Game machine
Patent Information
- Application Number
- JP2022026747
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-02-24
- Publication Date
- 2025-04-02
AI Technical Summary
Existing gaming machines lack effective music production capabilities, particularly in enhancing player engagement through varied and engaging musical notifications during game states.
A gaming machine equipped with production execution means capable of executing notification performances that include specific songs with singing voices, displaying cut-in effects, and controlling the volume and sound precedence to enhance player engagement during advantageous game states.
The solution enhances player engagement by providing varied and engaging musical notifications, maintaining interest and clarity in game states, and seamlessly transitioning between different musical elements.
Smart Images

Figure 00000000_0000_ABST 
Figure 00000000_0001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine that can be controlled to an advantageous state that is advantageous to a player based on the display result of a variable display of special identification information becoming a specific display result. [Background technology]
[0002] Conventionally, a gaming machine has been disclosed that outputs a theme song during a preview performance and a theme song during a super reach performance. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-171280 Summary of the Invention [Problem to be solved by the invention]
[0004] There was room for improvement in the performance of the music.
[0005] The present invention has been devised in view of the above circumstances, and aims to provide a gaming machine that can perform music presentations in an appropriate manner. [Means for solving the problem]
[0006] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A performance execution means is provided for executing a performance, The effect execution means is capable of executing a notification effect that uses a specific piece of music including singing voice and notifies the player whether or not to control the game to the advantageous state, In the notification performance, any one of a plurality of types of cut-in displays including a predetermined cut-in display and a specific cut-in display can be displayed, The specific cut-in display has a higher expectation of being controlled to the advantageous state than the predetermined cut-in display, the playback of the specific music piece continues either when the predetermined cut-in display is displayed or when the specific cut-in display is displayed, and the playback of the specific music piece continues 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, both the sound corresponding to the predetermined cut-in display and the sound of the specific music piece are outputted at a constant volume; When the specific cut-in display is displayed, a sound corresponding to the specific cut-in display is outputted in a manner that gives priority to the sound of the specific music piece. It is characterized by the following. According to this feature, the specific cut-in can be displayed in an emphasized manner. (Corresponding drawings, Figures 12-24 to 12-25) [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a front view of a pachinko gaming machine according to an embodiment of the present invention. [Figure 2] 1 is a rear perspective view of a pachinko gaming machine according to an embodiment of the present invention. [Figure 3] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 4] 10 is a flowchart showing an example of a game control main process. [Figure 5] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 6] 10 is a flowchart illustrating an example of a special symbol process. [Figure 7] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 8] 10 is a flowchart showing an example of a performance control main process. [Figure 9] 10 is a flowchart showing an example of a performance control process. [Figure 10-1] 1 is a front view of a pachinko gaming machine according to a characteristic feature of the present embodiment. [Figure 10-2]FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 10-3] FIG. 10 is an explanatory diagram showing a winning type table. [Figure 10-4] FIG. 2 is an explanatory diagram showing each random number. [Figure 10-5] An explanatory diagram showing a jackpot determination table and a jackpot type determination table. [Figure 10-6] FIG. 10 is an explanatory diagram showing an example of the content of a performance control command. [Figure 10-7] An explanatory diagram showing an example of the contents of the fluctuation pattern on the main side. [Figure 10-8] An explanatory diagram showing an example of the contents of the variation pattern on the sub side. [Figure 10-9] An explanatory diagram showing a variation pattern determination table on the main side. [Figure 10-10] An explanatory diagram showing a pseudo-pattern determination table and a specific reach stimulation effect execution table on the sub side. [Figure 10-11] An explanatory diagram showing an example of the transition of effects related to pseudo-consecutive wins. [Figure 10-12] An explanatory diagram showing the reach line final color lottery table on the sub side. [Figure 10-13] FIG. 10 is an explanatory diagram showing the reach line first color lottery table on the sub side. [Figure 10-14] An explanatory diagram showing the reach line second color lottery table on the sub side. [Figure 10-15] An explanatory diagram showing the reach line third color lottery table on the sub side. [Figure 10-16] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 10-17] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 10-18] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 10-19] An explanatory diagram showing the presentation mode of a pachinko game machine in a weak pseudo pattern. [Figure 10-20]An explanatory diagram showing the presentation mode of a pachinko game machine in a weak pseudo pattern. [Figure 10-21] An explanatory diagram showing the presentation mode of a pachinko game machine in a weak pseudo pattern. [Figure 10-22] An explanatory diagram showing the presentation mode of a pachinko game machine in a weak pseudo pattern. [Figure 10-23] An explanatory diagram showing the presentation mode of a pachinko game machine in a weak pseudo pattern. [Figure 10-24] An explanatory diagram showing the presentation mode of a pachinko game machine in a weak pseudo pattern. [Figure 10-25] An explanatory diagram showing the presentation mode of a pachinko game machine in a weak pseudo pattern. [Figure 10-26] An explanatory diagram showing the presentation mode of a pachinko game machine in a weak pseudo pattern. [Figure 10-27] An explanatory diagram showing the presentation mode of a pachinko game machine in a weak pseudo pattern. [Figure 10-28] An explanatory diagram showing the presentation mode of a pachinko game machine in a weak pseudo pattern. [Figure 10-29] An explanatory diagram showing the presentation mode of a pachinko game machine in a weak pseudo pattern. [Figure 10-30] An explanatory diagram showing the presentation mode of a pachinko game machine in a weak pseudo pattern. [Figure 10-31] An explanatory diagram showing the presentation mode of a pachinko game machine in a weak pseudo pattern. [Figure 10-32] An explanatory diagram showing the presentation mode of a pachinko game machine in a weak pseudo pattern. [Figure 10-33] An explanatory diagram showing the presentation mode of a pachinko game machine in a weak pseudo pattern. [Figure 10-34] An explanatory diagram showing the presentation mode of a pachinko game machine in a weak pseudo pattern. [Figure 10-35] An explanatory diagram showing the presentation mode of a pachinko game machine in a weak pseudo pattern. [Figure 10-36] An explanatory diagram showing the presentation mode of a pachinko game machine in a weak pseudo pattern. [Figure 10-37]10 is an explanatory diagram showing the presentation mode of a pachinko game machine in a strong pseudo pattern A. FIG. [Figure 10-38] 10 is an explanatory diagram showing the presentation mode of a pachinko game machine in a strong pseudo pattern A. FIG. [Figure 10-39] 10 is an explanatory diagram showing the presentation mode of a pachinko game machine in a strong pseudo pattern A. FIG. [Figure 10-40] 10 is an explanatory diagram showing the presentation mode of a pachinko game machine in a strong pseudo pattern A. FIG. [Figure 10-41] 10 is an explanatory diagram showing the presentation mode of a pachinko game machine in a strong pseudo pattern A. FIG. [Figure 10-42] 10 is an explanatory diagram showing the presentation mode of a pachinko game machine in a strong pseudo pattern A. FIG. [Figure 10-43] 10 is an explanatory diagram showing the presentation mode of a pachinko game machine in a strong pseudo pattern A. FIG. [Figure 10-44] 10 is an explanatory diagram showing the presentation mode of a pachinko game machine in a strong pseudo pattern A. FIG. [Figure 10-45] 10 is an explanatory diagram showing the presentation mode of a pachinko game machine in a strong pseudo pattern A. FIG. [Figure 10-46] 10 is an explanatory diagram showing the presentation mode of a pachinko game machine in a strong pseudo pattern A. FIG. [Figure 10-47] 10 is an explanatory diagram showing the presentation mode of a pachinko game machine in a strong pseudo pattern A. FIG. [Figure 10-48] 10 is an explanatory diagram showing the presentation mode of a pachinko game machine in a strong pseudo pattern A. FIG. [Figure 10-49] 10 is an explanatory diagram showing the presentation mode of a pachinko game machine in a strong pseudo pattern A. FIG. [Figure 10-50] 10 is an explanatory diagram showing the presentation mode of a pachinko game machine in a strong pseudo pattern C. FIG. [Figure 10-51] 10 is an explanatory diagram showing the presentation mode of a pachinko game machine in a strong pseudo pattern B. FIG. [Figure 10-52] 10 is an explanatory diagram showing the presentation mode of a pachinko game machine in a strong pseudo pattern B. FIG. [Figure 10-53] 10 is an explanatory diagram showing the presentation mode of a pachinko game machine in a strong pseudo pattern B. FIG. [Figure 10-54] This is an explanatory diagram showing the presentation mode of a pachinko game machine when a specific reach stimulation is performed in strong pseudo pattern A. [Figure 10-55] This is an explanatory diagram showing the presentation mode of a pachinko game machine when a specific reach stimulation is performed in strong pseudo pattern A. [Figure 10-56] This is an explanatory diagram showing the presentation mode of a pachinko game machine when a specific reach stimulation is performed in strong pseudo pattern A. [Figure 10-57] This is an explanatory diagram showing the presentation mode of a pachinko game machine when a specific reach stimulation is performed in strong pseudo pattern A. [Figure 11-1] FIG. 10 is an explanatory diagram showing a non-deformed character and a deformed character. [Figure 11-2] An explanatory diagram showing an example of a presentation before a normal reach is made. [Figure 11-3] An explanatory diagram showing the effects before a normal reach is executed. [Figure 11-4] FIG. 10 is an explanatory diagram showing the branching of whether the state is in a reach state or a non-reach state. [Figure 11-5] This is an explanatory diagram showing that the miniature character effect of the deformed character jam has progressed to a reach effect of the deformed character, resulting in a miss state. [Figure 11-6] FIG. 10 is an explanatory diagram showing that the deformed character Jam has defeated the enemy character Dog. [Figure 11-7] FIG. 10 is an explanatory diagram showing a battle reach. [Figure 11-8] An explanatory diagram showing that the first pseudo consecutive performance is executed when a specific decorative pattern temporarily stops. [Figure 11-9] An explanatory diagram showing the arrangement relationship of layers when a specific decorative pattern is temporarily stopped. [Figure 11-10] This is an explanatory diagram showing an example of a performance when an action is taken when a specific decorative pattern temporarily stops. [Figure 11-11] An explanatory diagram showing the types of background and display modes of pseudo-consecutive effects. [Figure 11-12] An explanatory diagram showing a performance in which the first pseudo consecutive performance or the second pseudo consecutive performance is executed depending on the dialogue. [Figure 11-13] FIG. 11-12(D) is an explanatory diagram showing that the second line presentation is executed. [Figure 11-14] 10 is an explanatory diagram showing an example of a presentation in which a chance-up presentation of a dialogue presentation is executed. FIG. [Figure 11-15] FIG. 10 is an explanatory diagram showing an example of a character presentation in which a third line presentation is displayed. [Figure 11-16] FIG. 10 is an explanatory diagram showing whether the first line performance or the second line performance is performed after the third line performance is performed. [Figure 11-17] An explanatory diagram showing an example of a pseudo consecutive performance. [Figure 11-18] 11-17(C) to 11-17(D) are explanatory diagrams specifically showing the effects. [Figure 12-1] This is an explanatory diagram showing an example of the SP reach performance "Powerful World". [Figure 12-2] This is an explanatory diagram showing an example of the presentation when the SP reach presentation "Powerful World" hits or misses. [Figure 12-3] This is an explanatory diagram showing an example of the SP reach performance "Powerful World". [Figure 12-4] This is an explanatory diagram showing an example of the SP reach effect "Bakuchu Invasion". [Figure 12-5] This is an explanatory diagram showing an example of the SP reach effect "Bakuchu Invasion". [Figure 12-6] This is an explanatory diagram showing an example of the SP reach effect "Bakuchu Invasion". [Figure 12-7] FIG. 10 is an explanatory diagram showing an example of a chance-up pattern for a re-draw effect. [Figure 12-8] FIG. 10 is an explanatory diagram showing an example of a re-draw effect. [Figure 12-9] FIG. 10 is an explanatory diagram showing an example of a chance-up pattern for a re-draw effect. [Figure 12-10]FIG. 10 is an explanatory diagram showing an example of a special pattern of re-drawing effects. [Figure 12-11] FIG. 10 is an explanatory diagram showing an example of a modified re-draw effect. [Figure 12-12] An explanatory diagram showing an example of a pseudo consecutive performance. [Figure 12-13] FIG. 10 is an explanatory diagram showing the pseudo consecutive effects and music. [Figure 12-14] FIG. 10 is an explanatory diagram showing an example of a step-up effect. [Figure 12-15] FIG. 10 is an explanatory diagram showing an example of step-up effects and musical performances. [Figure 12-16] FIG. 10 is an explanatory diagram showing the types of effects. [Figure 12-17] FIG. 10 is an explanatory diagram showing the relationship between music and action prompting sounds in the SP reach performance. [Figure 12-18] An explanatory diagram showing the duration and type of music and action prompting sounds in the SP reach performance. [Figure 12-19] An explanatory diagram showing the duration of the action prompt display and action corresponding sound in the SP reach performance. [Figure 12-20] An explanatory diagram showing the duration of the action prompt display and action corresponding sound in the SP reach performance. [Figure 12-21] An explanatory diagram showing the action prompt display and lyrics display when controlled to the "jackpot" game state. [Figure 12-22] FIG. 10 is an explanatory diagram showing the action prompt display and lyrics display when the "miss" state occurs. [Figure 12-23] An explanatory diagram showing the chance-up patterns for action prompt displays and lyric displays when controlled to the "jackpot" game state. [Figure 12-24] FIG. 10 is an explanatory diagram showing the relationship between music, action-responsive sounds, and lyric displays when performed during the SP reach performance. [Figure 12-25] An explanatory diagram showing the differences in volume for each execution part during the SP reach performance. [Figure 12-26] FIG. 10 is an explanatory diagram showing types of cut-in effects. [Figure 12-27]An explanatory diagram showing an example of the "powerful zone" effect. [Figure 12-28] An explanatory diagram showing an example of the "Super Powerful Zone" effect. [Figure 12-29] This is an explanatory diagram showing an example of the SP reach effect "Powerful Island". [Figure 12-30] This is an explanatory diagram showing an example of the SP reach effect "Powerful Island". [Figure 12-31] This is an explanatory diagram showing examples of effects from the ``Powerful Zone'' effect to the SP reach effect ``Powerful World.'' [Figure 12-32] This is an explanatory diagram showing examples of effects from the ``Super Powerful Zone'' effect to the SP reach effect ``Powerful Island.'' [Figure 12-33] This is an explanatory diagram showing examples of the SP reach performance from "Powerful World" to "Powerful Island". [Figure 12-34] An explanatory diagram showing a comparison between the "Powerful Zone" effect and the "Super Powerful Zone" effect. [Figure 12-35] This is an explanatory diagram about the epilogue period after the "jackpot" of the SP reach performance "Powerful World". [Figure 12-36] 10A and 10B are explanatory diagrams showing operation sounds of a movable body and music during an epilogue period.
[0008] (Features 1851SKY) Form 1-1 gaming machine, A gaming machine that can be controlled to be advantageous to a player, A performance execution means capable of executing a performance is provided, The performance execution means 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, a first piece of music including singing voices is output, and after notifying that the game will be controlled to the advantageous state, a background display corresponding to the first notification performance is switched, and a second piece of music corresponding to the switched background display and including singing voices is output, and while the second piece of music is being output, a suggestion performance regarding the advantageous state to be controlled can be executed; In the second notification performance, a third piece of music including singing voice is output, and after it is notified that the game will be controlled to the advantageous state, a background display corresponding to the second notification performance is switched, and the second piece of music is output in accordance with the background display after the switch, and while the second piece of music is being output, a suggestion performance regarding the advantageous state to be controlled can be executed. It is characterized by the following. According to this feature, interest is increased by playing music containing songs corresponding to each notification effect until a jackpot is reached, and by playing a common music containing a song in the re-draw scene, it is possible to stably communicate the re-draw regardless of which notification effect is used. The correspondence between the various components described in the embodiments of the invention is as follows: First announcement: Powerful World Reach Second notification: Bakuchu attack reach effect Singing voice: The singing voice of the character's voice actor or the musician singing the song Background display corresponding to the first notification: Background display of the character Mumu singing Background display after switching: Background when redraw effect is executed Background display corresponding to the second notification: Background display showing the character Jam and the character Bakuchu fighting 1st song: "Powerful World" 2nd song: "Infinite Powerful" 3rd song: "Final Battle" ·Suggestion effect: Redraw effect Corresponding drawings: Figure 12-1 to Figure 12-7
[0009] The gaming machine of form 1-2 is the gaming machine according to form 1-1, The first music piece including the singing voice used in the first notification performance is a music piece related to the first notification performance. It is characterized by the following. This feature can increase the interest of the player.
[0010] The gaming machine of form 1-3 is the gaming machine according to form 1-1, The second song can be output in a shorter period than the first and third songs, The first and third songs can be output from positions where the duration until the chorus is short. It is characterized by the following. With this feature, the re-draw effect is executed after a jackpot, so by executing it without lengthening the duration, it can smoothly connect to the jackpot round. In the meantime, by playing it from near the chorus, you can enjoy the second song. Corresponding drawing: Figure 12-16
[0011] The gaming machine of form 1-4 is a modified example of form 1-1, The first song output in the first notification performance is the first verse of the song, and the second song output in the second notification performance is the second verse of the first song. It is characterized by the following. According to this feature, by outputting the first song during the reach effect and playing the second song during the re-draw effect, the player can understand the connection between the first and second songs. Corresponding drawing: Figure 12-11
[0012] (Feature 1852SKY) The gaming machine of type 2-1 is A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A performance execution means is provided for executing a performance, The performance execution means It is possible to execute any one of a plurality of effects including a first effect and a second effect that suggest the advantageous state, The first performance can be executed when a first piece of music including vocals is being output, The second performance can be executed when a second piece of music including vocals is being output, the first effect is an effect in which lyrics corresponding to the first music piece are not displayed, the second effect is an effect in which lyrics corresponding to the second music piece are displayed, The second effect has a higher expectation of the advantageous state than the first effect, The second effect is executed at a lower rate than the first effect. It is characterized by the following. According to this feature, the second effect using the lyrics display is more anticipated than the first effect, and the fact that it appears less frequently makes it seem like the lyrics display is a highly anticipated effect, and since the first effect appears more frequently, it prevents the lyrics display from becoming annoying. The correspondence between the various components described in the embodiments of the invention is as follows: 1st performance: Pseudo consecutive performance (or step-up performance) 2nd performance: Redraw performance -Indications regarding advantageous states: whether the symbol will be promoted, whether it will be a win, and the number of rounds. Expectations for advantageous states: jackpot expectation, probability of probability change, 10R expectation, etc. 1st song: "Powerful Ondo" 2nd song: "Infinite Powerful" Lyrics for the second song: "Feeling like HEAVEN, feeling like Seven" Corresponding drawings: Figure 12-7, Figure 12-12, Figure 12-14
[0013] The gaming machine of form 2-2 is the gaming machine according to form 2-1, The first effect is characterized in that, instead of displaying lyrics, characters different from the lyrics and related to the first effect are displayed. According to this feature, by displaying the lyrics, it is possible to prevent the intended message from being misunderstood, and by displaying the text related to the first performance, it is possible to increase the interest in the first performance. Corresponding drawing: Figure 12-13
[0014] The gaming machine of form 2-3 is the gaming machine according to form 2-1, The first effect is an effect using a character, and the effect mode of the character is changed in accordance with the first music piece. It is characterized by the following. According to this feature, in the first production, lyrics are not displayed, but the characters are made to move, thereby making the production more exciting. Corresponding drawings: Figures 12-13 to 12-14
[0015] The gaming machine of form 2-4 is the gaming machine according to form 2-2, The second effect suggests the degree of expectation that the lyrics will be displayed in a favorable state, and the first effect suggests the degree of expectation that the lyrics will be displayed in a favorable state in a display mode of characters related to the first effect. It is characterized by the following. According to this feature, by providing a chance increase in accordance with each presentation, it is possible to increase interest. Corresponding drawing: Figure 12-9
[0016] (Feature 1853SKY) The gaming machine of type 3-1 is A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A performance execution means is provided for executing a performance, The performance execution means It is possible to execute any one of a plurality of effects including a first effect, a second effect, and a third effect that suggest the advantageous state, The first performance can be executed when a first piece of music including vocals is being output, The second performance can be executed when a second piece of music including vocals is being output, The third performance can be executed when a third piece of music including vocals is being output, the first effect is an effect in which lyrics corresponding to the first music piece are displayed in a normal manner, the second effect is an effect in which lyrics corresponding to the second music piece are displayed in a special manner different from the normal manner, The third effect is an effect in which lyrics corresponding to the third music piece are not displayed. It is characterized by the following. According to this feature, it is possible to enhance the interest by providing a variety of musical performances. The correspondence between the various components described in the embodiments of the invention is as follows: - 1st performance: Powerful World Reach performance 2nd performance: Redraw performance 3rd performance: Step-up performance, pseudo consecutive performance Lyrics are displayed in normal mode: The lyrics are displayed in the lower part of the LCD screen. The size and font of the text are constant. Special lyric display: The entire LCD screen is used for display. The font size and size of the text change depending on the lyrics. Corresponding drawings: Figures 12-1 to 12-3, 12-7, 12-12 to 12-16
[0017] The gaming machine of form 3-2 is the gaming machine according to form 3-1, In the second suggestion performance, when the lyrics display of the first song is displayed in a special manner, it is more likely to be controlled to an advantageous state than when the lyrics display of the second song is displayed in a special manner. It is characterized by the following. Such a feature allows for a different effect to be shown than usual, which can be entertaining for the player. Corresponding drawing: Figure 12-10
[0018] The gaming machine of form 3-3 is the gaming machine according to form 3-1, In the third performance, a performance pattern including the first music piece can be executed. It is characterized by the following. With this feature, various musical patterns can be applied to the pseudo consecutive effects, which can entertain the player. Corresponding drawing: Figure 12-12
[0019] (Feature 1854SKY) The gaming machine of type 4-1 is A gaming machine that can be controlled to be advantageous to a player, A performance execution means capable of executing a performance is provided, The performance execution means A specific piece of music including singing voice is used, and an announcement effect is executed to announce whether or not to control to the advantageous state. It is possible to display lyrics corresponding to a specific song during the notification performance, The notification performance includes an introduction part and an epilogue part, The introduction part and the epilogue part are performed in this order. In the introductory part, an action prompting display can be displayed to prompt the player to take an action, When the player performs an action during the period in which the action prompting display is displayed in the introductory part, the player is notified as to whether or not the game will be controlled to the advantageous state. In response to the display of the action prompting display during the introductory part, the volume of the specific music piece is reduced, and the volume of the specific music piece is restored during the subsequent epilogue part; an action prompting sound is continuously output during a period in which the action prompting display in the introduction part is displayed; It is characterized by the following. According to such a feature, in a music-based reach, the music is stopped temporarily when the decision button is pressed, and the music is played again when a jackpot is announced. In order to make the win / loss button stand out, it is necessary to mute the music before the win / loss result is announced. Therefore, when the muted music is continued when a jackpot is reached, a gap is inevitably created. However, by filling this gap with the button prompt sound, the gap can be connected to the continuation of the music before the mute sound is muted in a natural manner without making the gap silent. The correspondence between the various components described in the embodiments of the invention is as follows: -Specific songs that include vocals: "Powerful World" is a song that features vocals from character voice actors and musicians. Notification effect: Powerful world reach effect Introduction part: This part includes the scene where the title is announced during the Powerful World Reach performance, the scene where the button for the cut-in is displayed, and the scene where the button for notifying whether or not it is a jackpot, and is the part until it is announced whether or not it is a jackpot, and is the part that hypes up whether or not it will be a jackpot. Epilogue: This is the part that follows the introduction, and shows whether the story is a hit or a miss, and shows the ending of the story as a dramatic effect. -Volume reduction: Reduces the volume of the song "Powerful World" being played. -Restore volume: Increase the volume of the song "Powerful World," which had been lowered. Action prompt: Button display Action prompt sound: The sound that is output during 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 according to form 4-1, The action prompt display includes a first action prompt display and a second action prompt display that has a higher expectation of being controlled to a more advantageous state than the first action prompt display. The prompt sounds for the first action prompt display and the second action prompt display are different, but the timing at which the action prompt displays disappear is the same. According to this feature, even if the prompting sound is different, the timing of erasing the display is the same, so that the scene announcing the big win can be seamlessly transitioned to. Corresponding drawing: Figure 12-18
[0021] The gaming machine of form 4-3 is the gaming machine according to form 4-1, The first action prompt display itself is the same when it is displayed in the introductory part and when it is displayed in the second scene, but the action prompt sound is different. It is characterized by the following. According to this feature, the action prompting sound can be heard in the introductory part that directly relates to whether the player wins or loses. Corresponding drawing: Figure 12-18
[0022] (Features 1855SKY) The gaming machine of type 5-1 is A gaming machine that can be controlled to be advantageous to a player, A performance execution means capable of executing a performance is provided, The performance execution means A specific piece of music is used, and an announcement effect is executed to announce 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 are performed in this order. A motion prompting display that prompts the player to perform a motion can be displayed at a first timing of the introduction part and at a second timing after the first timing, When the player performs an action during the period in which the action prompt display is displayed at the first timing of the introductory part, the player's expectation of being controlled to the advantageous state is suggested; When the player performs an action during the period in which the action prompting display is displayed at the second timing of the introduction part, the player is notified of whether or not the advantageous state will be established; In response to the action prompting display being displayed at the second timing of the introduction part, the volume of the specific music piece is reduced, and the volume of the specific music piece is restored in the subsequent epilogue part; an action prompting sound corresponding to the action prompting display at the second timing of the introduction part is output for a longer period of time than an action prompting sound corresponding to the action prompting display at the first timing of the introduction part; It is characterized by the following. According to these features, in a music-based reach, the music is stopped temporarily when the deciding button is pressed, and then played again when a jackpot is announced; at the first timing, by not making the prompt sound for the cut-in button longer, the music can be heard without being interrupted by the prompt sound for the button; at the second timing, since the button that is pressed is directly related to whether or not the player wins, by making the prompt sound longer than the button that is pressed at the first timing, the player can be excited to play until the end, and by using the prompt sound for the button to fill in the gap time until the rest of the music before muting is played, the rest of the music can be played without leaving the gap silent and without creating a sense of incongruity. The correspondence between the various components described in the embodiments of the invention is as follows: Specific song: "Powerful World" Notification effect: Powerful world reach effect -First timing of the introduction part: The timing when the button is displayed before the Mumu cut-in effect is performed. - The second timing of the introduction part: The timing when the button to notify you of the result is displayed. Action prompt sound corresponding to the action prompt display at the first timing: V10 sound - Action prompt sound corresponding to the action prompt display at the second timing: V11 sound Corresponding drawing: Figure 12-18
[0023] The gaming machine of form 5-2 is the gaming machine according to form 5-1, The action prompts at the first timing of the introduction part include a first action prompt and a second action prompt that is more easily controlled to an advantageous state than the first action prompt, and the action prompts at the second timing of the second introduction part are the same for the first action operation prompt and the second action prompt, but the prompt sound is longer even for the same action prompt at the second timing. It is characterized by the following. According to this feature, the player can be entertained and given time to decide whether or not the winning ticket is a winner. Corresponding drawing: Figure 12-18
[0024] The gaming machine of form 5-3 is the gaming machine according to form 5-1, When controlled to an advantageous state, at a first timing of the introduction part, there is a first action prompting display and a second action prompting display that is more likely to be controlled to an advantageous state than the first action prompting display, and the second action prompting display is more likely to be displayed at the second timing than at the first timing; It is characterized by the following. According to this feature, when the game is controlled to an advantageous state, the second promotion display is more likely to be displayed when the result is a win or loss than when the cut-in occurs, allowing the player to enjoy the result even more when the result is a win or loss.
