Game machine
Patent Information
- Application Number
- JP2022065996
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-04-13
- Publication Date
- 2025-03-21
- Estimated Expiration
- 2042-04-13
AI Technical Summary
Existing gaming machines lack marketability due to monotonous and predictable display patterns, which fail to engage players effectively.
A gaming machine that utilizes variable display of specific identification information, including decorative patterns with moving and switching displays, controlled light emission, and layered image presentation to create dynamic and engaging visual effects, enhancing player interest and marketability.
The dynamic display patterns increase player engagement and improve marketability by providing varied and unpredictable visual experiences, reducing monotony and enhancing the overall gaming experience.
Smart Images

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Abstract
Description
Technical field
[0001] The present invention relates to a gaming machine that can be controlled into an advantageous state that is advantageous to a player by variably displaying specific identification information and deriving a specific display result as a result of the variably displaying the specific identification information. [Background technology]
[0002] Some pachinko gaming machines, typified by gaming machines, display multiple types of decorative identification information (decorative patterns) variably in response to the variable display of specific identification information (special patterns) (for example, patents (See Reference 1). In addition, in conventional gaming machines, as a step-up effect that changes the image displayed on the liquid crystal display device in stages, the display screen of the liquid crystal device is likened to glass, and the display screen has cracks (images that indicate cracks). There is a device that can perform an effect of displaying a plurality of broken images as if the display screen was broken after displaying a glass plate (for example, a glass plate) (for example, see Patent Document 2). [Prior art documents] [Patent document]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2017-86392 [Patent Document 2] Japanese Patent Application Publication No. 2020-127593 [Summary of the invention] [Problem to be solved by the invention]
[0004] In the gaming machines having the functions and configurations of Patent Document 1 and Patent Document 2, there was room to improve the marketability.
[0005] The present invention was devised in view of such circumstances, and its purpose is to provide a gaming machine with improved marketability. [Means to solve the problem]
[0006] The gaming machine of means 1 is A gaming machine that can be controlled to an advantageous state that is advantageous to a player by executing variable display of specific identification information and deriving a specific display result as a result of the variable display of the specific identification information, A game control means, A performance control means, a display means; comprising a light emitting means; The game control means is Performing variable display of the specific identification information based on multiple types of variable display patterns, controllable into a normal state and a special state in which variable display is more likely to be executed and the average variable display period is shorter than in the normal state; The performance control means is It is possible to variably display a plurality of types of decorative identification information corresponding to the variable display of the specific identification information, It is possible to display a pending display corresponding to a variable display of special identification information that has not yet started, It is possible to display a corresponding display corresponding to the variable display of special identification information being executed in the corresponding display area, With the start of the variable display of the specific identification information, it is possible to perform a switching display that switches a pending display corresponding to the variable display to the corresponding display, The variable display of the decorative identification information includes a moving display in which the decorative identification information is moved, and a pre-operation display in which the decorative identification information is operated in a manner different from the moving display before starting the moving display. It is possible to performing the preliminary operation display while performing the switching display in the normal state; Performing variable display of the decoration identification information based on variable display pattern information corresponding to a plurality of types of variable display patterns transmitted from the game control means, It is possible to perform the same switching display when the variable display is executed based on the first type of variable display pattern information and when the variable display is executed based on the second type of variable display pattern information. and In the display means, It is possible to display cracked images on a specific display layer, The background image can be displayed in a display layer that has a lower priority than the specific display layer, It is possible to display special information regarding the variable display in a display layer that has a higher priority than the specific display layer, The performance control means is controlling the light emission of the light emitting means using a specific brightness data table when the cracked image is displayed; The light emission of the light emitting means is controlled using the specific brightness data table until a specific timing in the display period of the broken image, and after the specific timing, the light emission of the light emitting means is controlled using the brightness data table corresponding to the background image. control, It is characterized by According to this feature, when the variable display of the specific identification information starts, a switching display is performed to switch the pending display corresponding to the variable display to the corresponding display, and when the switching display is performed, the decorative identification information is displayed. By performing a preliminary operation display that operates in a manner different from the moving display, it is possible to effectively utilize the period required to perform the switching display. In addition, since the preliminary operation display is performed when the switching display is performed in the normal state, the average variable display period is longer than in the special state, and when the variable display of the decoration identification information starts in the normal state, which tends to be monotonous, can increase interest. Further, even when variable display based on different types of variable display patterns is performed, a common switching display is performed, so the number of switching display patterns can be reduced. Furthermore, when displaying a cracked image on the display means as if it were broken, the light emission of the light emitting means can be suitably controlled, thereby increasing the interest in the game. Therefore, marketability can be improved.
[0007] Note that the present invention may have only the matters specifying the invention described in the claims of the present invention, or it may have configurations other than the matters specifying the invention together with the matters specifying the invention stated in the claims of the present invention. It may be something. [Brief explanation of drawings]
[0008]
Figure 1
Figure 2
[0009] DESCRIPTION OF THE PREFERRED EMBODIMENTS A mode for carrying out a gaming machine according to the present invention will be described below based on an embodiment.
[0010] [Form 1] (No.1) Type 1 gaming machine is By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), A production control means (for example, a production control CPU 120), The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The performance control means is It is possible to perform variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 executes variable display of decorative patterns in the performance control process processing of step S76). part), The size is smaller than the decoration identification information, and it is possible to variably display reduced identification information corresponding to each of the plurality of types of decoration identification information (for example, the performance control CPU 120 can the part that executes variable display of the design), The variable display of the decoration identification information includes a moving display (for example, a scroll display, see FIG. 21) for moving the decoration identification information, The variable display of the reduced identification information is a switching display (for example, a switching display, see FIG. 22(E)) that switches to another reduced identification information without moving the reduced identification information, In the variable display of the reduced identification information, one decoration identification information is displayed in the variable display of the decoration identification information, and the reduced identification information is switched multiple times in a period until the one decoration identification information finishes displaying. (For example, the first decorative pattern is displayed, and during the period Ta2 until the display of the decorative pattern ends, the small pattern is switched 5 times and the small pattern of the wrong combination is displayed for the period Ta1. (period Ta1<period Ta2). See Figure 22(E)), The display result of the variable display of the decorative identification information is configured by a combination of the decorative identification information (for example, a combination of decorative patterns such as "111" and "326"), The display result of the variable display of the reduced identification information is configured by a combination of the reduced identification information (for example, a combination of small patterns such as "111" and "326"), When a non-specific combination that is a combination of the decoration identification information corresponding to a non-specific display result other than the specific display result is derived as a display result of the variable display of the decoration identification information, the variable display of the decoration identification information is Before the display result is derived, the reduced identification information is switched so that the combination of the reduced identification information corresponding to the non-specific combination is not displayed in the variable display of the reduced identification information (for example, when the performance control CPU 120 , when it is decided to stop displaying the fixed decorative pattern (for example, "326") of the missing combination, after starting variable display of the decorative pattern, the fixed decorative pattern (for example, "326") of the above-mentioned missing combination is displayed. Before stopping and displaying, the part that switches the display so that the small pattern of the same "326" combination as the decorative pattern is not displayed. See Figure 22 (E)) It is characterized by According to this feature, when a non-specific combination is derived as a display result of the variable display of decoration identification information, the variable display of reduced identification information is displayed before the display result of the variable display of decoration identification information is derived. Since the reduced identification information is switched so that the reduced identification information does not correspond to the non-specific combination in It is possible to prevent a decrease in interest since the information that will be derived is not known in advance.
[0011] [Form 2] (No.2) Type 2 gaming machines are By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), Production control means (for example, production control CPU 120), Light emitting means (for example, main lamp 9a, frame lamp 9b, movable lamp 9d), The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The effect control means is capable of variably displaying a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (for example, the effect control CPU 120 displays the decorative information in the effect control process processing in step S76). the part that executes variable display of the design), The display result of the variable display of the decorative identification information is composed of a combination of the decorative identification information stopped in the effective display area among the plurality of decorative identification information displayed in the display area (for example, decorative pattern display areas 5L, 5C). , the part where you can win or lose depending on the combination of decorative symbols such as "111" and "326" stopped at the stop position of 5R), When a non-specific combination of the decoration identification information corresponding to a non-specific display result other than the specific display result is derived as a display result of the variable display of the decoration identification information, the decoration identification information is displayed as the valid display. When stopping in the area, it is possible to display the decoration identification information enlarged from the normal size and then returned to the normal size (for example, the CPU 120 for effect control A part where a variable stop action can be executed when temporarily stopping a decorative pattern on the display (see Figures 36 to 38, Figures 42 and 43), When the decoration identification information to be stopped in the valid display area is displayed in an enlarged manner, the decoration identification information that is not located in the valid display area is not displayed in an enlarged manner (see modification 3 of FIG. 57); While the variable display of the decorative identification information is being performed, a predetermined light emission control that causes the light emitting means to emit light in a predetermined light emission mode over a predetermined light emitting period is repeatedly performed, and the decorative identification information that is stopped in the effective display area is displayed in an enlarged manner. (For example, even when the performance control CPU 120 executes a variable stop action when displaying a temporary stop display of a decorative pattern, the main lamp 9a, frame lamp 9b, The part where the loop light emission control of the movable lamp 9d is performed (see Figures 42 and 43) It is characterized by According to this feature, when a non-specific combination that is a combination of decorative identification information corresponding to a non-specific display result is derived as a display result of the variable display of decorative identification information, the decorative identification information stopped in the effective display area is By once enlarging the display, it is possible to draw the player's attention to the decorative identification information stopped in the effective display area, and even if a non-specific combination that originally has no meaning to the player is derived, the player's line of sight can be drawn. It can be pinned to the area where the decorative identification information is displayed. Furthermore, when displaying the decorative identification information that is stopped in the valid display area in an enlarged manner, the decorative identification information that is not located in the valid display area is not displayed in an enlarged manner, so that the player's line of sight can be focused on the decorative identification information that is stopped in the valid display area. At the same time, the load on display control can be reduced. Moreover, since the predetermined light emission control is continued even when the decorative identification information to be stopped in the effective display area is displayed in an enlarged manner, the control of the light emitting means can be simplified.
[0012] [Form 3-1](No.4-1) The gaming machine of form 3-1 is By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), A production control means (for example, production control CPU 120), The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The effect control means is capable of variably displaying a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (for example, the effect control CPU 120 displays the decorative information in the effect control process processing in step S76). the part that executes variable display of the design), The variable display of the decoration identification information includes a front movement display (for example, a scroll display) in which the decoration identification information is moved from the back side toward the front side while increasing transparency and is erased (see FIGS. 28 to 30). , The decoration identification information includes a character image (for example, character display section 002SG052) and a number image (for example, number display section 002SG051), During the forward movement display of the decoration identification information, the other decoration identification information located on the back side with respect to the one decoration identification information becomes visible through the one decoration identification information, and the other decoration identification information While the character image of the information is displayed, the number image is not displayed, and after the first decoration identification information is erased, the number image of the other decoration identification information is displayed (for example, FIG. 30 As shown in (A) and (B), one decorative pattern (for example, decorative pattern "2") is displayed in the decorative pattern display areas 5L, 5C, and 5R after it is displayed in the frame until it is displayed in the frame. Other decorative patterns (for example, decorative pattern "3") located on the back side so as to partially overlap the decorative pattern "2" may become visible through the decorative pattern "2". While the character in the character display section 002SG052 with the pattern "3" is displayed, the number ("3") in the number display section 002SG051 becomes difficult to see (or is not displayed), as shown in FIG. 30(C). After the decorative pattern “2” is erased, the part where the number (“3”) in the number display part 002SG051 of the decorative pattern “3” is displayed.) It is characterized by According to this feature, when performing front movement display in which decoration identification information is moved from the back side toward the front side while increasing transparency and erased, other decoration identification information located on the back side with respect to one decoration identification information is displayed. The decoration identification information passes through the first decoration identification information and becomes visible, but at this time, the character image of the other decoration identification information located on the back side is displayed, but the number image is not displayed. Since the numerical image of the other decorative identification information is displayed after the first decorative identification information is deleted, the numerical image of the first decorative identification information and the numerical image of the other decorative identification information are displayed overlapping each other. This prevents the numerical image of the first decorative identification information located on the front side from becoming difficult to understand.
[0013] [Form 3-2](No.4-2) Type 3-2 gaming machines are By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), A production control means (for example, production control CPU 120), The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The effect control means is capable of variably displaying a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (for example, the effect control CPU 120 displays the decorative information in the effect control process processing in step S76). the part that executes variable display of the design), The variable display of the decoration identification information includes a forward movement display (for example, a scroll display) in which the decoration identification information is moved from the front side to the back side while increasing transparency and erased (see FIGS. 31 and 32). , The decoration identification information includes a character image (for example, character display section 002SG052) and a number image (for example, number display section 002SG051), During the forward movement display of the decoration identification information, other decoration identification information located on the back side with respect to the one decoration identification information becomes visible through the one decoration identification information, and the one decoration identification information becomes visible. While the character image of the information is displayed, the number image is not displayed, and after the other decoration identification information is erased, the number image of the one decoration identification information is displayed (for example, FIG. 31 As shown in (G) and (H), in the scroll display, the decorative pattern moves in a curved manner from the front side to the back side, so it is displayed in frame in the decorative pattern display areas 5L, 5C, and 5R. During the period from when the first decorative pattern (e.g., decorative pattern "3") is displayed to the frame-out, another decorative pattern (e.g., decorative pattern "3") located behind the first decorative pattern (e.g., decorative pattern "3") is "2") may become visible through the decorative pattern "3". At this time, while the characters in the character display section 002SG052 of the decorative pattern "2" are displayed, the numbers ( "2") is a part that is difficult to see (or is not displayed).Variation 1) It is characterized by According to this feature, when performing front movement display in which decoration identification information is moved from the front side to the back side while increasing transparency and erased, other decoration identification information located on the back side with respect to one decoration identification information is displayed. The decoration identification information passes through the decoration identification information 1 and becomes visible, but at this time, the character image of the decoration identification information 1 located on the front side is displayed, but the number image is not displayed. Since the numeric image of the first decoration identification information is displayed after the other decoration identification information is deleted, the numeric image of the other decoration identification information and the numeric image of the first decoration identification information are displayed overlapping each other. This prevents the numerical images of other decorative identification information located on the back side from becoming difficult to understand.
[0014] [Form 4] (No.5) Type 5 gaming machine is By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), Production control means (for example, production control CPU 120), Light emitting means (for example, main lamp 9a, frame lamp 9b, movable lamp 9d), The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The effect control means is capable of variably displaying a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (for example, the effect control CPU 120 displays the decorative information in the effect control process processing in step S76). the part that executes variable display of the design), The variable display of the decoration identification information includes a rotating display in which the decoration identification information is rotated and the front and back sides of the decoration identification information are repeatedly displayed (see FIGS. 33 and 34); During the rotational display, the decoration identification information is in a semi-transparent state, and when the rotational display stops, the decoration identification information is in a non-transparent state (see FIGS. 33 and 34); The decoration identification information includes a numeric image (for example, numeric display part 002SG051), While the number image on the front side of the decorative identification information that is in a semi-transparent state during the rotational display is displayed, the number image on the back side is not displayed (see FIG. 34); During execution of the variable display of the decoration identification information, a predetermined light emission control that causes the light emitting means to emit light in a predetermined light emission mode over a predetermined light emission period is repeatedly performed, and the predetermined light emission control continues even during the rotational display. (For example, even when the variable display of decorative patterns is executed in the high base state, the order of white, blue, and yellow is displayed based on the loop light emission control corresponding to the background pattern (see Figure 24 (B)). (This is a part where the light emitting pattern may be repeatedly executed. Modified example. See Figure 44) It is characterized by According to this feature, when rotating the decoration identification information and repeatedly displaying the front and back sides of the decoration identification information, the decoration identification information becomes semi-transparent, so that only the front side of the decoration identification information is displayed. However, in this case, while the number image on the front side of the decorative identification information is displayed, the number image on the back side is not displayed, so the number image on the front side of the decorative identification information is displayed. The image and the number image on the back side are not displayed overlapping each other, and it is possible to prevent the number image on the front side from becoming difficult to understand. Further, since the predetermined light emission control is continued even during rotational display, control of the light emitting means can be simplified.
[0015] [Form 5](No.6) Type 5 gaming machine is By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), A production control means (for example, production control CPU 120), The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The effect control means is capable of variably displaying a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (for example, the effect control CPU 120 displays the decorative information in the effect control process processing in step S76). the part that executes variable display of the design), The areas in which the decoration identification information is displayed include a first area (for example, left decorative pattern display area 5L), a second area (for example, right decorative pattern display area 5R), and the first area and the second area. a third area located between (for example, center decoration design display area 5C); When the specific display result is derived, after the decoration identification information of the same type is temporarily stopped in the first area and the second area, the decoration identification information that forms the reach state is The decoration identification information of the same type becomes a specific combination (for example, a predetermined jackpot combination) that stops in the third area, When the reach state is reached, a reach line suggestion image ( For example, it is possible to execute a reach line suggestion effect that displays and erases a reach line effect display (002SG250) (for example, a part where the effect control CPU 120 can execute a reach line suggestion effect), After the reach state is reached, the decoration identification information being variably displayed in the third area is transmitted at a first transparency (for example, a first transmittance F1) until the reach line suggestion effect is executed. state, and after executing the reach line suggestion effect, the decoration identification information being variably displayed in the third area is changed to a second transparency lower in transparency than the first transparency (for example, second transmittance F2). (see Figure 52). After execution of the reach line suggestion effect, the timing at which the decorative identification information being variably displayed in the third area is set to the second transparency is the timing at which the reach line suggestion image is erased from the third area ( For example, after executing the reach line effect display 002SG250, the transmittance (transparency) of the decorative pattern being variablely displayed in the middle decoration pattern display area 5C is set to be higher than the first transmittance F1 before the reach line effect display 002SG250 is executed. The timing at which the second transmittance F2, which has a low transmittance (transparency), is set is the timing after reach line effect display 002SG250 is erased from the center decoration pattern display area 5C (see Figures 50 to 52). It is characterized by According to this feature, when the reach state is reached, the reach line suggestion image is displayed so as to be superimposed on the decorative identification information stopped in the first and second areas and the decorative identification information being variably displayed in the third area. At the same time, at the timing when the reach line suggestion image is deleted from the third area, the decorative identification information being variably displayed in the third area becomes the second transparency lower than the first transparency, so the decoration identification information is being variably displayed in the third area. The decorative identification information suggests the reach line without interfering with the image.
[0016] [Form 6](No.7) Type 6 gaming machines are By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), Production control means (for example, production control CPU 120), comprising a light emitting means; The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The effect control means is capable of variably displaying a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (for example, the effect control CPU 120 displays the decorative information in the effect control process processing in step S76). the part that executes variable display of the design), The areas in which the decoration identification information is displayed include a first area (for example, left decorative pattern display area 5L), a second area (for example, right decorative pattern display area 5R), and the first area and the second area. a third area located between (for example, center decoration design display area 5C); When the specific display result is derived, after the decoration identification information of the same type is temporarily stopped in the first area and the second area, the decoration identification information that forms the reach state is The decoration identification information of the same type becomes a specific combination (for example, a predetermined jackpot combination) that stops in the third area, When the reach state is reached, a reach line suggestion image ( For example, it is possible to execute a reach line suggestion effect that displays and erases a reach line effect display (002SG250) (for example, a part where the effect control CPU 120 can execute a reach line suggestion effect), When executing the reach line suggestion effect, an enlarged display that enlarges the decoration identification information temporarily stopped in the first area and the second area, and a spaced display that separates the decoration identification information after executing the enlarged display. It is possible to execute (see Figures 50 to 52), The second period from the start to the end of the enlarged display is longer than the first period from the start to the end of the enlarged display (for example, the second period from the start to the end of the enlarged display is longer). The second period te1 from the start to the end of the distance display is longer than the first period td1 (td1<te1, see Figure 52). The light emitting means includes a specific light emitting means (for example, a movable lamp 9d) arranged around the display means, It is possible to execute a light-off control that turns off the specific light emitting means during execution of the reach line suggestion effect (for example, when changing the display mode of the reach line effect display 002SG250, the display screen of the image display device 5 A part that turns off the movable body lamps 9d of movable bodies 32A and 32B placed around (nearby). See Figures 50(F) to (H)) It is characterized by According to this feature, when the reach state is reached, the reach line suggestion image is displayed so as to be superimposed on the decorative identification information stopped in the first and second areas and the decorative identification information being variably displayed in the third area. At the same time, the decoration identification information stopped in the first area and the second area is enlarged and displayed for a first period, and then displayed at a distance for a second period that is longer than the first period, thereby creating a reach state. The identification information can be recognized by the player. Further, by turning off the specific light emitting means around the display means, the reach line suggestion image can be made to stand out more clearly.
[0017] [Form 7](No.8) Type 7 gaming machines are By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), Production control means (for example, production control CPU 120), comprising a light emitting means; The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The effect control means is capable of variably displaying a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (for example, the effect control CPU 120 displays the decorative information in the effect control process processing in step S76). the part that executes variable display of the design), The areas in which the decoration identification information is displayed include a first area (for example, left decorative pattern display area 5L), a second area (for example, right decorative pattern display area 5R), and the first area and the second area. a third area located between (for example, center decoration design display area 5C); When the specific display result is derived, after the decoration identification information of the same type is temporarily stopped in the first area and the second area, the decoration identification information that forms the reach state is The decoration identification information of the same type becomes a specific combination (for example, a predetermined jackpot combination) that stops in the third area, When the reach state is reached, a reach line suggestion image ( For example, it is possible to execute a reach line suggestion effect that displays and erases a reach line effect display (002SG250) (for example, a part where the effect control CPU 120 can execute a reach line suggestion effect), The light emitting means includes a specific light emitting means (for example, a movable lamp 9d) arranged around the display means, It is possible to execute a light-off control that turns off the specific light emitting means during execution of the reach line suggestion effect (for example, when changing the display mode of the reach line effect display 002SG250, the display screen of the image display device 5 A part that turns off the movable body lamps 9d of movable bodies 32A and 32B placed around (nearby). See Figures 50(F) to (H)) It is characterized by According to this feature, when the reach state is reached, the reach line suggestion image is displayed so as to be superimposed on the decorative identification information stopped in the first and second areas and the decorative identification information being variably displayed in the third area. At the same time, by turning off the specific light emitting means around the display means, the reach line suggestion image can be made to stand out more clearly.
