the number of times being displayed are output from the speakers 8L and 8R. After that, as shown in Fig. 10-32 (f2), the characters "x2" are enlarged and displayed step by step.

[0397] After that, as shown in FIG. 10-33 (f3), in the center display part, the enlarged character "x2" is displayed at the center of the screen, which is the fixed position. After that, as shown in FIG. 10-33 (f4), in the storage display part, the character "x2" is displayed as rotating by animation. Thereafter, as shown in FIG. 10-33 (f5), an animation is performed in which the characters "x2" are further enlarged and rotated.

[0398] After that, as shown in FIG. 10-34 (f6), an animation is performed in which the characters "x2" are further enlarged and rotated. At this time, the background image including the character image that was being displayed as characters becomes gradually hidden by the "x2" characters that rotate while being enlarged by the animation, making it difficult for the player to see the background image. Thereafter, as shown in FIG. 10-34 (f7), an animation is performed in which the characters "x2" are further enlarged and rotated. At this time, the characters "x2" are displayed at maximum magnification, so the background image including the character image that was displayed by the character display is completely hidden, making it impossible for the player to see the background image. . Furthermore, even when the entire screen is covered by the characters "x2", the fourth symbol and the small symbol are located at the forefront, so the player can confirm the fourth symbol and the small symbol.

[0399] After that, as shown in Figure 10-34 (f8), an animation is displayed in which the characters "x2" appear to disappear. At this time, a background image corresponding to the second re-variable display is displayed on the screen after the characters "x2" have left. Furthermore, with this kind of animation, the second re-variable display starts when the characters "x2" disappear. In other words, on the front side, the character "x2" disappears due to the animation, while on the back side, the second re-variable display starts and the background image corresponding to the second re-variable display is displayed. , as the characters "×2" disappear, a background image corresponding to the second re-variable display appears step by step.

[0400] After that, as shown in Figure 10-35 (f9), the character "×2" is displayed as if it is moving away, and the background image corresponding to the second variable display is further changed accordingly. appear. After that, as shown in Figure 10-35 (f10), the animation causes the character "x2" to be displayed in a reduced size and moved to the leftmost corner of the screen. In the background image, a decorative pattern is displayed moving by animation. After that, as shown in Figure 10-35 (f11), the character "×2" is further reduced by animation. Move it to the far left corner of the screen where it appears. In the background image, a decorative pattern is displayed moving by animation.

[0401] After that, as shown in Fig. 10-36 (f12), on the left side of the screen, a logo image including the characters "NEXT" indicating re-variable display is displayed, and the logo image is animated with "x2". A display is performed in which the characters appear to be stored.

[0402] After that, a suggestion display is performed. As shown in Fig. 10-36(g), in the suggestive display, a logo image containing the characters "NEXT" indicating the re-variable display and the characters "x2" indicating the number of times the decorative pattern is displayed is displayed on the screen. displayed in the corner. Note that during the suggestion display, performance sounds corresponding to the suggestion display are output from the speakers 8L and 8R. From the state shown in Fig. 10-34 (f8) to the state shown in Fig. 10-36 (g) after the re-variable display is started, the decoration pattern moves slowly so as to incite the player, and the second time The re-variable display is executed, but after that, as shown in FIG. 10-36(h), the rotational speed of the decoration pattern is increased, and the second re-variable display is executed in earnest.

[0403] In this way, in the weak pseudo-pattern, the re-variable display is executed through the reach-flatness, special symbol display, character display, number-of-times display, and suggestive display. Thereby, it is possible to suitably suggest to the player that the variable display will be performed again.

[0404] In the character display part, among the characters "NEXT" suggesting re-variable display, "T" is repeatedly displayed multiple times. As a result, the character display of "NEXT" can give a strong impression to the player that the re-variable display is in a specific situation, and it is possible to favorably suggest to the player that the re-variable display will be performed. .

[0405] The voice corresponding to the specific message "NEXT" suggesting re-variable display is output from the speakers 8L, 8R, and the text "NEXT" is displayed in conjunction with the voice of "NEXT" output from the speakers 8L, 8R. will be held. Specifically, when "Ne" is output from the speakers 8L, 8R, the character "N" is displayed, and when "K" is output from the speakers 8L, 8R, the character "E" is displayed. When "su" is output from the speakers 8L, 8R, the character "X" is displayed, and when "to" is output from the speakers 8L, 8R, the character "T" is displayed. In addition, the final voice "to" is output multiple times from the speakers 8L and 8R, and the letter "T" is also displayed multiple times. Furthermore, the number of times the character "T" is repeatedly displayed by character display is greater than the number of times the sound "to" corresponding to the character "T" is output by the speakers 8L and 8R. As a result, the...

Claims

[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A performance execution means capable of executing a performance; A setting means capable of setting a plurality of types of setting values ​​having different advantageous degrees for a player, The effect execution means is capable of executing a specific effect using a specific piece of music and suggesting that the game will be controlled to the advantageous state, In the specific performance, as a cut-in display that can be displayed by interrupting, any one of a plurality of types of cut-in displays including a predetermined cut-in display, a specific cut-in display, and a special cut-in display can be displayed; When the control is not performed in the advantageous state, the predetermined cut-in display can be displayed, When the vehicle is controlled to be in the advantageous state, the specific cut-in display can be displayed. the playback of the specific music piece can be continued both when the predetermined cut-in display is displayed and when the specific cut-in display is displayed, and the playback of the specific music piece can be continued even after the display of the predetermined cut-in display and the specific cut-in display has ended, when the predetermined cut-in display is displayed during playback of the specific music piece, a sound corresponding to the predetermined cut-in display can be output at a first volume, and the specific music piece that has been output at a predetermined volume before the predetermined cut-in display is displayed can be output at the predetermined volume even after the predetermined cut-in display is displayed, when the specific cut-in display is displayed during playback of the specific music piece, a sound corresponding to the specific cut-in display can be output at a second volume that is greater than the first volume and the predetermined volume, and a volume of the specific music piece that has been output at the predetermined volume before the specific cut-in display is displayed can be reduced; In the specific performance, a specific character display corresponding to the specific performance can be displayed, and the specific character display can be displayed when the predetermined cut-in display and the specific cut-in display are displayed, while not displaying the specific character display when the special cut-in display is displayed; The performance execution means is capable of executing the specific performance in accordance with a setting value set by the setting means, The specific cut-in display is capable of being displayed for a longer period of time than the predetermined cut-in display.