[0025] (Features 1856SKY) The gaming machine of type 6-1 is A gaming machine that can be controlled to be advantageous to a player, A performance execution means capable of executing a performance is provided, The effect execution means is capable of executing a notification effect using a specific piece of music 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 are performed in this order. A motion prompting display that prompts the player to perform a motion can be displayed at a first timing of the introduction part and at a second timing after the first timing, When the player performs an action during the period in which the action prompt display is displayed at the first timing of the introductory part, the player's expectation of being controlled to the advantageous state is suggested; When the player performs an action during the period in which the action prompting display is displayed at the second timing of the introduction part, the player is notified of whether or not the advantageous state will be established; In response to the action prompting display being displayed at the second timing in the introductory part, the volume of the specific music piece is reduced, and the volume of the specific music piece is restored in the subsequent epilogue part; an action-responsive sound output in response to a player making an action when the action prompting display is displayed at the second timing of the introduction part is shorter than an action-responsive sound output in response to a player making an action when the action prompting display is displayed at the first timing of the introduction part; It is characterized by the following. According to such a feature, in a music-based reach, the music is stopped temporarily when the deciding button is pressed, and then the music is played again when a jackpot is announced. At the first timing, the duration of the action response sound is lengthened to emphasize that the button has been pressed, but by shortening the duration of the action response sound for the deciding button, the continuation of the music that was muted can be played immediately, allowing the player to hear the continuation of the muted music immediately. The correspondence between the various components described in the embodiments of the invention is as follows: Specific song: "Powerful World" Notification effect: Powerful world reach effect -First timing of the introduction part: The timing when the button is displayed before the Mumu cut-in effect is performed. - The second timing of the introduction part: The timing when the button to notify you of the result is displayed. - Action-related sound corresponding to the action prompt display at the first timing: An electronic sound that is output when a button is operated. -Action corresponding sound corresponding to the action prompt display at the second timing: An electronic sound that is output when the correct / incorrect button is pressed. Corresponding drawings: Figure 12-19, Figure 12-20
[0026] The gaming machine of form 6-2 is the gaming machine according to form 6-1, There are a first action prompting display and a second action prompting display which is more easily controlled to an advantageous state than the first action prompting display, and the action corresponding sound outputted when the player takes an action when the first action prompting display is displayed at the second timing of the introductory part is shorter than the action corresponding sound outputted when the player takes an action when the first action prompting display is displayed at the first timing of the introductory part; It is characterized by the following. According to this feature, even if the state of the button changes, the sound corresponding to the action of the button pressed at the time of deciding can be shortened, so that the number of presentation patterns can be increased without interfering with the music being played again. Corresponding drawings: Figures 12-19 to 12-20
[0027] The gaming machine of aspect 6-3 is the gaming machine according to aspect 6-1, There are a first action prompting display and a second action prompting display which is more easily controlled to an advantageous state than the first action prompting display, and the action corresponding sound outputted when the player takes an action when the second action prompting display is displayed at the second timing of the introductory part is shorter than the action corresponding sound outputted when the player takes an action when the second action prompting display is displayed at the first timing of the introductory part; It is characterized by the following. According to this feature, even if the state of the button changes, the sound corresponding to the action of the button pressed at the time of deciding can be shortened, so that the number of presentation patterns can be increased without interfering with the music being played again. Corresponding drawings: Figures 12-19 to 12-20
[0028] (Features 1857SKY) The gaming machine of type 7-1 is A gaming machine that can be controlled to be advantageous to a player, A performance execution means capable of executing a performance is provided, The effect execution means is capable of executing a notification effect that uses a specific piece of music including singing voice and notifies the player whether or not to control the game to the advantageous state, In the notification performance, a lyric subtitle 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 are performed in this order. In the introductory part, an action prompting display can be displayed to prompt the player to take an action, When the player performs an action during the period in which the action prompting display is displayed in the introductory part, the player is notified as to whether or not the game will be controlled to the advantageous state. displaying a lyric caption display corresponding to a first phrase of the specific musical piece before the action prompting display in the introductory part is displayed, and ending the lyric caption display in response to the end of output of the song corresponding to the first phrase; When the action prompting display in the introductory part is displayed, a lyric caption display corresponding to the second phrase of the specific song is displayed, and the lyric caption display is continued to be displayed for a lingering period even after the output of the song corresponding to the second phrase has finished, and when the player performs an action during the lingering period, the display of the lyric caption display is ended and a lyric caption display corresponding to the third phrase of the specific song is displayed. It is characterized by the following. According to these features, in a music-based reach, the music is stopped temporarily when the deciding button is pressed, and then the music is played again when a jackpot is announced. While the output of the music is stopped during the button's valid period, a lingering period can be provided afterwards, allowing for a period during which a prompt sound for an action prompt display is output, and one phrase of lyrics can be displayed, so that when announcing a jackpot, there is a seamless transition when switching to the lyrics for the next scene. The correspondence between the various components described in the embodiments of the invention is as follows: Specific songs that include vocals: "Powerful World" is a song that features vocals from character voice actors and musicians. Introduction: The moment when the button appears before the Mumu cut-in effect is performed. Epilogue part: The period from when the jackpot is announced until the reel drops and the decorative pattern is displayed again. First phrase: Lyrics: "Let's start the festival, Fever" · Second phrase: Lyrics display "Tonight begins to resonate" - Resonance period: The music output is stopped, or the volume is 0, or the volume is lower than during the Powerful World Reach. Keep the caption displayed: The lyrics of "Hibikidasu Tonight" are displayed. - Third phrase: Lyrics for "HEY" Corresponding drawing: Figure 12-21
[0029] The gaming machine of aspect 7-2 is the gaming machine according to aspect 7-1, When the control is not in the advantageous state, an action prompting display is displayed during the afterglow period in the second scene, and when an action is performed, the display of the lyrics caption is terminated, and the lyrics caption display is not displayed thereafter. It is characterized by the following. According to this feature, if the lyrics caption is updated when the player is not in an advantageous state, the player may mistakenly believe that the player is in an advantageous state, and this mistake can be prevented. Corresponding drawing: Figure 12-22
[0030] The gaming machine of aspect 7-3 is the gaming machine according to aspect 7-1, During the reverberation period, an action prompting display is displayed, and when an action is taken, the display of the lyrics caption display is terminated and switched to the display of lyrics caption display corresponding to one phrase of the song, and the lyrics caption corresponding to one phrase of the song is displayed before the music. It is characterized by the following. According to this feature, the lyrics are displayed before the music resumes, allowing the player to understand where the music continues. Corresponding drawing: Figure 12-21
[0031] The gaming machine of aspect 7-4 is the gaming machine according to aspect 7-1, If the color of the lyrics caption is changed before the action prompt display is displayed, the lyrics caption that has been changed for the duration of the reverberation will continue to be displayed even after the output of the song corresponding to one phrase has finished. It is characterized by: This feature can prevent the feeling of discomfort caused by sudden changes in lyrics captions. Corresponding drawing: Figure 12-23
[0032] (Features 1858SKY) The gaming machine of type 8-1 is A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A performance execution means is provided for executing a performance, The effect execution means is capable of executing a notification effect that uses a specific piece of music including singing voice and notifies the player whether or not to control the game to the advantageous state, In the notification performance, any one of a plurality of types of cut-in displays including a predetermined cut-in display and a specific cut-in display can be displayed, The specific cut-in display has a higher expectation of being controlled to the advantageous state than the predetermined cut-in display, the playback of the specific music piece continues either when the predetermined cut-in display is displayed or when the specific cut-in display is displayed, and the playback of the specific music piece continues 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, both the sound corresponding to the predetermined cut-in display and the sound of the specific music piece are outputted at a constant volume; When the specific cut-in display is displayed, a sound corresponding to the specific cut-in display is outputted in a manner that gives priority to the sound of the specific music piece. It is characterized by the following. According to this feature, the specific cut-in can be displayed in an emphasized manner. The correspondence between the various components described in the embodiments of the invention is as follows: -Specific songs that include vocals: "Powerful World" is a song that features vocals from character voice actors and musicians. Notification effect: Powerful world reach effect - Predetermined cut-in effect: Mumu cut-in effect Specific cut-in effect: Burning Mumu & Jam cut-in effect Prioritize output: The output sound when the Burning Mumu & Jam cut-in effect is performed is louder than the volume of the song "Powerful World" being played. Corresponding drawings: Figure 12-24 to Figure 12-25
[0033] The gaming machine of aspect 8-2 is the gaming machine according to aspect 8-1, There are special cut-ins that are different from specific cut-ins and predetermined cut-ins, and when a special cut-in is executed, the lyrics display is made invisible. It is characterized by the following. This feature makes it possible to draw attention to the cut-in effect. Corresponding drawing: Figure 12-16
[0034] The gaming machine of form 8-3 is the gaming machine according to form 8-1, The pre-stage production that takes place before the specific cut-in and the predetermined cut-in are executed is the same. It is characterized by the following. According to this feature, a common effect is executed up until the cut-in effect, so that the player can enjoy the anticipation of which cut-in effect will be executed. Corresponding drawing: Figure 12-16
[0035] The gaming machine of aspect 8-4 is the gaming machine according to aspect 8-1, The execution period of the specific cut-in is longer than the predetermined cut-in, It is characterized by the following. According to this feature, it is possible to draw attention to the cut-in effect, which leads to increased interest. Corresponding drawing: Figure 12-25
[0036] The gaming machine of aspect 8-5 is the gaming machine according to aspect 8-1, Lyric subtitles are displayed both when a predetermined cut-in is displayed and when a specific cut-in is displayed. It is characterized by the following. According to this feature, it is possible to prevent the impression that the music suddenly skips ahead after the specific cut-in ends. Corresponding drawing: Figure 12-26
[0037] (Features 1859SKY) The gaming machine of type 9-1 is A gaming machine that can be controlled to be advantageous to a player, A performance execution means capable of executing a performance is provided, The performance execution means A first musical piece is used, and a first notification effect is executed to notify whether or not to control to the advantageous state. A second musical piece is used, and a second notification effect is executed to notify whether or not to control to the advantageous state. The second notification effect has a higher expectation of being controlled to the advantageous state than the first notification effect, The reproduction of the first music piece is started at a timing related to the display of a title corresponding to the first notification effect, The reproduction of the second music piece is started at a timing before a timing related to the title display corresponding to the second notification performance. It is characterized by the following. According to this feature, for the second notification performance, which has a high expectation, the music is played at an earlier timing than the music playback timing of the first notification performance, which suggests that the second notification performance will be executed earlier, leading to increased interest. The correspondence between the various components described in the embodiments of the invention is as follows: 1st song: "Powerful World" First announcement: Powerful World Reach 2nd song: "Powerful Island" Second notification: Powerful Island Reach Title display corresponding to the first announcement: 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: Figure 12-27 to Figure 12-32
[0038] The gaming machine of aspect 9-2 is the gaming machine according to aspect 9-1, The display mode of the title display of the second notification effect is more easily controlled to an advantageous state than the display mode of the title display of the first notification effect. It is characterized by the following. According to this feature, the title display of the second notification effect can be made to stand out. Corresponding drawings: Figure 12-27 to Figure 12-28
[0039] The gaming machine of aspect 9-3 is the gaming machine according to aspect 9-1, When the first song is played, there is a branching pattern afterwards, but when the second song is played, only the second notification effect is executed without progressing to other effects. It is characterized by the following. According to such a feature, the second notification performance is highly anticipated, so that the player can enjoy the second notification performance with peace of mind from the moment the music starts to play. Corresponding drawings: Figure 12-27 to Figure 12-30
[0040] The gaming machine of aspect 9-4 is the gaming machine according to aspect 9-1, In the second notification performance, when the title of the song is displayed, the song is already being output. According to this feature, the music is played before the reach is reached, which can increase the interest of the player. Corresponding drawings: Figure 12-28 to Figure 12-30
[0041] (Features 1860SKY) The gaming machine of type 10-1 is A gaming machine that can be controlled to be advantageous to a player, A performance execution means capable of executing a performance is provided, The performance execution means A first musical piece is used, and a first notification effect for notifying whether or not to control to the advantageous state and a second musical piece are used, and it is possible to execute any one of a plurality of notification effects including a second notification effect for notifying whether or not to control to the advantageous state; Before the notification performance is executed, a first pre-performance including a first pre-performance and a second pre-performance can be executed, The first notification effect and the second notification effect have different expectations of being controlled to the advantageous state, The first pre-stage performance uses a different music from the music of the notification performance after development, The second early stage performance is characterized in that the same music as that of the notification performance after development is used. According to these characteristics, the music is selected differently for the first pre-stage performance and the second pre-stage performance, so that the first pre-stage performance does not reveal which reach it is until it develops, which increases the sense of anticipation until it develops, and the second pre-stage performance makes it clear which reach it is through the common music during the second pre-stage performance, which increases the sense of excitement, especially when it is a highly anticipated notification performance. The correspondence between the various components described in the embodiments of the invention is as follows: 1st song: "Powerful World" First announcement: Powerful World Reach 2nd song: "Powerful Island" Second notification: Powerful Island Reach First stage: "Powerful Zone" effect - 2nd opening effect: "Super Powerful Zone" effect -Development: The transition from the "Powerful Zone" effect to the Powerful World Reach effect. - Different music: 2nd BGM Common song: "Powerful Island" Corresponding drawings: Figure 12-31 to Figure 12-32
[0042] A gaming machine of form 10-2 is the gaming machine according to form 10-1, During the first notification performance, the second pre-performance is performed, and then the second notification performance is started. It is characterized by the following. According to this feature, by transitioning from the first notification effect with low expectations to the second preliminary effect with high expectations, it is possible to develop the effect from low expectations to high expectations, so that the player can enjoy the game while feeling a sense of anticipation. Corresponding drawing: Figure 12-33
[0043] A gaming machine of form 10-3 is the gaming machine according to form 10-1, The period from the execution of the second pre-stage performance to the execution of the second notification performance is longer than the period from the execution of the first pre-stage performance to the execution of the first notification performance. It is characterized by the following. According to this feature, it is possible to entertain the player from the highly anticipated early stage performance over a long period of time. Corresponding drawings: Figure 12-31 to Figure 12-32
[0044] (Features 1861SKY) The gaming machine of type 11-1 is A gaming machine that can be controlled to be advantageous to a player, A performance execution means capable of executing a performance is provided, The effect execution means is capable of executing a notification effect that uses a specific piece of music including singing voice and notifies the player whether or not to control the game to the advantageous state, The notification performance includes an introduction part, a movable body movement part, and an epilogue part, The introduction part, the movable body moving part, and the epilogue part are performed in this order. In the introductory part, the specific music piece is played, In the movable body moving part, when the movable body moves to a movable position, the player is notified that the advantageous state will be established, and the specific music piece is played back while the movable body is moving; The specific music piece is also played in the epilogue part, the number of phrases of the specific music piece played in the epilogue part is greater than the number of phrases of the specific music piece played in the movable body movable part; It is characterized by the following. According to this feature, by continuing to play the music even when the moving body is moving, it is not necessary to use a special mechanism when the moving body is moving, and instead, by playing the music properly in the epilogue part, it is possible to immerse yourself in the afterglow of the big win. The correspondence between the various components described in the embodiments of the invention is as follows: -Specific songs that include vocals: "Powerful World" is a song that features vocals from character voice actors and musicians. Notification effect: Powerful world reach effect Number of phrases: Lyrics displayed during reach performance Introduction: The period until the button to announce whether or not a win is made is displayed during the reach performance. Movable part: The period from when the movable part falls to when it returns to its original position. Epilogue part: The period from when the moving body returns to its original position until the decorative pattern stops. · The moving object moves to the moving position: The moving object falls to the center of the screen. The number of phrases of the specific song played in the epilogue part is greater than the number of phrases of the specific song played in the moving body moving part: the lyrics that are displayed while the moving body is falling are three phrases, "Come on," "Everyone," and "Let's dance," and the lyrics that are displayed after the moving body returns to its original position are four phrases, "Mix your body to the rhythm," "Everyone is number one," "Let go now," and "That impulse," so the number of phrases played in the epilogue part is greater. Corresponding drawing: Figure 12-35
[0045] The gaming machine of aspect 11-2 is the gaming machine according to aspect 11-1, In the movable body moving part, when the movable body moves to a movable position, the player is notified that the advantageous state will be established, and the specific music piece is being played even while the movable body is moving, and the lyrics display corresponding to the specific music piece may be visible or invisible depending on the movable body. It is characterized by the following. According to this 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] A gaming machine according to aspect 11-3 is the gaming machine according to aspect 11-1, In the moving body moving part, when outputting the sound when the moving body moves to the moving position, the volume of the specific music is lowered. It is characterized by the following. According to this feature, it is possible to clearly notify the player that control is being performed in an advantageous state. Corresponding drawing: Figure 12-36
[0047] A gaming machine according to aspect 11-4 is the gaming machine according to aspect 11-1, The timing for erasing the music is such that the music gradually disappears after the decorative pattern is displayed and before the decorative pattern stops. It is characterized by the following. According to this feature, it is possible to ensure that the ending of the song does not feel unnatural. Corresponding drawing: Figure 12-36 DETAILED DESCRIPTION OF THE INVENTION
[0048] <Basic explanation> First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.
[0049] [Configuration of Pachinko Machine 1] Figure 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that forms the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls, which serve as gaming media, are shot into this gaming area by a predetermined ball shooting device.
[0050] Note that "variable display" of special symbols means, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or normal symbols described below vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols described below vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Note that variations also include the display of a certain symbol flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as the display result (when other symbols described below vary, The same applies to displays.) Variable display may also be expressed as variable display or fluctuation.
[0051] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol" or "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol" or "second special symbol." Also, a special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." It should be noted that there may be only one type of special symbol display device that variably displays the special symbols.
[0052] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is configured, for example, by an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may also be configured by 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 synchronization with the first special symbol game or the second special symbol game, a variable display of multiple types of decorative symbols (such as symbols showing numbers, etc.) as decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, 5R. The special symbol games and variable display of decorative symbols executed in synchronization are collectively referred to simply as "variable display."
[0054] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display that is currently being executed may be provided on the screen of the image display device 5. 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 reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.
[0056] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the number of first hold memories by the number of lit LEDs. The second hold indicator 25B displays the number of second hold memories by the number of lit LEDs.
[0057] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.
[0058] The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started.
[0059] The variable winning ball device 6B (normal electric device) forms a second start winning opening that changes between a closed state and an open state by a solenoid 81 (see Figure 3). The variable winning ball device 6B is, for example, equipped with an electric tulip-type device having a pair of movable wings, and when the solenoid 81 is in the off state, the movable wings are in a vertical position, so that the tip of the movable wings approaches the winning ball device 6A, and the second start winning opening is in a closed state where game balls cannot enter (this is also referred to as the second start winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable wings of the variable winning ball device 6B are in a tilted position, so that the second start winning opening is in an open state where game balls can enter (this is also referred to as the second start winning opening being in an open state). When the game ball enters, a predetermined number of prize balls (for example, three) are paid out and the second special game can be started. The variable prize ball device 6B is not limited to one equipped with an electric tulip-type accessory, as long as it can be changed between a closed state and an open state.
[0060] General winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided at predetermined positions on the game board 2 (in the example shown in FIG. 1, three locations at the lower left of the game area and one location above the variable winning ball device 6B). In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.
[0061] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 3), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.
[0062] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.
[0063] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters the first start prize opening, the second start prize opening, or the general prize opening 10.
[0064] The entry of a gaming ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, the entry into the starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.
[0065] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, at the lower left of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs variable display of normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers showing "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.
[0066] A passing gate 41 through which the gaming ball can pass is provided on the right side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.
[0067] A normal symbol hold indicator 25C is provided below the normal symbol indicator 20. The normal symbol hold indicator 25C is configured to include, for example, four LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games that are pending execution, by the number of lit LEDs.
[0068] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls, as well as numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.
[0069] Speakers 8L and 8R for reproducing and outputting sound effects are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the gaming area. Furthermore, in a position near the special variable winning ball device 7 on the gaming board 2, Attacca ramp 9c is provided.