[0018] [Form 8](No.9) Type 8 gaming machines are By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), Production control means (for example, production control CPU 120), Light emitting means (for example, main lamp 9a, frame lamp 9b), The game control means is Executing the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing in step S25), A normal state (for example, a low-accuracy low-base state), and a special state (for example, a low-accuracy high-base state or a high-accuracy high-base state) in which variable display is more likely to be executed than the normal state and the average variable display period is shorter; can be controlled to The performance control means is It is possible to variably display a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 executes the variable display of decorative patterns in the performance control process processing of step S76). part), When the variable display of the decoration identification information is temporarily stopped in the normal state, a predetermined operation display control for operating the decoration identification information in a predetermined operation mode is repeatedly performed for a first period (for example, a display control for effect control). When the CPU 120 temporarily stops displaying the decorative pattern at the stop position of the decorative pattern display areas 5L, 5C, and 5R in the low base state, the loop action of the decorative pattern is repeatedly executed until the variable display of the special pattern ends. (See Figure 23(C), Figure 42, Figure 43), When the variable display of the decoration identification information is temporarily stopped in the normal state, a predetermined light emission control that causes the light emitting means to emit light in a predetermined light emission mode is repeatedly performed for a second period (for example, when the performance control CPU 120 , a part that repeatedly executes loop light emission control of the main lamp 9a, frame lamp 9b, and movable lamp 9d when the decorative pattern is temporarily stopped and displayed at the stop position of the decorative pattern display areas 5L, 5C, and 5R in the low base state. (See Figure 24(B), Figure 42, Figure 43), When the variable display of the decoration identification information is stopped in the special state, the predetermined operation display control is not performed (for example, the performance control CPU 120 displays a decorative pattern in the high base state in the pattern display areas 5L, 5C). , the part where the loop action of the decorative pattern is not executed when the temporary stop is displayed at the stop position of 5R (see Figure 44), The second period is longer than the first period (for example, loop action period Tb3<loop light emission period Tb4; see FIG. 24(A)) It is characterized by According to this feature, in a normal state, predetermined operation display control is repeatedly performed to encourage the player to display the decorative identification information in a variable manner, while in a special state where variable display is likely to be performed, the variable display is excessively performed. This will prevent you from feeling bothered by this. Moreover, since the predetermined operation display control is repeatedly performed at a shorter period than the predetermined light emission control, the decorative identification information can be suitably highlighted.
[0019] [Form 9](No.10) Type 9 gaming machines are By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), A production control means (for example, production control CPU 120), The game control means is Executing the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing in step S25), A normal state (for example, a low-accuracy low-base state), and a special state in which variable display is more likely to be executed than the normal state and the average variable display period is shorter (for example, a low-accuracy high-base state or a high-accuracy high-base state), can be controlled to Information regarding the variable display of special identification information that has not yet started can be stored as pending storage information (for example, in the starting winning determination process in step S101, the CPU 103 stores the pending information in a predetermined area of the RAM 102 and stores the pending storage number). the part that performs the updating process), The performance control means is It is possible to perform variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 executes variable display of decorative patterns in the performance control process processing of step S76). part), The display result of the variable display of the decorative identification information is composed of a combination of the decorative identification information stopped in the effective display area (for example, "111" stopped and displayed at the stop positions of the decorative pattern display areas 5L, 5C, and 5R, The part where you can win or lose depending on the combination of decorative patterns such as "326"), In the normal state, when a non-specific combination that is a combination of the decoration identification information corresponding to a non-specific display result other than the specific display result is derived as a display result of the variable display of the decoration identification information, the decoration identification When stopping information in the effective display area, the decoration identification information is enlarged from a normal size and then displayed in a manner that returns to the normal size according to the number of pending memories stored as the pending storage information. (For example, a part where the effect control CPU 120 can execute a variable stop action when displaying a temporary stop display of a decorative pattern; see FIGS. 36 to 39), In the special state, when the non-specific combination is derived as a display result of the variable display of the decoration identification information, when the decoration identification information is stopped in the valid display area, the storage information is stored as the suspended storage information. Regardless of the number of reserved memories, the decoration identification information is maintained at its normal size (for example, in a high base state where the average variable display period is short and it is difficult to visually recognize the decorative pattern, regardless of the number of retained memories When a variable display based on a shortened variation pattern is executed, the variation stop action is not executed and the display is temporarily stopped while maintaining the size (see Figures 39 and 44) It is characterized by According to this feature, in the normal state, the interest is improved by creating variations in the movement when the decorative identification information stops depending on the number of retained memories, while the average variable display period is short and the decorative identification information is visible. In special situations where it is difficult to do so, it is possible to stop the display while maintaining the size, so that the visibility of the decoration identification information is not impaired.
[0020] [Form 10](No.11) Type 10 gaming machines are By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), A production control means (for example, production control CPU 120), The game control means executes a variable display of the specific identification information (for example, a portion where the CPU 103 executes a variable display of a special symbol in the special symbol process processing of step S25), The effect control means is capable of variably displaying a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (for example, the effect control CPU 120 displays the decorative information in the effect control process processing in step S76). the part that executes variable display of the design), In the first production mode, multiple types of background images, including the first background image and the second background image, can be switched and displayed (for example, in the first production mode, a city at daytime can be viewed from a distance as a background image). The first background image 002SG081 (see FIG. 40 (A1)) representing a landscape of the city during the daytime and the first predetermined background image 002SG081A (see FIG. 40 (A2)) representing a daytime cityscape can be displayed in a switchable manner. part), When switching the background image from the first background image to the second background image, performing a background fade-out display in which the transparency of the first background image is gradually increased and erased, and a background fade-out display of the first background image. It is possible to perform a background fade-in display in which the transparency of the second background image is gradually lowered while executing (for example, the fade-out display period A1 of the first background image 002SG081 and the first predetermined background image 002SG081A). (See Figure 40) When starting variable display of the decorative identification information, it is possible to perform identification information fade-out display that gradually increases the transparency of the decorative identification information and erases it (for example, the decorative pattern gradually accelerates after the scroll display starts). As the speed increases, the transmittance (transparency) also increases in proportion to the increase in speed, and the part that fades out), When ending the variable display of the decorative identification information, it is possible to perform identification information fade-in display in which the transparency of the decorative identification information is gradually lowered (for example, the stop timing of the decorative pattern display areas 5L, 5C, and 5R). When approaches, the decorative symbols in the left ornamental symbol display area 5L, the ornamental symbols in the right ornamental symbol display area 5R, and the ornamental symbols in the middle ornamental symbol display area 5C gradually decelerate in this order and become low-speed display, and are proportional to the decrease in speed. (The transmittance (transparency) also decreases and the parts appear faded in), The execution period of the background fade-out display is longer than the execution period of the identification information fade-out display (for example, the fade-out display period A1 in which the first background image 002SG081 is faded out is the decorative pattern display area 5L, 5C, 5R) The part that is longer than the fade-out display period A21 from the start of the scroll display to the high-speed display (fade-out display period A1>fade-out display period A21). See Figures 42 and 43) It is characterized by According to this feature, basically, the shorter the fade-out display is executed, the more abruptly it appears to have disappeared, so it is possible that the variable display of decoration identification information and the background change are executed at the same time. In some cases, by executing the identification information fade-out display in a shorter period of time than the background fade-out display, it is possible to draw attention to the fact that the variable display of the decorative identification information has started.
[0021] [Form 11](No.12) The gaming machine of form 11 is By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), A production control means (for example, production control CPU 120), The game control means executes a variable display of the specific identification information (for example, a portion where the CPU 103 executes a variable display of a special symbol in the special symbol process processing of step S25), The effect control means is capable of variably displaying a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (for example, the effect control CPU 120 displays the decorative information in the effect control process processing in step S76). the part that executes variable display of the design), In the first production mode, multiple types of background images, including the first background image and the second background image, can be switched and displayed (for example, in the first production mode, a city at daytime can be viewed from a distance as a background image). The first background image 002SG081 (see FIG. 40 (A1)) representing a landscape of the city during the daytime and the first predetermined background image 002SG081A (see FIG. 40 (A2)) representing a daytime cityscape can be displayed in a switchable manner. part), When switching the background image from the first background image to the second background image, performing a background fade-out display in which the transparency of the first background image is gradually increased and erased, and a background fade-out display of the first background image. It is possible to perform a background fade-in display in which the transparency of the second background image is gradually lowered while executing (for example, the fade-out display period A1 of the first background image 002SG081 and the first predetermined background image 002SG081A). (See Figure 40) When starting variable display of the decorative identification information, it is possible to perform identification information fade-out display that gradually increases the transparency of the decorative identification information and erases it (for example, the decorative pattern gradually accelerates after the scroll display starts). As the speed increases, the transmittance (transparency) also increases in proportion to the increase in speed, and the part that fades out), When ending the variable display of the decorative identification information, it is possible to perform identification information fade-in display in which the transparency of the decorative identification information is gradually lowered (for example, the stop timing of the decorative pattern display areas 5L, 5C, and 5R). When approaches, the decorative symbols in the left ornamental symbol display area 5L, the ornamental symbols in the right ornamental symbol display area 5R, and the ornamental symbols in the middle ornamental symbol display area 5C gradually decelerate in this order and become low-speed display, and are proportional to the decrease in speed. (The transmittance (transparency) also decreases and the parts appear faded in), The execution period of the identification information fade-out display is different from the execution period of the background fade-out display (for example, a part where the fade-out display period A1 and the fade-out display period A22 are not executed at the same time; see FIGS. 42 and 43). It is characterized by According to this feature, by synchronizing the identification information fade-out display and the background fade-out display, it is possible to prevent it from becoming difficult to understand that the variable display of the decoration identification information has started.
[0022] [Form 12](No.13) Type 12 gaming machines are By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), A production control means (for example, production control CPU 120), The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The effect control means is capable of variably displaying a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (for example, the effect control CPU 120 displays the decorative information in the effect control process processing in step S76). the part that executes variable display of the design), In the first production mode, multiple types of background images, including the first background image and the second background image, can be switched and displayed (for example, in the first production mode, a city at daytime can be viewed from a distance as a background image). The first background image 002SG081 (see FIG. 40 (A1)) representing a landscape of the city during the daytime and the first predetermined background image 002SG081A (see FIG. 40 (A2)) representing a daytime cityscape can be displayed in a switchable manner. part), When switching the background image from the first background image to the second background image, performing a background fade-out display in which the transparency of the first background image is gradually increased and erased, and a background fade-out display of the first background image. It is possible to perform a background fade-in display in which the transparency of the second background image is gradually lowered while executing (for example, the fade-out display period A1 of the first background image 002SG081 and the first predetermined background image 002SG081A). (See Figure 40) When starting variable display of the decorative identification information, it is possible to perform identification information fade-out display that gradually increases the transparency of the decorative identification information and erases it (for example, the decorative pattern gradually accelerates after the scroll display starts). As the speed increases, the transmittance (transparency) also increases in proportion to the increase in speed, and the part that fades out), When ending the variable display of the decorative identification information, it is possible to perform identification information fade-in display in which the transparency of the decorative identification information is gradually lowered (for example, the stop timing of the decorative pattern display areas 5L, 5C, and 5R). When approaches, the decorative symbols in the left ornamental symbol display area 5L, the ornamental symbols in the right ornamental symbol display area 5R, and the ornamental symbols in the middle ornamental symbol display area 5C gradually decelerate in this order and become low-speed display, and are proportional to the decrease in speed. (The transmittance (transparency) also decreases and the parts appear faded in), The execution period of the background fade-in display is longer than the execution period of the identification information fade-in display (for example, the fade-in display period B1 during which the fade-in display of the first predetermined background image 002SG081A is performed is in the decorative pattern display area In the scroll display of 5L, 5C, and 5R, the part that is longer than the fade-in display period B21 from the start of display speed deceleration until the temporary stop display (fade-in display period B1 > fade-in display period B21).See Figures 42 and 43) It is characterized by According to this feature, the fade-in display basically gives the impression that it appears suddenly the shorter the period of time it is executed, so it is possible that the variable display of decoration identification information and the background change are executed at the same time. In some cases, by performing the identification information fade-in display in a shorter period of time than the background fade-in display, it is possible to draw attention to the end of the variable display of the decorative identification information.
[0023] [Form 13](No.14) Type 13 gaming machines are By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), A production control means (for example, production control CPU 120), The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The effect control means is capable of variably displaying a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (for example, the effect control CPU 120 displays the decorative information in the effect control process processing in step S76). the part that executes variable display of the design), In the first production mode, multiple types of background images, including the first background image and the second background image, can be switched and displayed (for example, in the first production mode, a city at daytime can be viewed from a distance as a background image). The first background image 002SG081 (see FIG. 40 (A1)) representing a landscape of the city during the daytime and the first predetermined background image 002SG081A (see FIG. 40 (A2)) representing a daytime cityscape can be displayed in a switchable manner. part), When switching the background image from the first background image to the second background image, performing a background fade-out display in which the transparency of the first background image is gradually increased and erased, and a background fade-out display of the first background image. It is possible to perform a background fade-in display in which the transparency of the second background image is gradually lowered while executing (for example, the fade-out display period A1 of the first background image 002SG081 and the first predetermined background image 002SG081A). (See Figure 40) When starting variable display of the decorative identification information, it is possible to perform identification information fade-out display that gradually increases the transparency of the decorative identification information and erases it (for example, the decorative pattern gradually accelerates after the scroll display starts). As the speed increases, the transmittance (transparency) also increases in proportion to the increase in speed, and the part that fades out), When ending the variable display of the decorative identification information, it is possible to perform identification information fade-in display in which the transparency of the decorative identification information is gradually lowered (for example, the stop timing of the decorative pattern display areas 5L, 5C, and 5R). When approaches, the decorative symbols in the left ornamental symbol display area 5L, the ornamental symbols in the right ornamental symbol display area 5R, and the ornamental symbols in the middle ornamental symbol display area 5C gradually decelerate in this order and become low-speed display, and are proportional to the decrease in speed. (The transmittance (transparency) also decreases and the parts appear faded in), The execution period of the identification information fade-in display and the background fade-in display are different (for example, the part where the fade-in display period B1 and the fade-in display period B21 are not executed at the same time. See FIGS. 42 and 43. ) It is characterized by According to this feature, by synchronizing the identification information fade-in display and the background fade-in display, it is possible to prevent the end of the variable display of the decoration identification information from becoming difficult to understand.
[0024] [Form 14](No.15) Type 14 gaming machines are By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), A production control means (for example, production control CPU 120), The game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing of step S25), The effect control means is capable of variably displaying a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (for example, the effect control CPU 120 displays the decorative information in the effect control process processing in step S76). the part that executes variable display of the design), After the variable display is temporarily stopped and displayed at a predetermined timing from the start of the variable display of the decoration identification information until the display result is derived and displayed, it is possible to execute a specific effect that restarts the variable display (for example, The performance control CPU 120 determines whether or not the variable display is restarted after the decorative pattern is temporarily stopped and displayed at a predetermined timing from the start of the variable display of the decorative pattern until the display result is derived and displayed. , a part that can execute a "pseudo continuous notice" that incites whether or not to make one variable display appear to be pseudo-multiple variable displays), The decoration identification information has decoration identification information of multiple colors (for example, blue, red) including a numerical image, When the variable display is restarted in the specific performance, a number image (for example, pseudo continuous number display 002SG212) that can specify the number of times the variable display has been restarted can be displayed in multiple colors (for example, blue, red). (See Figures 48 and 49) In the specific performance, the number image of the temporary stop-displayed decorative identification pattern and the number image when the variable display is resumed are of the same type, and the number image of the temporary stop-displayed decoration identification pattern and the number image are of the same type. When the first combination of colors is different, the number image of the temporarily stopped display of the decorative identification pattern and the number image of the number of times when the variable display is restarted, and the temporary stop and display of the decorative identification pattern and the number of times. There are cases where both colors in the image are the same type of second combination, and In the specific performance, the ratio of control to the advantageous state is higher when the variable display is restarted using the second combination than when the variable display is restarted using the first combination (for example, when the variable display is restarted using the second combination) In the consecutive notice, the display color of the temporarily stopped decorative pattern and the pseudo continuous number display are the first combination of non-identical colors, and the case where the display color of the temporarily stopped decorative pattern and the pseudo continuous number display are the same color. There are cases where it becomes the second combination, and the jackpot game state is more likely to occur when the variable display is restarted with the second combination than when the variable display is restarted with the first combination in the pseudo consecutive notice. (areas where the percentage of control is high) It is characterized by According to this feature, it is possible to draw attention not only to whether or not a specific effect is executed, but also to the combination of numbers and colors of the temporary stop display of the decoration identification information number image and the number image when it is executed. This improves the interest of the game.
[0025] [Form 15](No.16) Type 15 gaming machines are By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), A production control means (for example, production control CPU 120), The game control means executes a variable display of the specific identification information (for example, a portion where the CPU 103 executes a variable display of a special symbol in the special symbol process processing of step S25), The performance control means is It is possible to perform variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 executes variable display of decorative patterns in the performance control process processing of step S76). part), The size is smaller than the decoration identification information, and it is possible to variably display reduced identification information corresponding to each of the plurality of types of decoration identification information (for example, the performance control CPU 120 can the part that executes variable display of the design), When variable display is not being executed, it is possible to execute a standby effect that displays a predetermined image (for example, after the effect control CPU 120 receives a customer waiting demo designation command output from the main board 11, A part that can execute a "customer waiting demonstration performance" when a predetermined time (for example, 60 seconds) has elapsed without receiving a control command such as a display start designation command (see Figure 46), When the standby effect is being performed, the display of the reduced identification information is continued while the decoration identification information is hidden (see FIG. 46); If the variable display start condition is satisfied while executing the standby effect, the variable display of the reduced identification information is started before the predetermined image becomes non-display, and then the predetermined image becomes non-display. After the decoration identification information is displayed, the variable display starts (for example, if a starting prize occurs while the customer waiting demonstration performance is being executed, the customer waiting demonstration performance image 002SG400 is hidden). The variable display of the small symbols starts before the customer waits, and then the customer waiting demonstration performance image 002SG400 is hidden, and the background image corresponding to the current performance mode (here, the background image corresponding to the first performance mode) is displayed. 1) The part where the background image 002SG081) is switched to, the decorative pattern is displayed, and the scroll display starts. See Figure 47) It is characterized by According to this feature, by starting the variable display of the decoration identification information after the predetermined image is hidden, the player can recognize that the variable display has started when the variable display start condition is met. However, since the variable display of the reduced identification information starts before the predetermined image becomes non-display, it is possible to ensure a display that corresponds to the variable display of the specific identification information.
[0026] [Form 16](No.17) Type 16 gaming machines are By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), A production control means (for example, production control CPU 120), The game control means is Executing variable display of the specific identification information based on a plurality of types of variable display patterns (see FIG. 7) (for example, the part where the CPU 103 executes variable display of the special symbol in the special symbol process processing of step S25), A normal state (for example, a low-accuracy low-base state), and a special state (for example, a low-accuracy high-base state or a high-accuracy high-base state) in which variable display is more likely to be executed than the normal state and the average variable display period is shorter; can be controlled to The performance control means is It is possible to variably display a plurality of types of decorative identification information (for example, decorative patterns) corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 displays the decorative information in the performance control process processing of step S76). the part that executes variable display of the design), It is possible to display a pending display corresponding to the variable display of special identification information that has not yet started (for example, in the pending display update process of step S161, the performance control CPU 120 can display the first The part that performs the process of displaying the pending display 002SG101 and the second pending display 002SG102), It is possible to display a corresponding display corresponding to the variable display of the special identification information being executed in the corresponding display area (for example, the performance control CPU 120 can display the display in the active display area 5F in the pending display update process in step S161). The part that performs the process of displaying active display 002SG103), With the start of the variable display of the specific identification information, it is possible to perform a switching display that switches the pending display corresponding to the variable display to the corresponding display (for example, the production control CPU 120 may A part that performs a shift display where the first pending display 002SG101 displayed in the first display area from the left in 5U is moved to the active display area 5F and switched to active display 002SG103 (see Figure 25), The variable display of the decoration identification information includes a moving display in which the decoration identification information is moved (for example, a scroll display; see FIG. 21), and a mode in which the decoration identification information is displayed before starting the moving display, which is different from the moving display. It is possible to display a preliminary action (for example, a fluctuation start action, see Figure 23(A)) to be operated with In the normal state, when performing the switching display, the preliminary operation display is performed (for example, the first reservation display 002SG101 displayed in the first display area from the left in the special figure reservation memory display area 5U) is moved to the active display area 5F and the scrolling display (variable display) of the decorative pattern does not start until the pending shift display period until it is switched and displayed as active display 002SG103 ends, and the above-mentioned fluctuation start action is executed. , The part where the scroll display (variable display) of the decorative pattern starts after the pending shift display period ends (see Figures 26(C) to (F)), Variable display of the decoration identification information is executed based on variable display pattern information corresponding to a plurality of types of variable display patterns transmitted from the game control means (for example, the performance control CPU 120 performs the performance control process processing in step S76). (a part that executes variable display of decorative patterns based on a variable pattern designation command sent from the main board 11), It is possible to perform the same switching display when the variable display is executed based on the first type of variable display pattern information and when the variable display is executed based on the second type of variable display pattern information. (For example, when the production control CPU 120 executes a variable display based on a first type of variation pattern specification command (for example, a non-reach variation pattern specification command) and when a second type of variation pattern specification command (for example, A part that executes a shift display that switches the first pending display 002SG101 and the first pending display 002SG101 to the active display 002SG103 in the same manner as when the variable display is executed based on the reach variation pattern specification command). Figure 25 reference) It is characterized by According to this feature, when the variable display of the specific identification information starts, a switching display is performed to switch the pending display corresponding to the variable display to the corresponding display, and while the switching display is being performed, the decorative identification information is moved. By displaying a preliminary operation that operates in a manner different from that displayed, it is possible to effectively utilize the period required to perform the switching display. In addition, since the preliminary operation display is performed when the switching display is performed in the normal state, the average variable display period is longer than in the special state, and when the variable display of the decoration identification information starts in the normal state, which tends to be monotonous. can increase interest. Further, even when variable display based on different types of variable display patterns is performed, a common switching display is performed, so the number of switching display patterns can be reduced.
[0027] [Form 17](No.18) Type 17 gaming machines are By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), A production control means (for example, production control CPU 120), The game control means is Executing the variable display of the specific identification information based on multiple types of variable display patterns (see FIG. 7) (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing in step S25), A normal state (for example, a low-accuracy low-base state), and a special state in which variable display is easier to execute than the normal state and the average variable display period is shorter (for example, a low-accuracy high-base state or a high-accuracy high-base state), can be controlled to The performance control means is It is possible to variably display a plurality of types of decorative identification information (for example, decorative patterns) corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 displays the decorative information in the performance control process processing of step S76). the part that executes variable display of the design), It is possible to display a pending display corresponding to the variable display of special identification information that has not yet started (for example, in the pending display update process of step S161, the performance control CPU 120 can display the first The part that performs the process of displaying the pending display 002SG101 and the second pending display 002SG102), It is possible to display a corresponding display corresponding to the variable display of the special identification information being executed in the corresponding display area (for example, the performance control CPU 120 can display the display in the active display area 5F in the pending display update process in step S161). The part that performs the process of displaying active display 002SG103), With the start of the variable display of the specific identification information, it is possible to perform a switching display that switches the pending display corresponding to the variable display to the corresponding display (for example, the production control CPU 120 may A part that performs a shift display where the first pending display 002SG101 displayed in the first display area from the left in 5U is moved to the active display area 5F and switched to active display 002SG103 (see Figure 25), The variable display of the decoration identification information includes a moving display in which the decoration identification information is moved (for example, a scroll display; see FIG. 21), and a mode in which the decoration identification information is displayed before starting the moving display, which is different from the moving display. It is possible to display a preliminary action (for example, a fluctuation start action, see Figure 23(A)) to be operated with In the normal state, when the switching display is being performed, the preliminary operation display is performed, and the scrolling display is not started until the switching display ends (for example, the left side in the special figure holding memory display area 5U The first pending display 002SG101, which had been displayed in the first display area, is moved to the active display area 5F, and the decorative symbols are scrolled until the pending shift display period ends until it is switched and displayed as active display 002SG103. 26(C) to (F) )reference), Variable display of the decoration identification information is performed based on variable display pattern information corresponding to a plurality of types of variable display patterns transmitted from the game control means (for example, the performance control CPU 120 performs the performance control process processing in step S76). (a part that executes variable display of decorative patterns based on a variable pattern designation command sent from the main board 11), It is possible to perform the same switching display when the variable display is executed based on the first type of variable display pattern information and when the variable display is executed based on the second type of variable display pattern information. (For example, when the production control CPU 120 executes a variable display based on a first type of variation pattern specification command (for example, a non-reach variation pattern specification command) and when a second type of variation pattern specification command (for example, A part that executes a shift display that switches the first pending display 002SG101 and the first pending display 002SG101 to the active display 002SG103 in the same manner as when the variable display is executed based on the reach variation pattern specification command). Figure 25 reference) It is characterized by According to this feature, when the variable display of the specific identification information starts, a switching display is performed to switch the pending display corresponding to the variable display to the corresponding display, and when the switching display is performed, the decorative identification information is moved. By performing a preliminary operation display in which the decoration identification information is operated in a manner different from the movement display before starting display, the period required for performing the switching display can be effectively utilized. Furthermore, since the moving display of the decoration identification information does not start until the switching display ends and the corresponding display is displayed in the corresponding display area, the moving display of the decoration identification information starts before the corresponding display is displayed. The discomfort caused by this can be eliminated. In addition, since the preliminary operation display is performed when the switching display is performed in the normal state, the average variable display period is longer than in the special state, and when the variable display of the decoration identification information starts in the normal state, which tends to be monotonous. can increase interest. Further, even when variable display based on different types of variable display patterns is performed, a common switching display is performed, so the number of switching display patterns can be reduced.
[0028] [Form 18](No.19) Type 18 gaming machines are By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), A production control means (for example, production control CPU 120), The game control means is Executing the variable display of the specific identification information based on multiple types of variable display patterns (see FIG. 7) (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing in step S25), A normal state (for example, a low-accuracy low-base state), and a special state in which variable display is easier to execute than the normal state and the average variable display period is shorter (for example, a low-accuracy high-base state or a high-accuracy high-base state), can be controlled to The performance control means is It is possible to variably display a plurality of types of decorative identification information (for example, decorative patterns) corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 displays the decorative information in the performance control process processing of step S76). the part that executes variable display of the design), It is possible to display a pending display corresponding to the variable display of special identification information that has not yet started (for example, in the pending display update process of step S161, the performance control CPU 120 can display the first The part that performs the process of displaying the pending display 002SG101 and the second pending display 002SG102), It is possible to display a corresponding display corresponding to the variable display of the special identification information being executed in the corresponding display area (for example, the performance control CPU 120 can display the display in the active display area 5F in the pending display update process in step S161). The part that performs the process of displaying active display 002SG103), With the start of the variable display of the specific identification information, it is possible to perform a switching display that switches the pending display corresponding to the variable display to the corresponding display (for example, the production control CPU 120 may A part that performs a shift display where the first pending display 002SG101 displayed in the first display area from the left in 5U is moved to the active display area 5F and switched to active display 002SG103 (see Figure 25), The variable display of the decoration identification information includes a moving display in which the decoration identification information is moved (for example, a scroll display; see FIG. 21), and a mode in which the decoration identification information is displayed before starting the moving display, which is different from the moving display. It is possible to display a preliminary action (for example, a fluctuation start action, see Figure 23(A)) to be operated with In the special state, when the switching display is being performed, the preliminary operation display is performed (for example, the first pending display 002SG101 displayed in the first display area from the left in the special figure pending memory display area 5U) is moved to the active display area 5F and the scrolling display (variable display) of the decorative symbol does not start until the pending shift display period until it is switched and displayed as active display 002SG103 ends, and the above-mentioned fluctuation start action is executed. , The part where the scroll display (variable display) of the decorative pattern starts after the pending shift display period ends. Modified example), Variable display of the decoration identification information is performed based on variable display pattern information corresponding to a plurality of types of variable display patterns transmitted from the game control means (for example, the performance control CPU 120 executes the performance control process in step S76). (The part that executes the variable display of decorative patterns based on the variable pattern designation command sent from the main board 11 during processing)
[0029] It is possible to perform the same switching display when the variable display is executed based on the first type of variable display pattern information and when the variable display is executed based on the second type of variable display pattern information. (For example, when the production control CPU 120 executes a variable display based on a first type of variation pattern specification command (for example, a non-reach variation pattern specification command) and when a second type of variation pattern specification command (for example, A part that executes a shift display that switches the first pending display 002SG101 and the first pending display 002SG101 to the active display 002SG103 in the same manner as when the variable display is executed based on the reach variation pattern specification command). Figure 25 reference) It is characterized by According to this feature, when the variable display of the specific identification information starts, a switching display is performed to switch the pending display corresponding to the variable display to the corresponding display, and while the switching display is being performed, the decorative identification information is moved. By displaying a preliminary operation that operates in a manner different from that displayed, it is possible to effectively utilize the period required to perform the switching display. Further, since the preliminary operation display is performed when the switching display is performed in the special state which is more advantageous than the normal state, it is possible to make the start of the variable display of the decoration identification information in the special state more exciting. Further, even when variable display based on different types of variable display patterns is performed, a common switching display is performed, so the number of switching display patterns can be reduced.
[0030] [Form 19](No.20) Type 19 gaming machines are By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), A production control means (for example, production control CPU 120), The game control means is Executing variable display of the specific identification information based on a plurality of types of variable display patterns (see FIG. 7) (for example, the part where the CPU 103 executes variable display of the special symbol in the special symbol process processing of step S25), A normal state (for example, a low-accuracy low-base state), and a special state (for example, a low-accuracy high-base state or a high-accuracy high-base state) in which variable display is more likely to be executed than the normal state and the average variable display period is shorter; can be controlled to The performance control means is It is possible to variably display a plurality of types of decorative identification information (for example, decorative patterns) corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 displays the decorative information in the performance control process processing of step S76). the part that executes variable display of the design), It is possible to display a pending display corresponding to the variable display of special identification information that has not yet started (for example, in the pending display update process of step S161, the performance control CPU 120 can display the first The part that performs the process of displaying the pending display 002SG101 and the second pending display 002SG102), It is possible to display a corresponding display corresponding to the variable display of the special identification information being executed in the corresponding display area (for example, the performance control CPU 120 can display the display in the active display area 5F in the pending display update process in step S161). The part that performs the process of displaying active display 002SG103), With the start of the variable display of the specific identification information, it is possible to perform a switching display that switches the pending display corresponding to the variable display to the corresponding display (for example, the production control CPU 120 may A part that performs a shift display where the first pending display 002SG101 displayed in the first display area from the left in 5U is moved to the active display area 5F and switched to active display 002SG103 (see Figure 25), The variable display of the decoration identification information includes a moving display in which the decoration identification information is moved (for example, a scroll display; see FIG. 21), and a mode in which the decoration identification information is displayed before starting the moving display, which is different from the moving display. It is possible to display a preliminary action (for example, a fluctuation start action, see Figure 23(A)) to be operated with In the special state, when the switching display is being performed, the preliminary operation display is performed, and the moving display is not started until the switching display ends (for example, when the left side in the special figure hold memory display area 5U The first pending display 002SG101, which had been displayed in the first display area, is moved to the active display area 5F, and the scrolling display of decorative symbols is continued until the pending shift display period ends until it is switched and displayed as active display 002SG103. The part where the scrolling display (variable display) of the decorative pattern starts after the above-mentioned variable start action is executed and the pending shift display period ends, without starting the scroll display (variable display). Modification example) Variable display of the decoration identification information is performed based on variable display pattern information corresponding to a plurality of types of variable display patterns transmitted from the game control means (for example, the performance control CPU 120 executes the performance control process in step S76). (The part that executes the variable display of decorative patterns based on the variable pattern designation command sent from the main board 11 during processing)
[0031] It is possible to perform the same switching display when the variable display is executed based on the first type of variable display pattern information and when the variable display is executed based on the second type of variable display pattern information. (For example, when the production control CPU 120 executes a variable display based on a first type of variation pattern specification command (for example, a non-reach variation pattern specification command) and when a second type of variation pattern specification command (for example, , reach variation pattern designation command), a part that executes a shift display that switches and displays the first pending display 002SG101 and the first pending display 002SG101 to the active display 002SG103 in a common manner. (See Figure 25) It is characterized by According to this feature, when the variable display of the specific identification information starts, a switching display is performed to switch the pending display corresponding to the variable display to the corresponding display, and when the switching display is performed, the decorative identification information is moved. By performing a preliminary operation display in which the decoration identification information is operated in a manner different from the movement display before starting display, the period required for performing the switching display can be effectively utilized. Furthermore, since the moving display of the decoration identification information does not start until the switching display ends and the corresponding display is displayed in the corresponding display area, the moving display of the decoration identification information starts before the corresponding display is displayed. The discomfort caused by this can be eliminated. Further, since the preliminary operation display is performed when the switching display is performed in the special state which is more advantageous than the normal state, it is possible to make the start of the variable display of the decoration identification information in the special state more exciting. Further, even when variable display based on different types of variable display patterns is performed, a common switching display is performed, so the number of switching display patterns can be reduced.
[0032] [Form 20](No.21) Type 20 gaming machines are By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), A production control means (for example, production control CPU 120), The game control means executes a variable display of the specific identification information (for example, a portion where the CPU 103 executes a variable display of a special symbol in the special symbol process processing of step S25), The performance control means is It is possible to perform variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 executes variable display of decorative patterns in the performance control process processing of step S76). part), Controllable to one of a plurality of types of presentation modes (for example, first presentation mode to fourth presentation mode) including a first presentation mode and a second presentation mode, When the variable display of the decorative identification information is started, it is possible to execute a fade-out display in which the transparency of the decorative identification information is gradually increased and erased (for example, the decorative pattern gradually accelerates after the scrolling display starts). As the display speed increases, the transmittance (transparency) also increases in proportion to the increase in speed, and the part that is displayed fades out), In the first performance mode, a moving display of moving the decoration identification information is executed as a variable display of the decoration identification information (see FIGS. 20(A1) and (A2)), In the second performance mode, a special variable display that is different from the moving display is performed as a variable display of the decoration identification information (see FIGS. 20(B1) and (B2)), The execution period of the fade-out display when the special variable display is executed in the second production mode is longer than the execution period of the fade-out display when the moving display is executed in the first production mode ( For example, the part where the fade-out display period A22 when the scroll display is executed in the second production mode is longer than the fade-out display period A21 when the scroll display is executed in the first production mode (fade-out display period A21<Fade-out display period A22 (see Figure 45(A)(B))) It is characterized by According to this feature, in the second presentation mode, not only the mode of variable display of decoration identification information is different from the first presentation mode, but also the fade-out from the start of variable display until the decoration identification information is deleted. Since the display period becomes longer, attention can be drawn to the decoration identification information for a longer period of time.
[0033] [Form 21](No.22) Type 21 gaming machine is By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), A production control means (for example, production control CPU 120), The game control means executes a variable display of the specific identification information (for example, a portion where the CPU 103 executes a variable display of a special symbol in the special symbol process processing of step S25), The performance control means is It is possible to perform variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 executes variable display of decorative patterns in the performance control process processing of step S76). part), Controllable to one of a plurality of types of presentation modes (for example, first presentation mode to fourth presentation mode) including a first presentation mode and a second presentation mode, When the variable display of the decorative identification information is started, it is possible to execute a fade-out display in which the transparency of the decorative identification information is gradually increased and erased (for example, the decorative pattern gradually accelerates after the scrolling display starts). As the display speed increases, the transmittance (transparency) also increases in proportion to the increase in speed, and the part that is displayed fades out), The variable display pattern of the decoration identification information can be determined as one of a plurality of types of variable display patterns, The execution period of the fade-out display is different depending on whether the predetermined variable display pattern is determined in the first production mode or the case where the predetermined variable display pattern is determined in the second production mode (for example, in the first production mode The fade-out display periods A21 and A22 are different depending on the case where the non-reach variation pattern PA1-1 is determined in the second production mode and the case where the non-reach variation pattern PA1-1 is determined in the second production mode. )(see B))) It is characterized by According to this feature, when the predetermined variable display pattern is determined, the execution period of the fade-out is different depending on whether the predetermined variable display pattern is determined depending on whether the predetermined variable display pattern is controlled in the first presentation mode or the second presentation mode. Since it becomes difficult for the player to predict the display pattern, the game becomes more interesting.
[0034] [Form 22](No.23) Type 22 gaming machines are By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), A production control means (for example, production control CPU 120), The game control means executes a variable display of the specific identification information (for example, a portion where the CPU 103 executes a variable display of a special symbol in the special symbol process processing of step S25), The effect control means is capable of variably displaying a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (for example, the effect control CPU 120 displays the decorative information in the effect control process processing in step S76). the part that executes variable display of the design), The decoration identification information includes a character image (for example, character display section 002SG052) and a related information image (for example, information display section 002SG053) that is information related to the character of the character image, The variable display period includes a pre-variable display period from when the variable display start condition is met until the decoration identification information starts variable display, and a post-variable display period after the decoration identification information starts variable display. (For example, the variable display period of special symbols includes a variable pre-display period from the start of the variable display of special and small symbols until the start of the scrolling display of decorative symbols, and the scrolling display period of decorative symbols. and a variable post-display period after the start of the The character image is displayed in the variable pre-display period and the variable post-display period, After the related information image is displayed in the variable pre-display period, it is erased before the variable post-display period starts (for example, the name of the character (character Related information) is displayed during the variable pre-display period, that is, when the fluctuation start action is executed, and before the variable post-display period starts, that is, when the scroll display of the decorative pattern starts. The part to be erased before (see Figure 23(A) and Figure 26) It is characterized by According to this feature, the player can deepen their understanding of the character by drawing attention to the related information image before the variable display of the decoration identification information starts, that is, when the display is stopped. Further, by erasing the related information image before the variable display starts, it is possible to draw attention to the variable display, preview effect, etc. rather than the related information image.
[0035] [Form 23](No.24) Type 23 gaming machines are By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), A production control means (for example, production control CPU 120), The game control means is Executing the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing in step S25), A normal state (for example, a low-accuracy low-base state), and a special state in which variable display is more likely to be executed than the normal state and the average variable display period is shorter (for example, a low-accuracy high-base state or a high-accuracy high-base state), can be controlled to The performance control means is It is possible to perform variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 executes variable display of decorative patterns in the performance control process processing of step S76). part), In the normal state, control is performed to one of a plurality of types of presentation modes including a first presentation mode (for example, first presentation mode) and a second presentation mode (for example, second presentation mode). possible (for example, 1st production mode ~ 4th production mode, see Figure 20), In the special state, control is possible to a production mode including a third production mode (for example, a third production mode or a fourth production mode), The decoration identification information includes a character image (for example, character display section 002SG052) and a related information image (for example, information display section 002SG053) that is information related to the character of the character image, In the first production mode, decoration identification information is displayed in a manner including the character image and the related information image (see FIG. 26); In the second presentation mode and the third presentation mode, decoration identification information is displayed in a manner that does not include the related information image (see FIGS. 28, 29, and 33). It is characterized by According to this feature, in the first production mode, the player can deepen their understanding of the character by drawing attention to the related information image by displaying the related information image, while in the second production mode and In the 3 production mode, by erasing the related information images, it is possible to draw attention to variable displays, preview effects, etc. rather than the related information images.
[0036] [Form 24](No.25) Type 24 gaming machines are By executing a variable display of specific identification information (for example, a special symbol) and deriving a specific display result (for example, a jackpot display result) as a result of the variable display of the specific identification information, an advantageous state advantageous to the player ( For example, a gaming machine (for example, pachinko gaming machine 1) that can be controlled to a jackpot gaming state), A game control means (for example, CPU103), A production control means (for example, production control CPU 120), The game control means is Executing the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbol in the special symbol process processing in step S25), A normal state (for example, a low-accuracy low-base state), and a special state in which variable display is more likely to be executed than the normal state and the average variable display period is shorter (for example, a low-accuracy high-base state or a high-accuracy high-base state), can be controlled to The performance control means is It is possible to perform variable display of multiple types of decorative identification information corresponding to the variable display of the specific identification information (for example, the performance control CPU 120 executes variable display of decorative patterns in the performance control process processing of step S76). part), The decoration identification information includes a numeric image (for example, numeric display part 002SG061), When the normal background image is displayed, it is possible to execute a notification performance that notifies whether or not the control will be controlled to the advantageous state (for example, the performance control CPU 120 can perform an SP reach notification that notifies whether or not there will be a jackpot. (the part where the performance can be executed), In the notification effect, a specific background image (for example, a fifth background image 002SG085) different from the normal background image is displayed, When the notification effect is executed in a variable display where the specific display result is derived as a result of the variable display, decoration identification information corresponding to the specific display result when the specific background image is displayed in the notification effect. (For example, in the SP reach effect, when the fifth background image 002SG085 corresponding to the SP reach effect is displayed as the background image, the combination of jackpot confirmed symbols (for example, "222") is tentatively displayed. The display will stop (see Figure 53(F)), Upon completion of the notification effect, the specific background image is erased and the normal background image is displayed, and while the normal background image is being displayed, the combination of decoration identification information corresponding to the specific display result is displayed ( For example, as shown in FIG. 53(G), with the end of the SP reach effect, the fifth background image 002SG085 is hidden, the first background image 002SG081 is displayed, and the first background image 002SG081 is displayed. (The part where the jackpot confirmed symbol combination (for example, "222") is displayed temporarily) A specific image (for example, specific image 002SG075) is displayed in action in proximity to the numerical image of the combination of decoration identification information corresponding to the specific display result that is being displayed when the normal background image is displayed; In the special state, the specific image is not displayed (for example, in the low base state, the specific image 002SG075 showing a flame is While the action is displayed (see Figures 53 (H) and (I)), in the high base state, a flame is displayed on the number display part 002SG051 of the jackpot confirmed decorative symbol combination that is displayed after the end of the SP reach effect. Part where the specific image 002SG075 shown is not displayed (see Figures 54 (P) and (S))) It is characterized by According to this feature, in the normal state, the average variable display period is short even though the performance effect is enhanced and livened up by displaying a specific image in response to the numerical image of the decorative identification information displayed after the end of the notification performance. In the special state, by not displaying the specific image in response to the numerical image of the decoration identification information displayed after the end of the notification effect, it is possible to give a sense of speed to the variable display.
[0037] [Form 25](No.18-2) The gaming machine of Form 25 is the gaming machine described in Form 17 or Form 18, The performance control means is Based on the completion of the variable display of the specific identification information, erase the corresponding display (for example, active display 002SG103) corresponding to the variable display that was displayed in the corresponding display area (for example, active display area 5F). when the corresponding display is erased, an erase effect display (for example, erase effect 002SG110) can be displayed, If the pending display is displayed when the clearing effect display is displayed, the clearing effect display is continuously displayed until the variable display corresponding to the pending display starts (for example, the clearing effect 002SG110 is It continues to be displayed even after the active display 002SG103 is cleared, and disappears after the next variable display corresponding to the first pending display 002SG101, which was displayed in the first display area from the left, starts as shown below. (See Figure 25 (B3)) It is characterized by According to this feature, by not creating a blank period of the performance between the end of a variable display and the start of the next variable display, it is possible to prevent the interest of the performance from decreasing. In addition, the erasure effect display allows the player to recognize that the corresponding display corresponding to the ended variable display has been erased, and the player also recognizes that a new variable display has started by displaying a new corresponding display. can be done.