[0070] A movable body 32 that operates in accordance with the effects is provided at a predetermined position on the game board 2 (above the image display device 5 in FIG. 1). The movable body 32 is also provided with a movable body lamp 9d. The movable body lamp 9d, together with the main lamp 9a, frame lamp 9b, and attacca lamp 9c described above, may be collectively referred to as the game effect lamp 9. The main lamp 9a, frame lamp 9b, attacca lamp 9c, and movable body lamp 9d are each configured to include an LED.
[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 to launch a gaming ball toward the gaming area by the ball-hitting device.
[0072] A ball supply tray (upper tray) is provided at a predetermined position in the gaming machine frame 3 below the gaming area to hold (store) gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball loaning machine so that they can be supplied to the ball launching device. Note that the gaming machine frame 3 may be provided with a payout section (ball supply tray) separate 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 on the gaming machine frame 3 below the gaming area. The stick controller 31A is provided with a trigger button that can be pressed by a player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 3).
[0074] A push button 31B that a player can press to give a predetermined instruction is provided at a predetermined position on the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 3).
[0075] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.
[0076] FIG. 2 is a rear perspective view of the pachinko gaming machine 1. The main board 11 housed in a board case 201 is mounted on the rear of the pachinko gaming machine 1. The main board 11 is provided with a setting key 51 and a setting changeover switch 52. The setting key 51 functions as a lock switch for switching between a setting change state and a setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing setting values such as the probability of winning a jackpot and the payout rate 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, for example, at a predetermined position on the power supply board 17.
[0077] A display monitor 29 is disposed in the center of the back surface of the main board 11, and a display changeover switch 30 is disposed to the side of the display monitor 29. 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 disposed in front of the main board 11 when the back side of the gaming board 2 is viewed with the gaming machine frame 3 open.
[0078] The display monitor 29 can display winning information such as consecutive win ratio, winning combination ratio, and base. The consecutive win ratio is the ratio of the number of winning balls that have entered the large winning slot (attacka) to the total number of winning balls. The winning combination ratio is the ratio of the number of winning balls that have entered the second start winning slot (electric chute) and the number of winning balls that have entered the large winning slot (attacka) to the total number of winning balls. The base is the number of game balls that have been shot out. The ratio of the total number of prize balls to the total number of balls won. When in the setting change state or setting confirmation state, the display monitor 29 can display the setting values of the pachinko gaming machine 1. When in the setting change state or setting confirmation state, the display monitor 29 only needs to be able to display the setting values to be changed or confirmed.
[0079] When the gaming machine frame 3 is closed, the setting key 51 and setting changeover switch 52 cannot be operated from the front side of the pachinko gaming machine 1. A glass door frame 3a having a glass window is rotatably provided in the gaming machine frame 3, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.
[0080] In the pachinko gaming machine 1, a security cover 50A is attached to the right end of the outer frame 1a, which is formed in a vertically long rectangular frame shape. When the gaming machine frame 3 is closed, the security cover 50A covers the right side of the circuit board case 201, which includes the setting keys 51 and setting changeover switch 52, from the rear side. The security cover 50A is a substantially L-shaped member including a short piece 50Aa and a long piece 50Ab, and may be made of a transparent synthetic resin.
[0081] [Outline of game progress] The game ball is launched towards the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 while the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on that passage cannot be played immediately), the normal game based on that passage is put on hold up to a predetermined upper limit number (for example, 4).
[0082] In this normal game, if a specific normal symbol (a normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes a "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second starting winning port is opened).
[0083] When a gaming ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.
[0084] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.
[0085] In addition, if a game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the big win game state or small win game state described below (when a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be put on hold up to a specified upper limit number (for example, 4).
[0086] In special game, if a specific special symbol (a big win symbol, for example, "7"; the actual symbol varies depending on the type of big win, as described below) is displayed as a fixed special symbol, it is a "big win," and if a predetermined special symbol different from the big win symbol (a small win symbol, for example, "2") is displayed as a fixed special symbol, it is a "small win." Also, if a special symbol different from the big win symbol or small win symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "miss."
[0087] After the display result in the special game becomes "jackpot", it is an advantageous state for the player. After the display result in the special game becomes "small win", the game state is controlled to a small win.
[0088] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period of time (for example, 29 seconds or 1.8 seconds) has elapsed, or until the number of game balls entering the large prize opening reaches a predetermined number (for example, 9), whichever comes first. The predetermined period is the maximum period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the maximum opening period. This cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined maximum number of times (15 times or 2 times) is reached.
[0089] In the jackpot gaming state, the player can win prize balls by making the game ball enter the big prize opening. Therefore, the jackpot gaming state is advantageous to the player. The more rounds in the jackpot gaming state and the longer the open upper limit period, the more advantageous it is for the player.
[0090] It should be noted that a "jackpot" has a set type of jackpot. For example, there are prepared a number of types of opening modes of the jackpot entrance (number of rounds or upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc.), and the jackpot type is set according to these. The jackpot types may include a jackpot type that can get many prize balls, a jackpot type that can get few prize balls, or a jackpot type that can get almost no prize balls.
[0091] In the small win gaming state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined opening manner. For example, in the small win gaming state, the large prize opening is opened in the same opening manner as in the large win gaming state for some large win types (the number of times the large prize opening is opened is the same as the number of rounds, and the timing of closing the large prize opening is also the same). Note that, like the large win types, small win types may also be set for "small wins."
[0092] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.
[0093] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (the period during which the special symbol fluctuates) compared to the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the fluctuation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.
[0094] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot."
[0095] The time-saving state or the probability variation state continues until one of the termination conditions is met first, such as the execution of a predetermined number of special game games or the start of the next jackpot game state. The termination condition, which is the execution of a predetermined number of special game games, is also called a count-cut (count-cut time-saving, count-cut probability variation, etc.).
[0096] The normal state is a state advantageous to the player, such as a jackpot game state, a time-saving state, a probability change state, etc. This refers to a gaming state other than special states such as special states, and is a state in which the pachinko gaming machine 1, such as the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot," is controlled in the same way as the initial setting state of the pachinko gaming machine 1 (for example, when a system reset is performed and the specified recovery process is not executed after power is turned on).
[0097] The state in which probability variable control is being executed is also called a high probability state, and the state in which probability variable control is not being executed is also called a low probability state. The state in which time-saving control is being executed is also called a high base state, and the state in which time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. The high probability state and low base state are also called a high probability low base state.
[0098] After the small win game state ends, the game state is not changed, and the game state before the display result of the special game becomes "small win" is continued (however, if the special game when the "small win" occurs is the special game of the predetermined number of times in the number cut, the game state will naturally be changed). Note that "small win" does not have to be the display result of the special game.
[0099] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize opening) during the big win game state. For example, when the game ball passes through the specific area, the game state may be controlled to a probability variable state after the big win game state.
[0100] In the pachinko gaming machine 1, various effects (such as notifying the progress of the game or adding excitement to the game) are executed according to the progress of the game. These effects are described below. The effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of these displays, they may also be performed using audio output from the speakers 8L and 8R, the turning on and off of the game effect lamp 9, the movement of the movable body 32, or any other effect device including some or all of these.
[0101] As an effect executed in accordance with the progress of the game, in response to the start of the first special symbol game or the second special symbol game, variable display of decorative symbols begins in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is statically displayed, the determined decorative symbol (combination of three decorative symbols) that is the display result of the variable display of the decorative symbols is also statically displayed (derived).
[0102] During the period from when the variable display of the decorative symbols starts to when it ends, the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have stopped and displayed form part of a jackpot combination, which will be described later.
[0103] Furthermore, when the variable display of the decorative symbols is reached, a reach effect is executed in response to the above-mentioned reach state. In the pachinko gaming machine 1, a plurality of reach effects are executed, each with a different probability (also called the probability of a big win) that the display result (the display result of the special symbol game or the display result of the variable display of the decorative symbols) will be a "jackpot" according to the effect state. The reach effects include, for example, a normal reach and a super reach, which has a higher jackpot reliability than a normal reach.
[0104] When the display result of the special game is a "jackpot", a fixed decorative symbol that is a predetermined jackpot combination is displayed on the screen of the image display device 5 as a display result of the variable display of the decorative symbol. A pattern is derived (the display result of the variable display of the decorative pattern is "jackpot"). As an example, the same decorative pattern (for example, "7") is displayed stopped on a predetermined effective line in the "left", "center", and "right" decorative pattern display areas 5L, 5C, and 5R.
[0105] In the case of a "probability variable jackpot" that is controlled to a probability variable state after the end of the jackpot gaming state, odd numbered decorative symbols (for example, "7") are displayed stopped and aligned, and in the case of a "non-probability variable jackpot (normal jackpot)" that is not controlled to a probability variable state after the end of the jackpot gaming state, even numbered decorative symbols (for example, "6") may be displayed stopped and aligned. In this case, odd numbered decorative symbols are also called probability variable symbols, and even numbered decorative symbols are also called non-probability variable symbols (normal symbols). After a reach state is reached with non-probability variable symbols, a promotion effect may be executed that ultimately results in a "probability variable jackpot."
[0106] When the display result of the special game is a "small win," a fixed decorative pattern (such as "1 3 5") that is a predetermined small win combination is derived on the screen of the image display device 5 as the display result of the variable display of decorative patterns (the display result of the variable display of decorative patterns is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R. Note that a common fixed decorative pattern may be derived and displayed when the display result of the special game is a "jackpot" of some jackpot types (jackpot types in a jackpot game state that are similar to a small win game state) and when it is a "small win."
[0107] When the display result of the special symbol game is a "miss," the mode of the variable display of the decorative symbol does not become a reach mode, and a fixed decorative symbol of a non-reach combination (also called a "non-reach miss") may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "non-reach miss"). Also, when the display result is a "miss," after the mode of the variable display of the decorative symbol becomes a reach mode, a fixed decorative symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "reach miss").
[0108] The effects that the pachinko gaming machine 1 can execute include displaying the above-mentioned variable display compatible display (reserved display or active display). In addition, other effects, for example, a preview effect that predicts the jackpot reliability, is executed during the variable display of the decorative symbols. Preview effects include a preview effect that predicts the jackpot reliability in the variable display currently being executed, and a pre-read preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-read preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.
[0109] In addition, in the image display device 5, by temporarily stopping the decorative pattern during variable display and then restarting the variable display, a pseudo consecutive effect may be executed in which one variable display appears to be multiple variable displays.
[0110] During a jackpot gaming state, a jackpot performance is executed to notify the player of the jackpot gaming state. As a jackpot performance, a performance to notify the number of rounds or an upgrade performance to show that the value of the jackpot gaming state will increase may be executed. Also, during a small jackpot gaming state, a small jackpot performance to notify the player of the small jackpot gaming state is executed. Note that by executing a common performance during a small jackpot gaming state and a jackpot gaming state for some jackpot types (jackpot types in a jackpot gaming state of the same type as a small jackpot gaming state, for example, a jackpot type that makes the subsequent gaming state a high probability state), it may be possible to make it impossible for the player to know whether they are currently in a small jackpot gaming state or a jackpot gaming state. In such a case, after the end of a small jackpot gaming state and after the end of a jackpot gaming state, By executing a common effect for both, it may be possible to make it impossible to distinguish between a high probability state and a low probability state.
[0111] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo effect is executed).
[0112] [Board configuration] The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 3. In addition, various boards, such as a payout control board, an information terminal board, and a firing control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 connected to a power switch 91 is also equipped. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also include electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on electronic circuit boards.
[0113] In the pachinko gaming machine 1, power from an AC power source such as AC 100V 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 via the power supply board 17. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).
[0114] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special game (including management of reserved games), execution of regular game (including management of reserved games), big win game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, an output circuit 111, etc.
[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). The system includes a central access memory (CPU) 102, a central processing unit (CPU) 103, a random number circuit 104, an input / output port (I / O) 105, and a real time clock (RTC) .
[0116] The CPU 103 executes a program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (such as data on variation patterns, performance control commands, and tables referenced when making various decisions) 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 preserved for a predetermined period of time even if a part or all of the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be expanded into the RAM 102 and executed on the RAM 102.
[0117] The random number circuit 104 counts updatable numerical data indicating various random number values (game random numbers) used when controlling the progress of the game. The game random numbers 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 to which various signals (detection signals described later) are input, and a port to which 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 signals (solenoid drive signals) that control (drive) the first hold indicator 25A, the second hold indicator 25B, the general hold indicator 25C, etc.
[0119] The switch circuit 110 takes in detection signals (such as detection signals indicating that a game ball has passed through or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23), and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the game ball has passed through or entered.
[0120] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using a power supply monitoring circuit, a watchdog timer built-in IC, or a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and is turned on when the predetermined power supply voltage remains below the predetermined value for a period of time that exceeds the power-off reference time. The clear signal is turned on, for example, by pressing a clear switch 92 provided on the power supply board 17.
[0121] The output circuit 111 transmits a solenoid drive signal (for example, a signal to turn on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric device or the solenoid 82 for the big prize opening door.
[0122] The main board 11 is connected to a display monitor 29, a display changeover switch 30, a setting key 51, a setting changeover switch 52, and a door open sensor 90. The door open sensor 90 detects the opening of the gaming machine frame 3 including the glass door frame 3a.
[0123] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results on the main board 11 (for example, the display results of the special game (including the type of jackpot), the variable patterns used when executing the special game (details will be described later)), the status of the game (for example, the start and end of the variable display, the opening status of the big prize slot, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.
[0124] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, error notifications, and notifications of power outage recovery) based on the received performance control commands.
[0125] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0126] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing performances together with the display control unit 123 (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed). 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 presentation control CPU 120 may instruct the display control unit 123 to execute a presentation based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).
[0128] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.
[0129] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby displaying an effect image on the image display device 5. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and to turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal to operate 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 for driving the speakers 8L, 8R, and drives the speakers 8L, 8R based on the sound designation signal, causing the speakers 8L, 8R to output the sound designated by the sound designation signal.
[0131] The lamp control board 14 is equipped with various circuits that drive the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signals, turning the game effect lamps 9 on and off in the manner specified by the lamp signals. In this way, the display control unit 123 controls the sound output and the turning on and off of the lamps.
[0132] In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.
[0133] The random number circuit 124 counts updatable numerical data indicating various random number values (performance random numbers) used to execute various performances. The performance random numbers may be updated by the performance control CPU 120 executing a predetermined computer program (software update).
[0134] The I / O 125 mounted on the performance control board 12 includes an input port for taking in performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0135] Sub-boards other than the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. As in the pachinko game machine 1, multiple sub-boards may be provided for different functions, or one sub-board may be configured to have multiple functions.
[0136] [Operation] Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0137] (Main operations of the main board 11) First, we will explain the main operations of the main board 11. When power supply to the pachinko gaming machine 1 starts, the game control microcomputer 100 starts up and the game control main process is executed by the CPU 103. Figure 4 is a flowchart showing an example of the game control main process executed by the CPU 103 on the main board 11.
[0138] 4, the CPU 103 first disables interrupts (step S1). Then, it performs necessary initial settings (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to an accessible state.
[0139] Next, it is determined whether the recovery condition is met (step S3). The recovery condition can be met when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When power supply to the pachinko gaming machine 1 is started, if the clear switch 92 provided on the power supply board 17 is pressed, for example, an ON clear signal is input to the game control microcomputer 100. If such an ON clear signal is input, it is determined in step S3 that the recovery condition is not met. The backup data only needs to be able to be saved in the RAM 102, which serves as the backup RAM for game control. In step S3, it is determined whether the recovery condition can be met by checking or inspecting the presence or absence of backup data, the presence or absence of data errors, etc.
[0140] If the restoration condition is met (step S3; Y), a restoration process (step S4) is executed, followed by a setting confirmation process (step S5). The restoration process of step S4 sets a working area based on the contents stored in RAM 102. By setting the working area using the backup data stored in RAM 102, the game state when the power supply was stopped is restored, and if, for example, a special symbol was fluctuating, it is sufficient if the fluctuating special symbol can be resumed from the state before the power supply was stopped.
[0141] If the recovery condition is not met (step S3; N), an initialization process (step S6) is performed, followed by a setting change process (step S7). The initialization process in step S6 includes a clearing process for clearing flags, counters, and buffers stored in RAM 102, and initial values are set in the work area by the execution of the clearing process.
[0142] In the setting confirmation process of step S5, it is determined whether a predetermined setting confirmation condition is met. The setting confirmation condition is met, for example, when the power supply is started, the detection signal from the door open sensor 90 is in the ON state and the setting key 51 is turned ON. The setting confirmation process of step S5 is executed when the restoration condition, including the clear signal being in the OFF state, is met in step S3. Therefore, the setting confirmation condition can be met only when the clear signal is in the OFF state, and therefore the clear signal being in the OFF state can also be included in the setting confirmation condition.
[0143] If the setting confirmation condition is met in the setting confirmation process of step S5, the pachinko gaming machine 1 enters a setting confirmation state in which the setting values set therein can be confirmed, and a setting confirmation start command is sent from the main board 11 to the performance control board 12. In the setting confirmation state, it is possible to confirm the setting values set therein by displaying them on the display monitor 29. When the setting confirmation state is to be ended, a setting confirmation end command is sent from the main board 11 to the performance control board 12.
[0144] When the pachinko gaming 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 gaming machine 1 is stopped. In the game stop state, the launch of the game ball by operating the ball hitting operation handle, the detection of the game ball by various switches, etc. are stopped, and the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display device 20 may be controlled to stop and display a losing symbol or the like, or to display a symbol corresponding to a game stop state other than a losing symbol. When the setting confirmation state ends, The gaming suspension state should also end.
[0145] In the setting change process of step S7, it is determined whether a predetermined setting change condition is met. The setting change condition is met, for example, when power supply is started, the detection signal from the door open sensor 90 is in the ON state, and the setting key 51 is turned ON. The setting change condition may also include the clear signal being in the ON state.
[0146] If the setting change condition is met in the setting change processing of step S7, the pachinko gaming machine 1 enters a setting change state in which the setting value set therein can be changed, and a setting change start command is sent from the main board 11 to the performance control board 12. In the setting change state, the setting value is displayed on the display monitor 29, and the numerical value displayed on the display monitor 29 is sequentially updated and displayed each time operation of the setting change switch 52 is detected. Thereafter, when the setting key 51 is turned off by an attendant at the gaming parlor or the like, the setting value displayed on the display monitor 29 is stored (updated and stored) in the backup area of the RAM 102, and the display monitor 29 is turned off. To end the setting change state, a setting change end command is sent from the main board 11 to the performance control board 12.
[0147] When the pachinko gaming machine 1 is in the setting change state, the pachinko gaming machine 1 may be put into a game stop state, just as 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 performance control board 12 side, when a setting check start command or a setting change start command is received, control may be performed to notify that the setting is being checked or 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 made to emit light in a predetermined manner.
[0149] The clear signal is turned on by, for example, pressing a clear switch 92 provided on the power supply board 17. Therefore, if the detection signal from the door open sensor 90 is on and the setting key 51 is on when power supply is started, if the clear switch 92 is on, the initialization process of step S6 and the setting change process of step S7 are executed, allowing control to the setting change state, and if the clear switch 92 is off, the recovery process of step S4 and the setting confirmation process of step S5 are executed, allowing control to the setting confirmation state. If the detection signal from the door open sensor 90 is off when power supply is started, if the clear switch 92 is on, the initialization process of step S6 is executed but the setting change state is not controlled, and if the clear switch 92 is off, the recovery process of step S4 is executed but the setting confirmation state is not controlled.
[0150] After executing the setting confirmation process or setting change process, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S8). Then, the CPU 103 sets the register of the CTC built into the game control microcomputer 100 so that a timer interrupt occurs periodically at predetermined intervals (for example, 2 ms) (step S9), and permits the interrupt (step S10). After that, a loop process is entered. 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 process.
[0151] After executing the game control main process, the CPU 103 receives an interrupt request signal from the CTC and accepts the interrupt request, and then executes the game control timer interrupt process shown in the flowchart of Fig. 5. When the game control timer interrupt process shown in Fig. 5 is started, the CPU 10 First, the control circuit 110 executes a predetermined switch process to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 (step S21). Next, the control circuit 110 executes a predetermined main-side error process to diagnose abnormalities in the pachinko gaming machine 1, and issues a warning if necessary depending on the diagnosis results (step S22). After that, the control circuit 110 executes a predetermined information output process to output data such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times a probability variable state has been reached) to be supplied to a hall management computer installed outside the pachinko gaming machine 1 (step S23).
[0152] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). By executing the special symbol process process at each timer interruption, the CPU 103 realizes the management of the execution and reservation of the special symbol game, the control of the big win game state and the small win game state, the control of the game state, and the like.
[0153] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process at each timer interrupt, it is possible to manage the execution and reservation of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and to control the opening of the variable winning ball device 6B based on a "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbols reserved is displayed by lighting the normal symbol reservation display 25C.
[0154] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set a performance control command to be sent in each of the above processes. In the command control processing of step S27, a process is performed in which the set performance control command to be sent is transmitted to a sub-side control board such as the performance control board 12. After the command control processing is executed, an interrupt is permitted and then the game control timer interrupt processing is terminated.
[0155] Fig. 6 is a flowchart showing an example of the special symbol process executed in step S25 shown in Fig. 5. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
[0156] In the start winning determination process, a process is executed to detect the occurrence of a start winning, store pending information in a predetermined area of RAM 102, and update the number of pending memories. When a start winning occurs, a random number value is extracted to determine the display result (including the type of jackpot) and the variation pattern, and this is stored as pending information. A process may also be executed to predict the display result and variation pattern based on the extracted random number value. After the pending information and the number of pending memories are stored, a transmission setting is performed to transmit a performance control command to the performance control board 12 to specify the determination results, such as the occurrence of a start winning, the number of pending memories, and the predictive determination. The performance control command thus transmitted and set for the start winning is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 5.
[0157] After executing the start winning determination process in step S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. Note that each process of the special symbol process process (steps S110 to In S120), transmission settings are made to transmit performance control commands corresponding to each process to the performance control board 12.
[0158] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether to start the first or second special symbol game based on the presence or absence of pending information. Furthermore, in the normal special symbol processing, based on a random number value for determining the display result, whether the display result of the special symbol or decorative symbol is a "jackpot" or a "small jackpot," and if a "jackpot," the type of jackpot, is determined (predetermined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a fixed special symbol (either a jackpot symbol, a small jackpot symbol, or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. Thereafter, the value of the special symbol process flag is updated to "1," and the normal special symbol processing ends. The special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also known as special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter (also called "consuming the order in which the balls enter").
[0159] When making various decisions based on random numbers, various tables stored in ROM 101 (tables in which decision values compared with random numbers are assigned to decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. In the performance control board 12, various tables are stored in ROM 121.
[0160] The fluctuation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This fluctuation pattern setting process includes a process of determining the fluctuation pattern as one of several types using a random number value for determining the fluctuation pattern based on the pre-determined result of whether the display result is a "big hit" or a "small hit". In the fluctuation pattern setting process, when the fluctuation pattern is determined, the value of the special chart process flag is updated to "2", and the fluctuation pattern setting process ends.
[0161] The variation pattern specifies the execution time of the special symbol game (special symbol variation time) (which is also the execution time of the variable display of the decorative symbol), the manner of variable display of the decorative symbol (such as whether or not there is a reach), and the content of the presentation during the variable display of the decorative symbol (such as the type of reach presentation), 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 a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol began to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbol began to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3," and the special symbol variation process ends.
[0163] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to stop the variation of the special symbol and to stop displaying (deriving) the confirmed special symbol that is the display result of the special symbol. If the display result is a "jackpot", the value of the special symbol process flag is updated to "4". On the other hand, if the jackpot flag is off and the display result is a "small hit", the value of the special symbol process flag is updated to "8". If the display result is a "miss", the value of the special symbol process flag is updated to "4". is updated to "0". If the display result is "small hit" or "miss", and the game is in a time-saving state or a probability variable state, and the end of the number of times is confirmed, the game state is also updated. When the value of the special pattern process flag is updated, the special pattern stop processing ends.