[0038] [Form 26](No.18-3) The gaming machine of Form 26 is the gaming machine described in Form 17 or Form 18, The areas in which the decoration identification information is displayed include a first area (for example, left decorative pattern display area 5L), a second area (for example, right decorative pattern display area 5R), and the first area and the second area. a third area located between (for example, center decoration design display area 5C); In the normal state, the third area displays the decoration identification information in a smaller size than the first area and the second area (for example, see FIG. 19); In the special state, the decoration identification information of the first area, the second area, and the third area are displayed in the same size (for example, see FIG. 19); The third area in the special state is located closer to the center of the display area of the display means than the third area in the normal state (for example, see FIG. 19). It is characterized by According to this feature, in the normal state, the decoration identification information in the first area and the second area are made to look larger, and the decoration identification information in the third area is shifted to give a sense of depth and improve interest. However, in a special state where the average variable display period is short, the decoration identification information is arranged at a position close to the center of the display area, so that the degree of recognition of the decoration identification information can be improved.
[0039] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (also the configuration and control of a general pachinko gaming machine) will be explained.
[0040] Next, a mode for implementing the gaming machine according to the present invention will be explained below based on the drawings. In the following, the front side of Fig. 1 is the front (front, front) side of the pachinko game machine 1, and the back side is the back (rear, back) side of the pachinko game machine 1. This will be explained as a standard. Note that the front surface of the pachinko game machine 1 in this embodiment is the facing surface that faces the player who plays the game with the pachinko game machine 1. In addition, in the explanation of each step in the flowchart, for example, "Step S1" may be abbreviated as "S1" or "002SGS1," "Normal reach" may be "N reach," "Super reach" may be "SP reach," etc. It is sometimes abbreviated as.
[0041] (Configuration of pachinko machine 1, etc.) FIG. 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. A pachinko game machine (game machine) 1 is roughly divided into a game board (gauge board) 2 that constitutes a game board surface, and a game machine frame (base frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and a game ball as a game medium is fired from a predetermined ball launcher and hit into this game area.
[0042] In addition, "variable display" of special symbols means, for example, to display a plurality of types of special symbols in a variable manner (the same applies to other symbols described later). Variations include updating display of multiple symbols, scrolling display of multiple symbols, deformation of one or more symbols, and enlargement / reduction of one or more symbols. In the variation of special symbols and normal symbols described below, a plurality of types of special symbols or normal symbols are updated and displayed. In the variation of decorative designs described below, multiple types of decorative designs are scrolled or updated, or one or more decorative designs are deformed or enlarged / reduced. Incidentally, the variation also includes a mode in which a certain symbol is displayed blinking. At the end of the variable display, a predetermined special symbol is stopped and displayed (also referred to as derivation or derivation display) as a display result (the same applies to the variable display of other symbols described later). Note that the variable display may be expressed as a variable display or fluctuation.
[0043] The special symbol variably displayed on the first special symbol display device 4A is also referred to as a "first special symbol", and the special symbol variably displayed on the second special symbol display device 4B is also referred to as a "second special symbol". Further, the special map game using the first special map is referred to as the "first special map game", and the special map game using the second special map is also referred to as the "second special map game". Note that there may be only one type of special symbol display device that performs variable display of special symbols.
[0044] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is comprised of, for example, an LCD (liquid crystal display) or an organic EL (electro luminescence), and displays various performance images. Image display device 5 may include a projector and a screen. The image display device 5 displays various effect images.
[0045] For example, on the screen of the image display device 5, in synchronization with the first special pattern game and the second special pattern game, decorative patterns (such as patterns indicating numbers, etc.) as multiple types of decorative identification information different from the special pattern are displayed. A variable display is performed. Here, in synchronization with the first special figure game or the second special figure game, decorative symbols are displayed variably (for example, vertically direction (scroll display and update display). In addition, the special figure game and the variable display of decorative symbols that are executed synchronously are collectively referred to as simply variable display.
[0046] In addition, at the upper left of the display screen of the image display device 5, the number of pending memories (for example, the number "0", etc.), the second number of pending memories (for example, the number "4", etc.), and the corresponding decorative patterns are displayed. A display area 5S for displaying small symbols is provided, and the small symbols are variably displayed in response to the variable display of the decorative symbols.
[0047] In addition, the first pending memory number, the second pending memory number, a pending display, a small symbol, an error display (not shown) indicating an error state that has occurred in the pachinko machine 1, and a right-handed action prompting the player to perform a right-handed operation. The notification image 002SG201 (see Figure 20) and the remaining time saving display 002SG202 (see Figure 20), which shows the remaining number of time savings, are displayed in front of (upper layer) than the performance images such as characters, so that the performance images On the other hand, the visibility of the first reserved memory number, the second reserved memory number, small symbols, and error displays is prevented from being reduced due to duplication, while for decorative symbols, it is possible to prevent the visibility of the first reserved memory number, the second reserved memory number, small symbols, and error displays from decreasing. By displaying the decorative patterns, it may be possible to prevent the decorative patterns from overlapping and reducing the visibility of the effect image.
[0048] In addition, the above-mentioned small pattern is also called the 4th pattern. The fourth symbol is a symbol indicating that the special symbol (the first special symbol, the second special symbol) is displayed in a variable manner, for example, in a constant manner that is always visible on a display device such as the image display device 5. Displayed variably depending on the action. By variably displaying the fourth symbol, the performance contents including the variable display of the decorative design may disappear from the screen for a moment, or the movable bodies 32A and 32B may be displayed on the entire screen of the image display device 5 or Even if the decorative pattern is difficult to recognize, such as when a part of the decorative pattern is obscured, it is possible to recognize whether or not the decorative pattern is currently being displayed in a variable manner. The performance control CPU 120 performs variable display of the fourth symbol corresponding to the first special symbol by operating the image display device 5 based on receiving the first variable display start command. In addition, the performance control CPU 120 performs variable display of the fourth symbol corresponding to the second special symbol by operating the image display device 5 based on receiving the second variable display start command.
[0049] In addition, a fourth symbol display provided at a location other than the image display device 5 (for example, the special variable winning ball device 7, which is a predetermined location on the game board 2), such as the first special symbol LED and the second special symbol LED, is provided. The pattern displayed on the device is also called the fourth pattern.
[0050] At the bottom of the screen of the image display device 5, there is a display area (special figure pending memory display area 5U) for displaying pending displays corresponding to variable displays whose execution is pending and active displays corresponding to variable displays currently being executed. , active display area 5F). The pending display and the active display are collectively referred to as a variable display compatible display corresponding to the variable display. In addition, in this embodiment, a common special symbol pending storage display area 5U is provided for the first special symbol and the second special symbol, but this area represents a variable display in which execution of the first special symbol is pending. A first special figure pending memory display area where the first pending display is displayed, and a second special figure pending memory display area where a second pending display representing a variable display in which execution of the second special symbol is pending is displayed. , may be provided separately.
[0051] At predetermined positions on the game board 2, a first reservation display 25A and a second reservation display 25B, which are configured to include a plurality of LEDs, are provided. The first reservation display 25A displays the first reservation storage number by the number of LEDs lit. The second hold display 25B displays the second hold storage number based on the number of LEDs lit.
[0052] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided on the right side of the winning ball device 6A.
[0053] The winning ball device 6A forms a first starting winning opening that is always kept in a constant open state through which game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first starting prize opening, a predetermined number (for example, three) of prize balls are paid out, and the first special figure game can be started.
[0054] The variable prize winning ball device 6B (normal electric accessory) forms a second starting prize opening that changes between the closed state and the open state by the solenoid 81 (see FIG. 2). The variable prize winning ball device 6B includes, for example, an electric accessory having a movable piece that can be opened and closed, and when the solenoid 81 is in the OFF state, the movable piece is in the upright position, so that the game ball is placed in the second starting prize opening. It will be in a closed state where no entry will occur (it is also said that the second starting prize opening will be in a closed state). On the other hand, when the solenoid 81 is in the ON state, the movable piece of the variable winning ball device 6B is in the tilted position, so that the variable winning ball device 6B enters the open state where the game ball can enter the second starting winning opening (second starting winning opening). It is also said that the mouth becomes open.) When the game ball enters the second starting prize opening, a predetermined number (for example, three) of prize balls are paid out, and the second special figure game can be started. Incidentally, the variable winning ball device 6B is not limited to the above as long as it changes between a closed state and an open state.
[0055] At predetermined positions on the game board 2 (in the example shown in FIG. 1, three locations on the lower left of the gaming area and one location above the variable winning ball device 6B), the game board 2 is always kept in a constant open state by a predetermined ball resting member. There will be 10 general prize openings. In this case, when entering any of the general winning holes 10, a predetermined number (for example, 10) of game balls are paid out as prize balls.
[0056] A special variable winning ball device 7 having a big winning hole is provided between the winning ball device 6A and the variable winning ball device 6B. The special variable winning ball device 7 is equipped with a big winning hole door that is driven to open and close by a solenoid 82 (see Fig. 2), and has a big winning hole as a specific area that changes between an open state and a closed state by the big winning hole door. Form.
[0057] As an example, in the special variable winning ball device 7, when the solenoid 82 for the big winning hole door (special electric accessory) is in the OFF state, the big winning hole door closes the big winning hole, and the game ball is You will not be able to enter (pass through) the prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the big winning hole door is in the ON state, the big winning hole door opens the big winning hole, making it easier for game balls to enter the big winning hole. Become.
[0058] When game balls enter the grand prize opening, a predetermined number (for example, 14) of game balls are paid out as prize balls. When the game ball enters the big winning hole, more prize balls are paid out than when the game ball enters the first starting winning hole, the second starting winning hole, and the general winning hole 10, for example.
[0059] The entry of a game ball into each winning hole including the general winning hole 10 is also referred to as "winning". In particular, winning in the starting opening (first starting winning opening, second starting winning opening) is also referred to as starting winning.
[0060] 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, etc., and performs variable display of normal symbols as multiple types of normal identification information different from special symbols. Normal symbols are represented by numbers indicating "0" to "9" and lighting patterns such as "-". The normal pattern may include a pattern in which all LEDs are turned off. This variable display of ordinary symbols is also called a ordinary symbol game.
[0061] A passage gate 41 through which game balls can pass is provided on the right side of the image display device 5. Based on the fact that the game ball has passed through the passage gate 41, the general game is executed.
[0062] Below the normal pattern display 20, a normal pattern holding display 25C is provided. The Futou Suspension Display 25C is configured to include, for example, four LEDs, and displays the number of Futou Suspended Memory, which is the number of Futou games whose execution is suspended, by the number of lit LEDs.
[0063] In addition to the above structure, the surface of the game board 2 is provided with a windmill that changes the downward direction and speed of the game ball and a large number of obstacle nails. At the bottom of the gaming area, there is provided an out opening into which game balls that have not entered any of the winning openings are taken in.
[0064] At the left and right upper positions of the gaming machine frame 3, speakers 8L and 8R are provided for reproducing and outputting sound effects and the like. 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 sides of the main lamp 9a so as to surround the gaming area. Furthermore, an attacker lamp 9c is provided at a position near the special variable winning ball device 7 on the game board 2.
[0065] At predetermined positions on the game board 2 (in FIG. 1, positions above and below the image display device 5), movable bodies 32A and 32B are provided that operate according to the performance. Further, the movable bodies 32A and 32B are provided with movable body lamps 9d. The movable lamp 9d, the main lamp 9a, the frame lamp 9b, and the attacker lamp 9c described above may be collectively referred to as the game effect lamp 9. Note that the main lamp 9a, frame lamp 9b, attacker lamp 9c, and movable lamp 9d include LEDs.
[0066] At the lower right position of the gaming machine frame 3, a ball-hitting operation handle (operation knob) 30 is provided which is operated by a player or the like in order to fire a game ball toward the gaming area using a ball-launching device.
[0067] At a predetermined position of the gaming machine frame 3 below the gaming area, game balls paid out as prize balls and game balls lent out by a predetermined ball rental machine are held (stored) so that they can be supplied to the batted ball firing device. ) is provided with a batted ball supply tray (upper tray). Incidentally, the gaming machine frame 3 may be provided with a payout section (hitting ball supply tray) apart from the upper tray from which prize balls are paid out when the upper tray is full.
[0068] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position of the gaming machine frame 3 below the gaming area. The stick controller 31A is provided with a trigger button that can be pressed and operated by the player. An operation on stick controller 31A is detected by controller sensor unit 35A (see FIG. 2).
[0069] At a predetermined position of the gaming machine frame 3 below the gaming area, a push button 31B is provided that allows the player to perform a predetermined instruction operation by pressing the button or the like. An operation on push button 31B is detected by push sensor 35B (see FIG. 2).
[0070] In the pachinko game machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting a player's actions (operations, etc.), but detection means other than these may be provided.
[0071] (Summary of game progress) When the player rotates the ball-hitting operation handle 30 provided in the pachinko game machine 1, game balls are launched toward the game area. When the game ball passes through the passage gate 41, the normal pattern display 20 starts the normal pattern game. In addition, if the game ball passes through the passing gate 41 during the period during which the previous Fuzu game was being executed (the game ball passed through the passing gate 41, but the Fuzu game based on the passage cannot be executed immediately), , the general game based on the passage is suspended up to a predetermined upper limit (for example, 4).
[0072] In this general pattern game, if a specific normal pattern (a pattern per normal pattern) is stopped and displayed, the display result of the normal pattern becomes ``a common pattern hit''. On the other hand, if a normal symbol other than the ordinary symbol (ordinary symbol missed symbol) is stopped and displayed as a confirmed ordinary symbol, the display result of the ordinary symbol becomes "ordinary symbol missed". When it comes to "normal map hit", opening control is performed to keep the variable winning ball device 6B open for a predetermined period (the second starting winning opening is in the open state).
[0073] When the game ball enters the first starting winning hole formed in the winning ball device 6A, the first special symbol game by the first special symbol display device 4A is started.
[0074] When the game ball enters the second start winning hole formed in the variable winning ball device 6B, the second special symbol game by the second special symbol display device 4B is started.
[0075] In addition, if the game ball enters the starting winning hole (winning) during the period when the special drawing game is being executed or during the period when the jackpot game state described below is being controlled (a starting winning has occurred, but the starting winning is based on the starting winning). If the special figure game cannot be executed immediately), the execution of the special figure game based on the entry is suspended until a predetermined upper limit number (for example, 4).
[0076] In the special pattern game, if a specific special pattern (a jackpot pattern, e.g. "7", the actual pattern differs depending on the jackpot type described later) is stopped and displayed as a confirmed special pattern, it becomes a "jackpot" and the jackpot pattern If a special symbol (missing symbol, for example "-") different from the above is stopped and displayed, it becomes a "missing" symbol.
[0077] After the display result in the special figure game becomes a "jackpot", it is controlled to a jackpot game state as an advantageous state for the player.
[0078] In the jackpot game state, the jackpot formed by the special variable winning ball device 7 is opened in a predetermined manner. The open state is either the timing when a predetermined period of time (for example, 29 seconds or 1.8 seconds) has elapsed, or the timing until the number of game balls that have entered the grand prize opening reaches a predetermined number (for example, 9 balls). It will continue until the earliest. The predetermined period is the upper limit period during which the big prize opening can be opened in one round, and hereinafter also referred to as the upper limit opening period. A cycle in which the big prize opening is opened in this way is called a round (round game). In the jackpot game state, the round can be repeated until it reaches a predetermined upper limit number of times (15 or 2 times).
[0079] In the jackpot game state, the player can receive a prize ball by entering the game ball into the jackpot opening. Therefore, the jackpot gaming state is an advantageous state for the player. The greater the number of rounds in the jackpot gaming state and the longer the open upper limit period, the more advantageous it is for the player.
[0080] Incidentally, the jackpot type is set in "jackpot". For example, we prepare multiple types of opening modes for the jackpot (number of rounds and maximum opening period) and gaming states after the jackpot gaming state (normal state, time-saving state, variable probability state, etc.), and set the jackpot type accordingly. has been done. As the jackpot types, there may be provided a jackpot type in which many prize balls can be obtained, a jackpot type in which few prize balls can be obtained, or a jackpot type in which few prize balls can be obtained.
[0081] After the jackpot gaming state ends, depending on the above-mentioned jackpot type, it may be controlled to a time saving state or a variable probability state.
[0082] In the time saving state, control (time saving control) is executed to shorten the average special figure variation time (period for varying the special figure) than in the normal state. In the time saving state, by shortening the average fluctuation time (period for changing the general pattern) than in the normal state, and by increasing the probability of hitting the normal pattern in the general drawing game compared to the normal state, etc. Control (high opening control, high base control) that makes it easier for the game ball to enter the second starting prize opening is also executed. The time saving state is a state in which the variation efficiency of the special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.
[0083] In the variable probability state (probability variable state), in addition to the time saving control, variable probability control is performed in which the probability that the display result is a "jackpot" is higher than in the normal state. The variable probability state is a state that is more advantageous to the player because it not only improves the efficiency of changing the special symbols but also makes it easier to hit the jackpot.
[0084] The time saving state and the variable probability state continue until any one of the end conditions is satisfied first, such as the execution of the special figure game a predetermined number of times and the start of the next jackpot game state. A condition where the termination condition is that the special figure game has been executed a predetermined number of times is also called number-cutting (time-saving number-cutting, variable number-cutting probability, etc.).
[0085] A normal state is a gaming state other than a special state such as an advantageous state such as a jackpot game state that is advantageous to the player, a time saving state, or a variable probability state, and the display result in the Fuzu game is "Fuzu hit". The pachinko game machine 1, such as the probability and the probability that the display result in the special drawing game will be a "jackpot", will be returned to the initial setting state of the pachinko game machine 1 (for example, when the system is reset, after the power is turned on) This state is controlled in the same way as when no processing is executed).
[0086] A state in which variable probability control is being executed is also referred to as a high probability state, and a state in which variable probability control is not executed is also referred to as a low probability state. A state in which time saving control is being executed is also referred to as a high base state, and a state in which time saving control is not being executed is also referred to as a low base state. Combining these, the time-saving state is also called a low-probability high-base state, the variable-probability state is a high-probability high-base state, and the normal state is called a low-probability low-base state. The high certainty state and low base state is also referred to as the high certainty low base state.
[0087] Incidentally, the gaming state may change based on the game ball passing through a specific area (for example, a specific area within the big winning opening) during the jackpot gaming state. For example, when the game ball passes through a specific area, the control may be changed to a variable probability state after the jackpot game state.
[0088] (Progress of production, etc.) In the pachinko game machine 1, various effects (effects that notify the progress of the game or make the game more exciting) are executed according to the progress of the game. The performance will be explained below. The effect is performed by displaying various effect images on the image display device 5, but in addition to or in place of the display, audio output from the speakers 8L and 8R and the game effect lamp 9 are performed. It may be performed as a performance using lighting or extinguishing of the lights, movement of the movable bodies 32A and 32B, or any performance device including some or all of these.
[0089] As a production performed according to the progress of the game, the "left", "middle", and "right" decorative pattern display areas 5L, 5C, and 5R provided on the image display device 5 display the first special pattern game or the first special pattern display area 5L, 5C, and 5R. 2 Corresponding to the start of the special figure game, variable display of decorative patterns is started. At the timing when the display result (also referred to as a fixed special pattern) is stopped and displayed in the first special pattern game or the second special pattern game, the fixed decorative pattern (a combination of three decorative patterns) that is the display result of the variable display of the decorative pattern ) is also stopped and displayed (derived).
[0090] During the period from when the variable display of the decorative symbols is started until it ends, the mode of the variable display of the decorative symbols may become a predetermined reach mode (reach is established). Here, the reach mode refers to the variable display of decorative symbols that are not yet displayed while the decorative symbols that are stopped and displayed on the screen of the image display device 5 form a part of the jackpot combination described later. This refers to the manner in which the situation continues.
[0091] Furthermore, a ready-to-win effect is executed in response to the above-mentioned ready-to-win mode being set during the variable display of the decorative symbols. In the pachinko gaming machine 1, the percentage of display results (display results of special pattern games and display results of variable display of decorative symbols) becoming a "jackpot" (also called jackpot reliability or jackpot expectation level) is determined depending on the performance mode. A plurality of different types of reach effects are executed. The reach performance includes, for example, normal reach and super reach, which has higher jackpot reliability than normal reach.
[0092] When the display result of the special pattern game becomes a "jackpot", a fixed decorative pattern that is a predetermined jackpot combination is derived as a display result of the variable display of decorative patterns on the screen of the image display device 5 (decorative pattern). The display result of the variable display of symbols is a "jackpot"). As an example, the same decorative symbols (for example, "7", etc.) are all stopped and displayed on predetermined valid lines in the "left", "middle", and "right" decorative symbol display areas 5L, 5C, and 5R. .
[0093] In the case of a "probable variable jackpot" that is controlled to a variable probability state after the end of the jackpot gaming state, odd-numbered decorative symbols (for example, "7", etc.) are stopped and displayed, and after the jackpot gaming state ends, the variable probability state is changed. In the case of an uncontrolled "uncertain variable jackpot (normal jackpot)", even-numbered decorative symbols (for example, "6", etc.) may be stopped and displayed all together. In this case, the odd-numbered decorative designs are also referred to as variable probability patterns, and the even-numbered decorative patterns are also referred to as non-probable variable patterns (normal patterns). After reaching the reach mode with non-probability variable symbols, a promotion performance that ultimately becomes a "probability variable jackpot" may be executed.
[0094] If the display result of the special pattern game is "miss", the mode of variable display of the decorative pattern does not become a reach mode, and the display result of the variable display of the decorative pattern is a fixed decorative pattern (" ) may be stopped and displayed (the display result of the variable display of decorative symbols may be "non-reach out"). In addition, if the display result is "miss", after the variable display mode of the decorative pattern becomes the reach mode, the display result of the variable display of the decorative pattern is a predetermined reach combination that is not a jackpot combination ("reach is off"). ) may be stopped and displayed (the display result of the variable display of the decorative pattern may be "out of reach").
[0095] The performances that can be executed by the pachinko gaming machine 1 include displaying the above-mentioned variable display compatible display (hold display and active display). In addition, as other effects, for example, a preview effect that foretells the reliability of the jackpot is executed during the variable display of the decorative symbols. The preview performance includes a preview performance that foretells the reliability of a jackpot in a variable display that is currently being executed, and a preview performance that foretells the reliability of a jackpot in a variable display before execution (a variable display whose execution is pending). As the advance notice performance, a performance that changes the display mode of the variable display compatible display (suspended display or active display) to a different mode than usual may be performed.
[0096] In addition, in the image display device 5, by temporarily stopping the decorative pattern during the variable display of the decorative pattern and then restarting the variable display, one variable display can be made to appear pseudo-like multiple variable displays. A pseudo-continuous performance may also be executed.
[0097] Even during the jackpot game state, a jackpot performance for notifying the jackpot game state is executed. As the jackpot performance, a performance that notifies the number of rounds or a promotion performance that indicates that the value of the jackpot game state is improved may be executed.
[0098] Further, for example, when a special figure game or the like is not being executed, a demonstration image is displayed on the image display device 5 (a customer waiting demonstration effect is executed).
[0099] (board configuration) The pachinko game machine 1 is equipped with a main board 11, an effect control board 12, an audio control board 13, a lamp control board 14, a relay board 15, etc. as shown in FIG. 2, for example. In addition, various boards such as a payout control board, an information terminal board, a firing control board, and the like are arranged on the back of the pachinko game machine 1. Furthermore, a power supply board 17 is also mounted. Various control boards are not only electronic circuit boards such as printed wiring boards with conductor patterns on which electrical components can be mounted, but also electronic circuit boards that are configured to have electrical components mounted on them to achieve specific electrical functions. This concept includes electronic circuit mounting boards.
[0100] A power switch 91 is connected to the power supply board 17, and by operating the power switch 91 (turning it ON), power from an AC power source such as AC100V in an external power supply such as a commercial power supply is connected to the power supply board 17. It can be supplied to electrical components including various control boards such as the main board 11 and the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) into direct current (DC), a power supply circuit for converting a predetermined direct current voltage into a specific direct current voltage (for example, 12 V DC, 5 V DC, etc.). We are prepared.
[0101] The main board 11 is a control board on the main side, and includes the progress of the above-mentioned games in the pachinko gaming machine 1 (execution of the special game (including management of reservations), execution of the regular game (including management of reservations), jackpot, etc. It has a function to control the gaming state, gaming state, etc.). The main board 11 includes a game control microcomputer 100, a switch circuit 110, an output circuit 111, and the like.
[0102] 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, a RAM (Random Access Memory) 102, and a CPU (Central Processing Unit) 103. , a random number circuit 104, an I / O (Input / Output port) 105, and a real-time clock 106.
[0103] The CPU 103 performs processing for controlling the progress of the game (processing for realizing the functions of the main board 11) by executing a program stored in the ROM 101. At this time, various data stored in the ROM 101 (variation patterns described later, performance control commands described later, data such as various tables referred to when making various decisions described later) are used, and the RAM 102 is used as the main memory. . The RAM 102 serves as a backup RAM in which the stored contents are saved for a predetermined period even if the power supply to the pachinko game machine 1 is stopped, in part or in whole. Note that all or part of the program stored in the ROM 101 may be expanded to the RAM 102 and executed on the RAM 102.
[0104] The random number circuit 104 updatesably counts numerical data indicating various random numbers (gaming random numbers) used when controlling the progress of the game. The gaming random number may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0105] The I / O 105 includes, for example, an input port into which various signals (detection signals described later) are input, and various signals (first special symbol display device 4A, second special symbol display device 4B, normal symbol display device 20, first pending It is configured to include an output port for transmitting a signal for controlling (driving) the display 25A, the second hold display 25B, the regular hold display 25C, etc., and a solenoid drive signal.
[0106] The switch circuit 110 receives detection signals (when a game ball passes or A detection signal indicating that the player has entered the game and the switch has been turned on) is captured and transmitted to the game control microcomputer 100. The transmission of the detection signal means that the passage or entry of the game ball has been detected.
[0107] A reset signal, a power-off signal, and a clear signal from the power supply board 17 are taken into the switch circuit 110 and transmitted to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of the control circuit such as the gaming control microcomputer 100, and can be output using either a power supply monitoring circuit, a watchdog timer built-in IC, or a system reset IC. Good to have. The power-off signal is turned off when the predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and turned on when the period in which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or longer. Become. The clear signal is turned on in response to, for example, a pressing operation on the clear switch 92 provided on the power supply board 17.
[0108] The output circuit 111 sends a solenoid drive signal (for example, a signal to turn on the solenoid 81 and the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric accessory and the solenoid 82 for the big prize opening door. Transmit.
[0109] The main board 11 (game control microcomputer 100) is a production control board that sends production control commands (commands that specify (notify) the progress of the game, etc.) according to the progress of the game as part of the control of the progress of the game. Supply 12. The production control command output from the main board 11 is relayed by the relay board 15 and supplied to the production control board 12. The performance control command includes, for example, various decision results on the main board 11 (for example, display results of the special figure game (including jackpot type), fluctuation patterns used when executing the special figure game (details will be described later), etc. )), the game status (for example, the start and end of variable display, the opening status of the big prize opening, the occurrence of a prize, the number of pending memories, the game status), the occurrence of an error, etc., are included.
[0110] The production control board 12 is a sub-side control board independent of the main board 11, and receives production control commands and performs production (various productions according to the progress of the game) based on the received production control commands. It has the function of executing various notifications (including various notifications such as driving the movable bodies 32A and 32B, error notification, notification of power outage recovery, etc.).
[0111] The production control board 12 is equipped with a production control CPU 120, a ROM 121, a RAM 122, a display control section 123, a random number circuit 124, and an I / O 125.
[0112] The production control CPU 120 executes the program stored in the ROM 121 to execute the production together with the display control unit 123 (processing for realizing the above-mentioned functions of the production control board 12, and executes the production to be executed). (including decisions, etc.). 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.
[0113] The performance control CPU 120 displays execution of the performance based on detection signals from the controller sensor unit 35A and the push sensor 35B (a signal output when an operation by a player is detected, and a signal that appropriately indicates the content of the operation). An instruction may also be given to the control unit 123.
[0114] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes the performance based on a performance execution instruction from the performance control CPU 120.
[0115] The display control unit 123 causes the image display device 5 to display a performance image by supplying a video signal corresponding to the performance to be executed to the image display device 5 based on a performance execution instruction from the performance control CPU 120. It also performs display processing to output image data in the display image creation area of the VRAM area specified by the display register as a video signal. In this embodiment, the display image creation area and drawing area are switched for each V blank. Therefore, in one V blank, the area assigned as the drawing area is drawn, and in the next V blank, the area is switched to the display image creation area, so the image data drawn in the previous V blank is displayed and output. During this time, drawing will continue to be performed in the other area.
[0116] Furthermore, since the display control unit 123 generates an image to be displayed on the image display device 5 by superimposing (synthesizing) a plurality of layers, the image of each of these layers is drawn and stored in the VRAM area. a layered image drawing area for placement; a display image creation area for further superimposing (synthesizing) the images drawn and placed in each layered image drawing area to generate an image to be displayed on the image display device 5; is located. Note that each layer has the concepts of upper, middle, and lower, and images in higher layers have higher display priority on the image display device 5, and images in lower layers have higher display priority on the image display device 5. is set low.
[0117] The VRAM area includes a layer 1 image drawing area for drawing and placing layer 1 images, a layer 2 image drawing area for drawing and placing layer 2 images, and a layer for drawing and placing layer 3 images. 3 image drawing areas are arranged. Further, a displacement image creation area for creating a displacement image and a display image creation area are also arranged in the VRAM area.
[0118] The displacement image creation area creates an image as a displacement target image by superimposing (synthesizing) the image drawn and placed in the layer 2 image drawing area and the image drawn and placed in the layer 3 image drawing area, and This is an area in which a displacement image is created by applying a displacement image to the displacement target image.
[0119] The display image creation area superimposes images drawn and placed in the layer 1 image drawing area, images drawn and placed in the layer 2 image drawing area, and images drawn and placed in the layer 3 image drawing area ( A display for displaying, on the image display device 5, a superimposed (synthesized) image or an image that is superimposed (synthesized) of an image drawn and placed in the layer 1 image drawing area and a displacement image created in the displacement image creation area. This is the area to be created as an image for use.
[0120] Note that the image drawn and placed in the layer 1 image drawing area is the image with the highest display priority (display priority: high) in the image display device 5, and the image drawn and placed in the layer 2 image drawing area is the image display An image with a lower display priority (display priority: medium) than an image drawn and placed in the layer 1 image drawing area in the device 5, and an image drawn and placed in the layer 3 image drawing area are the highest in the image display device 5. Each is set to an image with a low display priority (display priority: low). In other words, layer 1 is the top layer with the highest image display priority, layer 2 is the middle layer with the image display priority lower than layer 1, and layer 3 is the bottom layer with the lowest image display priority. It's a layer.
[0121] The layer 1 image drawing area is a first area in the lower part of the display area of the image display device 5 that includes a special figure holding memory display area 5U that specifiably displays the first special figure holding memory number and the second special figure holding memory number. In the upper left of the display area of the image display device 5, there is a drawing area where these images are drawn in order to display the interface image and a second interface image that includes a small pattern whose display area is smaller than the decorative pattern and a display of the number of reserved memories. be.
[0122] The layer 2 image drawing area is a drawing area in which left, middle, and right decorative patterns are drawn in the center of the display area of the image display device 5 in order to perform variable display of decorative patterns.
[0123] The layer 3 image drawing area is a drawing area in which a background image is drawn in order to display the background image in the entire display area of the image display device 5.
[0124] In this embodiment, an image drawn and arranged in the layer 1 image drawing area (layer 1 image), an image drawn and arranged in the layer 2 image drawing area (layer 2 image), and a layer 3 image drawing area An image to be displayed in the display area of the image display device 5 can be generated by superimposing each of the images drawn and arranged in (layer 3 images). In particular, as described above, the images drawn in the layer 1 image drawing area (the first interface image and the second interface image) are set to have the highest display priority. Images (decorative designs) that are displayed as images and drawn in the layer 2 image drawing area have a lower display priority than images drawn in the layer 1 image drawing area, so they are displayed as middle layer images in the image display device 5. The image (background image) that is displayed as an image and drawn in the layer 3 image drawing area is set to have the lowest display priority, and is therefore displayed as a low-layer image on the image display device 5.
[0125] In addition, in this embodiment, the images drawn and arranged in each image drawing area have a transmittance (transparency) so that when superimposed, the upper layer image makes the overlapping area of the lower layer image invisible to the player. is set to 0%, but the present invention is not limited to this, and depending on the situation, the transmittance (transparency) of the image drawn and placed in each image drawing area can be set higher than 0%. However, an image that is transparently displayed in the display area of the image display device 5 or an image that is temporarily hidden may be provided.
[0126] The display control unit 123 further supplies a sound designation signal (a signal that designates the sound to be output) to the sound control board 13 in order to output sound in synchronization with the display of the effect image and turn on / off the game effect lamp 9. or supplies a lamp signal (a signal specifying the lighting / extinguishing mode of the lamp) to the lamp control board 14. Further, the display control unit 123 supplies a signal for operating the movable bodies 32A, 32B to the movable bodies 32A, 32B or a drive circuit that drives the movable bodies 32A, 32B.
[0127] The audio control board 13 is equipped with various circuits that drive the speakers 8L and 8R, and drives the speakers 8L and 8R based on the sound designation signal, and outputs the sound specified by the sound designation signal from the speakers 8L and 8R. let
[0128] The lamp control board 14 is equipped with various circuits that drive the game effect lamp 9, drives the game effect lamp 9 based on the lamp signal, and turns on / off the game effect lamp 9 in a manner specified by the lamp signal. do. In this way, the display control unit 123 controls audio output and lamp lighting / extinguishing.
[0129] In addition, audio output, lamp lighting / extinguishing control (supply of sound designation signals and lamp signals, etc.), control of movable bodies 32A and 32B (supply of signals to operate movable bodies 32A and 32B, etc.) are for performance control. It may also be executed by the CPU 120.
[0130] The random number circuit 124 updatesably counts numerical data indicating various random numbers (random numbers for effects) used to execute various effects. The presentation random number may be updated by the presentation control CPU 120 executing a predetermined computer program (updated by software).
[0131] The I / O 125 mounted on the production control board 12 is an input port for receiving production control commands transmitted from the main board 11, for example, and for transmitting various signals (video signal, sound designation signal, lamp signal). It consists of an output port and an output port.
[0132] Boards other than the main board 11, such as the production control board 12, the audio control board 13, and the lamp control board 14, are also referred to as subboards. A plurality of sub-boards may be provided for each function as in the pachinko gaming machine 1, or one sub-board may be configured to have a plurality of functions.
[0133] FIG. 3(A) is an explanatory diagram showing an example of the content of the production control command used in this embodiment. The production control command has, for example, a 2-byte configuration, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). The first bit (bit 7) of MODE data is always set to "0", and the first bit of EXT data is set to "0". Note that the command format shown in FIG. 3(A) is an example, and other command formats may be used. Further, in this example, the control command is made up of two control signals, but the number of control signals making up the control command may be one, or may be three or more.
[0134] In the example shown in FIG. 3(A), command 8001H is a first variable display start command that specifies the start of variable display in a special pattern game using the first special pattern on the first special pattern display device 4A. Command 8002H is a second variable display start command that specifies the start of variable display in the special figure game using the second special figure on the second special symbol display device 4B. Command 81XXH is a decoration that is variably displayed in each of the "left", "middle", and "right" decorative symbol display areas 5L, 5C, and 5R on the image display device 5 in response to the variable display of special symbols in the special symbol game. This is a variation pattern specification command that specifies a variation pattern (variation time (variable display time)) of a symbol (also referred to as a performance symbol). Here, XXH indicates that it is an unspecified hexadecimal number, and it may be any value that is arbitrarily set according to the instruction content by the production control command. Note that in the variation pattern specification command, different EXT data is set depending on the specified variation pattern.
[0135] Command 8CXXH is a variable display result designation command, and is an effect control command that designates variable display results such as special designs and decorative designs. The variable display result specification command, for example, as shown in Figure 3(B), determines whether the variable display result (also referred to as variable display result) is a "miss" or "jackpot" (predetermined result) or , different EXT data is set depending on the determination result (jackpot type determination result) of which of a plurality of types is the jackpot type when the variable display result is "jackpot".
[0136] Among the variable display result designation commands, for example, as shown in FIG. 3(B), command 8C00H is a first variable display result designation command that indicates a predetermined result that the variable display result is "missing". Command 8C01H is a second variable display result designation command that notifies the pre-determined result that the variable display result is "jackpot" and the jackpot type is "probable variable jackpot A" and the jackpot type determination result. Command 8C02H is a third variable display result designation command that notifies the pre-determined result that the variable display result is "jackpot" and the jackpot type is "probable variable jackpot B" and the jackpot type determination result. Command 8C03H is a fourth variable display result designation command that notifies the pre-determined result that the variable display result is "jackpot" and the jackpot type is "probable variable jackpot C" and the jackpot type determination result. Command 8C04H is a fifth variable display result designation command that notifies the pre-determined result that the variable display result is "jackpot" and the jackpot type is "uncertain variable jackpot" and the jackpot type determination result.
[0137] The command 8F00H is a symbol confirmation command that specifies the stoppage (confirmation) of the variation of decorative symbols in each of the "left", "middle", and "right" decorative symbol display areas 5L, 5C, and 5R in the image display device 5. Command 95XXH is a gaming state designation command that designates the current gaming state in pachinko gaming machine 1. In the gaming state designation command, different EXT data is set depending on the current gaming state in the pachinko gaming machine 1, for example. As a specific example, command 9500H is a first gaming state designation command corresponding to a gaming state in which neither time saving control nor probability variable control is performed (low probability low base state, normal state), and command 9501H is a command in which time saving control is performed. The second gaming state designation command corresponds to a gaming state (low probability, high base state, time saving state) where probability change control is not performed. In addition, the command 9502H is set as a third gaming state designation command corresponding to a gaming state in which time saving control and probability variable control are both performed (high probability high base state, probability variable state with time saving). Note that the variable probability state with time saving may be simply referred to as the "variable probability state".
[0138] Command A0XXH is a winning start designation command (also referred to as a "fanfare command") that designates the display of an effect image indicating the start of a jackpot game. Command A1XXH is a jackpot opening notification command that notifies that the jackpot is open during the jackpot gaming state. Command A2XXH is a post-opening notification command for the jackpot that notifies that the jackpot has changed from the open state to the closed state during the jackpot gaming state. Command A3XXH is a winning end designation command that designates the display of the effect image at the end of the jackpot game.
[0139] In the winning start designation command and the winning end designation command, for example, the same EXT data as the variable display result designation command may be set, so that different EXT data may be set depending on the predetermined result or the jackpot type determination result. . Alternatively, in the win start designation command and the win end designation command, the correspondence between the pre-determined results and the jackpot type determination results and the set EXT data may be made different from the correspondence in the variable display result designation command. . In the notification command while the big winning hole is open and the notification command after the big winning hole is opened, different EXT data is set, for example, corresponding to the number of rounds to be executed in the jackpot state (for example, "0" to "10"), which will be described later. .
[0140] The command B100H is based on the fact that the game ball that passed (entered) the first starting prize opening formed by the winning ball device 6A was detected by the first starting opening switch 22A and a starting prize (first starting prize) occurred. This is a first starting opening winning designation command that notifies that the first starting condition for executing the special symbol game using the first special symbol on the first special symbol display device 4A is satisfied. The command B200H is based on the fact that the game ball that has passed (entered) the second starting prize opening formed by the variable winning ball device 6B is detected by the second starting opening switch 22B and a starting prize (second starting prize) has occurred. , is a second starting opening winning designation command that notifies that the second starting condition for executing the special symbol game using the second special symbol on the second special symbol display device 4B is satisfied.
[0141] Command C1XXH is a first pending memory number notification command that notifies the first special figure pending memory number in order to be able to specify the special figure pending memory number. Command C2XXH is a second pending memory number notification command that notifies the second special figure pending memory number in order to be able to specify the special figure pending memory number. The first pending storage number notification command is, for example, when the first starting opening winning designation command is sent based on the game ball passing (entering) the first starting winning opening and the first starting condition being met. , is transmitted from the main board 11 to the production control board 12. The second pending storage number notification command is, for example, when the second starting opening winning designation command is sent based on the game ball passing (entering) the second starting winning opening and the second starting condition being met. , is transmitted from the main board 11 to the production control board 12. In addition, the first pending memory number notification command and the second pending memory number notification command are used when either the first start condition or the second start condition is satisfied (when the number of pending memories decreases), the special figure game It may also be transmitted in response to the start of execution.
[0142] Instead of the first pending memory number notification command and the second pending memory number notification command, a total pending memory number notification command that notifies the total number of pending memories may be transmitted. That is, a total number of pending memories notification command may be used to notify an increase (or decrease) in the total number of pending memories.
[0143] Note that the commands shown in Figure 3(A) are just examples; some of these commands may be omitted, different commands may be used in place of these commands, or these commands may be omitted. You can also add commands different from . For example, a prize ball number notification command that allows you to specify the number of prize balls that will be paid out based on the game ball entering each winning slot, and a gate that notifies that the game ball has passed through the passage gate 41. A passage notification command, a notification command for notifying the remaining number of variable display times for which probability change control or time saving control will be executed, etc. may be provided.
[0144] FIG. 4 is an explanatory diagram illustrating random numbers counted on the main board 11 side. As shown in FIG. 4, on the side of the main board 11, a random number MR1 for determining the special figure display result, a random number MR2 for determining the jackpot type, a random number MR3 for determining the fluctuation pattern, and a random number MR3 for determining the regular figure display result. Numerical data representing each of the random numbers MR4 is controlled to be countable. Note that random numbers other than these may be used to enhance the gaming effect. The random numbers used to control the progress of the game are also referred to as gaming random numbers.
[0145] The random number circuit 104 may be one that counts numerical data indicating some or all of these random numbers MR1 to MR4. The CPU 103 uses a random counter different from the random number circuit 104, such as a random counter provided in a game control counter setting section (not shown), to update various numerical data by software, thereby generating the random numbers MR1 to MR4. Numerical data indicating a portion may be counted.
[0146] The random number value MR1 for determining the special pattern display result is a random number value used to determine whether or not to control the variable display result such as a special pattern in the special pattern game as a "jackpot" into a jackpot game state. For example, Takes a value in the range of "0" to "65536". The random number MR2 for determining the jackpot type determines whether the jackpot type is "probable variable jackpot A", "probable variable jackpot B", "probable variable jackpot C", or "non-probable variable jackpot" when the variable display result is "jackpot". This is a random number value used to determine the value, and takes a value in the range of "0" to "100", for example.
[0147] The random number MR3 for determining the variation pattern is a random number used to determine the variation pattern in the variable display of special symbols and decorative symbols to one of multiple types prepared in advance.For example, "0" to " 997" range.
[0148] The random number MR4 for determining the general pattern display result is used to determine whether the variable display result in the general pattern game by the normal pattern display device 20 is to be "normal pattern hit" or "normal pattern hit". This is a random number value, for example, in the range of "3" to "13".
[0149] FIG. 5 shows an example of the configuration of a display result determination table stored in the ROM 101. In this embodiment, a common display result determination table is used for the first special figure and the second special figure as the display result determination table, but the present invention is not limited to this, and the first special figure Separate display result determination tables may be used for the figure and the second special figure.
[0150] The display result determination table determines the variable display result in a special pattern game using the first special pattern by the first special pattern display device 4A or a special pattern game using the second special pattern by the second special pattern display device 4B. Before the special symbol is derived and displayed, it is referenced to determine whether or not to control the variable display result as a "jackpot" into a jackpot gaming state based on the random value MR1 for determining the special symbol display result. It's a table.
[0151] In the display result determination table, the disturbance for special figure display result determination is determined depending on whether the gaming state in the pachinko gaming machine 1 is a normal state, a time-saving state (low probability state), or a variable probability state (high probability state). The numerical value (judgment value) that is compared with the numerical value MR1 is assigned to the special figure display result of "jackpot" or "miss".