[0164] The pre-opening process for the jackpot in step S114 is executed when the value of the special symbol process flag is "4." This pre-opening process for the jackpot includes a process for starting the execution of a round in the jackpot game state and setting the jackpot opening port to an open state, based on the display result being "jackpot." When the jackpot opening port is set to an open state, a process for supplying a solenoid drive signal to the solenoid 82 for the jackpot opening port is executed. At this time, for example, depending on the type of jackpot, the maximum opening period for the jackpot opening port and the maximum number of rounds to be executed are set. When these settings are completed, the value of the special symbol process flag is updated to "5," and the pre-opening process for the jackpot is completed.
[0165] The jackpot opening process of step S115 is executed when the value of the special symbol process flag is "5." This jackpot opening process includes a process for measuring the time elapsed since the special symbol opening was opened, and a process for determining whether it is time to return the special symbol opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the special symbol opening is returned to the closed state, the process for stopping the supply of the solenoid drive signal to the solenoid 82 for the special symbol opening door is executed, and then the value of the special symbol process flag is updated to "6," and the jackpot opening process is terminated.
[0166] The post-jackpot release process of step S116 is executed when the value of the special symbol process flag is "6." This post-jackpot release process includes a process for determining whether the number of rounds that open the jackpot entry port has been executed has reached a set upper limit, and a process for making settings to end the jackpot game state when the upper limit has been reached. When the number of rounds executed has not reached the upper limit, the value of the special symbol process flag is updated to "5," while when the number of rounds executed has reached the upper limit, the value of the special symbol process flag is updated to "7." When the value of the special symbol process flag is updated, the post-jackpot release process ends.
[0167] The jackpot end process of step S117 is executed when the value of the special symbol process flag is "7." This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending presentation, which is a presentation operation that notifies the end of the jackpot game state, is executed, and a process of making various settings to start probability variable control and time-saving control in response to the end of the jackpot game state. When these settings are made, the value of the special symbol process flag is updated to "0," and the jackpot end process ends.
[0168] The small win opening pre-processing in step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing includes processing to set the large prize entry port to an open state in the small win game state based on the display result being "small win". At this time, the value of the special chart process flag is updated to "9", and the small win opening pre-processing is completed.
[0169] The small win opening process in step S119 is executed when the value of the special symbol process flag is "9." This small win opening process includes a process for measuring the elapsed time since the large prize opening was opened, and a process for determining whether it is time to return the large prize opening from an open state to a closed state based on the measured elapsed time. When the large prize opening is returned to a closed state and it is time to end the small win game state, the value of the special symbol process flag is updated to "10," and the small win opening process ends.
[0170] The small win end processing of step S120 is executed when the value of the special symbol process flag is "10". This small win end processing includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is entered is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special symbol process flag is updated to "0", and the small win end processing is terminated.
[0171] The pachinko gaming machine 1 is configured so that the probability of winning a jackpot and the payout rate change according to the setting value. For example, in the normal special symbol processing of the special symbol process, the probability of winning a jackpot and the payout rate change by using a display result determination table (winning probability) according to the setting value. For example, the setting value is set to six levels, from 1 to 6, with 6 representing the highest probability of winning a jackpot, and the probability of winning a jackpot decreases as the value decreases in the order of 6, 5, 4, 3, 2, and 1. In this example, a setting value of 6 provides the highest advantage to the player, and the advantage decreases in the order of 6, 5, 4, 3, 2, and 1. If the probability of winning a jackpot changes according to the setting value, the payout rate may also change according to the setting value. While the probability of winning a jackpot remains constant regardless of the setting value, the number of rounds in a jackpot game state may change according to the setting value. The pachinko gaming machine 1 may be configured to be able to set one of multiple setting values that provide different advantages to the player. The setting value set in the pachinko gaming machine 1 is notified by sending a setting value designation command from the main board 11 to the performance control board 12.
[0172] Fig. 7 shows an example of the configuration of the display result determination table. Fig. 7(A) shows an example of the configuration of the display result determination table for the first special symbol used when the variable special symbol is the first special symbol, and Fig. 7(B) shows an example of the configuration of the display result determination table for the second special symbol used when the variable special symbol is the second special symbol. The display result determination table is a collection of data stored in ROM 101. In the display result determination table, a win determination value compared with a random number value MR1 according to a set value is assigned to the special symbol display result, which is the variable display result of the special symbol. The random number value MR1 is a random number value for determining the display result, and its value is updated randomly within the range of 0 to 65535. A common display result determination table may be used for the first special symbol and the second special symbol.
[0173] In the display result determination table, when the gaming state is a probability variable state (high probability state), more determination values are assigned to the special chart display result of "jackpot" than when it is in a normal state or a time-saving state (low probability state). As a result, when the pachinko gaming machine 1 is in a high probability state such as a probability variable state in which probability variable control is performed, the probability of determining that it will be controlled to a jackpot gaming state is higher than when it is in a low probability state such as a normal state or a time-saving state.
[0174] In the first special symbol display result determination table, a determination value is assigned so that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state is the same regardless of the gaming state or setting value. In the second special symbol display result determination table, a determination value is assigned so that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state is the same value that is different from that in the first special symbol display result determination table, regardless of the gaming state or setting value. Note that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state may be different depending on the setting value. The probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state may be the same regardless of the variable special symbol.
[0175] In the first special chart display result judgment table and the second special chart display result judgment table, when the game state is normal or time-saving, the range of the hit judgment value from 1020 to 1237 is set as a common numerical range of the jackpot judgment value for determining a jackpot regardless of the setting value. When the setting value is 1, 1020 to 1237 is assigned to "jackpot", While only a common numerical range of the jackpot determination value for determining a jackpot is set, in the case of setting values 2 to 6, a numerical range corresponding to each setting value from 1238 is set as a non-common numerical range of the jackpot determination value so as to be continuous from the common numerical range of the jackpot determination value.
[0176] In the first special symbol display result determination table and the second special symbol display result determination table, when the game state is in a probability variable state, the range of 1020 to 1346 among the hit determination values is set as a common numerical range of the jackpot determination value for determining a jackpot regardless of the setting value. When the setting value is 1, 1020 to 1346 is assigned to "jackpot", and only the common numerical range of the jackpot determination value for determining a jackpot is set, while when the setting value is 2 to 6, the numerical range according to each setting value from 1346 is set as a non-common numerical range of the jackpot determination value so as to be continuous from the common numerical range of the jackpot determination value.
[0177] In the first special symbol display result determination table, when the game state is normal or time-saving, the range of 32767 to 33094 among the hit determination values is set as a common numerical range of small hit determination values for determining small hits regardless of the set 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 changes depending on each set value.
[0178] In the first special chart display result determination table, when the game state is a probability variable state, the range of 32767 to 33094 among the hit determination values is set as a common numerical range of the small hit determination value for determining a small hit regardless of the set value, just as when the game state is a normal state or a time-saving state. 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 changes depending on each set value.
[0179] In the second special chart display result determination table, when the game state is normal or time-saving, the range of 32767 to 33421 among the hit determination values is set as a common numerical range of small hit determination values for determining small hits regardless of the set 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 changes depending on each set value.
[0180] In the second special chart display result determination table, when the game state is in a probability variable state, the range of 32767 to 33421 among the hit determination values is set as a common numerical range of the small hit determination value for determining a small hit regardless of the set value, just as when the game state is in a normal state or a time-saving state. 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 changes depending on each set value.
[0181] The number of setting values that can be set in the pachinko gaming machine 1 may be five or less or seven or more. The smaller the setting value set in the pachinko gaming machine 1, the more advantageous it may be for the player. The game characteristics may be changed according to the setting value set in the pachinko gaming machine 1. For example, when the setting value set in the pachinko gaming machine 1 is 1, the game characteristics are such that the probability of a jackpot in the normal state is 1 / 320 and the probability of the jackpot state loops at a rate of 65% (so-called probability jackpot loop type), and when the setting value set in the pachinko gaming machine 1 is 2, the probability of a jackpot in the normal state is 1 / 200 and the game condition after the jackpot game ends is controlled to the probability jackpot state based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during the jackpot game. On the other hand, the gameplay may be such that the rate at which the game ball passes through a predetermined switch during a jackpot game varies depending on the variable special chart (so-called V-type), and when the setting value set in the pachinko gaming machine 1 is 3, the jackpot probability is 1 / 320 and the small jackpot probability is 1 / 50, and the jackpot game state is controlled based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during a high base (during time-shortening control) (so-called type 1 / 2 mixed type). When the setting value set in the pachinko gaming machine 1 is any of 1 to 3, the gameplay is the same. However, a setting may be set in which the jackpot probability and small jackpot probability are higher than when the setting value is any of 1 to 3, but the number of prize balls that can be obtained during a jackpot game is smaller (for example, when the setting value set in the pachinko gaming machine 1 is any of 4 to 6). When the gameplay is changed depending on the setting value, a common switch may be used for different purposes. Specifically, when the setting value is 1 to 3, a predetermined switch provided in the special variable winning ball device 7 may be used as a performance switch (a switch for executing a predetermined performance each time the game ball passes through a predetermined area), and when the setting value is 4 to 6, the predetermined switch may be used as a game switch (a switch for controlling the game state to a special state or a jackpot game state based on the game ball passing through the predetermined switch).
[0182] The type of jackpot may be determined at different rates depending on the setting value, based on the allocation of judgment values in the jackpot type determination table. Alternatively, the type of jackpot may be determined at a common rate regardless of the setting value. The fluctuation pattern may be determined at different rates depending on the setting value, based on the allocation of judgment values in the fluctuation pattern determination table. Alternatively, the fluctuation pattern may be determined at a common rate regardless of the setting value. The execution rate of normal reaches and super reaches may differ depending on the setting value, so that the setting value may be suggested by the frequency at which normal reaches and super reaches are executed. Alternatively, the execution rate of normal reaches and super reaches may be the same regardless of the setting value. In addition, any setting suggestion effect may be able to be executed at different rates depending on the setting value.
[0183] (Major operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives a supply of power voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 8. When the performance control main process shown in Fig. 8 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing RAM 122, setting various initial values, and setting the registers of the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 to return it to its initial position and control to perform predetermined operation checks.
[0184] Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example, based on the register setting 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 performance control board 12 side, an interrupt occurs for receiving a performance control command from the main board 11, in addition to a timer interrupt that occurs every time a predetermined time has elapsed. This interrupt occurs, for example, when the performance control INT signal from the main board 11 turns on. When an interrupt occurs due to the performance control INT signal turning on, the performance control CPU 120 automatically sets the interrupt to be disabled, but if a CPU that does not automatically turn on the interrupt disabled state is used, it is desirable to emit an interrupt disable command (DI command). When the performance control INT signal turns on, the performance control CPU 120 In response to the interrupt, the CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, a performance control command is taken in from a predetermined input port, among the input ports included in the I / O 125, that receives a control signal transmitted from the main board 11 via the relay board 15. The performance control command taken in at this time is stored in a performance control command reception buffer, for example, provided in the RAM 122. The performance control CPU 120 then sets the interrupt to enabled and 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 to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command receiving buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, the read performance control command may be stored in a predetermined area of RAM 122, or a reception flag provided in RAM 122 may be turned on, so that which performance control command was received and the content specified by the performance control command can be confirmed in a performance control process or the like. Furthermore, if the performance control command specifies a game status, the display control unit 123 may be instructed to display a background corresponding to the game status.
[0187] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, control is performed to operate various performance devices, such as the display operation of the performance image in the display area of the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting elements such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using the various performance devices are judged, determined, set, etc. in accordance with the performance control commands transmitted from the main board 11.
[0188] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.
[0189] Fig. 9 is a flowchart showing an example of the processing executed in step S76 of Fig. 8 as the performance control process. In the performance control process shown in Fig. 9, the performance control CPU 120 first executes a pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, judgments, decisions, settings, etc. for executing the pre-reading notice performance are made based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process is executed to display a hold display based on the number of hold memories specified from the performance control command.
[0190] After executing the process of step S161, the performance control CPU 120 selects and executes one of the processes of steps S170 to S177 described below, depending on the value of a performance process flag provided in the RAM 122, for example.
[0191] The variable display start waiting process of step S170 is a process that is executed when the value of the effect process flag is "0" (initial value). This variable display start waiting process includes 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. If it is determined that variable display of decorative patterns on the image display device 5 should be started, the value of the effect process flag is updated to "1", and the variable display start waiting process ends.
[0192] The variable display start setting process of step S171 is a process that is executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result of the variable display of the decorative symbol (confirmed decorative symbol), the mode of the variable display of the decorative symbol, whether or not various effects such as reach effects and various preview effects will be executed, their mode, and the execution start timing are determined. Then, an effect control pattern (a collection of control data for instructing the display control unit 123 to execute an effect) that reflects the determination results is set. Thereafter, based on the set effect control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative symbol, the value of the effect process flag is updated to "2", and the variable display start setting process is terminated. In response to the instruction to start execution of the variable display of the decorative symbol, the display control unit 123 starts the variable display of the decorative symbol on the image display device 5.
[0193] The variable display effect processing of step S172 is processing that is executed when the effect process flag value is "2." In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output voice and sound effects from the speakers 8L, 8R by outputting a command (sound effect signal) to the audio control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting a command (illumination signal) to the lamp control board 14, thereby executing various effect control operations during the variable display of the decorative pattern. After performing such effect control, the CPU 120 stops and displays the fixed decorative pattern that is the display result of the decorative pattern, for example, in response to reading an end code indicating the end of the variable display of the decorative pattern from the effect control pattern or receiving a command specifying the stop display of the fixed decorative pattern from the main board 11. When the fixed decorative pattern is displayed in a stopped state, the value of the effect process flag is updated to "3" and the effect processing during variable display is terminated.
[0194] The special symbol win waiting process of step S173 is executed when the value of the presentation process flag is "3." In this special symbol win waiting process, the presentation control CPU 120 determines whether a presentation control command specifying the start of a big hit game state or a small hit game state has been received from the main board 11. Then, when a presentation control command specifying the start of a big hit game state or a small hit game state is received, if the command specifies the start of a big hit game state, the value of the presentation process flag is updated to "6." On the other hand, if the command specifies the start of a small hit game state, the value of the presentation process flag is updated to "4," which corresponds to the small hit presentation process. Furthermore, if a command specifying the start of a big hit game state or a small hit game state has not been received and the waiting time for receiving the command has elapsed, the display result in the special symbol game is determined to be a "miss," and the value of the presentation process flag is updated to its initial value of "0." When the value of the performance process flag is updated, the special winning waiting process is terminated.
[0195] The small win performance processing in step S174 is a process executed when the performance process flag value is "4". In this small win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the small win gaming state, for example, and executes various performance controls in the small win gaming state based on the set content. Also, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win gaming state is to be ended, the value of the performance process flag is updated to "5", which is the value corresponding to the small win end performance, and the small win performance processing is ended.
[0196] The small win end effect processing of step S175 is a process executed when the value of the effect process flag is "5". In this small win end effect processing, the effect control CPU 120 sets an effect control pattern corresponding to the end of the small win game state, for example, and executes various effect controls at the end of the small win game state based on the setting contents. After that, the effect The value of the process flag is updated to the initial value "0", and the small win end effect processing is terminated.
[0197] The jackpot performance processing of step S176 is a process executed when the performance process flag value is "6." In this jackpot performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the jackpot gaming state, for example, and executes various performance controls in the jackpot gaming state based on the set content. Also, in the jackpot performance processing, for example, in response to receiving a command from the main board 11 specifying that the jackpot gaming state should be ended, the value of the performance process flag is updated to "7," which is a value corresponding to the ending performance processing, and the jackpot performance processing is ended.
[0198] The ending effect processing in step S177 is executed when the value of the effect process flag is "7." In this ending effect processing, the effect control CPU 120 sets an effect control pattern corresponding to, for example, the end of a jackpot gaming state, and executes various effect controls for the ending effect at the end of the jackpot gaming state based on the set contents. Thereafter, the value of the effect process flag is updated to the initial value "0," and the ending effect processing is terminated.
[0199] [Variations of the basic explanation] The present invention is not limited to the pachinko gaming machine 1 described in the basic explanation above, and various modifications and applications are possible within the scope of the gist of the present invention.
[0200] The pachinko gaming machine 1 described above is a payout type gaming machine that pays out a predetermined number of gaming media as prizes when a prize is won, but it may also be an enclosed type gaming machine that encloses gaming media and awards points when a prize is won.
[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. Furthermore, even if the symbol is displayed during the variable display, the symbol may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).
[0202] In the above basic explanation, a pachinko gaming machine 1 is shown as the gaming machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can execute a game in which medals are inserted, a predetermined bet number is set, multiple types of patterns are rotated in response to the player's operation of the control lever, and when the patterns are stopped in response to the player's operation of the stop button, a combination of stopped patterns forms a specific combination, and a predetermined number of medals is paid out to the player.
[0203] The programs and data for realizing the present invention are not limited to being distributed or provided to a computer device, etc. included in the pachinko gaming machine 1, by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for realizing the present invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit.
[0204] The game can be executed not only by inserting a removable recording medium, but also by temporarily storing programs and data downloaded via a communication line or the like in an internal memory, or by connecting via a communication line or the like. The game may be executed directly using the hardware resources of other devices on a network. Furthermore, the game may be executed by exchanging data with other computers via a network.
[0205] In this specification, expressions of comparison of various percentages such as the execution percentage of effects (such as "high," "low," and "different") may include one being a "0%" percentage. For example, this also includes one being a "0%" percentage and the other being a "100%" percentage or a percentage less than "100%."
[0206] <Explanation of feature 087F> Next, a gaming 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 the pachinko gaming machine 1 relating to the characteristic part 087F] FIG. 10-1 is a front view of a pachinko gaming machine 1 according to a characteristic feature 087F of the present embodiment. As shown in FIG. 10-1, the pachinko gaming machine 1 according to the characteristic feature 087F includes a movable body 087F010. As shown in FIG. 10-2, the movable body 087F010 is connected to an output circuit 111 mounted on the main board 11 and moves based on a drive signal received from the output circuit 111. Specifically, the movable body 087F010 has multiple (two in this example) components separated into left and right sides when viewed from the front side (player side) of the image display device 5. The left and right components of the movable body 087F010 move toward the center of the image display device 5 on the front side, thereby covering part or all of the screen of the image display device 5 like a shutter. Hereinafter, the movable body 087F010 may be referred to as a "gimmick."
[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 includes a first reserved memory display area 087F005B capable of displaying the first reserved memory number by the number of circular reserved displays, and a second reserved memory display area 087F005C capable of displaying the second reserved memory number by the number of circular reserved displays.
[0209] The upper right corner of the image display device 5 includes a display area 087F005D capable of displaying a fourth symbol indicating that a special symbol is being variably displayed, the first reserved memory number, and the second reserved memory number.
[0210] The "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R are located in the center of the display area of the image display device 5, and variable display of decorative patterns is possible. Also, at the right end of the display area of the image display device 5, a small pattern area 087F005E is displayed, which can display small patterns smaller than the decorative patterns. The small patterns are arranged vertically in a row, each corresponding to the decorative pattern displayed in the "left" decorative pattern display area 5L, the decorative pattern displayed in the "center" decorative pattern display area 5C, and the decorative pattern displayed in the "right" decorative pattern display area 5R.
[0211] As shown in Fig. 10-1, the 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 size smaller than the decorative pattern. Therefore, the visibility of the small pattern 087F005E is lower than the visibility of the decorative pattern.
[0212] Furthermore, at the center bottom of the image display device 5, an active display area 087F005A is provided for displaying a pending display corresponding to the variable display currently being executed as an active display.
[0213] [Various tables related to jackpots] Various tables relating to jackpots will be explained with reference to Figures 10-3 to 10-5.
[0214] (Jackpot type) Figure 10-3 is an explanatory diagram showing a winning type table. As shown in Figure 10-3, the winning type table shows, for each type of winning in a jackpot, the jackpot probability after the end of the jackpot gaming state, the base after the end of the jackpot gaming state, the fluctuation time after the end of the jackpot gaming state, and the number of openings (number of rounds) in the jackpot.
[0215] Specifically, the types of jackpots are 5R normal jackpots, 5R variable jackpots, and 10R variable jackpots. In the following, each round will be referred to as "R." For example, the first round will be referred to as the first round, and the second round will be referred to as the second round. A 5R normal jackpot is a jackpot that is controlled to a low probability state and a high base state after the end of a 5-round jackpot game state. In a normal jackpot, this low probability high base state continues until either the variable display is executed a predetermined number of times (100 times) or the next jackpot occurs, whichever occurs first.
[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-round jackpot game state. In the probability variable jackpot, this high probability high base state continues until the variable display is executed a predetermined number of times (150 times) or until the next jackpot occurs, whichever comes first.
[0217] A 10R probability jackpot is a jackpot that is controlled to a high probability state and a high base state after the 10-round jackpot game state ends. In a probability jackpot, this high probability high base state continues until the variable display is executed a predetermined number of times (150 times) or until the next jackpot occurs, whichever comes first.
[0218] (each random number) Figure 10-4 is an explanatory diagram showing each random number. As shown in Figure 10-4, each random number is used as follows. Specifically, Random R is a random counter used to determine whether or not a jackpot has been reached. Random R is updated by 1 at 10 MHz, starting from 0 and increasing until it reaches its upper limit of 65,535, after which it is increased again from 0. Random 1 is a random counter (for determining the jackpot type) that determines the jackpot type as a 5R normal jackpot, a 5R variable jackpot, or a 10R variable jackpot. Random 2 is a random counter (for determining the variable jackpot pattern) that determines the variation pattern (hereinafter referred to as the "variation pattern") (variation time) corresponding to the later variation of the variation pattern. The later variation refers to the variation of the latter part of the special symbol variation. Random 3 is a random counter (for determining the variable jackpot pattern) that determines the variation pattern (hereinafter referred to as the "variation pattern") (variation time) corresponding to the earlier variation of the variation pattern. The "pre-variation" refers to the variation of the first half of the special symbol variation. Random 4 is a random counter that determines whether or not a win based on the normal symbol occurs (for determining whether or not a win occurs based on the normal symbol). 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, whether or not the game state is controlled to a jackpot game state that is advantageous to the player is determined based on the value of the jackpot determination random number (Random R).Then, among the multiple types of jackpots such as a 5R normal jackpot, a 5R variable jackpot, and a 10R variable jackpot as the jackpot game state, which jackpot will be determined is determined based on the value of the jackpot type determination random number (Random 1).At this time, the jackpot pattern is also determined based on the value of Random 1. You should do so.
[0220] In addition, first, the subsequent fluctuation pattern is determined using the subsequent fluctuation pattern determination random number (Random 2), and the previous fluctuation pattern is determined using the previous fluctuation pattern determination random number (Random 3). In this way, in this embodiment, the fluctuation pattern is determined by a two-stage lottery process.
[0221] (Jackpot determination table, jackpot type determination table) 10-5 is an explanatory diagram showing the jackpot determination table and the jackpot type determination table. These tables are stored in the ROM 101.
[0222] Figure 10-5(A) is an explanatory diagram showing a jackpot determination table. The jackpot determination table is a collection of data stored in RO101, and is a table in which a jackpot determination value to be compared with random R is set. The jackpot determination table includes a normal (non-probability variable) jackpot determination table used in the normal state (a gaming state that is not in the probability variable state, i.e., a non-probability variable state), and a probability variable jackpot determination table used in the probability variable state.
[0223] In the normal jackpot determination table, the numerical values listed in the left column of Figure 10-5(A) are set as jackpot determination values, and in the probability variable jackpot determination table, the numerical values listed in the right column of Figure 10-5(A) are set as jackpot determination values. The jackpot determination values set in the probability variable jackpot determination table are jackpot determination values common to the jackpot determination values set in the normal jackpot determination table (called normal jackpot determination values or first jackpot determination values), plus a jackpot determination value specific to the probability variable, so that a larger number of jackpot determination values (called probability variable jackpot determination values or second jackpot determination values) are set than in the probability variable jackpot determination table. As a result, a jackpot is determined to occur with a higher probability in the probability variable state than in the normal state.