[0152] In the display result determination table, the table data indicating the determination value to be compared with the random number MR1 for determining the special figure display result is used as the result of determining whether or not to treat the special figure display result as a "jackpot" and control the jackpot gaming state. This is the judgment data to be assigned. In the display result judgment table, when the gaming state is in a variable probability state (high probability state), more judgment values are determined as a "jackpot" special figure display result than when the gaming state is in the normal state or time saving state (low probability state). is assigned to. As a result, in the variable probability state (high probability state) in which the probability variable control is performed in the pachinko game machine 1, when the pachinko game machine 1 is in the normal state or the time saving state (low probability state), the special figure display result is set as a "jackpot" and the jackpot game state is controlled. Then, compared to the probability determined (approximately 1 / 300 in this embodiment), the probability that the special figure display result is determined to be a "jackpot" and the jackpot game state is controlled becomes higher (approximately 1 / 300 in this embodiment). / 30). That is, in the display result determination table, when the gaming state of the pachinko gaming machine 1 is in a variable probability state (high probability state), the probability that the control will be set to the jackpot gaming state is higher than when it is in the normal state or the time saving state. The determination data is assigned to the determination result as to whether or not to control the jackpot game state so that the value becomes higher.
[0153] FIG. 6(A) shows a configuration example of the jackpot type determination table stored in the ROM 101. In the jackpot type determination table in this embodiment, when it is decided to control the jackpot game state with the special figure display result as "jackpot", the jackpot type is selected from among multiple types based on the random number MR2 for jackpot type determination. This is a table that is referenced to determine the In the jackpot type determination table, the special symbol for which variable display (fluctuating display) was performed in the special symbol game is either the first special symbol (special symbol game by the first special symbol display device 4A) or the second special symbol (the special symbol game by the first special symbol display device 4A). 2 special pattern display device 4B), the numerical value (judgment value) compared with the random number MR2 for determining the jackpot type may be "non-probable variable jackpot", "probable variable jackpot A", or " It is assigned to multiple types of jackpots such as "Probable Variable Jackpot B" and "Probable Variable Jackpot C."
[0154] Here, to explain the jackpot type in this embodiment using FIG. 6(B), in this embodiment, as the jackpot type, probability change control and time saving control are executed after the end of the jackpot game state. ``Probable variable jackpot A'', ``probable variable jackpot B'', and ``probable variable jackpot C'' which shift to a high probability high base state, and "probable variable jackpot C" which shifts to a low probability high base state with only time saving control being executed after the end of the jackpot gaming state. "Uncertain variable jackpot" is set.
[0155] The jackpot game state based on "probable variable jackpot A" is a normal open jackpot in which rounds of changing the special variable winning ball device 7 to the first state advantageous to the player are repeatedly executed 10 times (so-called 10 rounds). On the other hand, the jackpot game state by "Probable Variable Jackpot B" is a normal open jackpot in which rounds are repeated five times (so-called 5 rounds) in which the special variable winning ball device 7 is changed to the first state advantageous to the player. . The jackpot game state by "Probable Variable Jackpot C" is a normal open jackpot in which rounds in which the special variable winning ball device 7 is changed to the first state advantageous to the player are repeatedly executed twice (so-called 2 rounds). In addition, the jackpot game state due to the "non-probable variable jackpot" is a normal open jackpot in which rounds in which the special variable winning ball device 7 is changed to the first state advantageous to the player are repeatedly executed five times (so-called 5 rounds). . Therefore, "Probable Variable Jackpot A" is referred to as a 10 round (10R) Probable Variable Jackpot, "Probable Variable Jackpot B" is referred to as a 5 round (5R) Probable Variable Jackpot, and "Probable Variable Jackpot C" is referred to as a 2 Round (2R) Probable Variable Jackpot. Sometimes called.
[0156] The probability variable control and time saving control that are started after the end of the jackpot gaming state of probability variable jackpot A to probability variable jackpot C are terminated on the condition that the jackpot gaming state is controlled. In addition, the time-saving control that is started after the end of the jackpot game state of non-probable variable jackpot is controlled to the jackpot game state until the 100 variable displays are finished, or until the 100 variable displays are finished. It will be terminated on the condition that. Therefore, if the jackpot that occurs again is one of the probability variable jackpot A to probability variable jackpot C, the probability variable control and time saving control will be executed again after the jackpot gaming state ends, so the jackpot gaming state will go through the normal state. This is a so-called consecutive home situation that occurs continuously without interruption. In other words, the variable probability state in this embodiment is a gaming state that continues until the variable display result becomes a jackpot regardless of the number of variable displays, while the time saving state in this embodiment is a gaming state that continues until the variable display result becomes a jackpot. If not, the game state is controlled to the normal state by executing variable display 100 times. Therefore, the time saving state is also a gaming state that is controlled when the consecutive game state can end.
[0157] In the setting example of the jackpot type determination table shown in Figure 6(A), depending on whether the variably displayed special figure is the first special figure or the second special figure, "probable strange jackpot A", "probable strange jackpot The allocation of determination values to the jackpot types of "B", "probable variable jackpot C", and "non-probable variable jackpot" are different. In other words, when the variablely displayed special figure is the first special figure, the judgment value in the predetermined range (value in the range of "81" to "100") is "Probable Variable Jackpot B" with a small number of rounds or "Probable Variable If the variablely displayed special drawing is the second special drawing, the judgment value is assigned to the jackpot type of "Probable Variable Jackpot B" or "Probable Variable Jackpot C". It has not been done. With such settings, the jackpot type is determined to be one of multiple types based on the first starting condition for starting the special pattern game using the first special pattern displayed by the first special pattern display device 4A. and when the jackpot type is determined to be one of a plurality of types based on the fulfillment of the second starting condition for starting the special symbol game using the second special symbol by the second special symbol display device 4B. Therefore, the ratio at which the jackpot type is determined to be "probable variable jackpot B" or "probable variable jackpot C" with a small number of rounds can be varied. In particular, in a special map game using the second special map, the jackpot type is not determined to be controlled to a jackpot state with a small number of rounds such as "probable variable jackpot B" or "probable variable jackpot C", so for example, due to time saving control Due to the high opening control, in a game state in which game balls are likely to enter the second starting prize opening formed by the variable winning ball device 6B, the game interest is reduced by avoiding frequent jackpot states in which the number of prize balls obtained is small. This can be prevented.
[0158] In addition, in the setting example of the jackpot type determination table shown in FIG. 6(A), the assignment of the judgment value to the jackpot type of "non-probable variation" is based on whether it is the first special figure game or the second special figure game. Therefore, the probability of a non-probability variable jackpot and the probability of a probability variable jackpot are the same regardless of whether it is the first special game or the second special game. ing.
[0159] Therefore, as mentioned above, the allocation of judgment values for "Probable Variable Jackpot B" and "Probable Variable Jackpot C" differs depending on whether it is the first special game or the second special game. Therefore, the allocation of the judgment value for "Probable Variable Jackpot A" also differs depending on whether it is the first special game or the second special pattern, and for "Probable Variable Jackpot A" with a large number of rounds, It is set so that it is easier to decide when it is a special game of a special figure than when it is a special game of the first special figure.
[0160] In addition, even in the case of the special game of the second special map, the judgment value in the predetermined range, which is different from the case of the special game of the first special map, is the jackpot of "probable strange jackpot B" or "probable strange jackpot C". It may be possible to assign it to a type. For example, in the case of a special pattern game with the second special pattern, the judgment value is smaller than in the case of a special pattern game with the first special pattern, for the jackpot types of "probable strange jackpot B" and "probable strange jackpot C". May be assigned. Alternatively, the type of jackpot may be determined by referring to common table data regardless of whether it is a first special figure game or a second special figure game.
[0161] FIG. 7 shows a variation pattern in this embodiment. In this embodiment, among the cases where the variable display result is "miss", the variable display mode of the decorative pattern is "non-reach" and "reach", and the variable A plurality of fluctuation patterns are prepared in advance in response to the case where the display result is a "jackpot". In addition, the variation pattern corresponding to the case where the variable display result is "miss" and the variation display mode of the decorative symbol is "non-reach" is called a non-reach variation pattern (also referred to as "non-reach variation pattern"), The variation pattern corresponding to the case where the variable display result is "miss" and the variation display mode of the decorative symbol is "reach" is called a reach variation pattern (also referred to as "reach off variation pattern"). Further, the non-reach variation pattern and the reach variation pattern are included in the off-reach variation pattern corresponding to the case where the variable display result is "off". A variation pattern corresponding to a case where the variable display result is a "jackpot" is referred to as a jackpot variation pattern.
[0162] The jackpot fluctuation pattern and the reach fluctuation pattern include a normal reach fluctuation pattern in which a normal reach reach effect is executed, and a super reach fluctuation pattern in which a super reach reach effect is executed. In this embodiment, one type of normal reach variation pattern is provided, but the present invention is not limited to this, and two or more types of normal reach variation patterns may be provided. In addition, in this embodiment, three types of variation patterns are provided as super reach variation patterns: super reach (no pseudo series), super reach (one pseudo series), and super reach (two pseudo series). The present invention is not limited to this, and four or more types or two or less types of super reach variation patterns may be provided.
[0163] In addition, the super reach variation pattern in this embodiment is a variation pattern in which the variable display result is a jackpot (PB1-2), a variation pattern in which the variable display result is a jackpot (PA2-2), Variable display results as a fluctuation pattern for Super Reach (1 pseudo-run), a fluctuation pattern in which the result is a jackpot (PB1-3), a fluctuation pattern in which the result is out (PA2-3), and a fluctuation pattern for Super Reach (2 pseudo-runs) There are a variation pattern (PB1-4) in which the variable display result is a jackpot and a variation pattern (PA2-4) in which the variable display result is a jackpot.
[0164] As shown in FIG. 7, the special symbol variation time of the normal reach variation pattern in which the reach effect of normal reach is executed in this embodiment is set shorter than that of the super reach variation pattern.
[0165] In addition, in this embodiment, since the variable display result is set to be a "jackpot" and the jackpot expectation level increases in the order of super reach, normal reach, and non-reach, in the normal reach variation pattern and the super reach variation pattern, The longer the special figure fluctuation time, the higher the expectation of a jackpot.
[0166] Furthermore, in this embodiment, as described later, these fluctuation patterns are determined using only the random number MR3 for determining fluctuation patterns, but the present invention is not limited to this. For example, in addition to the random number MR3 for determining the variation pattern, a random number for determining the type of variation pattern is provided, and the type of the variation pattern is first determined from these random numbers for determining the type of variation, and then the type of variation pattern is determined. A variation pattern belonging to the determined type may be determined.
[0167] FIG. 8 is an explanatory diagram of a method for determining a variation pattern in this embodiment. In this embodiment, the variable pattern determination table to be selected differs depending on the display result of the variable display to be executed, the number of pending memories, the gaming state, etc.
[0168] Specifically, as shown in FIG. 8, if the variable display result is a non-probable variable jackpot, select the jackpot variation pattern determination table A, and change the variation pattern to PB1 using the jackpot variation pattern determination table A. -1 (Normal reach jackpot variation pattern), PB1-2 (Super reach (no pseudo continuous effect) jackpot variation pattern), PB1-3 (Super reach (1 pseudo continuous effect) jackpot variation pattern), PB1-4 (Super reach (pseudo continuous performance 2 times) jackpot fluctuation pattern) is determined from. More specifically, in jackpot fluctuation pattern determination table A, PB1-1 is determined at a rate of 5%, PB1-2 is determined at a rate of 20%, and PB1-3 is determined at a rate of 35%. , determine PB1-4 at a rate of 40%.
[0169] In addition, if the variable display result is a probability variable jackpot A to C, select the jackpot variation pattern judgment table B and change the variation pattern to PB1-1 (normal reach jackpot variation pattern) using the corresponding jackpot variation pattern judgment table B. ), PB1-2 (Super reach (no pseudo continuous effect) jackpot variation pattern), PB1-3 (Super reach (1 pseudo continuous effect) jackpot variation pattern), PB1-4 (Super reach (pseudo continuous effect 2) (times) jackpot fluctuation pattern). More specifically, in jackpot fluctuation pattern determination table B, PB1-2 are determined at a rate of 10%, PB1-3 are determined at a rate of 20%, and PB1-4 are determined at a rate of 70%. .
[0170] In addition, if the gaming state is a low base state (normal state), the variable display result is a loss, and the number of pending memory of variable special symbols is 1 or less, select the fluctuation pattern judgment table A for failure, and select the fluctuation pattern judgment table A for failure. Using fluctuation pattern determination table A, change the fluctuation pattern to PA1-1 (variation pattern with no shortening, non-reach miss), PA2-1 (normal reach miss), PA2-2 (super reach (no pseudo-continuous effect) miss variation pattern) ), PA2-3 (variation pattern that misses super reach (one pseudo continuous performance)), and PA2-4 (variation pattern that misses super reach (two pseudo continuous performances)). More specifically, in the variation pattern determination table A for failure, PA1-1 is determined at a rate of 50%, PA2-1 is determined at a rate of 40%, and PA2-2 is determined at a rate of 5%. , PA2-3 is determined at a rate of 3%, and PA2-4 is determined at a rate of 2%.
[0171] In addition, if the gaming state is a low base state (normal state), the variable display result is a loss, and the number of pending memory of variable special symbols is 2, select the fluctuation pattern judgment table B for the loss, and select the fluctuation pattern judgment table B for the loss. Using fluctuation pattern judgment table B, change the fluctuation patterns to PA1-2 (variation pattern with a shortened non-reach error), PA2-1 (normal reach error), PA2-2 (super reach (no pseudo-continuous effect) error variation pattern), Determined from PA2-3 (variation pattern that misses the super reach (one pseudo continuous performance)) and PA2-4 (variation pattern that misses the super reach (pseudo continuous performance twice)). More specifically, in the deviation pattern determination table B, PA1-2 is determined at a rate of 60%, PA2-1 is determined at a rate of 30%, and PA2-2 is determined at a rate of 5%. , PA2-3 is determined at a rate of 3%, and PA2-4 is determined at a rate of 2%.
[0172] In addition, if the gaming state is a low base state (normal state), the variable display result is a loss, and the number of pending memory of variable special symbols is 3, select the fluctuation pattern judgment table C for the loss, and select the fluctuation pattern judgment table C for the loss. Using the variation pattern judgment table C, change the variation patterns to PA1-3 (variation pattern with a shortened non-reach error), PA2-1 (normal reach error), PA2-2 (super reach (no pseudo-continuous effect) error variation pattern), Determined from PA2-3 (variation pattern that misses the super reach (one pseudo continuous performance)) and PA2-4 (variation pattern that misses the super reach (pseudo continuous performance twice)). More specifically, in the deviation pattern determination table C, PA1-3 is determined at a rate of 70%, PA2-1 is determined at a rate of 20%, and PA2-2 is determined at a rate of 5%. , PA2-3 is determined at a rate of 3%, and PA2-4 is determined at a rate of 2%.
[0173] In addition, if the gaming state is a high base state (time saving state or variable probability state), select the fluctuation pattern determination table D for loss, and use the fluctuation pattern determination table D for loss to change the fluctuation pattern to PA1-3 (shortened PA2-1 (Non-reach deviation pattern), PA2-1 (Normal reach deviation), PA2-2 (Super reach (no pseudo continuous effect) deviation pattern), PA2-3 (Super reach (1 pseudo continuous effect) deviation pattern) pattern), PA2-4 (super reach (pseudo continuous performance 2 times) fluctuation pattern). More specifically, in the deviation pattern determination table C, PA1-3 is determined at a rate of 80%, PA2-1 is determined at a rate of 10%, and PA2-2 is determined at a rate of 5%. , PA2-3 is determined at a rate of 3%, and PA2-4 is determined at a rate of 2%.
[0174] In addition, in this embodiment, when the variable display result is a jackpot, a variation pattern is determined according to the jackpot type, but the present invention is not limited to this, and a plurality of The selection ratio of any one of the variable patterns for jackpots (PB1-1 to PB1-4) may be varied depending on the gaming state, for example, regardless of the jackpot type. By doing so, the variable display is performed in a variable pattern suitable for the gaming state, so that the interest in the game can be improved.
[0175] The RAM 102 included in the game control microcomputer 100 shown in FIG. 2 may be any backup RAM that is partially or entirely backed up by a backup power source created on a predetermined power supply board. In other words, even if the power supply to the pachinko game machine 1 is stopped, some or all of the contents of the RAM 102 will not be saved for a predetermined period (until the capacitor serving as the backup power supply is discharged and the backup power supply is no longer able to supply power). Ru. In particular, at least data corresponding to the gaming state, that is, the control state of the gaming control means (such as the special figure process flag) and data indicating the number of unpaid prize balls may be stored in the backup RAM. The data corresponding to the control state of the game control means is data necessary for restoring the control state before the power outage, etc., based on the data, when the power is restored after a power outage, etc. occurs. Further, data corresponding to the control state and data indicating the number of unpaid prize balls are defined as data indicating the progress state of the game.
[0176] Such RAM 102 is provided with a game control data holding area 002SG150 as shown in FIG. There is. The game control data holding area 002SG150 shown in FIG. It includes a control timer setting section 002SG153, a gaming control counter setting section 002SG154, and a gaming control buffer setting section 002SG155.
[0177] The first special figure reservation storage unit 002SG151A stores special figures that have not yet started even though a game ball has passed (entered) the first starting prize opening formed by the winning ball device 6A and a starting prize (first starting prize) has occurred. The pending data of the figure game (the special figure game using the first special figure on the first special figure display device 4A) is stored in the winning order.
[0178] The second special figure reservation storage unit 002SG151B indicates that the game ball has passed (entered) the second starting prize opening formed by the variable winning ball device 6B and a starting prize (second starting prize) has occurred, but it has not started yet. The pending data of the special figure game (the special figure game using the second special figure on the second special figure display device 4B) is stored in the winning order.
[0179] As an example, the first special figure holding storage unit 002SG151A associates the winning order (game ball detection order) to the first starting prize opening with the holding number, and sets the first starting condition for the passage (approach) of the game ball. Numerical data indicating the random number MR1 for variable display result determination, the random number MR2 for winning type determination, and the random number MR3 for fluctuation pattern determination extracted from the random number circuit 104 etc. by the CPU 103 based on the establishment is held as pending data. It is stored until the number of stored items reaches a predetermined upper limit value (for example, "4"). In addition, the second special figure holding storage unit 002SG151B associates the winning order (game ball detection order) to the second starting prize opening with the holding number, and satisfies the first starting condition when the game ball passes (enters). Numerical data indicating the random number MR1 for variable display result judgment, the random number MR2 for winning type judgment, and the random number MR3 for fluctuation pattern judgment extracted from the random number circuit 104 etc. by the CPU 103 based on the data is stored as pending data. It is stored until the number of memories reaches a predetermined upper limit (for example, "4").
[0180] In this way, the reservation data stored in the first special figure reservation storage unit 002SG151A and the second special figure reservation storage unit 002SG151B can be used to execute a special figure game using the first special figure or a special figure game using the second special figure. This is pending information that indicates that the game is on hold and makes it possible to determine whether or not there will be a jackpot based on the variable display results (special pattern display results) in these special pattern games.
[0181] In addition, in this embodiment, the reservation information (first reservation information) based on the establishment of the first starting condition due to the game ball passing (entering) the first starting prize opening, and the second starting winning opening In the case where the reservation information (second reservation information) based on the establishment of the second starting prize due to the passing (entering) of the game ball by the game ball is stored in association with the reservation number in the individual reservation storage section, The variable display based on the second pending storage information is executed with priority over the variable display based on the first pending information.
[0182] The normal figure reservation storage unit 002SG151C stores the hold information of the normal figure game which has not been started by the normal symbol display 20 even though the game ball has been detected by the gate switch 21. For example, the general figure reservation storage unit 002SG151C associates the game balls with the hold numbers in the order in which they are detected by the gate switch 21, and stores the general figure display results extracted from the random number circuit 104 etc. by the CPU 103 based on the passing of the game balls. Numerical data indicating the random number MR4 for determination is stored as pending data until the number reaches a predetermined upper limit (for example, "4").
[0183] The game control flag setting unit 002SG152 is provided with a plurality of types of flags whose states can be updated according to the progress of the game in the pachinko game machine 1. For example, the game control flag setting unit 002SG152 stores data indicating the value of the flag and data indicating the on state or off state for each of the plurality of types of flags.
[0184] The game control timer setting unit 002SG153 is provided with various timers used to control the progress of the game in the pachinko game machine 1. For example, the game control timer setting unit 002SG153 stores data indicating timer values for each of multiple types of timers.
[0185] The game control counter setting unit 002SG154 is provided with a plurality of types of counters for counting count values used to control the progress of the game in the pachinko game machine 1. For example, the game control counter setting unit 002SG154 stores data indicating count values in each of a plurality of types of counters. Here, the game control counter setting unit 002SG154 may be provided with a random counter for counting part or all of the gaming random numbers so that the CPU 103 can update them by software.
[0186] In the random counter of the game control counter setting unit 002SG154, random numbers not generated by the random number circuit 104, for example, numerical data indicating random numbers MR1 to MR4 are stored as random count values, and according to the execution of software by the CPU 103, Numerical data indicating each random value is updated regularly or irregularly. The software executed by the CPU 103 to update the random count value may be for updating the random count value separately from the numerical data updating operation in the random number circuit 104, or the software executed by the CPU 103 may be for updating the random count value separately from the numerical data updating operation in the random number circuit 104. The random count value may be updated by performing predetermined processing such as scrambling processing or arithmetic processing on all or part of the numerical data obtained.
[0187] The game control buffer setting unit 002SG155 is provided with various buffers that temporarily store data used to control the progress of the game in the pachinko game machine 1. For example, the game control buffer setting unit 002SG155 stores data indicating buffer values in each of a plurality of types of buffers.
[0188] The ROM 121 mounted on the effect control board 12 shown in FIG. 2 stores various data tables used to control the effect operation in addition to the effect control program. For example, the ROM 121 stores table data that constitutes a plurality of judgment tables prepared for the performance control CPU 120 to perform various judgments, decisions, and settings, pattern data that constitutes various performance control patterns, etc. There is.
[0189] As an example, the ROM 121 includes a performance control CPU 120 for controlling performance operations by various performance devices (for example, the image display device 5, speakers 8L, 8R, game effect lamps 9, decorative LEDs, performance models, etc.). A production control pattern table storing a plurality of types of production control patterns to be used is stored. The production control pattern is composed of data indicating the control contents corresponding to various production operations executed according to the progress of the game in the pachinko gaming machine 1. The performance control pattern table may store, for example, a special figure variable display performance control pattern, a preview performance control pattern, various performance control patterns, and the like.
[0190] The RAM 122 mounted on the performance control board 12 shown in FIG. 2 has a performance control data holding area 002SG190 as shown in FIG. is provided. The performance control data holding area 002SG190 shown in FIG. 10(A) includes a performance control flag setting section 002SG191, a performance control timer setting section 002SG192, a performance control counter setting section 002SG193, and a performance control buffer setting section 002SG194. There is.
[0191] The production control flag setting unit 002SG191 includes multiple types of flags whose states can be updated according to production operation states such as the display state of production images on the screen of the image display device 5, production control commands transmitted from the main board 11, etc. A flag is set. For example, the performance control flag setting unit 002SG191 stores data indicating the value of the flag and data indicating the on state or off state for each of the plurality of types of flags.
[0192] The performance control timer setting unit 002SG192 is provided with a plurality of types of timers used to control the progress of various performance operations, such as display operations of performance images on the screen of the image display device 5, for example. For example, the performance control timer setting unit 002SG192 stores data indicating timer values for each of multiple types of timers.
[0193] The performance control counter setting unit 002SG193 is provided with a plurality of types of counters used to control the progress of various performance operations. For example, the production control counter setting section 002SG193 stores data indicating count values of each of a plurality of types of counters.
[0194] The performance control buffer setting unit 002SG194 is provided with various buffers that temporarily store data used to control the progress of various performance operations. For example, the production control buffer setting unit 002SG194 stores data indicating buffer values in each of a plurality of types of buffers.
[0195] In this embodiment, data constituting the startup winning reception command buffer 002SG194A as shown in FIG. 10(B) is stored in a predetermined area of the performance control buffer setting section 002SG194. The start winning command buffer 002SG194A has a storage area (buffer numbers ``1-1'' to ``1-4'') corresponding to the maximum value of the total number of pending memories (for example, ``4'') of the first special figure pending memory. A corresponding area) and a storage area corresponding to the first special figure being variably displayed (area corresponding to buffer number "1-0") are provided. In addition, in the start winning reception command buffer 002SG194A, there is a storage area (buffer numbers "2-1" to "2-4") corresponding to the maximum value of the total number of reserved memories (for example, "4") of the second special figure reserved memory. ”) and a storage area corresponding to the second special figure being displayed variably (an area corresponding to buffer number “2-0”). When there is a starting prize in the 1st starting winning opening or the 2nd starting winning opening, the starting opening winning prize designation command (first starting opening winning prize designation command or the 2nd starting opening winning prize designation command) and the pending memory number notification command (the Two commands (1 pending memory number notification command or 2nd pending memory number notification command) are transmitted from the main board 11 to the production control board 12 as one set. The storage area corresponding to the first special figure pending memory and the storage area corresponding to the second special figure pending memory in the starting winning reception command buffer 002SG194A are associated with these starting opening winning designation commands and pending memory number notification commands. , storage areas (entries) are reserved for separately storing the first special figure pending memory and the second special figure pending memory.
[0196] The memory contents of these storage areas (entries) are determined later when the start condition is met and variable display of the highest pending memory (buffer number "1-1" or buffer number "2-1") starts. The stored contents of the buffer number "1-0" or buffer number "2-0", which stores the contents of the suspended memory for which the start condition has been met, are shifted upward one by one as shown in FIG. It is cleared in the special drawing waiting process that is executed when the process ends.
[0197] The performance control CPU 120 stores commands from the beginning (the entry with the lowest buffer number) of the free entry corresponding to the first special figure pending memory of the start winning reception command buffer 002SG194A when a starting prize is entered into the first starting prize opening. Then, when a starting prize is entered in the second starting prize opening, the command is stored from the beginning (the entry with the lowest buffer number) of the empty entry corresponding to the second special figure pending memory of the receiving command buffer 002SG194A at the time of starting winning. go. At the time of starting winning, the starting opening winning winning designation command to the pending storage number notification command are sequentially transmitted. Therefore, when the command is received, the starting opening winning prize designation command is stored in the storage area corresponding to the end of the buffer number "0" to "4" corresponding to the first special figure pending memory or the second special figure pending memory. , pending storage number notification command.
[0198] The command stored in the start winning command buffer 002SG194A shown in FIG. 10(B) is sent to the entry (buffer number " The entry stored in the buffer number "1-0" or "2-0") is deleted, and the entry corresponding to the pending storage of the variable display to be started (buffer number "1-1" or "2-1") is deleted. '') and the stored contents of the entries subsequent to the pending storage of the variable display to be started are shifted. For example, in the storage state shown in FIG. 10(B), when the variable display of the decorative symbols stored in the first special symbol pending memory ends, each command stored in the buffer number "0" is deleted, and the commands stored in the buffer number "0" are deleted. ” will be shifted to the buffer number “0”, and each command stored in the area corresponding to the buffer number “2” will be shifted to the area corresponding to the buffer number “0”. , commands stored in areas corresponding to buffer numbers "3" and "4", respectively, are shifted to areas corresponding to buffer numbers "2" and "3". Therefore, buffer number "0" becomes an area (entry) for storing each command related to pending storage that is variably displayed at that time.
[0199] (motion) Next, the operation (function) of the pachinko gaming machine 1 will be explained.
[0200] (Main operations of main board 11) First, the main operations of the main board 11 will be explained. When power supply to the pachinko game machine 1 is started, the game control microcomputer 100 is activated, and the CPU 103 executes game control main processing. FIG. 11 is a flowchart showing the game control main processing executed by the CPU 103 on the main board 11.
[0201] In the game control main process shown in FIG. 11, the CPU 103 first sets interrupts to be prohibited (step S1). Next, necessary initial settings are performed (step S2). The initial settings include stack pointer settings, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output ports, etc.), settings to make the RAM 102 accessible, and the like.
[0202] Next, it is determined whether the recovery conditions are satisfied (step S3). The recovery condition can be satisfied when the clear signal is off, there is backup data, and the backup RAM is normal. For example, if a clear switch provided on the power supply board 17 is pressed when power supply to the pachinko game machine 1 is started, a clear signal in an on state is input to the game control microcomputer 100. If such an on-state clear signal is input, it may be determined in step S3 that the recovery condition is not satisfied. It is sufficient that the backup data can be stored in the RAM 102, which serves as a backup RAM for game control. In step S3, it may be determined whether the recovery conditions can be satisfied by checking or inspecting the presence or absence of backup data, the presence or absence of data errors, and the like.
[0203] If the recovery condition is satisfied (step S3; Yes), the random number circuit setting process (step S8) is executed after executing the recovery process (step S4). Through the recovery process in step S4, a work area is set based on the contents stored in the RAM 102. By setting the work area using the backup data stored in the RAM 102, the gaming state can be restored to the state it was in when the power supply stopped. For example, if the special symbols are changing, the It is sufficient if the fluctuation of the symbols can be resumed.
[0204] Further, if the recovery condition is not satisfied (step S3; No), after executing the initialization process (step S6), the random number circuit setting process (step S8) is executed. The initialization process in step S6 includes a clear process to clear the flags, counters, and buffers stored in the RAM 102, and initial values are set in the work area by executing the clear process.
[0205] After executing the random number circuit setting process (step S8), the CPU 103 sets the CTC register built in the gaming control microcomputer 100 so that a timer interrupt is periodically generated at predetermined intervals (for example, 2 ms). (step S9), and allows interrupts (step S10). After that, loop processing begins. Thereafter, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (for example, 2 ms), and the CPU 103 can periodically execute timer interrupt processing.
[0206] The CPU 103 that has executed such gaming control main processing receives the interrupt request signal from the CTC and accepts the interrupt request, and executes the gaming control timer interrupt processing shown in the flowchart of FIG. When the game control timer interrupt process shown in FIG. 12 is started, the CPU 103 first executes predetermined switch processing to control the gate switch 21, the first starting port switch 22A, and the second starting port via the switch circuit 110. It is determined whether detection signals are received from various switches such as switch 22B and count switch 23 (step S21). Next, by executing a predetermined main-side error process, an abnormality diagnosis of the pachinko gaming machine 1 is performed, and a warning can be generated if necessary according to the diagnosis result (step S22). Thereafter, by executing a predetermined information output process, for example, jackpot information (information indicating the number of jackpot occurrences, etc.) and start information (start Data such as information indicating the number of winnings, etc.) and probability fluctuation information (information indicating the number of times the probability variable state has occurred, etc.) are output (step S23).
[0207] Following the information output process, a gaming random number update process is executed to update at least a part of the gaming random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes special symbol process processing (step S25). By the CPU 103 executing the special symbol process process every timer interrupt, management of execution and suspension of the special symbol game, control of the jackpot game state, control of the game state, etc. are realized.
[0208] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal pattern process processing for each timer interrupt, thereby managing the execution and suspension of the normal pattern game based on the detection signal from the gate switch 21 (based on the passing of the game ball to the passing gate 41), It is possible to control the opening of the variable winning ball device 6B based on the "normal map hit". The normal pattern game is executed by driving the normal pattern display 20, and the number of pending patterns is displayed by lighting the normal pattern pending display 25C.
[0209] After executing the normal symbol process processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be performed as part of the game control timer interrupt processing. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set the production control command to be transmitted in each of the above processes. In the command control process of step S27, a process is performed in which the effect control command set for transmission is transmitted to a sub-side control board such as the effect control board 12. After executing the command control process, interrupts are permitted, and then the game control timer interrupt process is ended.
[0210] (Special design process processing) FIG. 13 is a flowchart showing an example of the process executed in step S25 shown in FIG. 12 as the special symbol process process. In this special symbol process process, the CPU 103 first executes a starting winning determination process (step S101).
[0211] In the starting winning determination process, a process is executed to detect the occurrence of a starting winning, store pending information in a predetermined area of the RAM 102, and update the pending storage number. When a starting prize occurs, a random value for determining the display result (including the type of jackpot) and fluctuation pattern is extracted and stored as pending information. Furthermore, processing for pre-reading and determining display results and fluctuation patterns may be performed based on the extracted random number values. After storing the pending information and the number of pending memories, transmission settings are made to the production control board 12 to send a production control command for specifying the occurrence of a starting prize, the number of pending memories, pre-reading judgment, etc. be exposed. The performance control command at the time of start winning, which is set to be transmitted in this way, is transferred from the main board 11 to the performance control board 12 by, for example, executing the command control process in step S27 shown in FIG. 12 after the special symbol process process is completed. transmitted to.
[0212] After executing the starting winning determination process in step S101, the CPU 103 selects and executes any of the processes in steps S110 to S117 according to the value of the special figure process flag provided in the RAM 102. In addition, in each process (steps S110 to S117) of the special symbol process process, transmission settings are made to transmit the production control command corresponding to each process to the production control board 12.
[0213] The special symbol normal process in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this special symbol normal processing, it is determined whether or not to start the first special symbol game or the second special symbol game based on the presence or absence of reservation information. In addition, in the special symbol normal processing, based on the random number value for determining the display result, the display result is determined as to whether or not the display result of the special symbol or decorative symbol is a "jackpot" and if it is a "jackpot", the jackpot type. is determined (predetermined) before it is derived and displayed. Furthermore, in the special symbol normal processing, a confirmed special symbol (either a jackpot symbol or a losing symbol) to be stopped and displayed in the special symbol game is set in accordance with the determined display result. After that, the value of the special symbol process flag is updated to "1" and the special symbol normal processing ends. In addition, in this embodiment, the special pattern game using the second special pattern is executed with priority over the special pattern game using the first special pattern (also called special pattern 2 priority play). ). Furthermore, the winning order of the game balls in the first starting winning hole and the second starting winning hole may be stored, and the starting conditions for the special figure game may be established in the winning order (also referred to as winning order completion).
[0214] When making various decisions based on random numbers, various tables stored in the ROM 101 (tables in which decision values to be compared with random numbers are assigned to decision results) are referred to. The same applies to other decisions on the main board 11 and various decisions on the production control board 12. In the production control board 12, various tables are stored in the ROM 121.
[0215] The fluctuation pattern setting process of step S111 is executed when the value of the special figure process flag is "1". This fluctuation pattern setting process includes a process of determining one of multiple types of fluctuation patterns using random values for determining the fluctuation pattern, based on the pre-determined result of whether or not the displayed result is a "jackpot". It is included. In the variation pattern setting process, when the variation pattern is determined, the value of the special figure process flag is updated to "2", and the variation pattern setting process ends.
[0216] The variation pattern includes the execution time of the special figure game (special figure variation time) (also the execution time of the variable display of decorative symbols), the variable display mode of the ornamental symbols (whether or not there is reach, etc.), and the variable display period of the decorative symbols. It specifies the presentation content (type of reach presentation, etc.), and is also called a variable display pattern.
[0217] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes processing to make settings for varying the special symbol in the first special symbol display device 4A and second special symbol display device 4B, and the elapsed time since the special symbol started to fluctuate. It includes processes such as measuring. It is also determined whether the measured elapsed time has reached the special figure fluctuation time corresponding to the fluctuation pattern. Then, when the elapsed time after starting the variation of the special symbol 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.
[0218] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". In this special symbol stopping process, the fluctuation of the special symbol is stopped in the first special symbol display device 4A and the second special symbol display device 4B, and the finalized special symbol that becomes the display result of the special symbol is stopped and displayed (derived). Contains processing to configure settings for Then, when the display result is a "jackpot", the value of the special figure process flag is updated to "4". When the display result is "lost", the game state is also updated when the time saving state or the variable probability state is controlled, and when the end of the number cut is established. When the value of the special symbol process flag is updated, the special symbol stop process ends.
[0219] The jackpot release preprocessing in step S114 is executed when the value of the special figure process flag is "4". This jackpot opening pre-processing includes processing to start a round in the jackpot game state and set the jackpot opening state based on the display result being a "jackpot", etc. It is. When the big winning opening is opened, a process is executed to supply a solenoid drive signal to the solenoid 82 for the big winning opening door. At this time, for example, depending on the jackpot type, the opening upper limit period for keeping the jackpot open and the upper limit number of rounds to be executed are set. When these settings are completed, the value of the special figure process flag is updated to "5" and the jackpot release preprocessing is completed.
[0220] The jackpot opening process in step S115 is executed when the value of the special figure process flag is "5". This jackpot opening process includes a process of measuring the elapsed time since the jackpot opening is opened, and a process of measuring the elapsed time from when the jackpot is open, and based on the measured elapsed time and the number of game balls detected by the count switch 23, This includes processing for determining whether it is time to return the switch from an open state to a closed state. Then, when returning the big prize opening to the closed state, after executing a process such as stopping the supply of the solenoid drive signal to the solenoid 82 for the big winning opening door, the value of the special figure process flag is updated to "6", The jackpot opening process ends.
[0221] The jackpot release post-processing in step S116 is executed when the value of the special figure process flag is "6". This jackpot opening process includes a process to determine whether the number of rounds to open the jackpot has reached the set upper limit number of runs, and a process to enter the jackpot game state when the upper limit number of runs has been reached. This includes processing to make settings for terminating the process. When the number of executions of the round has not reached the upper limit number of executions, the value of the special figure process flag is updated to "5", while when the number of executions of the round has reached the upper limit number of executions, the value of the special figure process flag is updated to "5". The value is updated to “7”. When the value of the special figure process flag is updated, the jackpot release post-processing ends.
[0222] The jackpot end process of step S117 is executed when the value of the special figure process flag is "7". This jackpot ending process includes a process of waiting until the waiting time corresponding to the period in which the ending performance is executed as a performance operation to notify the end of the jackpot gaming state, and a process of waiting until the waiting time corresponding to the end of the jackpot gaming state has changed. It includes processing to perform various settings for starting control and time-saving control. When such settings are made, the value of the special figure process flag is updated to "0", and the jackpot end process ends.
[0223] (Start winning determination process) FIG. 14 is a flowchart showing the starting winning determination process (S101) shown in FIG. 13. In the starting winning determination process, the CPU 103 first turns on the first starting opening switch 22A based on the detection signal from the first starting opening switch 22A provided corresponding to the first starting winning opening formed by the winning ball device 6A. (002SGS101). At this time, if the first starting port switch 22A is on (002SGS101;Y), the number of reserved memories of the first special figure, which is the number of reserved memories of the special figure game using the first special figure, is set to the predetermined upper limit ( For example, it is determined whether the upper limit storage number is "4" (002SGS102). CPU103, for example, by reading the first pending memory count value which is the stored value of the first pending memory counter provided in the game control counter setting unit 002SG154, it is sufficient if the first special figure pending memory number can be specified. When the number of 1st special figure pending memory is not the upper limit value in 002SGS102 (002SGS102;N), for example, the storage value of the starting opening buffer provided in the game control buffer setting section 002SG155 is set to "0" (002SGS103) .
[0224] When the first starting port switch 22A is off in 002SGS101 (002SGS101;N), or when the number of first special symbols reserved memory has reached the upper limit value in 002SGS102 (002SGS102;Y), the variable winning ball device 6B Based on the detection signal from the second starting port switch 22B provided corresponding to the second starting winning port formed by, it is determined whether or not the second starting port switch 22B is on (002SGS104). At this time, if the second starting port switch 22B is on (002SGS104;Y), the number of second special figure pending memories, which is the number of pending memories of the special figure game using the second special figure, is set to the predetermined upper limit ( For example, it is determined whether the upper limit storage number is "4" (002SGS105). CPU103, for example, by reading the second pending storage number count value which is the stored value of the second pending storage number counter provided in the game control counter setting unit 002SG154, it is sufficient if the second special figure pending storage number can be specified. When the second special figure pending storage number is not the upper limit value in 002SGS105 (002SGS105;N), for example, the storage value of the starting opening buffer provided in the game control buffer setting section 002SG155 is set to "2" (002SGS106) .
[0225] After executing either of the processes of 002SGS103, 002SGS106, the number of special figure reservations stored according to the starting opening buffer value, which is the storage value of the starting opening buffer, is updated to add 1 (002SGS107). For example, when the starting port buffer value is "0", the first pending storage number count value is incremented by 1, while when the starting port buffer value is "2", the second pending storage number count value is added by 1. In this way, the first pending memory number count value is 1 when the game ball passes (enters) the first starting prize opening and the first starting condition corresponding to the special pattern game using the first special pattern is satisfied. Updated to increase. In addition, the second pending memory number count value is 1 when the game ball passes (enters) the second starting prize opening and the second starting condition corresponding to the special pattern game using the second special pattern is established. Updated to increase. At this time, the total number of pending memories is also updated to add 1 (002SGS108). For example, the total pending storage number count value, which is the stored value of the total pending storage number counter provided in the game control counter setting unit 002SG154, may be updated by adding one.
[0226] After executing the process of 002SGS108, the CPU 103 selects the random number MR1 for determining the special figure display result and the random number MR1 for determining the jackpot type from among the numerical data updated by the random number circuit 104 and the random counter of the game control counter setting unit 002SG154. Numerical data indicating the random number MR2 and the random number MR3 for determining the fluctuation pattern are extracted (002SGS109). Numerical data indicating each random value extracted in this way and the start opening buffer value are stored by being set as reservation information at the head of the empty entry in the special figure reservation storage section (002SGS110).
[0227] The numerical data indicating the random number MR1 for determining the special symbol display result and the random number MR2 for determining the jackpot type determines whether or not the variable display result of the special symbol or decorative symbol is considered a "jackpot", as well as the variable display result. It is used to determine the type of jackpot in the case of "jackpot". The random number value MR3 for determining a variation pattern is used to determine a variation pattern including variable display times of special symbols and decorative symbols. By executing the process of 002SGS109, the CPU 103 extracts numerical data indicating all of the random values used for determining the variable display mode including the variable display results and variable display time of special symbols and decorative symbols.
[0228] Following the process of 002SGS110, the transmission setting of the starting opening winning prize designation command according to the starting opening buffer value is performed (002SGS111). For example, when the starting opening buffer value is "0", the performance control board Configure settings to send the 1st starting opening prize designation command to 12. On the other hand, when the starting opening buffer value is "2", by storing the memory address of the second starting opening winning designation command table in the ROM 101 in the buffer area of the sending command buffer, Configure settings to send the 2nd starting opening prize designation command. The starting opening winning designation command set in this way is transmitted from the main board 11 to the production control board 12 by, for example, executing the command control process of S27 shown in FIG. 12 after the special symbol process process is completed. be done.
[0229] Following the processing of 002SGS111, the CPU 103 sends the effect to the effect control board 12 by, for example, storing the storage address of the pending storage number notification command table in the ROM 101 in the buffer area specified by the sending command pointer in the sending command buffer. Configure settings to send the pending storage number notification command (002SGS113). The pending storage number notification command set in this way is transmitted from the main board 11 to the production control board 12 by, for example, executing the command control process of S27 shown in FIG. 12 after the special symbol process process is completed. be done.
[0230] After executing the process of 002SGS113, it is determined whether the starting port buffer value is "0" (002SGS114). At this time, if the starting port buffer value is "0" (Y in 002SGS114), the starting port buffer is cleared, its stored value is initialized to "0" (002SGS115), and the process proceeds to 2390SGS104. On the other hand, when the starting opening buffer value is "2" (N in 002SGS114), the starting opening buffer is cleared and its stored value is initialized to "0" (002SGS116), and then the starting winning process is executed. finish. Thereby, even if both the first starting port switch 22A and the second starting port switch 22B simultaneously detect a valid starting winning of a game ball, the process based on the detection of both valid starting winnings can be surely completed.