[0224] At a predetermined time, the CPU 103 extracts the count value of the random number circuit 104 and compares the extracted value with the value of the random number (Random R) for determining a jackpot. If the random number value for determining a jackpot matches any of the jackpot determination values shown in Figure 10-5(A), it determines that the special symbol will be a jackpot (normal jackpot or special jackpot). Note that the "probability" shown in Figure 10-5(A) indicates the probability (percentage) of a jackpot.
[0225] Figures 10-5(B) and (C) are explanatory diagrams showing the jackpot type determination table. Figure 10-5(B) is a first special symbol jackpot type determination table used to determine the jackpot type when a jackpot is determined to be a jackpot by the first special symbol. Figure 10-5(C) is a second special symbol jackpot type determination table used to determine the jackpot type when a jackpot is determined to be a jackpot by the second special symbol.
[0226] In the first special symbol jackpot type determination table of Figure 10-5(B), a numerical value to be compared with the value of Random 1 for jackpot type determination, which corresponds to each of "5R normal jackpot", "5R probability variable jackpot", and "10R probability variable jackpot", is set. In the second special symbol jackpot type determination table of Figure 10-5(C), a numerical value to be compared with the value of Random 1, which corresponds to "10R probability variable jackpot", is set.
[0227] For example, as shown in Figure 10-5(B), for the first special chart, 50 random 1 values are assigned out of 100 random 1s ranging from 0 to 99 for the 5R normal jackpot, and the probability that a 5R normal jackpot will be selected when special chart 1 is hit is 1 / 2 (= 50 / 100). Considering that the jackpot probability during normal times is approximately 1 / 300, the probability that the variable display results in a 5R normal jackpot on special chart 1 is approximately 1 / 600 (= 1 / 2 * 1 / 300).
[0228] Also, as shown in Figure 10-5(B), for the first special chart, 10 random 1 values are assigned to the 5R probability jackpot out of 100 random 1s ranging from 0 to 99, and the probability that a 5R probability jackpot will be selected when special chart 1 is hit is 1 / 10 (= 10 / 100). Considering that the jackpot probability under normal circumstances is approximately 1 / 300, the probability that the variable display result will be a 5R probability jackpot on special chart 1 is approximately 1 / 3000 (= 1 / 10 * 1 / 300).
[0229] Also, as shown in Figure 10-5(B), for the first special chart, 40 random 1 values are assigned to the 10R probability jackpot out of 100 random 1s ranging from 0 to 99, and the probability that a 10R probability jackpot will be selected when special chart 1 is hit is 2 / 5 (= 40 / 100). Considering that the jackpot probability under normal circumstances is approximately 1 / 300, the probability that the variable display results in a 10R probability jackpot on special chart 1 is approximately 1 / 750 (= 2 / 5 * 1 / 300).
[0230] Also, as shown in Figure 10-5(B), the probability of hitting any of the jackpots in Special Chart 1 is approximately 1 / 300 (=1 / 600+1 / 3000+1 / 750), so the probability of losing is approximately 299 / 300.
[0231] Also, as shown in Figure 10-5 (C), for the second special chart, the 10R special jackpot is assigned 100 random 1 values out of 100 random 1 values in the range of 0 to 99.
[0232] Using these various jackpot type determination tables, the CPU 103 determines the type of jackpot corresponding to the jackpot type determination value that matches the value of Random 1 as the jackpot type, and determines the jackpot symbol that matches the value of Random 1 as the jackpot symbol. This simultaneously determines the jackpot type and the jackpot symbol that corresponds to the jackpot type.
[0233] According to these various jackpot type determination tables, for jackpots with the second special pattern, the probability of selecting a "10R guaranteed jackpot" is higher than for jackpot types selectable with the first special pattern, and the probability of selecting a jackpot type that is advantageous to the player is higher.
[0234] (Performance control command) FIG. 10-6 is an explanatory diagram showing an example of the contents of a presentation control command. The game control microcomputer 100 mounted on the main board 11, which is the main control board, transmits various presentation control commands to the presentation control CPU 120 according to the game control status. The presentation control command is, for example, two bytes long, 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 just an example, and other command formats may also be used. Note that, although "(H)" indicates hexadecimal numbers below, this may be omitted in this specification.
[0235] Command 80XX(H) is a variation pattern command that specifies the variation pattern (previous variation pattern) corresponding to the previous variation among the variation patterns of the decorative pattern that are variably displayed on the image display device 5 in response to the variable display of the special pattern (XX corresponds to the number of the previous variation pattern). The previous variation on the sub side refers to the variation of the first half of the variation of the decorative pattern that are variably displayed on the image display device 5 in response to the variable display of the special pattern. When a unique number is assigned to each of multiple types of previous variation patterns, there is a previous variation pattern command that corresponds to each of the previous variation patterns identified by that number.
[0236] Command 8101(H) is the first variable display start command that specifies the start of the variable display of the first special drawing. Command 8102(H) is a second variable display start command that specifies the start of variable display of the second special symbol. When the performance control CPU 101 receives command 8101(H) or command 8102(H), it controls the image display device 5 to start variable display of the decorative symbol.
[0237] Command 84XX(H) is a variation pattern command that specifies the variation pattern (post-variation pattern) corresponding to the later variation among the variation patterns of the decorative pattern that is variably displayed on the image display device 5 in response to the variable display of the special pattern (XX corresponds to the number of the post-variation pattern). The post-variation on the sub side refers to the variation of the latter part among the variations of the decorative pattern that is variably displayed on the image display device 5 in response to the variable display of the special pattern. When a unique number is assigned to each of multiple types of post-variation patterns, there is a post-variation pattern command that corresponds to each of the post-variation patterns identified by that number.
[0238] Command 8C01(H) is a display result 1 designation command (miss designation command) indicating that a miss has been determined. Command 8C02(H) is a display result 2 designation command (5R regular jackpot designation command) indicating that a 5R regular jackpot has been determined. Command 8C03(H) is a display result 3 designation command (5R regular jackpot designation command) indicating that a 5R regular jackpot has been determined. Command 8C04(H) is a display result 4 designation command (10R regular jackpot designation command) indicating that a 10R regular jackpot has been determined. The miss designation command, 5R regular jackpot designation command, 5R regular jackpot designation command, and 10R regular jackpot designation command, or these collectively, are also referred to as 8C commands.
[0239] Command 8D01(H) is a first symbol change designation command that indicates the start of variable display of the first special symbol. Command 8D02(H) is a second symbol change designation command that indicates the start of variable display of the second special symbol. The first symbol change designation command and the second symbol change designation command, or these collectively, are also referred to as 8D commands. Command 8F00(H) is a symbol confirmation designation command that designates the end of the variation of the first special symbol and the second special symbol.
[0240] Command 9000(H) is an initialization command that specifies initialization (specifying the display of the initial power-on screen) sent when power supply to the gaming machine is started. Command 9200(H) is a power outage recovery command that specifies the restoration of power (specifying the display of the power outage recovery screen) sent when power supply to the gaming machine is resumed. Command 9500(H) is a normal state command that specifies the background for the normal state. Command 9501(H) is a time-saving state command that specifies the background for the time-saving state. Command 9502(H) is a special-variant state command that specifies the background for the special-variant state. The normal state command, time-saving state command, and special-variant state command, or these collectively, are also referred to as 95-series commands or background command. Command 9F00(H) is a customer waiting demonstration command that specifies a customer waiting demonstration.
[0241] Command A001(H) is the jackpot start 1 designation command, which specifies the start of a 5R normal jackpot. Command A002(H) is the jackpot start 2 designation command, which specifies the start of a 5R variable jackpot. Command A003(H) is the variable jackpot start 3 designation command, which specifies the start of a 10R variable jackpot. The jackpot start 1 designation command, jackpot start 2 designation command, and jackpot start 3 designation command, respectively, or collectively, are also referred to as A0 series commands.
[0242] A1XX(H) is a command to specify whether the large prize opening is currently open for the round indicated by XX. The command to specify whether the large prize opening is currently open is also called an A1 command. A2XX(H) is a command to specify the closing of the large prize opening for the round indicated by XX. The command to specify the closing of the large prize opening is also called an A2 command.
[0243] Command A301(H) is a jackpot end 1 designation command that specifies the end of a 5R normal jackpot. Command A302(H) is a jackpot end 2 designation command that specifies the end of a 5R variable jackpot. Command A303(H) is a jackpot end 3 designation command that specifies the end of a 10R variable jackpot. The jackpot end 1 designation command, jackpot end 2 designation command, and jackpot end 3 designation command, individually or collectively, are also referred to as A3 series commands.
[0244] Command B100(H) is a first start winning designation command that designates that a first start winning has occurred. Command B200(H) is a second start winning designation command that designates that a second start winning has occurred.
[0245] Command C1XX(H) is a first reserved memory number designation command that designates that the first reserved memory number has reached the number indicated by XX. The first reserved memory number designation command is also referred to as a C1 series command. Command C2XX(H) is a second reserved memory designation command that designates that the second reserved memory number has reached the number indicated by XX. The second reserved memory number designation command is also referred to as a C2 series command.
[0246] Commands C4XX(H) and C6XX(H) are presentation control commands that indicate the contents of the winning judgment results, such as the jackpot judgment, jackpot type judgment, and fluctuation pattern type judgment, when a ball starts winning at the first starting winning slot or the second starting winning slot. Of these, command C4XX(H) is a designation command that indicates whether or not a winning has occurred and the type of jackpot judgment result among the winning judgment results. Furthermore, command C3XX(H) is a fluctuation type command that indicates the judgment result (fluctuation pattern type judgment result) of which range of judgment values the value of the fluctuation pattern type judgment random number falls within among the winning judgment results.
[0247] C7XX(H) is a command for designating a big prize opening entry, which indicates that the gaming ball has passed through the big prize opening in 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-hit display off command that indicates that the right-hit display should be turned off. A command in which MODE data is FD(H) and the 4th bit of EXT data is 1 is a right-hit display on command that indicates that the right-hit display should be turned on. In this embodiment, the right-hit display on command is also referred to as an FD-type command.
[0249] The game control microcomputer 100 determines, at the time of the start winning, whether or not a jackpot will be reached, the type of jackpot, and the range of judgment values within which the value of the random number for determining the type of fluctuation pattern falls. Then, a value specifying a jackpot and a value specifying the type of jackpot are set in the EXT data of the symbol designation command, and controls transmission of this to the performance control CPU 120. The game control microcomputer 100 also sets a value specifying the range of judgment values as the determination result of the type of fluctuation pattern in the EXT data of the fluctuation type command, and controls transmission of this to the performance control CPU 120. The performance control CPU 120 can recognize whether or not the display result will be a jackpot and the type of jackpot based on the value set in the symbol designation command, and can recognize the type of fluctuation pattern based on the fluctuation type command.
[0250] [Fluctuation pattern] The contents of the fluctuation patterns and how the fluctuation patterns are determined will be described with reference to FIGS. 10-7 to 10-9.
[0251] (Contents of fluctuation pattern on the main side) Figure 10-7 is an explanatory diagram showing an example of the contents of the fluctuation pattern on the main side. As shown in Figure 10-7, in this embodiment, multiple types of fluctuation patterns are set by the game control microcomputer 100 on the main side. Each fluctuation pattern is managed by a main fluctuation number and is composed of a combination of a front fluctuation pattern that is a fluctuation pattern corresponding to the front fluctuation and a rear fluctuation pattern that is corresponding to the rear fluctuation, and each combination contains different contents. The front fluctuation pattern corresponds to the front fluctuation pattern command (80XX (H)) described using Figure 10-6, and the rear fluctuation pattern corresponds to the rear fluctuation pattern command (84XX (H)) described using Figure 10-6.
[0252] First, the previous change pattern will be explained. Of the multiple types of previous change patterns each assigned a previous change number, previous change number a1 is a previous change pattern command (8001(H)) that specifies normal change (decorative pattern change over 13 seconds). Previous change number a2 is a previous change pattern command (8002(H)) that specifies shortened change (decorative pattern change over 7 seconds). Previous change number a3 is a previous change pattern command (8003(H)) that specifies the execution of pseudo consecutive change. Pseudo consecutive change is a performance in which the variable display (variable display) of the decorative pattern is temporarily stopped and then resumed between the start of the variable display (variable display) of the decorative pattern and the display result of the variable display is derived and displayed, thereby making the variable display based on one reserved memory look like multiple variable displays in a pseudo manner. Such a variable display that is temporarily stopped and then resumed is also called a "re-variable display." In addition, the change of the decorative pattern due to the pseudo variable display is also called a "pseudo change."
[0253] Previous variation number a4 is a previous variation pattern command (8004(H)) that specifies a normal reach (reel ×) (a reach that is in reach mode but the movable body 087F010 does not operate). Previous variation number a5 is a previous variation pattern command (8005(H)) that specifies that a normal reach (reel ×) will be executed after one pseudo variation. Previous variation number a6 is a previous variation pattern command (8006(H)) that specifies that a normal reach (reel ○) (a reach that is in reach mode and the movable body 087F010 operates) will be executed before developing into an SP reach. Previous variation number a7 is a previous variation pattern command (8007(H)) that specifies that a normal reach (reel ○) will be executed after one pseudo variation, and then developed into an SP reach.
[0254] The previous fluctuation number a8 is a previous fluctuation pattern command (8008(H)) that specifies that after two pseudo fluctuations, a normal reach (a role ×) is executed, and then the game develops into an SP reach. The previous fluctuation number a9 is a previous fluctuation pattern command (8009(H)) that specifies that after two pseudo fluctuations, a normal reach (a role ○) is executed, and then the game develops into an SP reach.
[0255] The previous fluctuation number a10 is a previous fluctuation pattern command (8010(H)) that specifies that a normal reach (a role ○) is executed after one pseudo-fluctuation, and then the game develops into the final reach. The previous fluctuation number a11 is a previous fluctuation pattern command (8011(H)) that specifies that a normal reach (a role ○) is executed after two pseudo-fluctuations, and then the game develops into the final reach.
[0256] Next, the post-variation pattern will be explained. Among the multiple types of post-variation patterns to which post-variation numbers are respectively assigned, post-variation number b1 is a post-variation pattern command (8401(H)) that specifies a non-reach (miss) (a variation of a decorative pattern that does not become a reach state but ultimately becomes a miss state). Post-variation number b2 is a post-variation pattern command (840 2(H)). The later variation number b3 is a later variation pattern command (8403(H)) that specifies the SP reach (miss) (a variation of the decorative pattern that develops into an SP reach but ultimately becomes a miss). The later variation number b4 is a later variation pattern command (8404(H)) that specifies the final reach (miss) (a variation of the decorative pattern that develops into a final reach but ultimately becomes a miss).
[0257] The later change number b5 is a later change pattern command (8405(H)) that specifies a normal reach (win) (a change in the decorative pattern that becomes a reach state but ultimately becomes a win state). The later change number b6 is a later change pattern command (8406(H)) that specifies an SP reach (win) (a change in the decorative pattern that develops into an SP reach and ultimately becomes a win state). The later change number b7 is a later change pattern command (8407(H)) that specifies a final reach (win) (a change in the decorative pattern that develops into a final reach and ultimately becomes a win state).
[0258] (Contents of the fluctuation pattern on the sub side) Figure 10-8 is an explanatory diagram showing an example of the contents of the variation pattern on the sub side. As shown in Figure 10-8, in this embodiment, multiple types of variation patterns are set by the sub side performance control CPU 120. Each variation pattern is managed by a sub variation number and is composed of a combination of a previous variation pattern that is a variation pattern corresponding to the previous variation and a subsequent variation pattern that is a variation pattern corresponding to the subsequent variation, and each combination contains different contents.
[0259] In addition, when the CPU 120 for effect control receives a variation pattern command to which a main variation number is assigned from the microcomputer 100 for game control, it sets a variation pattern on the sub-side corresponding to the received variation pattern command, and executes the effect based on the set variation pattern.
[0260] Specifically, in this embodiment, the CPU 103 sends a front variation pattern command (80XX(H)) and a rear variation pattern command (84XX(H)) to the performance control CPU 120. The performance control CPU 120 sets the variation pattern on the sub side based on the variation pattern command consisting of the front variation pattern command and the rear variation pattern command, on the condition that it receives the front variation pattern command first and then receives the rear variation pattern command without receiving any other commands. Note that if the performance control CPU 120 receives the rear variation pattern command before receiving the front variation pattern command, or if it receives the front variation pattern command first but then receives another command before receiving the rear variation pattern command, it will not execute processing based on the received variation pattern command.
[0261] The fluctuation pattern assigned sub-variation number 1 corresponds to the fluctuation pattern command of main fluctuation number 1, and is a fluctuation pattern that becomes a non-reach (miss) after a normal fluctuation. The fluctuation pattern assigned sub-variation number 2 corresponds to the fluctuation pattern command of main fluctuation number 2, and is a fluctuation pattern that becomes a non-reach (miss) after a shortened fluctuation. The fluctuation pattern assigned sub-variation number 3 corresponds to the fluctuation pattern command of main fluctuation number 3, and is a fluctuation pattern that becomes a non-reach (miss) after a pseudo-repeatable flicker.
[0262] The fluctuation pattern to which sub-variation number 4 is assigned corresponds to the fluctuation pattern command of main fluctuation number 4, and is a fluctuation pattern that becomes normal reach A (with × special feature) among normal reaches, and finally becomes normal reach (miss). The fluctuation pattern to which sub-variation number 5 is assigned corresponds to the fluctuation pattern command of main fluctuation number 4, and is a fluctuation pattern that becomes normal reach B (with × special feature) among normal reaches, and finally becomes normal reach (miss). In this way, the fluctuation pattern to which sub-variation number 4 is assigned and the The fluctuation patterns assigned sub-fluctuation number 5 correspond to the fluctuation pattern command of main fluctuation number 4, which is a normal reach, but the types of normal reaches 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 is a variation pattern that becomes normal reach A (reel ×) after one pseudo-variation, and finally becomes normal reach (miss). The variation pattern assigned sub-variation number 7 corresponds to the variation pattern command of main variation number 5, and is a variation pattern that becomes normal reach B (reel ×) after one pseudo-variation, and finally becomes normal reach (miss). In this way, the variation pattern assigned sub-variation number 6 and the variation pattern assigned sub-variation number 7 both correspond to the variation pattern command of main variation number 5, which becomes normal reach, but the types of normal reach are 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 is a variation pattern that develops into an SP reach after a normal reach A (gimmick ○) and finally becomes an SP reach (miss). The variation pattern assigned sub-variation number 9 corresponds to the variation pattern command of main variation number 6, and is a variation pattern that develops into an SP reach after a normal reach B (gimmick ○) and finally becomes an SP reach (miss). In this way, the variation pattern assigned sub-variation number 8 and the variation pattern assigned sub-variation number 9 both correspond to the variation pattern command of main variation number 6 that becomes a normal reach, but the types of normal reaches are 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 is a variation pattern that becomes normal reach A (gimmick ○) after one pseudo-variation, then develops into SP reach, and finally becomes SP reach (miss). The variation pattern assigned sub-variation number 11 corresponds to the variation pattern command of main variation number 7, and is a variation pattern that becomes normal reach B (gimmick ○) after one pseudo-variation, then develops into SP reach, and finally becomes SP reach (miss). In this way, the variation pattern assigned sub-variation number 10 and the variation pattern assigned sub-variation number 11 both correspond to the variation pattern command of main variation number 7, which becomes normal reach, but the types of normal reach are 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 is a variation pattern in which after two pseudo-variations it becomes normal reach A (reel ×), then develops into SP reach, and finally becomes SP reach (miss). The variation pattern assigned sub-variation number 13 corresponds to the variation pattern command of main variation number 8, and is a variation pattern in which after two pseudo-variations it becomes normal reach B (reel ×), then develops into SP reach, and finally becomes SP reach (miss). In this way, the variation pattern assigned sub-variation number 12 and the variation pattern assigned sub-variation number 13 both correspond to the variation pattern command of main variation number 8, which becomes normal reach, but the types of normal reach are different from each other.
[0267] The fluctuation pattern assigned sub-variation number 14 corresponds to the fluctuation pattern command of main fluctuation number 9, and is a fluctuation pattern in which after two pseudo fluctuations it becomes normal reach A (gimmick ○), then develops into SP reach, and finally becomes SP reach (miss). The fluctuation pattern assigned sub-variation number 15 corresponds to the fluctuation pattern command of main fluctuation number 9, and is a fluctuation pattern in which after two pseudo fluctuations it becomes normal reach B (gimmick ○), then develops into SP reach, and finally becomes SP reach (miss). In this way, the fluctuation pattern assigned sub-variation number 14 and the fluctuation pattern assigned sub-variation number 15 correspond to the fluctuation pattern command of main fluctuation number 9, and is a fluctuation pattern in which after two pseudo fluctuations it becomes normal reach B (gimmick ○), then develops into SP reach, and finally becomes SP reach (miss). The obtained variation patterns all correspond to the variation pattern command of main variation number 9, which is a normal reach, but the types of normal reaches are different from each other.
[0268] The variation pattern assigned sub-variation number 16 corresponds to the variation pattern command of main variation number 10, and after one pseudo-variation it becomes normal reach A (reel ○), then develops into a final reach, and finally becomes a final reach (miss). The variation pattern assigned sub-variation number 17 corresponds to the variation pattern command of main variation number 10, and after one pseudo-variation it becomes normal reach B (reel ○), then develops into a final reach, and finally becomes a final reach (miss). In this way, the variation pattern assigned sub-variation number 16 and the variation pattern assigned sub-variation number 17 both correspond to the variation pattern command of main variation number 10, which becomes a normal reach, but the types of normal reaches are 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 becomes normal reach A (reel ○) after two pseudo-variations, then develops into a final reach, and finally becomes a final reach (miss). The variation pattern assigned sub-variation number 19 corresponds to the variation pattern command of main variation number 11, and becomes normal reach B (reel ○) after two pseudo-variations, then develops into a final reach, and finally becomes a final reach (miss). In this way, the variation pattern assigned sub-variation number 18 and the variation pattern assigned sub-variation number 19 both correspond to the variation pattern command of main variation number 11, which becomes a normal reach, but the types of normal reaches are different from each other.
[0270] The variation pattern assigned sub-variation number 20 corresponds to the variation pattern command of main variation number 12, and is a variation pattern that becomes normal reach A (reel ×) and finally becomes normal reach (win). The variation pattern assigned sub-variation number 21 corresponds to the variation pattern command of main variation number 12, and is a variation pattern that becomes normal reach B (reel ×) and finally becomes normal reach (win). In this way, the variation pattern assigned sub-variation number 20 and the variation pattern assigned sub-variation number 21 both correspond to the variation pattern command of main variation number 12 that becomes normal reach, but the types of normal reach are different from each other.
[0271] The fluctuation pattern assigned sub-variation number 22 corresponds to the fluctuation pattern command of main variation number 13, and is a fluctuation pattern that becomes normal reach A (reel ×) after one pseudo-variation, and finally becomes normal reach (win). The fluctuation pattern assigned sub-variation number 23 corresponds to the fluctuation pattern command of main variation number 13, and is a fluctuation pattern that becomes normal reach B (reel ×) after one pseudo-variation, and finally becomes normal reach (win). In this way, the fluctuation pattern assigned sub-variation number 22 and the fluctuation pattern assigned sub-variation number 23 both correspond to the fluctuation pattern command of main variation number 13 that becomes normal reach, but the types of normal reach are 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 is a variation pattern that develops from normal reach A (gimmick ○) to SP reach and finally becomes SP reach (win). The variation pattern assigned sub-variation number 25 corresponds to the variation pattern command of main variation number 14, and is a variation pattern that develops from normal reach B (gimmick ○) to SP reach and finally becomes SP reach (win). In this way, the variation pattern assigned sub-variation number 24 and the variation pattern assigned sub-variation number 25 both correspond to the variation pattern command of main variation number 14 that becomes normal reach, but the types of normal reach are different from each other.
[0273] The variation pattern assigned sub-variation number 26 corresponds to the variation pattern command of main variation number 15, and is a variation pattern in which after one pseudo-variation it becomes normal reach A (gimmick ○), then develops into SP reach, and finally becomes SP reach (win). The variation pattern assigned sub-variation number 27 corresponds to the variation pattern command of main variation number 15, and is a variation pattern in which after one pseudo-variation it becomes normal reach B (gimmick ○), then develops into SP reach, and finally becomes SP reach (win). 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 of main variation number 15, which becomes normal reach, but the type of normal reach is different.
[0274] The variation pattern assigned sub-variation number 28 corresponds to the variation pattern command of main variation number 16, and is a variation pattern in which after two pseudo-variations it becomes normal reach A (reel ×), then develops into SP reach, and finally becomes SP reach (win). The variation pattern assigned sub-variation number 29 corresponds to the variation pattern command of main variation number 16, and is a variation pattern in which after two pseudo-variations it becomes normal reach B (reel ×), then develops into SP reach, and finally becomes SP reach (win). 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 of main variation number 16, which becomes normal reach, but the types of normal reach are different.
[0275] The variation pattern assigned sub-variation number 30 corresponds to the variation pattern command of main variation number 17, and after two pseudo-variations it becomes normal reach A (gimmick ○), then develops into SP reach, and finally becomes SP reach (win). The variation pattern assigned sub-variation number 31 corresponds to the variation pattern command of main variation number 17, and after two pseudo-variations it becomes normal reach B (gimmick ○), then develops into SP reach, and finally becomes SP reach (win). 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 of main variation number 17, which becomes normal reach, but the types of normal reach are different.
[0276] The variation pattern assigned sub-variation number 32 corresponds to the variation pattern command of main variation number 18, and is a variation pattern that becomes normal reach A (reel ○) after one pseudo-variation, then develops into a final reach, and finally becomes a final reach (win). The variation pattern assigned sub-variation number 33 corresponds to the variation pattern command of main variation number 18, and is a variation pattern that becomes normal reach B (reel ○) after one pseudo-variation, then develops into a final reach, and finally becomes a final reach (win). 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 of main variation number 18, which becomes a normal reach, but the types of normal reaches are different from each other.
[0277] The variation pattern assigned sub-variation number 34 corresponds to the variation pattern command of main variation number 19, and after two pseudo-variations becomes normal reach A (reel ○), then develops into the final reach, and finally becomes the final reach (win). The variation pattern assigned sub-variation number 35 corresponds to the variation pattern command of main variation number 19, and after two pseudo-variations becomes normal reach B (reel ○), then develops into the final reach, and finally becomes the final reach (win). 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 of main variation number 19, which becomes a normal reach, but the types of normal reaches are different from each other.
[0278] In this way, the performance control CPU 120 sets a variation pattern corresponding to the variation pattern command received from the game control microcomputer 100, and even when a variation pattern command for the same main variation number is received, it can selectively set one of multiple variation patterns to which different sub-variable numbers are assigned, for example, by lottery. In this embodiment, when the performance control CPU 120 receives a variation pattern command for a main variation number that results in a normal reach, it can set one of two normal reach variation patterns, but this is not limited to this. For example, three or more types of normal reaches may be prepared, and when the performance control CPU 120 receives a variation pattern command for a main variation number that results in a normal reach, it may be able to set one of the three or more normal reach variation patterns. Furthermore, not only for normal reaches, but also for other effects such as SP reaches, final reaches, and reach-inducing effects, multiple types of effects may be prepared, and when the performance control CPU 120 receives a variation pattern command for one main variation number, it may be able to set one of the multiple types of effects corresponding to the variation pattern command for that one main variation number.
[0279] (Fluctuation pattern determination table on the main side) 10-9 is an explanatory diagram showing the fluctuation pattern determination table on the main side. In this embodiment, the game control microcomputer 100 first determines the subsequent fluctuation pattern, and then determines the previous fluctuation pattern.
[0280] 10-9(A) is an explanatory diagram showing a subsequent fluctuation 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 winning type is "miss," it will be determined to be one of the following: non-reach (miss) for later variable number b1, normal reach (miss) for later variable number b2, SP reach (miss) for later variable number b3, and final reach (miss) for later variable number b4, of which later variable number b1 has the largest number of possible judgment values (highest probability of determination), followed by later variable number b2 (next highest probability of determination), and later variable number b4 has the smallest number of possible judgment values (lowest probability of determination).
[0282] If the pre-determined hit type is a "5R normal jackpot," it will be determined as one of the following: a normal reach (hit) with later variable number b5, an SP reach (hit) with later variable number b6, and a final reach (hit) with later variable number b7. Of these, later variable number b5 has the largest number of possible judgment values (highest probability of determination), followed by later variable number b6 (next highest probability of determination), and later variable number b7 has the smallest number of possible judgment values (lowest probability of determination).
[0283] If the pre-determined hit type is a "5R guaranteed jackpot," it will be determined to be one of the following: a normal reach (hit) with later variable number b5, an SP reach (hit) with later variable number b6, and a final reach (hit) with later variable number b7. Of these, later variable number b6 has the largest number of possible judgment values (highest probability of determination), followed by later variable number b7 (next highest probability of determination), and later variable number b5 has the smallest number of possible judgment values (lowest probability of determination).
[0284] If the predetermined winning type is "10R probability jackpot", it will be determined as one of the following: normal reach (win) of later variable number b5, SP reach (win) of later variable number b6, and final reach (win) of later variable number b7. Of these, later variable number b7 has the most number of possible judgment values (highest probability of determination), followed by later variable number b6 ( The number of possible judged values for the latter 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 depending on the predetermined winning type. If the result of the special game is a miss, the post-variation pattern is determined to maximize the probability of a miss without a reach state. If the result of the special game is a 5R normal jackpot, the post-variation pattern is determined to maximize the probability of a win through a normal reach. If the result of the special game is a 5R probability variable jackpot, the post-variation pattern is determined to maximize the probability of a win through an SP reach. If the result of the special game is a 10R probability variable jackpot, the post-variation pattern is determined to maximize the probability of a win through a final reach. As a result, if a final reach occurs, the probability of a 10R probability variable jackpot, which is the most advantageous for the player, increases, and if an SP reach occurs, the probability of a 5R probability variable jackpot, which is the next most advantageous for the player, increases. Therefore, 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] 10-9(B) is an explanatory diagram showing a front fluctuation pattern determination table on the main side. As shown in FIG. 10-9(B), the front fluctuation pattern is determined with different probabilities depending on the pre-determined rear fluctuation pattern.
[0287] Specifically, when the pre-determined post-variation pattern is a non-reach (miss) of post-variation number b1 and is in normal operation, it is determined to be either a normal variation of post-variation number a1 or a pseudo-consecutive false of post-variation number a3, of which post-variation number a1 has the largest number of possible judgment values (highest probability of determination), and post-variation number a3 has the smallest number of possible judgment values (lowest probability of determination).
[0288] If the pre-determined post-variation pattern is a non-reach (miss) of post-variation number b1 and is in time-saving mode, the shortened variation of pre-variation number a2 is determined.
[0289] If the pre-determined post-variation pattern is a normal reach (miss) with post-variation number b2, it will be determined to be either a normal reach (unlocked) with pre-variation number a4 or a normal reach (unlocked) after one pseudo-variation with pre-variation number a5, of which pre-variation number a4 has the largest number of possible judgment values (highest probability of determination), and pre-variation number a5 has the smallest number of possible judgment values (lowest probability of determination).
[0290] If the pre-determined post-fluctuation pattern is an SP reach (miss) of post-fluctuation number b3, it will be determined to be one of the following: an SP reach development after a normal reach (game device ○) of pre-fluctuation number a6, an SP reach development after a normal reach (game device ○) after one pseudo-fluctuation of pre-fluctuation number a7, an SP reach development after a normal reach (game device ×) after two pseudo-fluctuations of pre-fluctuation number a8, and an SP reach development after a normal reach (game device ○) after two pseudo-fluctuations of pre-fluctuation number a9. Of these, pre-fluctuation number a6 has the largest number of possible judgment values (highest probability of determination), followed by pre-fluctuation number a7 (next highest probability of determination), followed by pre-fluctuation number a8 (next highest probability of determination), and pre-fluctuation number a9 has the smallest number of possible judgment values (lowest probability of determination).
[0291] If the predetermined post-change pattern is the final reach (miss) of the post-change number b4, it will be determined to be either the final reach development after the normal reach (character ○) after one pseudo-change of the previous change number a10, or the final reach development after the normal reach (character ○) after two pseudo-changes of the previous change number a11. Of these, the previous change number a10 has the most possible judgment values (highest probability of determination), and the previous change number a11 has the least possible judgment values (highest probability of determination). is the lowest).
[0292] If the pre-determined post-variation pattern is a normal reach (hit) of post-variation number b5, it will be determined to be either a normal reach (unlocked) of pre-variation number a4 or a normal reach (unlocked) after one pseudo-variation of pre-variation number a5, of which pre-variation number a5 has the largest number of possible judgment values (highest probability of determination), and pre-variation number a4 has the smallest number of possible judgment values (lowest probability of determination).
[0293] If the pre-determined post-fluctuation pattern is an SP reach (hit) of post-fluctuation number b6, it will be determined to be one of the following: an SP reach development after a normal reach (game device ○) of pre-fluctuation number a6, an SP reach development after a normal reach (game device ○) after one pseudo-fluctuation of pre-fluctuation number a7, an SP reach development after a normal reach (game device ×) after two pseudo-fluctuations of pre-fluctuation number a8, and an SP reach development after a normal reach (game device ○) after two pseudo-fluctuations of pre-fluctuation number a9. Of these, pre-fluctuation number a9 has the largest number of possible judgment values (highest probability of determination), followed by pre-fluctuation number a8 (next highest probability of determination), followed by pre-fluctuation number a7 (next highest probability of determination), and pre-fluctuation number a6 has the smallest number of possible judgment values (lowest probability of determination).
[0294] If the pre-determined post-fluctuation pattern is the final reach (hit) of post-fluctuation number b7, it will be determined to develop into either a final reach after a normal reach (game device ○) after one pseudo-fluctuation of pre-fluctuation number a10, or a final reach after a normal reach (game device ○) after two pseudo-fluctuations of pre-fluctuation number a11, and of these, pre-fluctuation number a11 has the largest number of possible judgment values (highest probability of determination), and pre-fluctuation number a10 has the smallest number of possible judgment values (lowest probability of determination).
[0295] In this way, the game control microcomputer 100 determines the front fluctuation pattern with different probabilities depending on the type of the pre-determined rear fluctuation pattern, and when a pseudo consecutive (two or more pseudo fluctuations) is executed, it is likely to develop into an SP Chiri or a final reach. In this way, a fluctuation pattern command that defines a fluctuation pattern consisting of the front fluctuation pattern and the rear fluctuation pattern determined by the game control microcomputer 100 (the fluctuation pattern shown in Figure 10-7) is sent from the game control microcomputer 100 to the performance control CPU 120. Then, the performance control CPU 120 determines the sub-side fluctuation pattern (the fluctuation pattern shown in Figure 10-8) based on the fluctuation pattern command (main fluctuation number) received from the game control microcomputer 100.
[0296] [Pseudo fluctuation pattern on the sub side] 10-10 is an explanatory diagram showing the pseudo-pattern determination table on the sub side. In this embodiment, when the performance control CPU 120 determines the variation pattern of the sub-variation numbers 6, 7, 10, 11, 16, 17, 22, 23, 26, 27, 32, 33, which is a pattern in which the pseudo-variation is performed twice as a pseudo-continuous, and the variation pattern of the sub-variation numbers 12 to 15, 18, 19, 28 to 31, 34, 35, which is a pattern in which the pseudo-variation is performed three times as a pseudo-continuous, a pseudo-pattern, which is a pattern of the pseudo-variation in the variation pattern, is determined.
[0297] In addition, in the case of the fluctuation patterns of sub-fluctuation numbers 6, 7, 10, 11, 16, 17, 22, 23, 26, 27, 32, and 33, the performance control CPU 120 may determine a pseudo pattern for each of the two pseudo fluctuations, or may determine a pseudo pattern for the two pseudo fluctuations together. In addition, in the case of the fluctuation patterns of sub-fluctuation numbers 12 to 15, 18, 19, 28 to 31, 34, and 35, the performance control CPU 120 may determine a pseudo pattern for each of the three pseudo fluctuations, or may determine a pseudo pattern for the three pseudo fluctuations together. .
[0298] FIG. 10-10(A) is an explanatory diagram showing the contents of the pseudo patterns. As shown in FIG. 10-10(A), the pseudo patterns include weak pseudo patterns and strong pseudo patterns A to C. The weak pseudo patterns are weak pseudo patterns that are more disadvantageous to the player than the strong pseudo patterns. In the pseudo patterns, a reach-inducing move is executed in a period t1, and then, in a period t2, a special symbol is displayed on the screen of the image display device 5, followed by the word "NEXT." In a subsequent period t3, the number of times that the decorative symbol is variably displayed is displayed on the screen of the image display device 5, and then, in a subsequent period t4, a suggestive display is displayed on the screen of the image display device 5, followed by the variably displayed decorative symbol in a subsequent period t5.
[0299] Reach teaser is a presentation that teases the player as to whether the state of the variable display will become a reach state. The special pattern is a pattern that suggests the execution of a re-variable display, and the display of this special pattern suggests to the player that the re-variable display will start thereafter. The display of the special pattern is called a special pattern display. The number of times display is a presentation that displays a number image that suggests the number of times the variable display of the decorative pattern will be executed. The suggestion display is a display that suggests the number of times the variable display of the decorative pattern will be executed, and the number image is displayed at the edge of the screen of the image display device 5 together with text suggesting the 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 a period t1, then in a subsequent period t2, the words of a famous quote are displayed on the screen of the image display device 5, followed by a special display, then in a subsequent period t3, the number of times that the decorative symbols are variably displayed is displayed on the screen of the image display device 5, then in a subsequent period t4, a suggestive display is displayed on the screen of the image display device 5, and then in a subsequent period t5, the decorative symbols are variably displayed again.
[0301] The reach line is an effect that notifies the player that the state of the variable display has reached the reach state, and the word "reach" appears and is displayed three times. The quote characters include characters related to quotes that appear in the original work that is the concept of the pachinko gaming machine 1, such as quotes (words) uttered by the protagonist or other main characters that appear in the effects of the pachinko gaming machine 1, or quotes (words) uttered by the protagonist or other main characters that do not appear in the effects of the pachinko gaming machine 1. The special display is an effect that displays multiple images containing quote characters.
[0302] In addition, the reach line is performed once or multiple times during the period when the variable display based on one reserved memory is performed. For example, in the case of a variation pattern in which a pseudo consecutive win is not performed, in order to notify the player that the variable display mode has become a reach mode, the word "reach" is displayed three times, such as "reach," "reach," and "reach." In this way, in the case of a variation pattern in which a pseudo consecutive win is not performed, only the first reach line is performed.
[0303] In addition, in the case of a variation pattern in which a pseudo consecutive series in which a pseudo variation is performed once is executed, in order to notify the player that the variable display mode has become a reach mode, the word "reach" appears and is displayed three times in the first variable display (a pseudo variation in which the result of a jackpot or loss is not displayed), such as "reach", "reach", "reach", and then in the second variable display (a variable display in which the result of a jackpot or loss is displayed), the word "reach" appears and is displayed three times in the second variable display (a variable display in which the result of a jackpot or loss is displayed). In this way, in the case of a variation pattern in which a pseudo consecutive series in which a pseudo variation is performed once is executed, the first and second reach lines are performed.
[0304] In addition, in the case of a variation pattern in which a pseudo-variation is performed twice, the state of the variable display In order to notify the player that the state has reached a reach state, the word "reach" is displayed three times, such as "reach", "reach", and "reach", during the first variable display (a pseudo-variation in which the result of a jackpot or loss is not displayed), and then the word "reach" is displayed three times, such as "reach", "reach", and "reach", during the second variable display (a pseudo-variation in which the result of a jackpot or loss is not displayed), and then the word "reach" is displayed three times, such as "reach", "reach", and "reach", during the third variable display (a variable display in which the result of a jackpot or loss is displayed). In this way, in the case of a variation pattern in which a pseudo consecutive game in which pseudo-variations are 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, then in a subsequent period t2, the words of a famous quote are displayed on the screen of the image display device 5, followed by a special display, then in a subsequent period t3, the number of times that the decorative symbols are variably displayed is displayed on the screen of the image display device 5, then in a subsequent period t4, a suggestive display is displayed on the screen of the image display device 5, and then in a subsequent period t5, the decorative symbols are variably displayed again.
[0306] The special reach notification is a presentation that notifies the player that the variable display has entered a reach state, in which the character "ri" appears and is displayed five times, followed by the character "reach."
[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 appears to be a weak pseudo pattern of the weak pseudo pattern but switches to a strong pseudo pattern effect. In the strong pseudo pattern C, a reach tease is executed in a period t1, and then in a subsequent period t2, a special pattern is displayed on the screen of the image display device 5, which appears to be a weak pseudo pattern of the weak pseudo pattern but switches to a strong pseudo pattern effect, whereby the words of a famous quote are displayed and then a special display is performed, and then in a subsequent period t3, the number of times that the decorative pattern is variably displayed is displayed on the screen of the image display device 5, and then in a subsequent period t4, a suggestive display is performed on the screen of the image display device 5, and then in a subsequent period t5, the decorative pattern is variably displayed again.
[0308] Thus, in the pseudo fluctuation during the pseudo consecutive wins, either a weak pseudo pattern or strong pseudo patterns A to C are executed, and each pseudo pattern is executed according to a predetermined pattern. Furthermore, the weak pseudo pattern and the strong pseudo patterns A to C are executed in predetermined times, such as periods t1 to t5, with predetermined effects being executed. For example, in the weak pseudo pattern, a reach-up prompt is executed within period t1, in the strong pseudo pattern A, a reach line is executed within period t1, and in the strong pseudo pattern B, a special reach notification is executed within period t1. As described above, the effect control CPU 120 receives from the game control microcomputer 100 a variation pattern command specifying whether or not to execute a pseudo consecutive win and the execution time of the variable display. However, even when receiving one of the variation pattern commands for executing a pseudo consecutive win (variation pattern commands corresponding to main variation numbers 5, 7 to 11, 13, and 15 to 19 shown in FIG. 10-7), different effects can be executed depending on the type of pseudo pattern using the same time within the execution time of the variable display.
[0309] 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 winning determined in advance.
[0310] Specifically, if the predetermined winning type is "miss," there is a 90% probability that it will be determined to be a weak pseudo-pattern, a 4% probability that it will be determined to be a strong pseudo-pattern A, and a 3% probability that it will be determined to be a strong pseudo-pattern B. There is a 80% chance that the winning type will be a weak pseudo pattern, a 10% chance that it will be a strong pseudo pattern, a 5% chance that it will be a strong pseudo pattern, and a 5% chance that it will be a strong pseudo pattern. There is a 70% chance that the winning type will be a weak pseudo pattern, a 10% chance that it will be a strong pseudo pattern, a 10% chance that it will be a strong pseudo pattern, and a 10% chance that it will be a strong pseudo pattern. If the pre-determined hit type is a "10R guaranteed hit," there is a 60% chance that it will be determined to be a weak pseudo pattern, a 10% chance that it will be determined to be a strong pseudo pattern A, a 10% chance that it will be determined to be a strong pseudo pattern B, and a 20% chance that it will be determined to be a strong pseudo pattern C.
[0311] Here, as explained using Figure 10-5, the probability that the display result of the variable display during normal times will be a 5R normal jackpot is 1 / 600. Since the probability that a weak pseudo pattern will be determined when the hit type is a 5R normal jackpot is 80 / 100, the probability that the display result of the variable display will be a 5R normal jackpot and a weak pseudo pattern will be 8 / 6000 (= 1 / 600 * 80 / 100). Meanwhile, since the probability that a strong pseudo pattern will be determined when the hit type is a 5R normal jackpot is 20 / 100, the probability that the display result of the variable display will be a 5R normal jackpot and a strong pseudo pattern will be 2 / 6000 (= 1 / 600 * 20 / 100).
[0312] Also, as explained using Figure 10-5, the probability that the display result of the variable display during normal times will be a 5R variable probability jackpot is 1 / 3000. Since the probability that a weak pseudo pattern will be determined when the hit type is a 5R variable probability jackpot is 70 / 100, the probability that the display result of the variable display will be a 5R variable probability jackpot and a weak pseudo pattern will be 7 / 30000 (= 1 / 3000 * 70 / 100). Meanwhile, since the probability that a strong pseudo pattern will be determined when the hit type is a 5R variable probability jackpot is 30 / 100, the probability that the display result of the variable display will be a 5R variable probability jackpot and a strong pseudo pattern will be 3 / 30000 (= 1 / 3000 * 30 / 100).
[0313] Also, as explained using Figure 10-5, the probability that the display result of the variable display during normal times will be a 10R probability variable jackpot is 1 / 750. Since the probability that a weak pseudo pattern will be determined when the hit type is a 10R probability variable jackpot is 60 / 100, the probability that the display result of the variable display will be a 10R probability variable jackpot and a weak pseudo pattern will be determined is 6 / 7500 (= 1 / 750 * 60 / 100). Meanwhile, since the probability that a strong pseudo pattern will be determined when the hit type is a 10R probability variable jackpot is 40 / 100, the probability that the display result of the variable display will be a 10R probability variable jackpot and a strong pseudo pattern will be determined is 4 / 7500 (= 1 / 750 * 40 / 100).
[0314] From these facts, when the display result of the variable display becomes any of the jackpots and a pseudo consecutive win is executed, the probability of determining a weak pseudo pattern is about 7 / 300 (= 8 / 6000 + 7 / 3000 + 6 / 7500).On the other hand, when the display result of the variable display becomes any of the jackpots and a pseudo consecutive win is executed, the probability of determining a strong pseudo pattern is about 3 / 300 (= 2 / 6000 + 3 / 3000 + 7 / 3000).
[0315] Furthermore, as explained using Figure 10-5, the probability that the display result of the variable display during normal times will be a miss is 299 / 300. Since the probability that a weak pseudo pattern will be determined when the winning type is a miss is 90 / 100, the probability that the display result of the variable display will be a miss and determined to be a weak pseudo pattern is approximately 270 / 300 (=299 / 300*90 / 100). On the other hand, the probability that a strong pseudo pattern will be determined when the winning type is a miss is 10 / 100, so the probability that the display result of the variable display will be a miss and determined to be a strong pseudo pattern is approximately 30 / 300 (=299 / 300*10 / 100).
[0316] Thus, when pseudo-consecutive bets are performed during variable display, pseudo-fluctuations based on weak pseudo patterns are performed in most cases, whereas pseudo-fluctuations based on strong pseudo patterns are performed less frequently than pseudo-fluctuations based on weak pseudo patterns. For example, in terms of the frequency of occurrence during misses, pseudo-fluctuations based on strong pseudo patterns are performed only 1 / 9 of the frequency of pseudo-fluctuations based on weak pseudo patterns. However, when pseudo-fluctuations based on weak pseudo patterns are performed, the probability of a jackpot is 7 / 300, whereas when pseudo-fluctuations based on strong pseudo patterns are performed, the probability of a jackpot is 3 / 300, and the difference between the two is small. In other words, pseudo-fluctuations based on weak pseudo patterns are performed much more frequently than pseudo-fluctuations based on strong pseudo patterns, but the reliability of a jackpot is higher for pseudo-fluctuations based on strong pseudo patterns than for pseudo-fluctuations based on weak pseudo patterns. Therefore, pseudo-fluctuations based on strong pseudo patterns are pseudo-fluctuations that are more advantageous to players than pseudo-fluctuations based on weak pseudo patterns.
[0317] Fig. 10-10(C) is an explanatory diagram showing a specific reach prompting effect execution table. The specific reach prompting effect is an effect that can be executed during period t1 when a pseudo-variation is performed, and is an effect that prompts the player to see whether the state of the variable display will become a reach state. As shown in Fig. 10-10(C), the specific reach prompting effect is determined with different probabilities depending on the type of win determined in advance.
[0318] Specifically, if the pre-determined hit type is a "miss," there is a 5% chance that a specific reach stimulation effect will be executed. If the pre-determined hit type is a "5R normal jackpot," there is a 10% chance that a specific reach stimulation effect will be executed. If the pre-determined hit type is a "5R special jackpot," there is a 15% chance that a specific reach stimulation effect will be executed. If the pre-determined hit type is a "10R special jackpot," there is a 20% chance that a specific reach stimulation effect will be executed.
[0319] In this way, the specific reach stimulation effect is executed with the highest probability when a 10R probability variable jackpot is hit, with the next highest probability when a 5R probability variable jackpot is hit, and with the lowest probability when a miss occurs. This allows the player to expect a jackpot and a probability variable jackpot when the specific reach stimulation effect is executed. In other words, the player can be made to expect that the specific reach stimulation effect will be executed.
[0320] [Transition of effects related to pseudo consecutive wins] 10-11 is an explanatory diagram showing an example of the transition of effects related to a pseudo-series. As shown in FIG. 10-11, when a pseudo-series is executed, the transition of effects is based on one of the pseudo patterns determined using the pseudo pattern determination table shown in FIG. 10-10(B).
[0321] Specifically, in the weak pseudo pattern, a reach tease is executed in period t1, and then weak pseudo-type effects (for example, display of a special pattern, display of the word "NEXT", display of the number of times the decorative pattern is variably displayed, suggestive display, etc.) are executed in the subsequent periods t2 to t4, and then the decorative pattern is displayed again in a variably manner in the subsequent period t5.
[0322] In strong pseudo pattern A, a reach line is executed in period t1, and then strong pseudo-type effects (for example, display of famous quotes in text, special displays, display of the number of times the decorative pattern is variably displayed, suggestive displays, etc.) are executed in the subsequent periods t2 to t4, and then the decorative pattern is displayed again in a variably manner in the subsequent period t5.
[0323] In strong pseudo pattern B, a special reach notification is executed in period t1, and then strong pseudo-type effects (for example, display of famous quote text, special display, display of the number of times the decorative pattern is variably displayed, suggestive display, etc.) are executed in the subsequent periods t2 to t4, and then the decorative pattern is displayed variably again in the subsequent period t5.
[0324] In the strong pseudo pattern C, a reach stimulation is executed in the period t1 as in the weak pseudo pattern, but in the subsequent periods t2 to t4, a strong pseudo-type effect (for example, changing the display of a special pattern to a text display of a famous quote, special display, display of the number of times the decorative pattern is variably displayed, suggestive display, etc.) is executed, and then in the subsequent period t5, the decorative pattern is displayed again in a variably manner.
[0325] [Determining the color of the reach line] The determination of the color used for the reach line will be described with reference to FIGS. 10-12 to 10-15.
[0326] (Determining the final color on the reach line) 10-12 is an explanatory diagram showing the reach line final color lottery table on the sub side. As described above, the reach line is an effect that notifies the player that the variable display mode has become a reach mode, and the word "reach" appears and is displayed three times, and such a reach line is displayed a maximum of three times during the period of variable display based on one reserved memory. In this embodiment, the effect control CPU 120 determines the color of each "reach" character so that the expectation of a jackpot differs depending on the color of the "reach" character displayed for the third time on each reach line.
[0327] In the lottery table for the final reach line color shown in Figure 10-12, the final color of the "reach" character on the reach line is determined. For example, in the case of a variation pattern in which pseudo-consecutive wins are not performed, only the first reach line is performed, and the color of the last "reach" character among the "reach," "reach," and "reach" characters on the first reach line is determined by lottery as the final color.
[0328] In addition, in the case of a variation pattern in which a pseudo-consecutive variation is performed once, the first and second reach lines are performed, and the color of the last "reach" character among "reach," "reach," and "reach" on each of the first and second reach lines is determined by lottery as the final color.
[0329] In addition, in the case of a variation pattern in which a pseudo-consecutive variation is performed twice, the first, second, and third reach lines are performed, and the color of the last "reach" character among "reach," "reach," and "reach" on each of the first, second, and third reach lines is determined by lottery as the final color.
[0330] Furthermore, in the reach line final color lottery table, the final color is determined by lottery based only on the pattern of the preceding fluctuation among the sub-side fluctuation patterns shown in Figure 10-8, and the pattern of the following fluctuation is not referenced. The reason for this is that since the period during which pseudo-consecutive wins are performed is only the pattern of the preceding fluctuation, it is sufficient to refer only to the pattern of the preceding fluctuation to determine whether or not pseudo-consecutive wins will occur. In this way, if the final color is determined by lottery based only on the pattern of the preceding fluctuation, less information can be referenced than if the final color were determined by lottery while referring to the pattern of the following fluctuation as well as the pattern of the preceding fluctuation, and therefore the processing load related to the lottery for the final color on the performance control CPU 120 can be reduced.
[0331] Specifically, as shown in FIG. 10-12, in the reach line final color lottery table, the determination probability of each of 21 kinds of reach line patterns 0 to 20 is assigned to the previous variation pattern corresponding to each of the previous variation numbers A1 to A19.
[0332] Reach line pattern 0 is a pattern in which no variable display is performed. Reach line patterns 1 to 3 are variable displays that are performed only once (variable displays that show the result of a jackpot or miss). Reach line patterns 4 to 10 are patterns in which a pseudo consecutive sequence in which a pseudo variation is performed once is executed, and a first variable display (a pseudo variation in which the result of a jackpot or loss is not displayed) is performed, followed by a second variable display (a variable display in which the result of a jackpot or loss is displayed). Reach line patterns 11 to 20 are patterns in which a pseudo consecutive sequence in which a pseudo variation is performed twice is executed, and a first variable display (a pseudo variation in which the result of a jackpot or loss is not displayed) is performed, followed by a second variable display (a pseudo variation in which the result of a jackpot or loss is not displayed), followed by a third variable display (a variable display in which the result of a jackpot or loss is displayed). In these reach patterns, the word "reach" appears and is displayed three times in each variable display, such as "reach," "reach," and "reach," and the color of the third "reach" character in each variable display is predetermined as the final color.
[0333] In the reach line final color lottery table, determination probabilities are assigned to the pre-variation patterns of the pre-variation numbers A6, A7, A10 to A19 that develop into SP reach or final reach so that the final color in one or more variable displays may be determined to be red. For example, for the pre-variation patterns of the pre-variation numbers A6 and A7, reach line pattern 3, in which the final color in the first variable display is red, may be determined. For the pre-variation patterns of the pre-variation numbers A10 to A13, reach line patterns 7 to 10, in which the final color in the first or second variable display is red, may be determined. For the pre-variation patterns of the pre-variation numbers A14 to A19, reach line patterns 14 to 20, in which the final color in any of the first to third variable displays is red, may be determined.
[0334] As a result, when the final color of the reach line in the variable display turns red, the reach notified by that reach line has a higher probability of developing into an SP reach, which has a higher probability of resulting in a 5R or 10R probability jackpot than a normal reach. This makes it possible for the player to pay attention to the final color of the reach line and to expect the final color to turn red.
[0335] In addition, in the reach line final color lottery table, determination probabilities are assigned to the previous variation patterns of previous variation numbers A12, A13, A18, and A19 that develop into the final reach so that the final color in one or more variable displays can be determined to be gold. For example, for the previous variation patterns of previous variation numbers A12 and A13, reach line pattern 10 can be determined, in which the final color in the second variable display is gold. For the previous variation patterns of previous variations A18 and A19, reach line pattern 20 can be determined, in which the final color in the third variable display is gold.
[0336] As a result, when the final color of the reach line in the variable display turns gold, the reach notified by that reach line has a higher probability of developing into a 5R or 10R probability jackpot than a normal reach, and also a higher probability of developing into a final reach that has a higher probability of developing into a 10R probability jackpot than an SP reach. This makes it possible to draw the player's attention to the final color of the reach line and make them hope that the final color will turn gold.
[0337] Figure 10-13 is an explanatory diagram showing the reach line first color lottery table on the sub side. In the reach line first color lottery table shown in Figure 10-13, the color of the letters "reach" in each of "reach," "reach," and "reach" on the first reach line is determined by lottery with a probability according to the reach line pattern determined in the reach line final color lottery shown in Figure 10-12.
[0338] For example, a reach line putter executes the first and second reach lines, and the final color of the first reach line is red and the final color of the second reach line is gold. If pattern 10 is determined, the color of the letters "reach" in "reach", "reach", and "reach" on the first reach line is determined to be one of reach line patterns 5 to 10. Also, if the first, second, and third reach lines are executed and reach line pattern 20 is determined, in which the final color of the first reach line is red, the final color of the second reach line is red, and the final color of the third reach line is gold, the color of the letters "reach" in "reach", "reach", and "reach" on the first reach line is determined to be one of reach line patterns 5 to 10.
[0339] Figure 10-14 is an explanatory diagram showing the reach line second color lottery table on the sub side. In the reach line second color lottery table shown in Figure 10-14, the color of the letters "reach" in each of "reach," "reach," and "reach" on the second reach line is determined by lottery with a probability according to the reach line pattern determined in the reach line final color lottery shown in Figure 10-12.
[0340] For example, if the first and second reach lines are executed and reach line pattern 10 is determined, in which the final color of the first reach line is red and the final color of the second reach line is gold, the color of the letters "reach" in each of "reach", "reach", and "reach" in the second reach line is determined to be one of reach line patterns 11 and 12. Also, if the first, second, and third reach lines are executed and reach line pattern 20 is determined, in which the final color of the first reach line is red, the final color of the second reach line is red, and the final color of the third reach line is gold, the color of the letters "reach" in each of "reach", "reach", and "reach" in the first reach line is determined to be one of reach line patterns 5 to 10.
[0341] Figure 10-15 is an explanatory diagram showing the reach line third color lottery table on the sub side. In the reach line third color lottery table shown in Figure 10-15, the color of the letters "reach" in each of "reach," "reach," and "reach" on the third reach line is determined by lottery with a probability according to the reach line pattern determined in the reach line final color lottery shown in Figure 10-12.
[0342] For example, if the first and second reach lines are executed and reach line pattern 10 is determined, in which the final color of the first reach line is red and the final color of the second reach line is gold, the color of the letters "reach" in each of "reach", "reach", and "reach" on the second reach line is determined to be reach line pattern 0. Also, if the first, second, and third reach lines are executed and reach line pattern 20 is determined, in which the final color of the first reach line is red, the final color of the second reach line is red, and the final color of the third reach line is gold, the color of the letters "reach" in each of "reach", "reach", and "reach" on the first reach line is determined to be either reach line pattern 11 or 12.
[0343] [Operation] Next, the operation (action) of the pachinko gaming machine 1 relating to the characteristic part 087F will be described. First, the processing by the CPU 103 mounted on the main board 11 will be described.
[0344] (Special pattern normal processing) Figure 10-16 is a flowchart showing an example of the normal special symbol processing. As shown in Figure 10-16, in the normal special symbol processing, the CPU 103 determines whether there is reserved memory data in the first reserved memory buffer (a memory buffer for storing reserved memory information of the first special symbol) or the second reserved memory buffer (a memory buffer for storing reserved memory information of the second special symbol) (step 087FS001). If there is no reserved data in either of the storage buffers (N in step 087FS001), it is determined whether a predetermined period of time has elapsed since the fluctuations stopped (step 087FS002). If the predetermined period of time has not elapsed since the fluctuations stopped (N in step 087FS002), the normal special symbol processing is terminated. On the other hand, if the predetermined period of time has elapsed since the fluctuations stopped (Y in step 087FS002), processing is performed to send a customer waiting demo designation command (step 087FS003), and the normal special symbol processing is terminated. Here, when the customer waiting demo designation command is sent, a customer waiting demo designation command sent flag is set, indicating that the customer waiting demo designation command has been sent. Then, when the normal special symbol processing is executed after the next timer interrupt after the customer waiting demo designation command has been sent, control is exercised to prevent the customer waiting demo designation command from being sent again, based on the fact that the customer waiting demo designation command sent flag has been set. This customer waiting demo designation command sent flag is reset when the next special symbol fluctuation display begins.
[0345] When there is reserved memory data in the first reserved memory buffer or the second reserved memory buffer (Y in step 087FS001), CPU 103 determines whether the first data among the data set in the reserved specific area is data indicating "2" (step 087FS004). If the first data set in the reserved specific area is not data indicating "2" (i.e., data indicating "1") (N in step 087FS004), CPU 103 sets data indicating "1" to the special symbol pointer (a flag indicating whether the special symbol process is being performed for the first special symbol or the second special symbol) (step 087FS005). If the first data set in the reserved specific area is data indicating "2" (Y in step 087FS004), CPU 103 sets data indicating "2" to the special symbol pointer (step 087FS006).
[0346] In this embodiment, the display of the first special symbol and the display of the second special symbol are performed using a common processing routine depending on whether data indicating "1" or data indicating "2" is set in the special symbol pointer. When data indicating "1" is set in the special symbol pointer, the display of the first special symbol is performed based on the reserved memory data stored in the first reserved memory buffer. On the other hand, when data indicating "2" is set in the special symbol pointer, the display of the second special symbol is performed based on the reserved memory data stored in the second reserved memory buffer.
[0347] Under the control of steps 087FS004 to 087FS006, if there is at least one second reserved memory data in the second reserved memory buffer, the variable display of the second special pattern based on the data of that second reserved memory is executed in priority to the variable display of the first special pattern based on the data of the first reserved memory.
[0348] Next, CPU 103 reads out each random number stored in the storage area corresponding to reserved memory number=1 indicated by the special symbol pointer and stores it in the reserved memory buffer of RAM 102 (step 087FS007). Specifically, when the special symbol pointer indicates "first", CPU 103 reads out each random number stored in the storage area corresponding to first reserved memory number=1 in the first reserved memory buffer and stores it in the reserved memory buffer of RAM 102. Also, when the special symbol pointer indicates "second", CPU 103 reads out each random number stored in the storage area corresponding to second reserved memory number=1 in the second reserved memory buffer and stores it in the reserved memory buffer of RAM 102.
[0349] Then, the CPU 103 subtracts 1 from the reserved memory counter indicated by the special symbol pointer and shifts the contents of each storage area (step 087FS008). Specifically, when the special symbol pointer indicates "first", the CPU 103 shifts the contents of the first storage area. The count value of the reserved memory number counter is subtracted by 1, and the contents of each storage area in the first reserved memory buffer are shifted. Also, when the special symbol pointer indicates "2nd," the count value of the second reserved memory number counter is subtracted by 1, and the contents of each storage area in the second reserved memory buffer are shifted.
[0350] That is, when the special symbol pointer indicates "1st", the CPU 103 stores each random number stored in the storage area corresponding to the first reserved memory number = n (n = 2, 3, 4) in the first reserved memory buffer of the RAM 102 in the storage area corresponding to the first reserved memory number = n-1. Also, when the special symbol pointer indicates "2nd", the CPU 103 stores each random number stored in the storage area corresponding to the second reserved memory number = n (n = 2, 3, 4) in the second reserved memory buffer of the RAM 102 in the storage area corresponding to the second reserved memory number = n-1.
[0351] Therefore, the order in which the random number values stored in the respective storage areas corresponding to each first reserved memory number (or each second reserved memory number) are extracted always matches the order of the first reserved memory number (or second reserved memory number) = 1, 2, 3, 4.
[0352] Next, the CPU 103 performs control to send the reserved memory number designation command 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 special symbol pointer is set to a value indicating "first", the CPU 103 performs control to send the first reserved memory number designation command. Also, if the special symbol pointer is set to a value indicating "second", the CPU 103 performs control to send the second reserved memory number designation command.
[0353] Next, CPU 103 sends a background designation command (step 087FS010), reads out random R (random number for determining a jackpot) from the reserved memory buffer, and executes the jackpot determination module (step 087FS011). In this case, CPU 103 reads out the random number for determining a jackpot that was extracted in the start winning determination process and stored in advance in the first reserved memory buffer or the second reserved memory buffer, and performs a jackpot determination. The jackpot determination module is a program that executes a process of comparing a predetermined jackpot determination value (see Figure 10-5) with the random number for determining a jackpot, and determining that a jackpot has occurred if they match. In other words, it is a program that executes the process of determining a jackpot.
[0354] In the jackpot determination process, when the game state is in a probability variable state (high probability state), the probability of a jackpot is higher than when the game state is not in a probability variable state (normal game state or time-saving state). Specifically, there is provided a probability variable jackpot determination table (the table in which the numbers on the right side of Figure 10-5(A) are set) in which a large number of jackpot determination values are set in advance, and a normal time jackpot determination table (the table in which the numbers on the left side of Figure 10-5(A) are set) in which a smaller number of jackpot determination values are set than in the probability variable jackpot determination table. Then, CPU 103 checks whether the game state is in a probability variable state, and when the game state is in a probability variable state, performs jackpot determination processing using the probability variable jackpot determination table, and when the game state is in a normal state or time-saving state, performs jackpot determination processing using the normal time jackpot determination table. That is, when the value of the random number for determining a jackpot (Random R) matches any of the jackpot determination values shown in Fig. 10-5(A), the CPU 103 determines that the special symbol has been determined to be a jackpot. If it has been determined to be a jackpot (Y in step 087FS011), the process proceeds to step 087FS012. Note that determining whether or not to determine a jackpot means determining whether or not to transition to a jackpot gaming state, but also determining whether or not to set the stopped symbol among the special symbols as a jackpot symbol.
[0355] Whether the current game state is in the probability variable state or not is confirmed by checking whether the probability variable flag is set or not. The probability variable flag is set when the game state is shifted to the probability variable state. Specifically, the probability variable flag is set in the process of ending the jackpot game, and then when the earlier of the condition that the variable display has been performed a predetermined number of times (150 times) or the condition that the next jackpot has been determined is met, the probability variable flag is reset at the timing when the variable display of the special symbol ends and the stopped symbol is displayed stationary.
[0356] If the value of the random number (Random R) for determining a jackpot does not match any of the jackpot determination values (N in step 087FS011), the process proceeds to step 087FS016, which will be described later.
[0357] If the value of the random number (Random R) for determining a jackpot matches one of the jackpot determination values in step 087FS011, the CPU 103 sets a jackpot flag indicating a jackpot (step 087FS012). The jackpot flag is reset when the jackpot game ends. Then, as a table to be used to determine one of the multiple jackpot types, the CPU 103 selects one of the first special symbol jackpot type determination tables shown in FIG. 10-5(B) and the second special symbol jackpot type determination table shown in FIG. 10-5(C) (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). When the special symbol pointer indicates "second," the CPU 103 selects the second special symbol jackpot type determination table shown in FIG. 10-5(C).
[0358] Next, the CPU 103 reads the random number for determining the type of jackpot extracted in the start winning determination process and stored in advance in the first reserved memory buffer or the second reserved memory buffer, and using the jackpot type determination table selected in step 087FS013, determines the jackpot type and jackpot pattern corresponding to the value that matches the value of the random number (Random 1) for determining the type of jackpot stored in the reserved memory buffer (step 087FS014).
[0359] As shown in Figures 10-5(B) and (C), for the first special pattern and the second special pattern, the relationship between the jackpot type and the jackpot pattern is set so that the jackpot pattern differs for each jackpot type, and since the jackpot type and the jackpot pattern are determined simultaneously, the correspondence between the jackpot pattern and the game control according to the jackpot type is simplified, thereby preventing the game control from becoming complicated.
[0360] Furthermore, 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, if the jackpot type is a "5R normal jackpot", the jackpot type data is set to "01". If the jackpot type is a "5R variable jackpot", the jackpot type data is set to "02". If the jackpot type is a "10R variable jackpot", the jackpot type data is set to "03".
[0361] Next, the CPU 103 sets the stopping symbol for the special symbol (step 087FS016). Specifically, if the jackpot flag is not set, "-", which is a losing symbol, is set as the stopping symbol for the special symbol. If the jackpot flag is set, the jackpot symbol determined in step 087FS014 is set as the stopping symbol for the special symbol depending on the determination result of the jackpot type. That is, when the jackpot type is determined to be a "5R normal jackpot", "1" is set as the stopping symbol for the special symbol. When the jackpot type is determined to be a "5R variable jackpot", "3" is set as the stopping symbol for the special symbol. When the jackpot type is determined to be a "10R variable jackpot", "7" is set as the stopping symbol for the special symbol.
[0362] Then, the CPU 103 transmits a display result specification command (step 087FS017 ), and the value of the special pattern process flag is updated to a value corresponding to the variable pattern setting process (S111) (step 087FS018).
[0363] (Variation pattern setting process) Figure 10-17 is a flowchart showing an example of a fluctuation pattern setting process. As shown in Figure 10-17, in the fluctuation pattern setting process, CPU103 determines a fluctuation pattern (step 087FS101). At this time, as explained in Figure 10-9, CPU103 first determines a subsequent fluctuation pattern based on the presence or absence of a jackpot and the type of the win, and then determines a previous fluctuation pattern.
[0364] Next, the CPU 103 performs control to transmit a variation pattern command corresponding to the determined variation pattern to the performance control CPU 120 (step 087FS102).
[0365] Next, the CPU 103 sets a value corresponding to the fluctuation time corresponding to the selected fluctuation pattern in the fluctuation time timer formed in the RAM 102 (step 087FS103). Then, the CPU 103 performs control to send a symbol fluctuation designation command to the performance control CPU 120 (step 087FS104), and updates the value of the special symbol process flag to a value corresponding to the special symbol fluctuation process (S112) (step 087FS105).
[0366] (Variable display start setting process) Next, a description will be given of the processing by the performance control CPU 120 mounted on the performance control board 12. Fig. 10-18 is a flowchart showing an example of variable display start setting processing.
[0367] As shown in Fig. 10-18, the performance control CPU 120 checks whether the result of the variable display is determined to be a loss (087FS701). If it is determined to be a loss, the performance control CPU 120 checks whether a command corresponding to a non-reach variation pattern has been received as a variation pattern command (087FS703).
[0368] When the CPU 120 for effect control determines that it has received a command corresponding to a non-reach fluctuation pattern, it uses a data table for determining a losing symbol to determine the display result of a losing symbol that does not result in a reach as the final stop of the effect symbol (087FS705), and proceeds to 087FS706.
[0369] If it is determined in the process of 087FS703 that it is not a non-reach fluctuation pattern (if it is determined that it is a reach fluctuation pattern), the stopping patterns of the performance patterns that make up the reach pattern combination are determined (087FS704), and the process proceeds to 087FS706.
[0370] Also, if the processing of 087FS701 does not determine that the result is a miss (if it determines that the result is a jackpot), the CPU 101 for effect control determines the stopping patterns of the effect patterns that make up the jackpot pattern combination according to the type of jackpot (087FS702), and proceeds to 087FS706.
[0371] Next, a performance setting process (087FS706) is executed to set various performances in the variable display (for example, a process to determine a pseudo pattern or a reach line color), and then the process proceeds to 087FS707.
[0372] In 087FS707, the effect control pattern is determined to be one of a plurality of effect control patterns. In 087FS707, the symbol change control pattern is determined in accordance with the change pattern designated by the change pattern designation command and various effect control (effect operation) patterns designated by the effect control pattern of the effect determined in the processing of 087FS706. Among a plurality of types of pattern variation control patterns stored in the table, one of the performance control patterns corresponding to the various designated performance operation patterns is selected and determined as the pattern to be used.
[0373] The control pattern table stored in ROM121 stores multiple types of pattern change control patterns that indicate the control contents of various performance operations, such as the display operation of the change in the performance pattern in the display area of the image display device 5 during the period from when the change in the performance pattern begins to when the confirmed performance pattern, which will be the final stopping pattern, is stopped and displayed, the display operation in the reach performance, the display operation in the pseudo-consecutive performance, and the display operation in the preview performance.
[0374] In addition, each pattern change control pattern includes control data for controlling various performance operations according to the change display of the performance pattern, such as a performance control process timer setting value, a performance control process timer judgment value, performance display control data, audio control data, lamp control data, and an end code, and the contents of various performance controls and the timing for switching the performance controls are set in chronological order.
[0375] Next, a process table corresponding to the effect control pattern selected in 087FS707 is selected (087FS708), and a process timer (effect setting process timer) for the process data of the selected process table is started (087FS709).
[0376] After executing the processing of 087FS709, control of the performance devices (image display device 5 as a performance component, various lamps as performance components, and speakers 8L, 8R as performance components) is started (087FS710) in accordance with the contents of the process data (display control execution data, lamp control execution data, sound number data). For example, in accordance with the display control execution data, a command is output to cause the image display device 5 to display an image (including a performance design) corresponding to the variable pattern. Also, a control signal (lamp control execution data) is output to the lamp control board 14 to control the on / off of light-emitting elements such as various LEDs. Also, a control signal (sound number data) is output to the audio control board 13 to output sound from the speakers 8L, 8R.
[0377] Then, the variable display time timer is set to a value corresponding to the variable time specified by the variable pattern command (087FS711), the value of the performance control process flag is set to a value corresponding to the performance pattern variable processing (087FS712), and the variable display start setting process is completed.
[0378] [Performance of Pachinko Game Machine 1] Next, the presentation modes of the pachinko gaming machine 1 during a game will be described with reference to FIGS. 10-19 to 10-57.
[0379] (Performance of pachinko machine in weak pseudo pattern) 10-19 to 10-36 are explanatory diagrams showing the presentation modes of the pachinko gaming machine 1 in the weak pseudo pattern.
[0380] As shown in Figure 10-19(a1), when variable display starts based on one reserved memory, on the screen of the image display device 5, decorative patterns are variably displayed in the pattern display areas 5L, 5C, and 5R, the fourth pattern is variably displayed in the display area 087F005D, and further, a small pattern is variably displayed in the small pattern area 087F005E. On the screen, a background image including images of characters and scenery is displayed as a background during the variable display. After that, as shown in Figure 10-19(b), when "2" stops in the left pattern display area 5L, as shown in Figure 10-19(c), it appears as if "2" also stops in the right pattern display area 5R. During the variable display, sound effects corresponding to the variable display are output from the speakers 8L and 8R.
[0381] Then, as shown in FIG. 10-20(b1), a reach stimulation is performed in the right symbol display area 5R, making it appear as if a "2" has stopped, and the player is stimulated as to whether the variable display state will become a reach state. Then, as shown in FIG. 10-20(b2), the decorative symbol in the right symbol display area 5R changes from a "2" to a "3." Then, as shown in FIG. 10-20(b3), a "3" temporarily stops in the right symbol display area 5R. During the reach stimulation, a sound effect corresponding to the reach stimulation is output from the speakers 8L and 8R.
[0382] After the reach-inducing action is performed, a suggestion effect is executed to suggest the execution of the re-variable display. The suggestion effect includes a special symbol display part that displays a special symbol that suggests the execution of the re-variable display, a character display part that displays suggestive characters that suggest the execution of the re-variable display, and a number display part that suggests the number of times the variable display of the decorative symbol will be executed.
[0383] Then, 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 the execution of a reversible display. When the special symbol is displayed, a special symbol with the word "NEXT" appears in the middle symbol display area 5C between the "2" displayed in the left symbol display area 5L and the "3" displayed in the right symbol display area 5R. "NEXT" is a symbol that suggests a reversible display. Then, as shown in FIG. 10-21(c2) and (c3), the special symbol is displayed in the middle symbol display area 5C, gradually increasing in size. Note that while the special symbol is being displayed, a sound effect corresponding to the special symbol display is output from the speakers 8L and 8R.
[0384] After that, as shown in Fig. 10-22(c4), the movable bodies 087F010 (applicants) located in standby positions on the left and right of the image display device 5 start to move to the vicinity of the center of the screen, sandwiching the special symbol therebetween. After that, as shown in Fig. 10-22(c5), the special symbol is enlarged and displayed near the center of the screen, while the movable body 087F010 moves to the vicinity of the center of the screen. Note that while the movable body 087F010 is moving, the fourth symbol in the display area 087F005D and the small symbol in the small symbol area 087F005E are temporarily hidden by the movable body 087F010, making them invisible to the player.
[0385] Then, as shown in FIG. 10-22(c6), when the movable body 087F010 reaches its fixed position, which is the maximum position of its movement, it stops so that the special symbol is completely sandwiched between the movable bodies 087F010 on either side. The movable body 087F010 is shaped so that the fourth symbol and the small symbol are not obscured by the movable body 087F010 when the movable body 087F010 is stopped at the fixed position. Therefore, when the movable body 087F010 is stopped at the fixed position, the player can see the fourth symbol and the small symbol. Furthermore, on the screen, display effects (also referred to as effects) using images such as light and patterns obscure the background image consisting of characters and patterns in areas other than the special symbol. While the movable body 087F010 is displayed, the operation sounds of the movable body 087F010 or sound effects corresponding to the operation of the movable body 087F010 are output from the speakers 8L and 8R.
[0386] After that, as shown in Figure 10-23(c7), the moving body 087F010 stops at the fixed position, which is the maximum position of movement, and the special symbol shrinks slightly and is displayed in the center of the screen, as if it is just sandwiched between the moving body 087F010. After that, as shown in Figure 10-22(c8), the moving body 087F010 moves again, and this time it starts to move away from the center of the screen and return to the original fixed position (standby position), which is the minimum position of movement. After that, as shown in Figure 10-23( As shown in c9), when the movable body 087F010 returns to the home position (standby position) which is the minimum position of movement, the movable body 087F010 stops in place.
[0387] In this way, the special symbol changes from a reduced state to an 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 symbol, and further, display effects (also called effects) using images such as light and patterns are performed to highlight the special symbol. This attracts the player's attention to the special symbol displayed in the center of the screen, and then it is possible to suggest to the player that a re-variable display will be performed.
[0388] Then, as shown in FIG. 10-24(d1), the display switches to the text display part. At this time, a display effect (effect) using a cloud image or the like from the center of the screen obscures the special symbol located in the center of the screen. Then, as shown in FIG. 10-24(d2), the cloud image becomes even larger, covering the entire screen. Then, as shown in FIG. 10-24(d3), the center of the cloud image that had covered the entire screen clears, and the character image and text used for the text display appear from that center. Note that even when the entire screen is covered by the cloud image or the like due to the effect, the fourth symbol and small symbol are positioned in the foreground, allowing the player to see them. Also, during the switch to the text display part, a sound effect corresponding to the switch to the text display part is output from speakers 8L and 8R.
[0389] Then, as shown in Figure 10-25(e1), the display shifts to the character display part, and the characters are displayed. In the character display, a part of the character (in this example, the "N" of "NEXT") suggesting the reversible display appears in front of the character image along with the character image from the center of the screen. Then, as shown in Figure 10-25(e2), the character image and the character "N" in the center of the screen are enlarged and displayed. Note that while the characters are being displayed, a sound effect corresponding to the character display is output from speakers 8L and 8R. Then, as shown in Figure 10-25(e3), the character image and the character "N" in the center of the screen are further enlarged and displayed. At this time, the sound "N" from the sound "NEXT" corresponding to the reversible display is output once from speakers 8L and 8R. Then, the character "N" disappears while being enlarged, leaving only the character image.
[0390] Then, as shown in Figure 10-26(e4), part of the character (in this example, the "E" of "NEXT") suggesting a reversible display appears from the center of the screen in front of the character image. Then, as shown in Figure 10-26(e5), the character "E" in the center of the screen is enlarged. Then, as shown in Figure 10-26(e6), the character "E" in the center of the screen is further enlarged. At this time, the sound of the "ku" part of the sound "NEXT" corresponding to the reversible display is output once from speakers 8L and 8R.
[0391] Then, as shown in Figure 10-27(e7), part of the character (in this example, the "X" of "NEXT") suggesting a reversible display appears from the center of the screen in front of the character image. Then, as shown in Figure 10-27(e8), the character "X" in the center of the screen is enlarged. Then, as shown in Figure 10-27(e9), the character "X" in the center of the screen is further enlarged. At this time, the sound of the "su" in the sound "next" corresponding to "NEXT" indicating a reversible display is output once from speakers 8L and 8R.
[0392] Then, as shown in Figure 10-28 (e10), a part of the character (in this example, the "T" in "NEXT") that suggests a reversible display appears from the center of the screen in front of the character image. In this state, the number of "T"s displayed is one, and the " The total number of "T"s is one. Then, as shown in Figure 10-28(e11), the first "T" that appears is enlarged, and then the 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. Then, as shown in Figure 10-28(e12), the first and second "T"s that appear are further enlarged, and then the third "T" appears. In this state, the number of "T"s displayed is three, and the total number of "T"s that appear is three. At this time, the voice "T" of the voice "NEXT" corresponding to "NEXT" indicating the re-variable display is output once from speakers 8L and 8R.
[0393] Then, as shown in Figure 10-29(e13), the first "T" character that appears disappears while being enlarged, the second and third "T" characters that appear are further enlarged, and then the next, fourth "T" appears. In this state, the number of "T" characters displayed is three, and the total number of "T" characters that appear is four. At this time, the voice "T" of the voice "NEXT" corresponding to "NEXT" indicating the re-variable display is output once from speakers 8L and 8R. Then, as shown in Figure 10-29(e14), the second "T" character that appears disappears while being enlarged, the third and fourth "T" characters that appear are further enlarged, and then the next, fifth and sixth "T" characters appear sequentially. In this state, the number of "T" characters displayed is four, and the total number of "T" characters that appear is six. At this time, the voice of "T" in the voice "NEXT" corresponding to "NEXT" indicating the re-variable display is output once from speakers 8L and 8R. After that, as shown in Figure 10-29 (e15), the third and fourth "T" letters that have appeared are enlarged and disappear, the fifth and sixth "T" letters that have appeared are further enlarged, and then the seventh and eighth "T" letters appear sequentially. In this state, the number of "T" letters displayed is four, and the total number of "T" letters that have appeared is eight. At this time, the voice of "T" in the voice "NEXT" corresponding to "NEXT" indicating the re-variable display is output once from speakers 8L and 8R.
[0394] Then, as shown in Figure 10-30(e16), the fifth and sixth "T" letters are enlarged and disappear, the seventh and eighth "T" letters are further enlarged, and then the ninth and tenth "T" letters appear in sequence. In this state, the number of "T" letters displayed is four, and the total number of "T" letters appearing is 10. At this time, the voice "T" of the voice "next" corresponding to "NEXT" indicating the reconfigurable display is output once from speakers 8L and 8R. Then, as shown in Figure 10-30(e17), the seventh and eighth "T" letters are enlarged and disappear, the ninth and tenth "T" letters are further enlarged, and then the next eleventh "T" appears. In this state, the number of "T" letters displayed is three, and the total number of "T" letters appearing is 11. At this time, the sound "T" of the sound "NEXT" corresponding to "NEXT" indicating the re-variable display is output once from speakers 8L and 8R. After that, as shown in Figure 10-30 (e18), the ninth and tenth "T" letters are enlarged and disappear, the eleventh "T" letter is further enlarged, and then the next twelfth "T" appears. In this state, the number of "T" letters displayed is three, and the total number of "T" letters that appear is 12. At this time, the sound "T" of the sound "NEXT" corresponding to "NEXT" indicating the re-variable display is output once from speakers 8L and 8R.
[0395] After that, as shown in Figure 10-31 (e19), the 11th "T" character that appears disappears while being enlarged, the 12th "T" character that appears is further enlarged, and then the next 13th "T" appears. In this state, the number of "T" characters displayed is 2, and the total number of "T" characters that appear is 13. After that, as shown in Figure 10-31 (e20), the 12th "T" character that appears disappears while being enlarged, the 13th "T" character that appears is further enlarged, and then the next 14th "T" appears. In this state, the number of "T" characters displayed is 2, and the total number of "T" characters that appear is 14. After that, As shown in Figure 10-31 (e21), the 13th letter "T" disappears while being enlarged, and the 14th letter "T" is further enlarged. In this state, the number of "T"s displayed is one, making the total number of "T"s that appear 14. After that, as shown in Figure 10-32 (e22), the 14th letter "T" is enlarged. As described above, in the letter display part, among the letters "N", "E", "X", and "T", there is only one "T", but the sound of "To" is output from speakers 8L and 8R in response to the display of the letter "T", seven times, and the letter "T" is displayed 14 times.
[0396] After that, the display shifts to the count display part, and the count is displayed. The count display part includes a appearing display part, a center display part, and a storage display part. As shown in Figure 10-32 (f1), in the appearing display part, characters are displayed indicating that the Nth (N≧1) re-variable display will be performed. In this example, the characters "×2" are displayed in front of the character image, indicating that the second re-variable display will be performed. During the count display, a sound effect corresponding to the count display is output from speakers 8L and 8R. After that, as shown in Figure 10-32 (f2), the characters "×2" are gradually enlarged.
[0397] Then, as shown in Figure 10-33(f3), in the center display part, the enlarged "x2" character is displayed in its normal position in the center of the screen. Then, as shown in Figure 10-33(f4), in the storage display part, the "x2" character is displayed as if it were rotating using animation. Then, as shown in Figure 10-33(f5), the "x2" character is displayed as if it were rotating while further enlarging using animation.
[0398] Then, as shown in Figure 10-34(f6), an animation is displayed in which the letters "x2" expand and rotate. At this time, the background image, including the character image displayed by the text display, is gradually obscured by the letters "x2" expanding and rotating by the animation, making it difficult for the player to see the background image. Then, as shown in Figure 10-34(f7), an animation is displayed in which the letters "x2" expand and rotate. At this time, the letters "x2" are displayed at their maximum enlargement, completely obscuring the background image, including the character image displayed by the text display, making it impossible for the player to see the background image. Note that even when the letters "x2" cover the entire screen, the fourth and small symbols are positioned in the foreground, so the player can still see them.
[0399] After that, as shown in Figure 10-34(f8), an animation is performed in which the characters "x2" disappear. At this time, a background image corresponding to the second re-changeable display is displayed on the screen after the characters "x2" have disappeared. Furthermore, this animation triggers the second re-changeable display to begin as the characters "x2" disappear. In other words, on the front side, the characters "x2" disappear through animation, while on the back side, the second re-changeable display begins and a background image corresponding to the second re-changeable display is displayed, and as the characters "x2" disappear, the background image corresponding to the second re-changeable display gradually appears.
[0400] Then, as shown in Figure 10-35(f9), the "x2" character is animated to disappear, and the background image corresponding to the second re-variable display is further revealed. Then, as shown in Figure 10-35(f10), the "x2" character is animated to shrink and move to the left-most corner of the screen. In the background image, the decorative pattern is animated to move. Then, as shown in Figure 10-35(f11), the "x2" character is animated to shrink again. The background image is animated and the decorative image moves to the left corner of the screen.
[0401] Then, as shown in Figure 10-36 (f12), a logo image containing the word "NEXT," indicating a reversible display, is displayed on the left edge of the screen, and an animation is displayed in which the word "x2" is displayed within the logo image.
[0402] After that, a suggestion display is made. As shown in Figure 10-36(g), in the suggestion display, a logo image including the word "NEXT" indicating a re-variable display and the word "x2" indicating the number of times the decorative symbols will be re-variable is displayed in the corner of the screen. During the suggestion display, a sound effect corresponding to the suggestion display is output from speakers 8L and 8R. From the time the re-variable display starts from the state shown in Figure 10-34(f8) until the state shown in Figure 10-36(g), the decorative symbols move slowly as if to incite the player, and the second re-variable display is performed. After that, as shown in Figure 10-36(h), the rotation speed of the decorative symbols is increased, and the second re-variable display is performed in earnest.
[0403] In this way, in the weak pseudo pattern, the re-variable display is executed through the reach teaser, the special symbol display, the character display, the number of times display, and the suggestion display. This makes it possible to appropriately suggest to the player that the re-variable display will be executed.
[0404] In the character display part, the letter "T" is displayed multiple times among the letters suggesting the re-variable display "NEXT." This makes it possible to impress upon the player that a specific situation in which a re-variable display will be performed is occurring by displaying the letters "NEXT," and to appropriately suggest to the player that a re-variable display will be performed.
[0405] A sound corresponding to a specific message suggesting a reconfigurable display of "next" is output from speakers 8L and 8R, and the character "NEXT" is displayed in conjunction with the sound of "next" output from speakers 8L and 8R. Specifically, when "ne" is output from speakers 8L and 8R, the character "N" is displayed; when "ku" is output from speakers 8L and 8R, the character "E" is displayed; when "su" is output from speakers 8L and 8R, the character "x" is displayed; and when "to" is output from speakers 8L and 8R, the character "t" is displayed. The last sound, "to," is output multiple times from speakers 8L and 8R, and the character "t" is also displayed multiple times. Furthermore, the number of times the character "t" is repeatedly displayed in the character display is greater than the number of times the sound of "to" corresponding to the character "t" is output from speakers 8L and 8R. This makes it possible to impress on the player that a specific situation in which a re-variable display will be made is occurring by displaying the word "NEXT," and effectively suggests to the player that a re-variable display will be made.
[0406] During the re-variable display, the word "NEXT" indicating the re-variable display and the word "x2" indicating the number of times the variable display of the decorative pattern will be performed are displayed in the corner of the screen, thereby effectively informing the player that the re-variable display is being performed.
[0407] Of the letters in "NEXT," the letters "N," "E," and "X" appear and are displayed only once, and the corresponding sounds "Ne," "Ku," and "Su" are also output only once from speakers 8L and 8R, whereas the letter "T" is displayed multiple times. In this way, instead of repeating each letter in "NEXT," the sound and text display are repeated for only "T," so the letter "T" can be emphasized to the player more than "N," "E," and "X" through the sound and text display.
[0408] When displaying the letter "T," multiple "T"s appear in stages, and the intervals between their appearances become longer and shorter, and then become even shorter and longer. In other words, the speed at which the letter "T" is repeatedly displayed becomes faster and faster. This causes the number of overlapping "T"s to increase and increase. This gives the "NEXT" letter display a sense of speed, and creates excitement and anticipation for the re-variable display in the player.
[0409] While there is one "T" in the word "NEXT," the sound "T" is output from speakers 8L and 8R seven times, and the total number of times the word "T" is displayed is 14. In other words, the total number of times the word "T" is displayed is the greatest, followed by the number of times the sound "T" is output from speakers 8L and 8R, and the number of "T"s in the word "NEXT" is the least. In this way, by increasing the number of times the sound "T" is output and the number of times the word "T" is displayed rather than the number of words "T," it is possible to emphasize the execution of the re-variable display.
[0410] After a special symbol with the letter "NEXT" is displayed, which suggests a re-variable display, the letters "N," "E," "X," and "T" are displayed one by one, and the last letter, "T," is displayed multiple times. After that, a suggestion display is made that suggests the number of times the decorative symbol will be displayed. This makes it possible to appropriately suggest to the player that a re-variable display will be performed.
[0411] (Performance of pachinko machine in strong pseudo pattern A) 10-37 to 10-49 are explanatory diagrams showing the presentation of the pachinko gaming machine 1 in the strong pseudo pattern A. As described above, the strong pseudo pattern A is a pattern in which a re-variable display is performed after a reach line, a text display of a famous quote, a special display, a count display, and a suggestive display are executed.
[0412] As shown in FIG. 10-37(i), when variable display starts based on one reserved memory, on the screen of the image display device 5, decorative symbols are variably displayed in the symbol display areas 5L, 5C, and 5R, a fourth symbol is variably displayed in the display area 087F005D, and a small symbol is variably displayed in the small symbol area 087F005E. A background image including images of characters and scenery is displayed on the screen as a background during the variable display. Then, after a "2" stops in the left symbol display area 5L, a "2" also stops in the right symbol display area 5R, and a reach state is entered. During the reach display, a performance sound corresponding to the reach display is output from the speakers 8L and 8R.
[0413] After that, as shown in FIG. 10-37(j1), a reach line is executed to notify the player that the variable display mode has become a reach mode. During the first reach line, an animation is displayed in which the decorative symbol "2" that has become a reach mode moves, and further, the word "reach" appears from the bottom right of the screen and gradually expands from the bottom right to the top left of the screen. During the reach line, a sound effect corresponding to the reach line is output from speakers 8L and 8R. After that, as shown in FIG. 10-37(j2), in conjunction with the word "reach" gradually expanding and moving from the top right to the bottom left of the screen, the decorative symbol "2" is also displayed gradually turning from right to left of the screen.
[0414] After that, as shown in Figure 10-38(j3), on the second reach line, the decorative pattern of "2" that has become a reach state is displayed moving by animation, and further, the word "reach" appears from the top right of the screen, and is gradually enlarged from the top right to the bottom left of the screen. After that, as shown in Figure 10-37(j4), the word "reach" appears on the right side of the screen, and As it moves and expands gradually from the top to the bottom left, the decorative "2" design also appears to turn gradually from the top right to the bottom left of the screen.
[0415] Then, as shown in Figure 10-38(j5), on the third reach line, an animation is displayed in which the decorative "2" symbol, which has entered the reach state, moves, and the word "reach" appears from the right of the screen and gradually expands from right to left. Then, as shown in Figure 10-39(j6), in conjunction with the word "reach" slowly moving and gradually expanding from right to left on the screen, the decorative "2" symbol also gradually turns from right to left on the screen. Even while the word "reach" is moving across the screen, the fourth symbol and small symbols are positioned in the foreground, allowing the player to see them. Then, as shown in Figure 10-39(j7), in conjunction with the word "reach" slowly moving and gradually expanding from right to left on the screen, the decorative "2" symbol also gradually turns from right to left on the screen. Then, as shown in Figure 10-39(j8), the character "Reach" moves slowly and gradually enlarges from right to left on the screen, and in conjunction with this, the decorative "2" symbol also appears to turn gradually from right to left on the screen. Note that the character "Reach" moves at a slower speed on the third reach line than on the first and second reach lines. Therefore, the character "Reach" is displayed for a longer period on the third reach line than on the first and second reach lines.
[0416] In the reach line described above, the word "reach" is displayed three times, such as "reach," "reach," and "reach," and the color of these "reach" characters is determined by the reach line first color lottery shown in Figure 10-13. Specifically, the examples shown in Figures 10-37 to 10-39 are examples where the reach state was reached in the first variable display, and the next variable display will be the second variable display. Therefore, the characters "reach," "reach," and "reach" are colored according to the color determined by the reach line first color lottery shown in Figure 10-13. For example, if reach line pattern 6 is determined in the first reach line color lottery shown in Figure 10-13, the character "reach" for the first reach line shown in Figures 10-37(j1) and (j2) will be blue, the character "reach" for the second reach line shown in Figures 10-38(j3) and (j4) will be green, and the character "reach" for the third reach line shown in Figures 10-38(j5) to 10-39(j8) will be red. Note that if a reach line is drawn in the second variable display, the color of each "reach" character will be determined by the second reach line color lottery shown in Figure 10-14, and if a reach line is drawn in the third variable display, the color of each "reach" character will be determined by the third reach line color lottery shown in Figure 10-15.
[0417] After that, as shown in Figure 10-40(k), the display switches to the character display part. At this time, an animation is displayed in which the screen, displaying the word "Reach" and the decorative symbol "2", is tilted by a hand. During the switch to the character ...
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 movable body capable of moving, The performance execution means includes: A specific performance is performed using a specific piece of music, which suggests that the game will be controlled to the advantageous state; After the specific performance is executed, the movable body can be operated, and a movable body performance suggesting that the movable body is controlled to the advantageous state can be executed; 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 predetermined cut-in display, the specific cut-in display, and the special cut-in display can be displayed at a common timing during playback of a specific piece of music, The gaming machine does not display the specific character display during a specified period during which the movable object performance is being performed.