[0231] (Special design normal processing) FIG. 15 is a flowchart showing an example of the process executed in S110 of FIG. 13 as the special symbol normal process. In the special symbol normal process shown in FIG. 15, the CPU 103 first determines whether or not the second special symbol pending storage number is "0" (step 002SGS141). The second special symbol pending storage number is the number of pending memories of the special symbol game using the second special symbol by the second special symbol display device 4B. For example, in the process of step 002SGS141, the second pending storage number count value stored in the game control counter setting section may be read out, and it may be determined whether or not the read value is "0".
[0232] When the second special figure reservation memory number is other than "0" at step 002SGS141 (step 002SGS141;N), the reservation data stored in the second special figure reservation storage unit corresponding to the reservation number "0" , the random number MR1 for special figure display result determination, the random number MR2 for jackpot type determination, and the random number MR3 for fluctuation pattern determination are read out (step 002SGS142). The numerical data read at this time may be temporarily stored in, for example, a random number buffer for fluctuation.
[0233] Following the process of step 002SGS142, the second special figure pending memory count value and the total pending memory count value are subtracted by 1 and updated, so that the second special figure pending memory count value and the total pending memory count value are subtracted by 1. At the same time, the data in the second special figure reservation storage section is updated. Specifically, it indicates the random numbers MR1 to MR3 stored in the entries lower than the reservation number "0" (for example, the entries corresponding to the reservation numbers "2" to "4") in the second special figure reservation storage unit. The pending data is shifted upward one entry at a time (step 002SGS143).
[0234] After that, after updating the variable special figure designation buffer value, which is the stored value of the variable special figure designation buffer, to "2" (step 002SGS144), the process moves to step 002SGS149.
[0235] On the other hand, when the second special figure reservation memory number is "0" at step 002SGS141 (step 002SGS141; Y), it is determined whether the first special figure reservation memory number is "0" (step 002SGS145) . The number of first special symbol pending memories is the number of pending memories of the special symbol game using the first special symbol by the first special symbol display device 4A. For example, in the process of step 002SGS145, the game control counter setting section reads out the first pending memory number count value stored in the first pending memory number counter, and determines whether the read value is "0" or not. good. In this way, the process of step 002SGS145 is executed when it is determined in step 002SGS141 that the second special figure reservation memory number is "0", and the first special figure reservation memory number is "0". Determine whether or not. As a result, the special pattern game using the second special pattern starts to be executed with priority over the special pattern game using the first special pattern.
[0236] Furthermore, the special pattern game using the second special pattern is not limited to being executed with priority over the special pattern game using the first special pattern, for example, the first starting prize opening or the second starting winning opening The execution of the special figure game may be started in the order in which the game ball enters (passes) and a starting prize occurs. In this case, a table is provided that stores data that can specify the order in which the starting winnings have occurred, and the execution of the special pattern game using either the first special pattern or the second special pattern is started from the stored data. It would be good if we could decide which.
[0237] When the first special figure reservation memory number is other than "0" at step 002SGS145 (step 002SGS145;N), the reservation data stored in the first special figure reservation storage unit corresponding to the reservation number "0" Then, numerical data indicating random number MR1 for special figure display result determination, random number MR2 for jackpot type determination, and random number MR3 for fluctuation pattern determination are read out (step 002SGS146). The numerical data read at this time may be temporarily stored in, for example, a random number buffer for fluctuation.
[0238] Following the process of step 002SGS146, the number of 1st special figure pending memories and the total number of pending memories are subtracted by 1 by subtracting and updating the 1st special figure pending memory number count value and the total pending memory number count value. At the same time, the data in the first special figure reservation storage section is updated. Specifically, it indicates the random numbers MR1 to MR3 stored in the entries lower than the reservation number "0" (for example, the entries corresponding to the reservation numbers "2" to "4") in the first special figure reservation storage unit. The pending data is shifted upward one entry at a time (step 002SGS147).
[0239] After that, after updating the variable special figure designation buffer value which is the stored value of the variable special figure designation buffer to "0" (step 002SGS148), the process moves to step 002SGS149.
[0240] In step 002SGS149, the display result determination table shown in Figure 5 is selected as the table used to determine whether the special symbol display result, which is the variable display result of the special symbol, is a "jackpot" or "miss". and set it. Next, the numerical data indicating the random number MR1 for judging the special figure display result stored in the random number buffer for variation is compared with the judgment value assigned to each special figure display result of "big hit" and "miss". , it is determined whether the special figure display result will be a "jackpot" or a "miss" (step 002SGS150). In addition, in this step 002SGS150, if the gaming state at that time is a high probability state (probability variation state) in which the probability variation flag is on, the random value MR1 for determining the special figure display result is set to a high probability state (probability variation state). ) If it falls within the range of 10,000 to 12,180, it is determined to be a "jackpot", and if it does not, it is determined to be a "miss". In addition, if the probability variation flag is off (low probability low base state in this feature), if the random number MR1 for determining the special figure display result falls within the range of 1 to 219, it will be a "jackpot". ”, and if it is not applicable, it is determined as “miss”.
[0241] In this way, in the display result determination table selected in step 002SGS149, different determination values are assigned to "jackpot" depending on the gaming status at that time (high probability, low probability), so step 002SGS150 In this process, different judgment data (judgment values) are used to determine whether the special figure display result is a "big hit" or not, depending on whether or not the gaming state is a high probability state when the variable display of a special figure game or the like is started. By determining whether or not to do so, when the gaming state is in a high probability state, it is determined (determined) that it is a "jackpot" with a higher probability than when the gaming state is in a low probability state.
[0242] If it is determined in step 002SGS150 that it is a "jackpot" (step 002SGS150; Y), the jackpot flag is turned on (step 002SGS152). At this time, the jackpot type determination table shown in FIG. 6(A) is selected and set as the table to be used for determining the jackpot type to be one of a plurality of types (step 002SGS153). By referring to the jackpot type determination table set in this way, the numerical data indicating the random number MR2 for jackpot type determination stored in the fluctuation random number buffer and the "non-probable variable jackpot" and "probable variable jackpot" are displayed in the jackpot type determination table. Depending on which of the judgment values assigned to each jackpot type matches "A", "Probable variable jackpot B", and "Probable variable jackpot C", it is determined which of the plurality of jackpot types is selected (Step 002SGS154 ).
[0243] By determining the jackpot type in the process of step 002SGS154, the gaming state after the end of the jackpot gaming state can be changed into a time-saving state (low probability high base state) and a variable probability state (which is more advantageous for the player than the time-saving state). Which gaming state to control (high-accuracy-high-base state) is determined before a fixed special symbol is derived as a variable display result. Corresponding to the jackpot type determined in this way, the determined jackpot type is set, for example, by setting a jackpot type buffer value that is a stored value of the jackpot type buffer provided in the game control buffer setting section (step 002SGS155). Remember. As an example, if the jackpot type is "non-probable variable jackpot" corresponding to non-probable variable jackpot, the jackpot type buffer value is set to "0", and if the jackpot type is "probable variable A" corresponding to probability variable jackpot A, it is set to "0", If it is "probable variable B" corresponding to B, it may be set to "2", and if "probable variable C" corresponds to probability variable jackpot C, it may be set to "3". Note that after the processing of step 002SGS155, the process advances to step 002SGS156.
[0244] Furthermore, if it is determined in step 002SGS150 that it is a "miss" (step 002SGS150; N), the process in step 002SGS156 is executed without executing the processes in steps 002SGS152 to 002SGS155.
[0245] In step 002SGS156, the CPU 103 determines whether or not to control the jackpot gaming state (whether or not the jackpot flag is turned on) in response to the predetermined result of the jackpot type in the case where the jackpot gaming state is set. , set a confirmed special symbol. As an example, in response to a pre-determined result that the special symbol display result is a "miss", a special symbol indicating a "-" symbol, which is a missed symbol, is set as a confirmed special symbol. In addition, if the special symbol display result is determined to be a "jackpot" in step 002SGS150a, and if the jackpot type in step 002SGS154 is "probable variable jackpot A", a special symbol indicating the number "7" will be displayed. Set as a confirmed special symbol. Further, when the jackpot type is "probable variable jackpot B", a special symbol showing the number "5" is set as a confirmed special symbol. Further, when the jackpot type is "non-probable variable jackpot", a special symbol showing the number "3" is set as a confirmed special symbol. Further, when the jackpot type is "probable variable jackpot C", a special symbol indicating the number "0" is set as a confirmed special symbol. Note that these confirmed special symbols are just examples, and other confirmed special symbols may be set, or multiple types of symbols may be set as confirmed special symbols.
[0246] After setting the confirmed special symbol in step 002SGS156, update the value of the special symbol process flag to "1", which is the value corresponding to the fluctuation pattern setting process (step 002SGS157), and then end the special symbol normal process. .
[0247] In addition, if the number of pending memories of the special map game using the first special map is "0" at step 002SGS145 (step 002SGS145; Y), after performing the predetermined demo display settings (step 002SGS158), Special symbol normal processing ends. In this demonstration display setting, a production control command (customer waiting demo designation command) that specifies a demonstration display (demonstration screen display) by displaying a predetermined production image on the image display device 5, for example, is sent from the main board 11 to the production control command. It is determined whether the transmission to the board 12 has been completed. At this time, if the customer waiting demo designation command has already been sent, the demo display setting is terminated. On the other hand, if it has not yet been sent, settings are made to send the customer waiting demo designation command, and then the demo display settings are ended.
[0248] (Main operations of production control board 12) Next, the main operations in the production control board 12 will be explained. In the production control board 12, when receiving power supply voltage from a power supply board etc., the production control CPU 120 is activated and executes production control main processing as shown in the flowchart of FIG. When the production control main process shown in FIG. Performs register settings for the on-board CTC (counter / timer circuit).
[0249] Thereafter, it is determined whether the timer interrupt flag is on (step S73). The timer interrupt flag is set to an on state every time a predetermined time (for example, 2 milliseconds) elapses, based on, for example, the register settings of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.
[0250] Furthermore, on the side of the production control board 12, an interrupt for receiving the production control command from the main board 11 occurs, in addition to the timer interrupt that occurs every time a predetermined time elapses. This interrupt is, for example, an interrupt that occurs when the effect control INT signal from the main board 11 is turned on. When an interrupt occurs due to the production control INT signal turning on, the production control CPU 120 automatically disables interrupts. However, if a CPU that does not automatically disable interrupts is used, interrupts are disabled. It is desirable to issue a prohibition order (DI order). The production control CPU 120 executes, for example, a predetermined command reception interrupt process in response to an interrupt caused by the production control INT signal being turned on. In this command reception interrupt process, an effect control command is taken in from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15 among the input ports included in the I / O 125. The production control command captured at this time is stored in a production control command reception buffer provided in the RAM 122, for example. After that, the production control CPU 120 sets the interrupt permission, and then ends the command reception interrupt process.
[0251] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared and turned off (step S74), and command analysis processing is executed (step S75). In the command analysis process, for example, after reading various production control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the production control command reception buffer, the read production control commands are Corresponding settings and controls are performed. For example, the read performance control command may be stored in a predetermined area of the RAM 122 or stored in the RAM 122 so that the performance control command received and the contents specified by the performance control command can be confirmed in the performance control process processing. Turn on the provided reception flag. Further, when the production control command specifies a gaming state, the display control unit 123 may be instructed to display a background according to the gaming state.
[0252] After executing the command analysis process in step S75, the production control process process is executed (step S76). In the performance control process processing, for example, the display operation of the performance image in the display area of the image display device 5, the audio output operation from the speakers 8L and 8R, the lighting operation of the decorative light emitting bodies such as the game effect lamp 9 and the decorative LED, and the movable body 32A. , 32B are controlled to operate various production devices. Further, regarding the content of control of performance operations using various performance devices, judgments, decisions, settings, etc. are performed in accordance with performance control commands and the like transmitted from the main board 11.
[0253] Following the performance control process processing in step S76, a performance random number update process is executed (step S77), and at least a portion of the performance random numbers used on the performance control board 12 side are updated by software. Furthermore, after the performance random value update process (step S77), a demonstration performance control process (step S78) for executing a demonstration performance in the pachinko gaming machine 1 and a background image displayed on the image display device 5 are performed. A background display update process (step S79) for updating to another background image and a menu display process (step S80) for displaying a menu screen on the image display device 5 in the game standby state are executed. Thereafter, the process returns to step S73. Other processes may be executed before returning to the process of step S73.
[0254] In addition, in the background display update process of this embodiment, a first background image corresponding to the first presentation mode, a second background image corresponding to the second presentation mode, and a third background image corresponding to the third presentation mode are and a fourth background image corresponding to the fourth production mode. The first background image and the second background image can be displayed when the gaming state is the normal state, and the third background image can be displayed when the gaming state is the low probability high base state. 4 Background images can be displayed when the gaming state is in the high probability high base state. In addition, switching between the first background image and the second background image can be performed, for example, when a variable display of SP reach swelling is executed, or when one background image is continuously displayed for a predetermined period of time. It is designed to switch when a condition is met.
[0255] In addition to the process of displaying a menu screen on the image display device 5 in the game standby state, the menu display process also includes the process of displaying a menu screen on the image display device 5 while the menu screen is being displayed, and in response to the player's operation of the push button 31B, etc. It includes a process for adjusting the volume output from 8L and 8R, and a process for adjusting the light amount (brightness) of the game effect lamp 9.
[0256] In addition, in the demonstration performance control process, the performance control CPU 120 sets a timer until starting the customer waiting demonstration performance, such as a wait timer for starting the customer waiting demonstration performance, based on, for example, receiving the customer waiting demonstration designation command, The customer waiting demonstration effect may be started based on the fact that the timer has timed out without starting the variable display. In addition, if the variable display starts while the customer waiting demonstration performance start wait timer is operating or the customer waiting demonstration performance is being executed, the customer waiting demonstration performance start waiting timer is cleared, the customer waiting demonstration performance is interrupted, The display on the image display device 5 may be switched to a variable display of decorative patterns.
[0257] (Production control process processing) FIG. 17 is a flowchart showing an example of the process executed in step S76 of FIG. 16 as the production control process process. In the production control process shown in FIG. 17, the production control CPU 120 first starts the pending storage display (first pending display 002SG101 and second pending display 002SG102) in the special figure pending storage display area 5U of the image display device 5. A pending display update process is executed to perform a shift display, which will be described later, to update the display according to the storage contents of the winning command reception command buffer 002SG194A (step S161). After execution of the pending display update process, for example, depending on the value of the production process flag provided in the RAM 122, one of the following processes in steps S170 to S175 is selected and executed.
[0258] In addition, in step S161, based on the performance control command at the time of start-up winning that is transmitted from the main board 11, a determination is made to execute a pre-read notice performance (for example, a performance that changes the display color of the pending display, etc.). A prefetch notice setting process in which determination, setting, etc. are performed may be executed together with the pending display update process.
[0259] The variable display start waiting process in step S170 is a process that is executed when the value of the production process flag is "0" (initial value). This variable display start waiting process is a process of determining whether or not to start variable display of decorative patterns on the image display device 5 based on whether or not a command specifying the start of variable display has been received from the main board 11. Contains such as. If it is determined to start variable display of decorative symbols on the image display device 5, the value of the production process flag is updated to "1", and the variable display start waiting process is ended.
[0260] The variable display start setting process in step S171 is a process that is executed when the value of the production process flag is "1". In this variable display start setting process, based on the display result and fluctuation pattern specified by the performance control command, the display result of the variable display of the decorative pattern (determined decorative pattern), the mode of variable display of the decorative pattern, the reach effect, etc. It determines whether or not various performances such as preview performances are to be executed, their mode, execution start timing, and the like. Then, a performance control pattern (a collection of control data for instructing the display control unit 123 to execute the performance) that reflects the determination result etc. is set. Thereafter, based on the set performance control pattern, the display control unit 123 is instructed to start executing the variable display of decorative symbols, the value of the performance process flag is updated to "2", and the variable display start setting process is ended. The display control unit 123 causes the image display device 5 to start variable display of decorative patterns in response to an instruction to start variable display of decorative patterns.
[0261] The variable display performance process in step S172 is a process that is executed when the value of the performance process flag is "2". In this variable display performance processing, the performance control CPU 120 instructs the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5. , driving the movable bodies 32A and 32B, outputting audio and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the audio control board 13, and outputting a command (illumination signal) to the lamp control board 14. ) performs various performance controls during variable display of decorative patterns, such as turning on / off / flashing the game effect lamp 9 and decorative LEDs. After performing such performance control, for example, an end code indicating the end of the variable display of decorative patterns has been read from the performance control pattern, or a command has been received from the main board 11 specifying that fixed decorative patterns should be stopped and displayed. In response to what has been done, etc., the determined decorative pattern that becomes the display result of the decorative pattern is stopped and displayed. When the fixed decorative pattern is stopped and displayed, the value of the production process flag is updated to "3", and the production process during variable display ends.
[0262] The special figure waiting process in step S173 is a process that is executed when the value of the production process flag is "3". In this special figure winning waiting process, the performance control CPU 120 determines whether or not a performance control command has been received from the main board 11 that designates starting a jackpot game state. Then, when receiving a production control command specifying to start a jackpot game state, the value of the production process flag is updated to "4". In addition, if the waiting time for receiving the command elapses without receiving a command specifying the start of the jackpot game state, the display result in the special figure game is determined to be a "loss", and the presentation process flag is flagged. Update the value to the initial value “0”. When the value of the production process flag is updated, the waiting process for each special figure ends.
[0263] The jackpot performance process in step S174 is a process that is executed when the value of the performance process flag is "4". In this jackpot performance processing, the performance control CPU 120 sets, for example, a performance control pattern corresponding to the performance content in the jackpot game state, and executes various performance controls in the jackpot game state based on the set content. In addition, in the jackpot production process, for example, in response to receiving a command from the main board 11 to specify ending the jackpot game state, the value of the production process flag is set to "5", which is a value corresponding to the ending production process. ” and ends the jackpot performance process.
[0264] The ending effect processing in step S175 is a process that is executed when the value of the effect process flag is "5". In this ending performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the end of the jackpot game state, for example, and performs various performance controls of the ending performance at the end of the jackpot game state based on the setting contents. Execute. Thereafter, the value of the production process flag is updated to the initial value "0", and the ending production process is ended.
[0265] (Variable display start setting process) Next, the operation of the production control CPU 120 will be explained. FIG. 18 is a flowchart showing the variable display start setting process (step S171) in the production control process shown in FIG. In the variable display start setting process, the production control CPU 120 first determines whether the first variable display start command reception flag is in the on state (step 002SGS271). If the first variable display start command reception flag is on (step 002SGS271;Y), for example, the buffer number of the first special figure pending memory in the start winning reception command buffer is "1-0" to "1-4". The various command data and various flags stored in association with " are shifted upward by one buffer number (step 002SGS272). Note that the contents of buffer number "1-0" cannot be shifted because there is no destination to shift them to, so they are erased.
[0266] Further, if the first variable display start command reception flag is off in step 002SGS271 (step 002SGS271;N), it is determined whether the second variable display start command reception flag is on (step 002SGS273). If the second variable display start command reception flag is off (step 002SGS273;N), the variable display start setting process is finished, and if the second variable display start command reception flag is on (step 002SGS273;Y ...
Claims
[Claim 1] A gaming machine that can be controlled to variably display identification information to provide an advantageous state to a player, A predetermined effect that suggests that the game is controlled to the advantageous state can be executed. The predetermined effect is an effect of displaying a fragment image corresponding to the crack precursor image after displaying the crack precursor image, As a background image after the fragment image is displayed in the predetermined performance, any one of a plurality of background images including a first predetermined background image and a second predetermined background image which suggests that there is a higher expectation of being controlled to the advantageous state than the first predetermined background image can be displayed; Before displaying the fragment image in the predetermined performance, the object image in any one of a plurality of object images may be displayed; According to the aspect of the object image, it is possible to suggest which background image will be displayed after the fragment image is displayed in the predetermined performance, In a presentation mode including a first presentation mode and a second presentation mode, a plurality of types of background images including a first background image and a second background image can be switched and displayed; In the first presentation mode, when a background image is switched from a first background image corresponding to the first presentation mode to a second background image corresponding to the first presentation mode, a background fade-out display is executed in which the transparency of the first background image corresponding to the first presentation mode is gradually increased, and a background fade-in display is executed in which the transparency of the second background image corresponding to the first presentation mode is gradually decreased; In the first presentation mode, when starting the variable display of the identification information corresponding to the first presentation mode, a fade-out display of the identification information is executed in which the transparency of the identification information corresponding to the first presentation mode is gradually increased; In the first presentation mode, when the variable display of the identification information corresponding to the first presentation mode is terminated, a fade-in display of the identification information is executed by gradually decreasing the transparency of the identification information corresponding to the first presentation mode; In the second presentation mode, when the background image is switched from a first background image corresponding to the second presentation mode to a second background image corresponding to the second presentation mode, a background fade-out display is executed in which the transparency of the first background image corresponding to the second presentation mode is gradually increased, and a background fade-in display is executed in which the transparency of the second background image corresponding to the second presentation mode is gradually decreased; In the second presentation mode, when starting the variable display of the identification information corresponding to the second presentation mode, a fade-out display of the identification information is executed in which the transparency of the identification information corresponding to the second presentation mode is gradually increased; In the second presentation mode, when the variable display of the identification information corresponding to the second presentation mode is terminated, a fade-in display of the identification information is executed by gradually decreasing the transparency of the identification information corresponding to the second presentation mode; an execution period of the identification information fade-in display in the first presentation mode is different from an execution period of the background fade-in display; an execution period of the identification information fade-in display in the second presentation mode is different from an execution period of the background fade-in display; an execution period of the identification information fade-out display in the first presentation mode is different from an execution period of the background fade-out display; an execution period of the identification information fade-out display in the second presentation mode is different from an execution period of the background fade-out display; The identification information includes a character representation, As the variable display of the identification information, a scroll action, a pre-start action in which the character display operates before the scroll action starts, a stop action when the scroll action stops, and a post-stop action in which the character display operates after the stop action can be executed, The manner in which the character is displayed is different between the action at the time of stopping and the action after the stop. A gaming machine characterized by: