Game machine

JP2023174117A5Inactive Publication Date: 2025-06-09SANSEI R&D KK
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Patent Information

Application Number
JP2022086792
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-05-27
Publication Date
2025-06-09
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing pachinko gaming machines lack innovative features to enhance player engagement and interest beyond conventional light guide effects.

Method used

The gaming machine incorporates a pseudo light guiding effect that displays a pseudo light guiding image on a display screen with variable performance symbols, controlled by a performance control means, and includes features like movable frame and panel bodies, logo sword accessories, and illumination display devices to create dynamic visual experiences.

Benefits of technology

The solution provides a novel gaming experience with enhanced player engagement through dynamic visual effects and interactive elements, increasing player interest and enjoyment.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine which can provide novel game amusement.SOLUTION: A pachinko game machine 1 includes a performance control microcomputer 91 which can control a performance, and a picture display unit 7 having a display screen 7a. The performance control microcomputer 91 can execute a pseudo-illumination performance which displays an image which can be seen on a display screen 7a as if a pseudo-logo face image GR indicating a main character emits light in a player side with respect to a black background part BL, and can execute the pseudo-illumination performance across multiple number of times of variations of performance drawing patterns 8.SELECTED DRAWING: Figure 38
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Description

Technical field

[0001] The present invention relates to gaming machines typified by pachinko gaming machines and the like. [Background technology]

[0002] 2. Description of the Related Art Conventionally, in a pachinko game machine, which is an example of a game machine, various performances have been performed in order to increase the interest in the game. For example, in the gaming machine described in Patent Document 1 below, a light guiding means (illumination display device) is arranged in front of the display screen of the display means, and the light guiding means causes a specific display image to be displayed by emitting light. The production (illumination production) is now executed. [Prior art documents] [Patent document]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2015-180361 [Summary of the invention] [Problem to be solved by the invention]

[0004] However, the light guide effect using the light guide means is already a common effect, and there is room for improvement in order to increase the interest of the game.

[0005] The present invention has been made in view of the above circumstances. In other words, the objective is to provide a gaming machine that can provide novel gaming entertainment. [Means to solve the problem]

[0006] The gaming machine of the present invention includes: a performance control means capable of controlling the performance; A gaming machine comprising: a display means having a display screen; The performance control means is On the display screen, it is possible to execute a pseudo light guiding effect that displays a pseudo light guiding image in which a predetermined display image appears to be emitting light from the player's side against a black background; This gaming machine is characterized in that the pseudo light guide performance can be executed over a plurality of variable displays of performance symbols.

Effect of the invention

[0007] According to the gaming machine of the present invention, it is possible to provide a novel gaming experience. [Brief explanation of the drawing]

[0008]

Figure 1

Figure 2

[0009] 1.Structure of the gaming machine A pachinko gaming machine 1 that is an embodiment of the present invention will be described based on the drawings. In the following explanation, the left-right direction of each part of the pachinko game machine 1 as an example of a game machine will be explained so as to correspond to the left-right direction for a player facing the pachinko game machine 1. Further, the front direction of each part of the pachinko game machine 1 is taken as the direction toward the player facing the pachinko game machine 1, and the rear direction of each part of the pachinko game machine 1 is taken as the direction away from the player facing the pachinko game machine 1, explain.

[0010] As shown in FIG. 1, the pachinko gaming machine 1 of the present embodiment includes a gaming machine frame 50 and a gaming board 2 (see FIG. 3) mounted within the gaming machine frame 50. The gaming machine frame 50 constitutes the outer shell of the pachinko gaming machine 1, and includes an outer frame 51, an inner frame 52, and a front frame (glass door frame) 53. The outer frame (base frame portion) 51 is a vertically rectangular frame that forms the outer contour of the gaming machine frame 50. The inner frame (holding frame portion) 52 is arranged inside the outer frame 51, and is a vertically rectangular frame body to which the game board 2 is attached. The front frame (front frame portion) 53 is arranged on the front side of the outer frame 51 and the inner frame 52, and has a vertical rectangular shape that protects the game board 2.

[0011] The gaming machine frame 50 is configured to include a hinge portion 54 on the left end side. With this hinge portion 54, the front frame 53 is rotatable with respect to the outer frame 51 and the inner frame 52, and the inner frame 52 is rotatable with respect to the outer frame 51 and the front frame 53, respectively. It has become. An opening is formed in the center of the front frame 53, and a transparent glass plate 55 is attached to the opening of the front frame 53 so that the player can see the gaming area 3, which will be described later. Further, the gaming machine frame 50 (front frame 53) is provided with a frame lamp 66 that can emit light in various colors.

[0012] As shown in FIG. 1, the front frame 53 includes an upper decorative unit 200 on the upper side, a left side decorative unit 210 on the left side, a right side decorative unit 220 on the right side, and an operating mechanism unit 230 on the lower side. has been done. A speaker 67 that outputs sound is provided above each of the left side decoration unit 210 and the right side decoration unit 220. The operating mechanism unit 230 includes a handle (launching operation section) 60 for firing game balls at a firing intensity corresponding to the rotation angle, a ball supply tray (upper tray) 61 for storing game balls, and a ball supply tray 61 for storing game balls. A surplus ball tray (lower tray) 62 is provided to store game balls that cannot be accommodated. The operation mechanism unit 230 is also provided with a performance button 63 and a select button (cross key) 64 that can be operated by the player during performances performed as the game progresses.

[0013] As shown in FIGS. 2(A) and 2(B), the upper decoration unit 200 includes a box-shaped accommodating section 290 with an open upper side and a frame movable body 600 accommodated in this accommodating section 290. The frame movable body 600 includes a left frame movable body 600L and a right frame movable body 600R. A rotating shaft 441 extending in the front-rear direction is attached to the center of the housing section 290 in the left-right direction. This rotating shaft 441 is inclined downward toward the front. The left frame movable body 600L and the right frame movable body 600R are rotatably attached to the rotation shaft 441.

[0014] In the initial state, the left frame movable body 600L and the right frame movable body 600R are in the storage position (standby position) shown in FIG. 2(A). Then, during the execution of SP reach, the left frame movable body 600L rotates 90 degrees clockwise around the rotation axis 441 from the storage position to the protruding position shown in FIG. 2(B), and the right frame movable body 600R may be rotated 90 degrees counterclockwise around the rotation axis 441 from the storage position to the protruding position shown in FIG. 2(B). Note that the left frame movable body 600L and the right frame movable body 600R are driven by a frame movable body drive motor 600a (see FIG. 9).

[0015] In this manner, in this embodiment, when the frame movable body 600 moves to the protruding position, it protrudes above the upper edge 50U of the gaming machine frame 50, as shown in FIG. 2(B). This makes it possible to give a strong impact to the players. The frame edge 50W, which is the outer edge portion of the gaming machine frame 50, is composed of an upper edge 50U on the upper side, a lower edge 50D on the lower side (see Figure 4), a left edge 50L on the left side, and a right edge 50R on the right side. There is.

[0016] Next, the game board 2 will be explained with reference to FIG. As shown in FIG. 3, the game board 2 has a game area 3 surrounded by a rail member 4, in which game balls shot by operating the handle 60 flow down. The game board 2 is also provided with a board lamp 5 (see FIG. 9) that can emit light in various colors. The game board 2 is a combination of a plate-like member placed on the front side and a back unit placed on the rear side (a unit for attaching various control boards, image display device 7, harness, etc., which will be described later). It is something.

[0017] In the game area 3, a plurality of game nails for guiding game balls are provided protrudingly. Further, near the center of the gaming area 3, an image display device (display means) 7, which is a liquid crystal display device, is arranged. On the display screen 7a of the image display device 7, a variable display (variable display) of a first special symbol and a second special symbol, which will be described later, and a variable display of production symbols (decorative symbols) 8L, 8C, 8R synchronized with the stop display and There is an effect pattern display area that performs a stop display. In addition, the performance that displays the performance symbols 8L, 8C, and 8R is called the performance symbol variation performance. The performance symbol variation performance is sometimes referred to as a "decorative symbol variation performance" or simply a "variation performance."

[0018] The effect pattern display area consists of three effect pattern display areas, for example, "left", "middle", and "right". A left performance pattern 8L is displayed in the left performance pattern display area, a middle performance pattern 8C is displayed in the middle performance pattern display area, and a right performance pattern 8R is displayed in the right design display area. Each performance pattern is composed of a plurality of patterns (number patterns) representing numbers from "1" to "9", for example. The image display device 7 displays a first special symbol displayed on a first special symbol display 41a and a second special symbol display 41b (see FIG. 6), which will be described later, by a combination of left, middle, and right production symbols. And the results of the variable display of the second special symbol (that is, the results of the jackpot lottery) are displayed in an easy-to-understand manner.

[0019] For example, if a jackpot is won, a production pattern such as "777" will be stopped and displayed in a zero (jackpot stop mode). In addition, in the case of a loss, the production pattern is stopped and displayed with a winning number (loss stop mode) such as "637". This makes it easier for the player to grasp the progress of the game. In other words, the player generally understands the result of the jackpot lottery on the image display device 7, rather than on the first special symbol display 41a or the second special symbol display 41b. Note that the position of the performance symbol display area does not have to be fixed. Further, as a mode of displaying the performance symbols in a variable manner, for example, there is a mode of scrolling in the vertical direction. Furthermore, it is possible to arbitrarily change which combination of performance symbols is stopped and displayed according to each lottery result.

[0020] The image display device 7 has a display screen 7a that displays, in addition to the design variation performance using the above-mentioned performance patterns, a jackpot performance performed in parallel with the jackpot game, a demonstration performance for waiting for customers (customer waiting performance), etc. to be displayed. In the performance pattern variable display performance, in addition to performance patterns such as numbers, performance images other than performance patterns such as background images and character images are also displayed.

[0021] In addition, the display screen 7a of the image display device 7 includes a first reservation display area 17a that displays an icon 9 according to the number of stored first special symbols or the number of stored second special symbols, which will be described later, and a second reservation display. There are an area 17b, a third pending display area 17c, and a fourth pending display area 17d. The icons 9 displayed in these hold display areas 17a to 17d will be appropriately referred to as "hold icons 9." Note that the pending icon 9 can be said to be an icon indicating that the jackpot determination process has not been executed yet.

[0022] If the reservation icon 9 is displayed only in the first reservation display area 17a, it indicates that the number of special symbols reserved (first special symbols reserved or second special symbols reserved) is one. If the hold icon 9 is displayed in the first hold display area 17a and the second hold display area 17b, it indicates that the number of special figures on hold is two. If the reservation icon 9 is displayed in the first reservation display area 17a, the second reservation display area 17b, and the third reservation display area 17c, it indicates that the number of special symbols reserved is three. If the reservation icon 9 is displayed in all the reservation display areas 17a to 17d, it indicates that the number of special symbols reserved is four. In this way, by displaying the hold icon 9, the number of stored first special figure holds displayed on the first special figure hold display 43a (see Figure 6), which will be described later, or the number displayed on the second special figure hold display 43b. It is possible to clearly indicate to the player the number of stored second special figures pending. In addition, in this form, in the non-time-saving state described later, the number of stored first special symbols is displayed as a reservation icon 9, and in the time-saving state, which will be described later, the number of stored second special symbols is displayed as a reservation icon 9. ing.

[0023] Further, on the display screen 7a of the image display device 7, an icon 9 indicating that the jackpot determination process has been executed is displayed in the display area 17x. The icon 9 displayed in the display area 17x will be appropriately referred to as "the icon 9." The pending icon 9 displayed in the pending display areas 17a to 17d shifts (moves) to the adjacent pending display areas 17a to 17c on the left when a special symbol, which will be described later, changes and then stops being displayed. At this time, the hold icon 9 displayed in the first hold display area 17a is shifted to the corresponding display area 17x as the icon 9.

[0024] Near the center of the gaming area 3 and in front of the image display device 7, a center decoration 10 is arranged. A stage portion 11 is formed in the lower part of the center decoration body 10, which can guide a game ball rolling on the upper surface to a first starting port 20, which will be described later. Furthermore, the center decoration body 10 is provided with a movable panel body (effect movable body) 15 that is movable in front of the display screen 7a of the image display device 7.

[0025] As shown in FIG. 4(A), the platen movable body 15 includes an upper platen movable body 15U, a lower left platen movable body 15L, and a right lower platen movable body 15R. The upper board movable body 15U is mounted so as to be hidden above the game board 2. The upper panel movable body 15U can move downward from the standby position shown in FIG. 4(A) to the operating position shown in FIG. 4(B). Further, the lower left board movable body 15L is installed so as to be hidden at the lower left part of the game board 2. The left lower plate movable body 15L can move diagonally upward to the right from the standby position shown in FIG. 4(A) to the operating position shown in FIG. 4(B). Further, the lower right board movable body 15R is installed so as to be hidden behind the lower right part of the game board 2. The lower right plate movable body 15R can move diagonally upward to the left from the standby position shown in FIG. 4(A) to the operating position shown in FIG. 4(B).

[0026] The upper panel movable body 15U, the left lower panel movable body 15L, and the right lower panel movable body 15R are movable in conjunction (at the same timing), and as shown in Figure 4(B), from the display screen 7a can also be moved in front so as to hide most of the area (more than half the area) of the display screen 7a. Therefore, by having the upper board movable body 15U, the left lower board movable body 15L, and the right lower board movable body 15R in their operating positions, it is possible to give a strong impact to the player.

[0027] Furthermore, as shown in FIG. 1, the pachinko game machine 1 of this embodiment includes a logo sword accessory (operating means) 300 and a sword holder 310 on the right side decoration unit 220. The logo sword accessory 300 is an operation means that can be operated by the player, and is imitated in the shape of a sword used by the transformed main character (“logo”) of the pachinko game machine 1. The sword holder 310 holds the logo sword accessory 300 so as to be movable in the vertical direction.

[0028] Normally, about half of the blade 301 of the logo sword accessory 300 is housed in the sword holder 310, as shown in FIG. 5(A). When the player pushes the logo sword accessory 300 downward while holding the handle 302, the logo sword accessory 300 is pushed downward so that most of the blade 301 is accommodated in the sword holder 310, as shown in FIG. 5(B). It is possible to move to Hereinafter, the position of the logo sword accessory 300 shown in FIG. 5(A) will be referred to as the "normal position", and the position of the logo sword accessory 300 shown in FIG. 5(B) will be referred to as the "push-in position". After the logo sword accessory 300 is pushed to the pushing position shown in FIG. 5(B) by the player, the logo sword accessory 300 is pushed into the normal position shown in FIG. 5(A) by the driving force of the logo sword accessory drive motor 300a (see FIG. 9). It is designed to return to its position.

[0029] Returning to the description of the game board 2 shown in FIG. 3. As shown in FIG. 3, below the image display device 7 in the game area 3, there is provided a first starting opening (first starting winning opening, ball entry opening) 20 in which the ease of entry of game balls is always constant. A fixed winning device 19 is provided. The winning of the game ball into the first starting hole 20 is an opportunity for the lottery of the first special symbol (the jackpot lottery, that is, the acquisition and determination of jackpot random numbers, etc.).

[0030] Further, below the first starting opening 20 in the gaming area 3, a normal variable winning device (so-called electric chew, variable ball entering means) 22 is provided, which is equipped with a second starting opening (second starting winning opening, ball entering opening) 21. It is being The winning of the game ball into the second starting hole 21 is an opportunity for the second special symbol lottery (jackpot lottery, that is, acquisition and determination of jackpot random numbers, etc.).

[0031] The electric chew 22 includes a movable member (ball entrance opening / closing member) 23, and opens and closes the second starting port 21 by operating the movable member 23. The movable member 23 is driven by an electric chew solenoid 24 (see FIG. 8). A game ball can enter the second starting port 21 only when the movable member 23 is in an open state. In other words, the second starting port 21 is a starting port whose ease of entry of game balls can be changed. In addition, if the electric chew 22 makes it easier for the ball to enter the second starting port 21 when the movable member 23 is in the open state than when it is in the closed state, It is not necessary to make it impossible for the ball to enter the second starting port 21.

[0032] Further, on the upper right side of the first starting opening 20 in the gaming area 3, a big winning device (special variable winning device, special winning means) 31 is provided which includes a big winning hole (special winning hole) 30. The big winning device 31 includes an opening / closing member (special winning opening opening / closing member) 32, and opens and closes the big winning opening 30 by operating the opening / closing member 32. The opening / closing member 32 is driven by the big prize opening solenoid 33 (see FIG. 8). A game ball can enter the grand prize opening 30 only when the opening / closing member 32 is open.

[0033] Further, above the grand prize opening 30 in the game area 3, a gate (passage area) 28 is provided through which the game ball can pass. The passage of the game ball to the gate 28 is a trigger for executing a normal symbol lottery (that is, obtaining and determining a normal symbol random number (winning random number)) to decide whether or not to release the electric chew 22.

[0034] Further, at the bottom of the gaming area 3, a normal winning opening 27 is provided. Further, at the bottom of the game area 3, an out port 16 is provided for discharging game balls that are hit into the game area 3 but do not win in any of the winning holes to the outside of the game area 3.

[0035] In the gaming area 3 where various winning openings etc. are arranged, there is a left gaming area (first gaming area) 3A on the left side of the center in the horizontal direction, and a right gaming area (second gaming area) 3B on the right side. There is. A hitting method in which the game ball is fired so that it flows down the left game area 3A is called left-handed hitting. On the other hand, the hitting method in which the game ball is launched so that it flows down the right game area 3B is called right-handed hitting. In the pachinko game machine 1 of this embodiment, the flow path through which the game ball flows down when the game is played with the left hand is called the first flow path R1, and the flow path through which the game ball flows down when the game is played with the right hand is called the first flow path R1. , referred to as the second flow path R2.

[0036] A first starting port 20, a normal winning port 27, and an out port 16 are provided on the first flow path R1. The player can aim to win a prize in the first starting opening 20 or the normal winning opening 27 by hitting the ball to the left so as to flow down the first channel R1. Note that the gate 28 is not arranged on the first flow path R1. Therefore, the electric chew 22 will not be released when the player is left-handed.

[0037] On the other hand, on the second flow path R2, a gate 28, a big winning device 31, an electric chew 22, and an out port 16 are provided. The player can aim to pass through the gate 28 or win a prize in the grand prize opening 30 and the second starting opening 21 by hitting the right hand so as to flow down the second channel R2.

[0038] Further, as shown in FIG. 3, a display device 40 is arranged at the center on the right side of the game board 2. As shown in FIG. 8, the displays 40 include a first special symbol display 41a that variably displays a first special symbol, a second special symbol display 41b that variably displays a second special symbol, and a normal symbol. It includes a normal symbol display 42 that variably displays. In addition, the display devices 40 include a first special symbol display 43a that displays the memory number of pending operations (first special symbol pending) on ​​the first special symbol display 41a, and a pending operation on the second special symbol display 41b. Includes a second special pattern holding display 43b that displays the number of memory items (second special pattern storage), and a general pattern storage display 44 that displays the number of memory patterns of the normal pattern display 42 (normal pattern storage). It is.

[0039] The variable display of the first special symbol is performed when a game ball enters the first starting port 20. The variable display of the second special symbol is performed when the game ball enters the second starting port 21. In addition, in the following explanation, the first special symbol and the second special symbol may be collectively referred to as a special symbol (identification symbol). Further, the first special symbol display device 41a and the second special symbol display device 41b may be collectively referred to as a special symbol display device (identification symbol display means) 41. Also, the first special map reservation and the second special map reservation are sometimes collectively referred to as special map reservation. Further, the first special figure holding display 43a and the second special figure holding display 43b may be collectively referred to as the special figure holding display 43.

[0040] The special symbol display 41 displays special symbols variably (fluctuates) and then stops, thereby allowing a lottery (special symbol lottery, jackpot lottery) based on winnings to the first starting port 20 or the second starting port 21 to be held. Announce the results. The special symbol that is stopped and displayed (stop symbol, special symbol that is derived and displayed as a display result of variable display) is one special symbol that is selected from among a plurality of types of special symbols by special symbol lottery. If the stopping symbol is a predetermined special special symbol (special symbol with a specific stopping pattern, that is, a jackpot symbol), the opening pattern will be selected according to the type of the jackpot symbol that is stopped and displayed (i.e., the type of jackpot that was won). A jackpot game (special game) that opens the jackpot 30 is performed. In addition, the opening pattern of the big prize opening 30 in the jackpot game will be described later.

[0041] The special symbol display 41 is composed of, for example, eight LEDs arranged side by side, and displays a special symbol according to the result of the jackpot lottery depending on the lighting mode. For example, if you win a jackpot (one of the multiple types of jackpots described later), 1, 2, The jackpot symbol with the 5th and 6th LED lit will be displayed. In addition, in the case of a loss, a losing pattern such as "●●●●●●●○" with only the rightmost LED lit is displayed. A mode may be adopted in which all LEDs are turned off as a losing symbol. In addition, before the special symbol is stopped and displayed, the special symbol is displayed in a variable manner (variable display) for a predetermined variable time, but the manner of the variable display is such that, for example, light repeatedly flows from left to right. In this mode, the LED lights up. Note that the manner of the variable display may be in any manner, such as all LEDs flashing at once, as long as each LED is not displayed in a stopped state (lighted-up display in a specific manner).

[0042] In this pachinko gaming machine 1, when a game ball enters the first starting port 20 or the second starting port 21, the values ​​of various random numbers (judgment information) such as the jackpot random number obtained for that winning are It is temporarily stored in the figure reservation storage unit 85 (see FIG. 8). Specifically, if the prize is won in the first starting opening 20, it is stored in the first special drawing holding storage unit 85a as the first special drawing reservation, and if it is winning in the second starting opening 21, it is stored as the second special drawing holding. It is stored in the second special figure reservation storage section 85b. There is an upper limit to the number of special figure reservations that can be stored in each special figure reservation storage section 85, and each upper limit value in this embodiment is four. Note that each upper limit value is not limited to four, and can be changed as appropriate.

[0043] The special figure reservation stored in the special figure reservation storage section 85 is digested when the special symbol can be variably displayed based on the special figure reservation. The extinguishment of the special symbol reservation means to determine the jackpot random number etc. corresponding to the special symbol reservation, and to execute a variable display of the special symbol to show the determination result. Therefore, in this pachinko game machine 1, if the variable display of the special symbol based on the winning of a game ball to the first starting port 20 or the second starting port 21 cannot be performed immediately after winning, that is, the variable display of the special symbol is executed. Even if a prize is won during execution of a medium or jackpot game, the right to draw a jackpot for that prize can be reserved up to a predetermined number of prizes.

[0044] The number of such special figure reservations is displayed on the special figure reservation display 43. Specifically, the special figure reservation display 43 is composed of, for example, four LEDs (see FIG. 8), and displays the number of reserved special figures by lighting up the LEDs for the number of reserved special figures.

[0045] The variable display of the normal symbols is triggered by the passage of the game ball to the gate 28. The normal symbol display 42 notifies the result of the normal symbol lottery based on the passage of the game ball to the gate 28 by variably displaying the normal symbol (fluctuating display) and then stopping and displaying it. The ordinary symbol that is stopped and displayed (the ordinary symbol that is stopped and displayed, the ordinary symbol that is derived and displayed as a display result of the variable display) is one ordinary symbol that is selected from among a plurality of types of ordinary symbols by the ordinary symbol lottery. If the stopped and displayed normal symbol is a predetermined specific normal symbol (normal symbol with a predetermined stopping pattern, that is, a normal winning symbol), the second starting port 21 is opened in an opening pattern according to the current gaming state. An auxiliary game is performed to make the game easier. Note that the opening pattern of the second starting port 21 will be described later.

[0046] Specifically, the normal symbol display 42 is composed of, for example, two LEDs (see FIG. 8), and displays a normal symbol according to the result of the normal symbol lottery depending on the lighting mode. For example, if the lottery result is a win, a normal winning symbol with both LEDs lit, such as "○○" (○: lit, ●: off), is displayed. In addition, if the lottery result is a loss, a normal loss symbol such as "●○" with only the right LED lit is displayed. It is also possible to adopt a mode in which all LEDs are turned off as a normal losing symbol. Before the normal symbols are stopped and displayed, the normal symbols are displayed in a variable manner (variable display) for a predetermined variable time, and the mode of the variable display is, for example, in which both LEDs are lit alternately. Note that the manner of the variable display may be in any manner, such as all LEDs flashing at once, as long as each LED is not displayed in a stopped state (lighted-up display in a specific manner).

[0047] In this pachinko gaming machine 1, when a game ball passes through the gate 28, the value of the normal symbol random number (winning random number) acquired for that passage is stored in the normal symbol holding storage section 86 (see FIG. 8). It is temporarily stored as a pending figure. There is an upper limit to the number of standard patterns that can be stored in the standard pattern storage unit 86, and the upper limit in this embodiment is four.

[0048] The general symbol reservation stored in the ordinary symbol reservation storage unit 86 is consumed when the variable display of the ordinary symbol based on the ordinary symbol reservation becomes possible. The extinguishing of a normal symbol reservation means to determine the normal symbol random number (winning random number) corresponding to the ordinary symbol reservation, and to execute a variable display of the ordinary symbol to show the determination result. Therefore, in this pachinko gaming machine 1, if the variable display of normal symbols based on the passage of the game ball to the gate 28 cannot be performed immediately after the passing of the game ball, that is, when the variable display of the normal symbols is being executed or the auxiliary game is being executed, winnings will be won. Even if there is, it is possible to reserve the right to draw normal symbols for the passing of the symbols, up to a predetermined number.

[0049] The number of such general drawings on hold is displayed on the general drawing holding display 44. Specifically, the Fuzu reservation indicator 44 is composed of, for example, four LEDs (see Figure 8), and displays the number of Fuzu reservations by lighting up the LEDs for the number of Fuzu reservations. be.

[0050] Further, as shown in FIG. 3, an auxiliary symbol display area for displaying auxiliary symbols 6L, 6C, and 6R is provided at the upper right of the display screen 7a. The auxiliary symbol display area consists of three auxiliary symbol display areas, eg, "left", "middle", and "right". A left auxiliary symbol 6L is displayed in the left auxiliary symbol display area, a middle auxiliary symbol 6C is displayed in the middle auxiliary symbol display area, and a right auxiliary symbol 6R is displayed in the right auxiliary symbol display area. The auxiliary patterns 6L, 6C, and 6R each consist of multiple patterns (number patterns) that represent numbers from ``1'' to ``9'', for example, and are smaller and less noticeable than the production patterns 8L, 8C, and 8R. ing. The auxiliary symbols 6L, 6C, and 6R are configured to perform variable display and stop display in synchronization with the change display and stop display of the special symbol. As a result, even if the production symbols 8L, 8C, and 8R are difficult or impossible to see on the display screen 7a, the player can still see the special symbols fluctuate by looking at the auxiliary symbols 6L, 6C, and 6R. It is possible to grasp whether the special symbol is stopped or displayed. In addition, if the auxiliary symbols 6L, 6C, and 6R win a jackpot, they will stop and display a zero number (jackpot stop mode) such as "777", and if they are a loss, they will display a zero number (Jackpot stop mode) such as "637". The production pattern is stopped and displayed in the losing stop mode). In addition, below, the production patterns 8L, 8C, and 8R may be collectively referred to as "production symbols 8," and the auxiliary symbols 6L, 6C, and 6R may be collectively referred to as "auxiliary symbols 6."

[0051] Further, as shown in FIG. 7(A), an illumination display device 12 is arranged in front of the image display device 7. The illumination display device 12 (light guide means) allows the player to see a display image displayed by emitting light, and mainly includes a light guide plate 12a (illumination panel), a lower frame 12b, and an upper edge frame 12c. ing. The light guide plate 12a has a transmittance that allows light to pass therethrough, and is formed in a rectangular flat plate shape facing the display screen 7a of the image display device 7. The lower side and both left and right sides of the light guide plate 12a are fitted into the lower frame 12b, and the upper edge frame 12c is attached to the upper side of the light guide plate 12a and the upper end of the lower frame 12b.

[0052] The upper edge frame 12c is provided with a display LED 12d shown in FIG. 7(B). When the display LED 12d emits light, the light emitted from the display LED 12d is incident on the end surface of the light guide plate 12a. Then, the light incident on the end face of the light guide plate 12a is reflected toward the front side by a reflecting portion 12e formed on the rear side (back side) of the light guide plate 12a. In this way, the light reflected by the reflection part 12e of the light guide plate 12a is emitted from the front surface 12f of the light guide plate 12a, so that the player can visually recognize the display image displayed by the light guide plate 12a. There is. As will be described later, in this embodiment, the reflective portion is arranged so that the logo profile image 12X (see FIG. 33(A)) showing the profile of the logo, which is the main character of the pachinko game machine 1, is displayed on the light guide plate 12a. Unevenness is formed on 12e.

[0053] 2.Electrical configuration of gaming machine Next, the electrical configuration of the pachinko gaming machine 1 will be explained based on FIGS. 8 and 9. As shown in FIGS. 8 and 9, the pachinko gaming machine 1 includes a main control board (gaming control board) 80 that controls gaming profits such as jackpot lottery and transition of gaming states, and a main control board (gaming control board) 80 that controls effects that are executed as the game progresses. It is equipped with a sub-control board (performance control board) 90 that performs control, a payout control board 110 that performs control regarding payout of game balls, and the like. The main control board 80 constitutes a main control section, and the sub control board 90 constitutes a sub control section together with an image control board 100, a sub drive board 107, and an audio control board 106, which will be described later. Note that the sub-control unit includes at least a sub-control board 90, and includes presentation means (image display device 7, panel lamp 5, frame lamp 66, speaker 67, panel movable body 15, frame movable body 600, illumination display device 12, etc.). It is sufficient if the game performance used can be controlled.

[0054] The pachinko game machine 1 also includes a power supply board 150. The power supply board 150 supplies power to the main control board 80, sub-control board 90, and payout control board 110, and also supplies necessary power to other devices via these boards. A backup power supply circuit 151 is provided on the power supply board 150. The backup power supply circuit 151 supplies power to the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90, which will be described later, when power is not supplied to the pachinko game machine 1 due to power outage such as the end of business hours or a power outage. can supply power. Therefore, the information stored in the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90 is retained even when the pachinko gaming machine 1 is powered off. Further, a power switch 155 is connected to the power supply board 150. The ON / OFF operation of the power switch 155 switches the power on / off. Note that a backup power supply circuit for the RAM 84 of the main control board 80 may be provided on the main control board 80, or a backup power supply circuit for the RAM 94 of the sub-control board 90 may be provided on the sub-control board 90.

[0055] As shown in FIG. 8, a one-chip microcomputer for game control (hereinafter referred to as "microcomputer for game control") 81 is mounted on the main control board 80, which controls the progress of the game of the pachinko game machine 1 according to a program. The game control microcomputer 81 includes a ROM 83 that stores programs for controlling the progress of games, a RAM 84 used as a work memory, a CPU 82 that executes the programs stored in the ROM 83, and inputs and outputs data and signals. Contains an I / O port section (input / output circuit) 87 for The RAM 84 is provided with the above-mentioned special symbol reservation storage section 85 and regular symbol reservation storage section 86. Note that the ROM 83 may be externally attached.

[0056] RAM84 (storage means) is provided with the above-mentioned special symbol reservation storage section 85 (first special symbol reservation storage section 85a and second special symbol reservation storage section 85b) and regular symbol reservation storage section 86. More specifically, the first special figure reservation storage section 85a, as shown in FIG. 10(A), consists of four storage areas corresponding to the number of first special figure reservations that can be stored. Further, as shown in FIG. 10(B), the second special figure reservation storage section 85b consists of four storage areas corresponding to the number of memorizable second special figure reservations. Each storage area is further divided into four storage areas, as shown in FIG. 10(C). These four storage areas are an area for storing jackpot random numbers, an area for storing hit type random numbers, an area for storing reach random numbers, and an area for storing fluctuating pattern random numbers, which will be described later.

[0057] Further, various sensors and solenoids are connected to the main control board 80 via a relay board 88, as shown in FIG. Therefore, signals are input from each sensor to the main control board 80, and signals are output from the main control board 80 to each solenoid. Specifically, as the sensors, a first starting port sensor 20a, a second starting port sensor 21a, a gate sensor 28a, a large winning port sensor 30a, and a normal winning port sensor 27a are connected.

[0058] The first starting port sensor 20a is provided in the first starting port 20 to detect a game ball that has entered the first starting port 20. The second starting port sensor 21a is provided in the second starting port 21 and detects a game ball that has entered the second starting port 21. The gate sensor 28a is provided inside the gate 28 and detects a game ball that has passed through the gate 28. The big winning hole sensor 30a is provided in the big winning hole 30 and detects a game ball that has entered the big winning hole 30. The normal winning hole sensor 27a is provided in each normal winning hole 27 and detects the game ball that has won in the normal winning hole 27.

[0059] In addition, as the solenoids, an electric chew solenoid 24 and a big prize opening solenoid 33 are connected. The electric chew solenoid 24 drives the movable member 23 of the electric chew 22. The big prize opening solenoid 33 drives the opening / closing member 32 of the big winning device 31.

[0060] Furthermore, the main control board 80 includes a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol pending display 43a, a second special symbol pending display 43b, and a normal symbol display 43a. A figure hold display 44 is connected. That is, the display control of these display devices 40 is performed by the game control microcomputer 81.

[0061] The main control board 80 also sends various commands to the payout control board 110 and receives signals from the payout control board 110 for payout monitoring. The payout control board 110 includes a prize ball payout device 120, a rental ball payout device 130, and a card unit 135 (installed adjacent to the pachinko gaming machine 1, which enables ball lending based on information such as an inserted prepaid card). A launcher 112 is connected via a launch control circuit 111. Firing device 112 includes a handle 60 (see FIG. 1).

[0062] The payout control board 110 drives the prize ball motor 121 of the prize ball payout device 120 based on the signal from the game control microcomputer 81 and the signal from the card unit 135 connected to the pachinko gaming machine 1 to dispense the prize balls. and drives the ball rental motor 131 of the rental ball payout device 130 to pay out rental balls. The prize balls that are paid out are detected by the prize ball sensor 122 for counting. Further, the paid out rental balls are detected by the ball rental sensor 132 for counting. Note that when the player operates the handle 60 (see FIG. 1) of the firing device 112, the touch switch 114 detects the contact with the handle 60, and the firing volume 115 detects the amount of rotation of the handle 60. . Then, the firing motor 113 is driven so that the game ball is fired with a strength corresponding to the magnitude of the detection signal of the firing volume 115. In this pachinko game machine 1, one game ball is fired in about 0.6 seconds.

[0063] Main control board 80 also sends various commands to sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only the transmission of signals from the main control board 80 to the sub-control board 90. That is, a unidirectional circuit (for example, a circuit using a diode), not shown, is interposed between the main control board 80 and the sub-control board 90 as a communication direction regulating means.

[0064] As shown in FIG. 9, a performance control one-chip microcomputer (hereinafter referred to as "performance control microcomputer") 91 that controls the performance of the pachinko gaming machine 1 according to a program is mounted on the sub-control board 90. The performance control microcomputer 91 (performance control means) includes a ROM 93 that stores programs for controlling the performance as the game progresses, a RAM 94 used as a work memory, and a CPU 92 that executes the programs stored in the ROM 93. , an I / O port section (input / output circuit) 97 for inputting and outputting data and signals. Note that the ROM 93 may be externally attached.

[0065] In addition, as shown in FIG. 11(A), the RAM 94 has a first special drawing holding effect that can store the first starting winning command (described in detail later), etc., specified based on the winning in the first starting opening 20. A storage section 95a, a second special symbol holding effect storage section 95b that can store a second starting prize winning command (described in detail later) etc. specified based on winning to the second starting hole 21, a first special symbol and the like. A variation performance storage section (0th storage area) 95c that is common to the second special symbol is provided. As shown in FIG. 11(B), the first special figure reservation performance storage unit 95a has four storage areas (first storage area to fourth storage area) corresponding to the number of memorable first special figure reservations. It is divided into Further, as shown in FIG. 11(C), the second special figure reservation performance storage unit 95b has four storage areas (first storage area to fourth storage area) corresponding to the number of memorable second special figure reservations. ).

[0066] Furthermore, each storage area includes two storage areas, as shown in FIG. 11(D). These two storage areas are a starting winning command storage area that stores the starting winning command, and an icon display mode data storage area that stores data indicating the display mode of the icon (pending icon, the icon) 9, which will be described later. Note that the variation performance storage section 95c also includes these four storage areas.

[0067] As shown in FIG. 9, an image control board 100, an audio control board 106, and a sub drive board 107 are connected to the sub control board 90. The performance control microcomputer 91 of the sub-control board 90 causes the CPU 102 of the image control board 100 to control the display of the image display device 7 based on commands received from the main control board 80.

[0068] The image control board 100 includes a ROM 103 that stores programs for controlling image display, etc., a RAM 104 used as a work memory, and a CPU 102 that executes the programs stored in the ROM 103. Note that the ROM 103 stores still image data and video data displayed on the image display device 7, specifically image data such as characters, items, figures, letters, numbers, symbols, etc. (including production designs), and background images. is stored. The CPU 102 of the image control board 100 reads image data from the ROM 103 based on instructions from the performance control microcomputer 91. Then, display control is executed based on the read image data.

[0069] Furthermore, the performance control microcomputer 91 outputs audio, music, sound effects, etc. from the speaker 67 via the audio control board 106 based on commands received from the main control board 80. Audio data such as audio output from the speaker 67 is stored in the ROM 93 of the sub-control board 90. Note that a CPU may be mounted on the voice control board 106, and in that case, the CPU may be caused to execute voice control. Furthermore, in this case, a ROM may be mounted on the audio control board 106, and audio data may be stored in the ROM. Alternatively, the speaker 67 may be connected to the image control board 100, and the CPU 102 of the image control board 100 may be caused to perform audio control. Furthermore, in this case, the audio data may be stored in the ROM 103 of the image control board 100.

[0070] In addition, the production control microcomputer 91 controls the frame lamp 66, panel lamp 5, illumination display device 12 (display LED 12d), etc. via the sub-drive board 107 and relay board 108 based on commands received from the main control board 80. Controls the light emission of the light emitting means. In detail, the production control microcomputer 91 creates light emission pattern data (data that determines lighting / extinguishing, light emission color, etc., also referred to as lamp data) that determines the light emission mode of each lamp, and creates frame lamps 66, panels, etc. according to the light emission pattern data. Controls the light emission of light emitting means such as the lamp 5 and the display LED 12d. Note that data stored in the ROM 93 of the sub-control board 90 is used to create the light emission pattern data.

[0071] Furthermore, the performance control microcomputer 91 can drive the board movable body 15 via the sub drive board 107 and the relay board 108 based on the command received from the main control board 80. In detail, the performance control microcomputer 91 sets board movable body drive data that determines the operation mode of the board movable body 15 in a predetermined drive data buffer of the RAM 94. As a result, the movable plate drive motor 15a is rotationally driven, and the movable plate 15 can be moved from the standby position shown in FIG. 4(A) to the operating position shown in FIG. 4(B). The performance in which the board movable body 15 is driven from the standby position shown in FIG. 4(A) to the operating position shown in FIG. 4(B) will be referred to as a "board movable body drive performance."

[0072] Furthermore, the performance control microcomputer 91 can drive the frame movable body 600 via the sub-drive board 107 and the relay board 108 based on commands received from the main control board 80. In detail, the performance control microcomputer 91 sets frame movable body drive data that determines the operation mode of the frame movable body 600 in a predetermined drive data buffer of the RAM 94. As a result, the frame movable body drive motor 600a is rotationally driven, and the frame movable body 600 can be driven from the storage position shown in FIG. 2(A) to the protruding position shown in FIG. 2(B). The effect in which the frame movable body 600 is driven from the storage position shown in FIG. 2(A) to the protruding position shown in FIG. 2(B) will be referred to as a "frame movable body drive effect."

[0073] As a modification, a CPU may be mounted on the sub-drive board 107, and the CPU may perform light emission control (lighting control) of the light emitting means and drive control of the panel movable body 15 or the frame movable body 600. . Furthermore, in this case, a ROM may be mounted on the sub-drive board 107, and data related to lamp data and drive data may be stored in the ROM.

[0074] A production button detection SW (switch) 63a and a select button detection switch 64a are connected to the sub-control board 90. The performance button detection switch 63a detects that the performance button 63 (see FIG. 1) has been pressed. When the production button 63 is pressed, a detection signal is output from the production button detection switch 63a to the sub-control board 90. The select button detection switch 64a detects that the select button 64 (see FIG. 1) has been pressed. When the select button 64 is pressed, a detection signal is output from the select button detection switch 64a to the sub control board 90.

[0075] Note that FIGS. 8 and 9 are only functional block diagrams for explaining the electrical configuration of the pachinko gaming machine 1, and the boards shown in FIGS. 8 and 9 are not the only ones provided. Except for the main control board 80, any of the plurality of boards shown in FIG. 8 or 9 may be configured as one board, or the one board shown in FIG. 8 or 9 may be configured as multiple boards. good.

[0076] 3.Explanation of jackpot etc. In the pachinko game machine 1 of this embodiment, there are "big wins" and "losses" as a result of the jackpot lottery (special symbol lottery). At the time of a "jackpot", the "jackpot symbol" is stopped and displayed on the special symbol display 41. At the time of "losing", the "losing symbol" is stopped and displayed on the special symbol display 41. When a jackpot is won, a "jackpot game" is executed in which a jackpot (jackpot 30) is opened in an opening pattern according to the type of special symbol (jackpot type) that is stopped and displayed. A jackpot game is also called a special game.

[0077] In this form, the jackpot game consists of multiple round games (unit open games), an opening (also referred to as OP) before the first round game starts, and an ending after the final round game ends. (also written as ED). Each round game starts with the end of the OP or the end of the previous round game, and ends with the start of the next round game or the start of the ED. The closing time (interval time) of the big prize opening between round games is included in the opening round game before the closing.

[0078] There are multiple types of jackpots. The types of jackpots are as shown in Figure 12(A). As shown in FIG. 12(A), there are two types in this embodiment. There are two kinds of jackpots: guaranteed jackpot and regular jackpot. A "probable jackpot" is a jackpot that will be controlled to a high probability state, which will be described later, after the jackpot game. The "normal jackpot" is a jackpot that will be controlled to a normal probability state described later after the jackpot game.

[0079] ``10R Guaranteed Variable Jackpot 1'' that can be won in the lottery of Special Figure 1 (first special symbol), or ``10R Guaranteed Variable Jackpot 2'' that can be won in the lottery of Special Figure 2 (second special symbol), or lottery of Special Figure 2. The "10R normal jackpot 2" that can be won is a jackpot that opens the jackpot 30 from 1R to 10R for a maximum of 25.0 seconds per 1R, as shown in FIG. 12(B). If you win the "probable jackpot" by drawing the special drawing 1, "special drawing 1_jackpot pattern 1" is stopped and displayed on the first special symbol display 41a. In addition, if you win the "probable jackpot" by drawing the special pattern 2, "special pattern 2_jackpot pattern 1" is stopped and displayed on the second special pattern display 41b. In addition, when the "normal jackpot" is won by drawing special drawing 2, "special drawing 2_jackpot pattern 2" is stopped and displayed on the second special symbol display 41b.

[0080] On the other hand, in the "4R regular jackpot 1" that can be won in the lottery of special drawing 1, as shown in Figure 12 (B), 30 big prize openings are opened for a maximum of 25.0 seconds per 1R from 1R to 4R. It's a big hit. When a "normal jackpot" is won by drawing the special drawing 1, "special drawing 1_jackpot pattern 2" is stopped and displayed on the first special symbol display 41a.

[0081] However, even if you win the "normal jackpot" and are controlled to the normal probability state after playing the jackpot game, you will be controlled to the time saving state, which will be described later. In this case, the number of time reductions is set to 100 times. The number of times of time saving is the upper limit number of execution times of the variable display of special symbols in the time saving state. In addition, in this form, as shown in Figure 12(A), the distribution rate of the jackpot in the special drawing 1 lottery and the jackpot distribution rate in the special drawing 2 lottery are both 80% for the probability variable jackpot and 80% for the regular jackpot. is set to be 20%.

[0082] Here, in this pachinko gaming machine 1, the lottery to determine whether or not it is a jackpot is carried out based on the "jackpot random number", and the lottery to determine the type of jackpot won is carried out based on the "win type random number". As shown in FIG. 13(A), the jackpot random number takes values ​​in the range from 0 to 65535. The winning type random number takes a value in the range from 0 to 99. In addition to the jackpot random number and the winning type random number, the random numbers obtained based on winnings in the first starting hole 20 or the second starting hole 21 include "reach random numbers" and "fluctuation pattern random numbers."

[0083] The reach random number is a random number that determines whether or not to generate a reach in the performance symbol variation performance that indicates the result when the result of the jackpot determination is a loss. Reach is a state in which there is only one remaining performance symbol that is being displayed in a fluctuating manner among multiple performance symbols, and you can win a jackpot depending on which symbol the fluctuatingly displayed performance symbol is stopped at. It is a state that results in a combination of the effect symbols shown (for example, the state of "7↓7"). Note that the performance symbols that are stopped and displayed in the ready-to-reach state may be displayed as if they are slightly swaying within the display screen 7a, or may be displayed so as to repeat enlargement and reduction. This reach random number takes a value in the range from 0 to 127.

[0084] Further, the fluctuation pattern random number is a random number for determining a fluctuation pattern including a fluctuation time. The fluctuation pattern random number takes values ​​in the range from 0 to 99. Furthermore, the random numbers obtained based on passage to the gate 28 include the normal symbol random numbers (winning random numbers) shown in FIG. 13(B). The normal symbol random number is a random number for a lottery (normal symbol lottery) to determine whether or not to perform an auxiliary game to release the electric chew 22. Normal symbol random numbers take values ​​in the range from 0 to 255.

[0085] 4.Explanation of gaming status Next, the gaming state of the pachinko gaming machine 1 of this embodiment will be explained. The special symbol display 41 and the normal symbol display 42 of the pachinko game machine 1 each have a probability variation function and a variation time shortening function. A state in which the probability variation function of the special symbol display 41 is activated is referred to as a "high probability state," and a state in which it is not activated is referred to as a "normal probability state (non-high probability state)." In the high probability state, the jackpot probability is higher than in the normal probability state. That is, a jackpot determination table is used to determine a jackpot in which the value of the jackpot random number determined to be a jackpot is larger than the jackpot determination table used in the normal probability state (see FIG. 14(A)). In other words, when the probability variation function of the special symbol display 41 is activated, the probability that the display result of the variable display of the special symbol (i.e., the stopped symbol) by the special symbol display 41 will be a jackpot symbol is higher than when it is not activated. becomes higher.

[0086] Further, a state in which the variable time reduction function of the special symbol display 41 is activated is referred to as a "time reduction state", and a state in which it is not activated is referred to as a "non-time reduction state". In the time saving state, the variation time of the special symbol (the time from the start of the variable display to the time of derivation and display of the display result) is shorter than in the non-time saving state. That is, the fluctuation pattern is determined using the special figure fluctuation pattern table that is determined so that the fluctuation pattern with short fluctuation time is selected more often than the non-time saving state (see FIG. 15). That is, when the variation time shortening function of the special symbol display 41 is activated, a short variation time is more likely to be selected as the variation time of the variable display of the special symbol compared to when it is not activated. As a result, in the time-saving state, the pace of consumption of the special figure reservation becomes faster, and an effective winning to the starting opening (a winning that can be stored as a special figure reservation) is more likely to occur. Therefore, players can aim for a jackpot while the game progresses smoothly.

[0087] The probability variation function and the variation time reduction function of the special symbol display 41 may operate at the same time, or only one may operate. The probability fluctuation function and the fluctuation time shortening function of the normal symbol display 42 operate in synchronization with the fluctuation time shortening function of the special symbol display 41. That is, the probability fluctuation function and the fluctuation time shortening function of the normal symbol display 42 operate in the time saving state and do not operate in the non-time saving state. Therefore, in the time-saving state, the winning probability in the normal symbol lottery is higher than in the non-time-saving state. In other words, the hit determination (normal symbol determination) is performed using a normal symbol hit determination table in which the value of the normal symbol random number (hit random number) that is determined to be a hit is greater than the normal symbol hit determination table used in the non-time saving state. (See Figure 14(C)). In other words, when the probability variation function of the normal symbol display 42 is activated, the probability that the display result of the variable display of the normal symbol by the normal symbol display 42 will be a normal winning symbol is higher than when it is not activated. .

[0088] Also, in the time saving state, the fluctuation time of the normal symbol is shorter than in the non-time saving state. In this form, the fluctuation time of the normal symbol is 30 seconds in the non-time saving state, but 1 second in the time saving state (see FIG. 14(D)). Furthermore, in the time-saving state, the opening time of the electric chew 22 in the auxiliary game is longer than in the non-time-saving state (see FIG. 16). That is, the opening time extension function of the electric chew 22 is operating. In addition, in the time-saving state, the number of times the electric chew 22 is opened in the auxiliary game is greater than in the non-time-saving state (see FIG. 16). That is, the function of increasing the number of times the electric chew 22 is opened is operating.

[0089] Under the situation where the probability fluctuation function and fluctuation time shortening function of the normal symbol display 42, and the opening time extension function and opening number increase function of the electric chew 22 are activated, compared to when these functions are not activated. As a result, the electric chew 22 is frequently opened, and game balls are frequently entered into the second starting port 21. As a result, the base, which is the ratio of the number of prize balls to the number of fired balls, increases. Therefore, a state in which these functions are operating is called a "high base state", and a state in which they are not operating is called a "low base state". In a high base state, you can aim for a jackpot without significantly reducing the number of game balls you have. Note that the high base state is a state in which so-called electric support control (control that supports winning to the second starting port 21 by electric chew 22) is being executed. Therefore, the high base state is also referred to as the electric support control state or the ball entry easy state. On the other hand, the low base state is also called a non-electrical support control state or a non-ball entry easy state.

[0090] The high base state may not be one in which all of the above functions are activated. That is, activation of one or more of the probability variation function of the normal symbol display 42, the variation time shortening function of the normal symbol display 42, the opening time extension function of the electric chew 22, and the function of increasing the number of openings of the electric chew 22. It is sufficient that the electric chew 22 is opened more easily than when the function is not activated. Further, the high base state may be controlled independently without being associated with the time saving state.

[0091] In the pachinko game machine 1 of this embodiment, the gaming state after the jackpot game based on winning the probability variable jackpot is a high probability state, a time saving state, and a high base state. This gaming state is particularly referred to as a "high probability high base state". As will be described later, the high-accuracy, high-base state of this embodiment continues until the next jackpot is won and the post-jackpot game is started. In other words, the high probability and high base state is a very advantageous state for the player, in which he can win the next jackpot without significantly reducing the number of game balls he has.

[0092] Further, the gaming state after the jackpot game based on winning the normal jackpot is a normal probability state (non-high probability state, ie, low probability state), a time saving state, and a high base state. This gaming state is particularly referred to as a "low probability high base state." The low probability / high base state ends when the variable display of special symbols is executed a predetermined number of times (100 times in this embodiment) or when a jackpot is won and the jackpot game is started.

[0093] Note that when playing the Pachinko game machine 1 for the first time, the gaming state after the power is turned on is a normal probability state, a non-time saving state, and a low base state. This gaming state is particularly referred to as a "low probability low base state." The low probability low base state is sometimes referred to as the "normal gaming state." In addition, the state in which the jackpot game (special game) is being executed will be referred to as the "jackpot game state (special game state)". Furthermore, a state controlled to at least one of the high probability state and the high base state will be referred to as a "bonus game state."

[0094] In a high base state such as a high probability high base state or a low probability high base state, the game can proceed more advantageously if the game ball enters the right game area 3B (see FIG. 3) by hitting right. This is because the electric support control makes it easier for the electric chew 22 to open compared to the low base state, and it is easier to win a prize in the second starting port 21 than to win a prize in the first starting port 20. . Therefore, while passing the game ball to the gate 28 which is the trigger for the normal symbol lottery, the player performs a right hit in order to make the game ball enter the second starting port 21. This allows you to get more starting prizes (winning into the starting hole) than if you hit left-handed. In addition, in this pachinko game machine 1, even during the jackpot game, the game is played with the right hand.

[0095] On the other hand, in the low base state, the game can proceed more advantageously if the game ball enters the left game area 3A (see FIG. 3) by hitting to the left. Since the electric support control is not executed, the electric chew 22 is more difficult to open than in the high base state, and it is easier to win a prize in the first starting port 20 than to win a prize in the second starting port 21. This is because it has become. Therefore, in order to make the game ball enter the first starting hole 20, the player performs a left-handed hit. This allows you to win more starting prizes than if you hit right-handed.

[0096] 5.About the start prize command The pachinko game machine 1 of this embodiment is capable of executing a so-called pre-read preview effect as described later. A look-ahead preview production is a special pattern variation (special pattern This is a performance that suggests the jackpot expectation level (winning expectation level) and the probability variable jackpot expectation level for the starting prize (that is, the special drawing reservation) before the judgment of the success or failure immediately before the start of the fluctuating display). Note that the pre-read preview performance is also a continuous preview performance that will be described later.

[0097] As shown in FIG. 17, the start winning command generated in this embodiment consists of 2 bytes (1 byte upper command and 1 byte lower command). This start winning command includes win / fail information indicating whether or not it is a jackpot. In this embodiment, if the value of the lower digit of the lower command (2 digits in hexadecimal) is "1" or "2", the win / fail information that indicates a jackpot is included. Furthermore, the start winning command includes win type information indicating whether the jackpot is a variable jackpot or a normal jackpot. In this form, if the lower digit of the lower command is "1", it contains the hit type information indicating a probability-variable jackpot, and if it is "2", it contains the win type information indicating a normal jackpot. It is.

[0098] In addition, the starting winning command includes starting opening information indicating which starting opening, the first starting opening 20 or the second starting opening 21, the prize was won in, and whether the prize was won in a non-time saving state or a time saving state. Game status information indicating whether or not the special figure pending ball count information indicating the number of special figure pending balls at the time of winning, reach information indicating whether or not to form a reach, SP reach information indicating whether or not to form a SP reach. etc. are included. Here, SP reach (super reach) is a reach that has a longer fluctuation time after reaching than normal reach. It should be noted that the starting winning command only needs to include at least information on whether or not it is a jackpot, and what information is included in the starting winning command can be changed as appropriate.

[0099] 6. Operation of game control microcomputer 81 [Main Control Main Process] Next, the operation of the game control microcomputer 81 will be explained based on FIGS. 18 to 32. Note that the counter, timer, flag, status, buffer, etc. that appear in the explanation of the operation of the game control microcomputer 81 are provided in the RAM 84. When the power of the pachinko game machine 1 is turned on, the game control microcomputer 81 provided in the main control board 80 reads out the main control main processing program shown in FIG. 18 from the ROM 83 and executes it. As shown in the figure, in the main control main processing, initial settings are first performed (step S001). Initial settings include stack settings, constant settings, interrupt time settings, CPU82 settings, SIO, PIO, CTC (circuit for interrupt time management) settings, and reset of various flags, status, counters, etc. etc. The initial value of the flag is "0", that is, "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the initial setting (S001) is executed only once after the power is turned on, and is not executed thereafter.

[0100] Following the initial setting (S001), interrupts are prohibited (S002), and normal symbol / special symbol main random number update processing (S003) is executed. In this normal symbol / special symbol main random number update process (S003), the various random number counter values ​​shown in FIG. 13 are updated by adding 1. When each random number counter value reaches the upper limit value, it returns to "0" and is added again. Note that the initial value of each random number counter may be a value other than "0" or may be changed randomly. Further, each random number may be a so-called hardware random number generated using a known random number generation circuit including a counter IC or the like.

[0101] When the normal symbol / special symbol main random number update process (S003) is completed, interrupts are permitted (S004). While interrupts are enabled, main side timer interrupt processing (S005) can be executed. The main side timer interrupt process (S005) is executed based on an interrupt pulse that is repeatedly input to the CPU 82 at a cycle of, for example, 4 msec. That is, it is executed, for example, at a cycle of 4 msec. Then, after the main side timer interrupt processing (S005) ends and until the next main side timer interrupt processing (S005) starts, various counters are updated by the normal symbol / special symbol main random number update processing (S003). The value update process is executed repeatedly. Note that if an interrupt pulse is input to the CPU 82 in the interrupt disabled state, the main side timer interrupt processing (S005) is not started immediately, but is started after interrupts are enabled (S004).

[0102] [Main side timer interrupt processing] Next, the main side timer interrupt processing (S005) will be explained. As shown in FIG. 19, in the main side timer interrupt processing (S005), output processing (S101) is first executed. In the output process (S101), commands etc. set in the output buffer provided in the RAM 84 of the main control board 80 in each process described below are output to the sub control board 90, payout control board 110, etc.

[0103] In the input process (S102) that is performed after the output process (S101), various sensors installed on the pachinko game machine 1 (first starting port sensor 20a, second starting port sensor 21a, big winning hole sensor 30a, The detection signal detected by the normal winning hole sensor 27a etc. (see FIG. 8) is read and stored (set) in the output buffer of RAM84 as prize ball information. It also captures a detection signal from the lower tray full switch that detects whether the lower tray 62 is full and stores it in the output buffer of the RAM 84 as lower tray full data.

[0104] The next normal symbol / special symbol main random number update process (S103) is the same as the normal symbol / special symbol main random number update process (S003) performed in the main control main process of FIG. That is, the updating process of the various random number counter values ​​(including the normal symbol random number counter value) shown in FIG. ) until the next main-side timer interrupt processing (S005) is started).

[0105] Next to the normal symbol / special symbol main random number update process (S103), a sensor detection process (S104), a normal operation process (S105), and a special operation process (S106), which will be described later, are executed. Thereafter, other processing (S107) is executed, and the main side timer interrupt processing (S005) is ended. Other processes (S107) include controlling the second special figure holding display 43b to display the number based on the number of reserved balls for special figure 2 to be described later, and controlling the second special figure holding display 43b to display the number based on the number of reserved balls for special figure 1 to be described later. and controls the first special figure reservation display 43a to display the number. Then, steps S002 to S004 of the main control main processing are repeatedly executed until the next interrupt pulse is input to the CPU 82 (see Figure 18), and when the interrupt pulse is input (about 4 msec later), the main control Side timer interrupt processing (S005) is executed. In the output process (S101) of the main side timer interrupt process (S005) executed again, the commands etc. set in the output buffer of the RAM 84 in the previous main side timer interrupt process (S005) are output.

[0106] [Sensor Detection Process] As shown in FIG. 20, in the sensor detection process (S104), it is first determined whether the game ball has passed through the gate 28, that is, whether the game ball has been detected by the gate sensor 28a ( S201). If the game ball has passed through the gate 28 (YES in S201), a gate passage process to be described later is performed (S202). On the other hand, if the game ball has not passed through the gate 28 (NO in S201), the process passes the gate passing process (S202) and proceeds to step S203.

[0107] In step S203, it is determined whether a game ball has entered the second starting port 21, that is, whether a game ball has been detected by the second starting port sensor 21a (S203). If the game ball has not entered the second starting port 21 (NO in S203), the process advances to step S209, but if the game ball has entered the second starting port 21 (YES in S203), the special drawing 2 Determine whether the number of reserved balls (the number of second special figures reserved, specifically the value of the counter that counts the number of second special figures reserved in RAM84) has reached "4" (upper limit number). (S204). If the number of reserved balls for special drawing 2 has reached "4" (YES in S204), the process proceeds to step S209, but if the number of reserved balls for special drawing 2 is less than "4" (YES in S204), the process proceeds to step S209. NO), add 1 to the number of reserved balls for special map 2 (S205). The upper limit of the number of balls reserved for special map 2 is not limited to "4" and can be changed as appropriate.

[0108] Subsequently, special figure 2 related random number acquisition processing is performed (S206). In the special figure 2 related random number acquisition process (S206), the jackpot random number counter value (label-TRND-A), the hit type random number counter value (label-TRND-AS), the reach random number counter value (label-TRND-RC), and the fluctuation Obtain the pattern random number counter value (label-TRND-T1) (that is, obtain the random value group shown in FIG. 13(A)).

[0109] Next, the second start winning command identification process is performed (S207). In the second starting winning command identification process (S207), a starting winning command (hereinafter also referred to as "second starting winning command") is performed using the starting winning command identification table shown in FIG. 17 based on the random value group obtained in step S206. Identify. As described above, the identified second starting prize winning command includes win / fail information, winning type information, starting opening information, special map pending ball number information, reach information, SP reach information, etc. The specified second start winning command is set in the output buffer of RAM84.

[0110] Then, the game control microcomputer 81 stores the random number group (special pattern 2 related random numbers) shown in FIG. (S208). Specifically, when the number of special figure 2 reserved balls is "1", the special figure 2 related random number is stored in the first storage area of ​​the second special figure reservation storage section 85b, and the number of reserved balls of special figure 2 is "1". 2'', the special figure 2-related random number is stored in the second storage area of ​​the second special figure reservation storage section 85b, and when the number of special figure 2 reserved balls is ``3'', the special figure 2-related random number is stored in the second storage area of ​​the second special figure reservation storage section 85b. 2 is stored in the third storage area of ​​the special figure reservation storage section 85b, and when the number of special figure 2 reservation balls is "4", the special figure 2 related random number is stored in the fourth storage area of ​​the second special figure reservation storage section 85b. Store (see Figure 10(B)).

[0111] Subsequently, in the sensor detection process (S104), it is determined whether the game ball has won in the first starting port 20, that is, whether the game ball has been detected by the first starting port sensor 20a (S209). If no game ball has entered the first starting port 20 (NO in S209), the process will end, but if a game ball has entered the first starting port 20 (YES in S209), special drawing 1 will be put on hold. Determine whether or not the number of balls (the number of 1st special figure reservations, specifically the value of the counter that counts the number of 1st special figure reservations provided in RAM84) has reached "4" (upper limit number) ( S210). Then, if the number of reserved balls for special drawing 1 has reached "4" (YES in S210), the process ends, but if the number of reserved balls for special drawing 1 is less than "4" (NO in S210), the process ends. ), add "1" to the number of reserved balls for special map 1 (S211). The upper limit of the number of balls reserved for special map 1 is not limited to "4" and can be changed as appropriate.

[0112] Subsequently, special figure 1 related random number acquisition processing is performed (S212). In the special figure 1 related random number acquisition process (S212), the value of the jackpot random number counter (value of label-TRND-A), the value of the hit type random number counter (value of label-TRND-AS), the value of the reach random number counter (value of label-TRND-AS), -TRND-RC value) and the value of the fluctuation pattern random number counter (label -TRND-T1 value) (that is, obtain the random value group shown in FIG. 13(A)).

[0113] Next, the first starting winning command specifying process is performed (S213). In the first starting winning command identification process (S213), the starting winning command (hereinafter also referred to as "first starting winning command") is performed using the starting winning command identification table shown in FIG. 17 based on the random value group obtained in step S212. Identify. As described above, the identified first starting prize winning command includes win / fail information, winning type information, starting opening information, special map pending ball number information, reach information, SP reach information, etc. The specified first start winning command is set in the output buffer of RAM84.

[0114] Then, the game control microcomputer 81 stores the random number group (special figure 1 related random numbers) shown in FIG. It is stored in the storage area corresponding to (S214), and this process ends. Specifically, when the number of special figure 1 reserved balls is "1", the special figure 1 related random number is stored in the first storage area of ​​the first special figure reservation storage section 85a, and the number of special figure 1 reserved balls is "1". 2'', the special figure 1-related random number is stored in the second storage area of ​​the first special figure reservation storage section 85a, and when the number of special figure 1 reserved balls is ``3'', the special figure 1-related random number is stored in the second storage area of ​​the first special figure reservation storage section 85a. 1 stored in the third storage area of ​​the special figure reservation storage section 85a, and when the number of special figure 1 reservation balls is "4", the special figure 1 related random number is stored in the fourth storage area of ​​the first special figure reservation storage section 85a. (See Figure 10(A)).

[0115] [Gate passing process] As shown in Figure 21, in the gate passing process (S202), the number of normal symbol reserved balls (the number of regular symbols reserved, specifically, the value of the counter provided in RAM84 that counts the number of regular symbols reserved) ) is 4 or more (S301), and if the number of normal symbols reserved balls is 4 or more (YES in S301), the process ends. On the other hand, if the number of normal symbols reserved balls is not 4 or more (NO in S301), "1" is added to the number of normal symbols reserved balls (S302), and the normal symbol random number acquisition process is performed (S303). In the normal symbol random number acquisition process (S303), the normal symbol random number counter value (the value of label-TRND-H, see FIG. 13(B)) is acquired, and the acquired random number is stored in the regular symbol retention storage section 86 of the RAM 84. It is stored in the storage area according to the current number of normal symbols reserved.

[0116] [Normal Operation Process] The game control microcomputer 81 performs a normal operation process (S105) following the sensor detection process (S104) (see FIG. 19). As shown in FIG. 22, in the normal operation process (S105), first, it is determined whether or not the electric chew 22 is in operation (S401). If the electric chew 22 is not in operation (NO in S401), then it is determined whether or not the normal symbol is being displayed in a stopped state (S402). If the normal symbols are not being displayed in a stopped state (NO in S402), then it is determined whether or not the normal symbols are being displayed in a fluctuating manner (S403). If the normal symbol is not being displayed in a variable manner (NO in S403), then it is determined whether or not the number of reserved balls of the normal symbol is "0" (S404). If the number of reserved balls of the normal symbol is "0" (YES in S404), this process ends.

[0117] If the number of reserved balls of the normal symbol is not "0" in step S404 (NO in S404), a hit determination process is performed (S405). In the hit determination process (S405), the normal symbol random number counter value (value of label -TRND-H) stored in the ordinary symbol reservation storage unit 86 is read out, and the normal symbol random number counter value (value of label -TRND-H) is read out based on the normal symbol hit determination table shown in FIG. 14(C). Determine if it is a hit or not. Then, a symbol determination process is performed in which the normal symbol stop symbol data corresponding to the result of the hit determination is set in a predetermined storage area of ​​the RAM 84 (S406). That is, in the symbol determination process (S406), if it is a "lose", data corresponding to the "normal winning symbol" is set, and if it is a "win", data corresponding to the "normal winning symbol" is set.

[0118] Subsequently, the game control microcomputer 81 performs normal symbol fluctuation time determination processing (S407). In the normal symbol variation time determination process (S407), with reference to the normal symbol variation pattern selection table shown in FIG. Select a pattern. On the other hand, if the gaming state is a non-time saving state, a normal symbol fluctuation pattern with a normal symbol fluctuation time of 30 seconds is selected.

[0119] Next, the game control microcomputer 81 decrements the number of reserved symbols by 1 (S408). Then, the storage location (storage area) of each common picture reservation in the common picture reservation storage unit 86 is shifted by one position from the current position to the side where it is read out, and the memory corresponding to the fourth reservation in the common picture reservation storage unit 86 is shifted. Clear the area (the storage area farthest from the side to be read) (S409). In this way, the reservations for common maps are cleared in the order in which they are reserved. After that, the game control microcomputer 81 starts the variable display of the normal symbols in the normal symbol variation pattern selected in step S407 (S410). In addition, in conjunction with this, in order to notify the sub-control board 90 of the start of normal symbol variation, a normal symbol variation start command is set.

[0120] If the fluctuation display of the normal symbol is in progress in step S403 described above (YES in S403), then it is determined whether or not the fluctuation time of the normal symbol has elapsed (S411), and if it has not elapsed, the process ends. On the other hand, if it has elapsed (YES in S411), the variable display of the normal symbols is stopped at the display result (normal winning symbol or normal losing symbol) according to the determination result of the normal symbol random number (S412). Then, a normal symbol fluctuation stop command is set to the sub-control board 90 to inform the normal symbol fluctuation stop (S413), and a normal symbol stop time is set (S414) to end this process.

[0121] In addition, if the normal symbol is being stopped and displayed in step S402 described above (YES in S402), then it is determined whether or not the stop time of the normal symbol set in step S414 has elapsed (S415), If not, finish processing. On the other hand, if it has elapsed (YES in S415), it is determined whether or not the normal pattern stop pattern data of the normal winning pattern is set (S416), and if it is not the data of the normal winning pattern (that is, if it is not a hit) (NO in S416), this process ends. On the other hand, if the data is a normal winning symbol (that is, if it is a winning (YES in S416)), an opening pattern for the electric chew 22 is set (S417). Specifically, if it is in the time saving state, the opening pattern of the electric chew 22 during the time saving state (see electric chew opening TBL2 in FIG. 16) is set as the opening pattern of the electric chew 22. On the other hand, if it is in the non-time saving state, the opening pattern for the electric chew 22 in the non-time saving state (see electric chew opening TBL1 in FIG. 16) is set as the opening pattern of the electric chew 22. Then, the electric chew 22 is operated according to the opening pattern set in step S417 (S418).

[0122] In addition, if the electric chew 22 is in operation in step S401 described above (YES in S401), then it is determined whether the operating time of the electric chew 22 has elapsed (S419), and if the operating time has not elapsed, then Finish processing. On the other hand, if the elapsed time has elapsed (YES in S419), the operation of the electric chew 22 is ended (S420).

[0123] [Special operation process] The game control microcomputer 81 performs a special operation process (S106) following the normal operation process (S105) (see FIG. 19). As shown in FIG. 23, in the special operation process (S106), the process related to the special symbol display 41 and the big winning device 31 is divided into four stages, and each of these stages has "special operation status 1, 2, 3, 4". is assigned. Then, the game control microcomputer 81 performs special symbol standby processing (S1302) when the "special operation status" is "1" (YES at S1301), and when the "special operation status" is "2". If (NO in S1301, YES in S1303), special symbol fluctuation processing (S1304) is performed, and if the "special operation status" is "3" (NO in both S1301 and S1303, YES in S1305) , Special symbol confirmation processing (S1306) is performed, and if the "special operation status" is "4" (all of S1301, S1303, and S1305 are NO), special electric accessory processing (S1307) is performed. Note that the special operation status is "1" by default.

[0124] [Special symbol standby process] As shown in FIG. 24, in the special symbol standby process (S1302), first, it is determined whether the number of reserved balls in the second starting port 21 (i.e., the number of reserved balls in special symbol 2) is "0" or not. is determined (S1401). If the number of reserved balls in special drawing 2 is "0" (YES in S1401), that is, if there is no memory of the random number counter value group acquired due to winning in the second starting slot 21, the first starting It is determined whether or not the number of reserved balls in the mouth 20 (namely, the number of reserved balls in the special figure 1) is "0" (S1407). If the number of reserved balls for special drawing 1 is also "0" (YES in S1407), that is, if there is no memory of the random number counter value group acquired due to winning in the first starting slot 20, the customer It is determined whether the wait flag is ON (S1415). If it is ON (YES in S1415), this process is finished, and if it is not ON (NO in S1415), the customer waiting command is set in the output buffer of RAM84 (S1416), and the customer waiting flag is turned ON (S1417). , this process ends.

[0125] In step S1401, if the number of reserved balls for special drawing 2 is not "0" (NO in S1401), that is, the memory of the random number counter value group acquired due to the winning in the second starting port 21 (the reserved information of special drawing 2 ), when there is one or more, special figure 2 jackpot determination processing (S1402) and special figure 2 fluctuation pattern selection processing (S1403), which will be described later, are performed. After that, the game control microcomputer 81 decrements the number of special symbols 2 reserved balls by 1 (S1404). Then, the storage location (storage area) of various counter values ​​in the second special figure reservation storage section 85b is shifted one place from the current position to the side where it is read out, and the first reservation in the second special figure reservation storage section 85b is shifted. Clear the storage area corresponding to (S1405). Subsequently, the game control microcomputer 81 executes special figure 2 fluctuation start processing (S1406) and proceeds to step S1413. In the special figure 2 variation start process (S1406), the special operation status is set to "2" and the variation start command is set to the output buffer of RAM84, and the variation display of the second special symbol is started. In addition, the variation start command (also referred to as the special pattern 2 variation start command) set in the special pattern 2 variation start process (S1406) includes the special pattern stop pattern data set in the special pattern 2 jackpot determination process (S1402). Information and information on the variation pattern set in the special figure 2 variation pattern selection process (S1403) (information including information on variation time) are included.

[0126] Also, if the number of reserved balls for special drawing 2 is "0" but the number of reserved balls for special drawing 1 is not "0" (YES in S1401 and NO in S1407), that is, there is no reservation information for special drawing 2, but the number of reserved balls for special drawing 1 is not "0". If there is one or more memory of random number counter value group acquired due to winning in 1 starting slot 20 (pending information of special drawing 1), special drawing 1 jackpot determination process (S1408) and special drawing 1 Perform variation pattern selection processing (S1409). After that, the game control microcomputer 81 decrements the number of special symbols 1 reserved balls by 1 (S1410). Then, the storage location (storage area) of various counter values ​​in the first special figure reservation storage section 85a is shifted one place from the current position to the side where it is read out, and the fourth reservation in the first special figure reservation storage section 85a is The storage area corresponding to (the storage area farthest from the read side) is cleared (S1411). In this way, the first special drawing reservations are consumed in the order in which they are reserved. Subsequently, the game control microcomputer 81 executes special figure 1 fluctuation start processing (S1412) and proceeds to step S1413. In the special figure 1 variation start process (S1412), the special operation status is set to "2" and the variation start command is set to the output buffer of RAM84, and the variation display of the first special symbol is started. In addition, the variation start command (also referred to as the special pattern 1 variation start command) set in the special pattern 1 variation start process (S1412) includes the special pattern stop pattern data set in the special pattern 1 jackpot determination process (S1408). Information and information on the variation pattern set in the special figure 1 variation pattern selection process (S1409) (information including information on variation time) are included.

[0127] Proceeding to step S1413, it is determined whether the customer waiting flag is ON, and if ON, the customer waiting flag is turned OFF (S1414) and the process ends. As described above, in this embodiment, the variable display of special symbols based on the first special symbol reservation is performed only when the second special symbol reservation is "0" (YES in S1401). That is, the extinguishment of the second special figure reservation is executed in priority to the extinguishment of the first special figure reservation.

[0128] [Special figure 2 jackpot determination process (special figure 1 jackpot determination process)] The special figure 2 jackpot determination process (S1402) and the special figure 1 jackpot determination process (S1408) are based on FIG. 25 because the processing flow is the same. I will explain them all together. As shown in FIG. 25, in the special figure 2 jackpot determination process (S1402) or the special figure 1 jackpot determination process (S1408), first, the jackpot random number counter value (value of label -TRND-A) is read out as the determination value (S1501 ). Specifically, in the special figure 2 jackpot determination process (S1402), the jackpot random number counter value stored in the first storage area (see FIG. 10(B)) of the second special figure pending storage section 85b of the RAM84 is read. In addition, in the special figure 1 jackpot determination process (S1408), the jackpot random number counter value stored in the first storage area (see FIG. 10(A)) of the first special figure reservation storage section 85a of the RAM 84 is read.

[0129] Next, a jackpot determination table (FIG. 14(A)) is set (S1502). Next, it is determined whether the probability change flag is ON, that is, whether the state is high probability (S1503). If it is not a high probability state (NO in S1503), that is, if it is a normal probability state (non-high probability state), the table for the non-high probability state (jackpot judgment It is determined whether or not it is a jackpot based on the value "0" to "218" (S1504). On the other hand, if it is in a high probability state (YES in S1503), it is determined whether it is a jackpot based on the table for high probability states (the jackpot judgment value is "0" to "1499") of the jackpot judgment table (Figure 14 (A)). It is determined whether or not (S1505).

[0130] If the result of the jackpot determination (S1504, S1505) is "jackpot", the hit type random number counter value (value of label-TRND-AS) is read out and the hit is determined based on the jackpot type determination table shown in Figure 12(A). The type is determined (S1506). After determining the winning type (S1506), the jackpot flag is turned ON (S1507), and special pattern stop symbol data (see Figure 12(B)) corresponding to the winning type is set in the winning type buffer provided in RAM84. (S1508) The process ends. On the other hand, if the result of the jackpot determination (S1504, S1505) is a "lose", special symbol stop symbol data corresponding to the losing symbol is set (S1508) and the process ends.

[0131] [Special figure 2 variation pattern selection process (Special figure 1 variation pattern selection process)] The special figure 2 variation pattern selection process (S1403) and the special figure 1 variation pattern selection process (S1409) have the same processing flow. A summary will be explained based on FIGS. 26 and 27. As shown in FIG. 26, in the special figure 2 variation pattern selection process (S1403) or the special figure 1 variation pattern selection process (S1409), it is first determined whether the gaming state is a time-saving state (whether the time-saving flag is ON or not). (S1601)

[0132] If it is not in a time-saving state (NO in S1601), that is, in a non-time-saving state, it is then determined whether the jackpot flag is ON (S1602). If it is ON (YES in S1602), refer to the non-time-saving state jackpot normal table (the part corresponding to the non-time-saving state and jackpot of the special symbol fluctuation pattern judgment table shown in Figure 15), and change the fluctuation pattern random number counter value. A variation pattern is selected based on (value of label-TRND-T1) (S1603). As shown in FIG. 15, once the fluctuation pattern is determined, the fluctuation time is also determined.

[0133] In this pachinko gaming machine 1, the variation pattern is selected so that SP reach (super reach), which has a longer variation time after reach than normal reach, can be executed. In SP Reach, the distribution rates of various fluctuation patterns are set so that the degree of expectation of winning (the degree of expectation of winning a jackpot) is higher than that of Normal Reach (see Figure 15). Therefore, by looking at the SP reach with a long fluctuation time, the player can understand that the expectation of winning is higher than the normal reach.

[0134] In step S1602 shown in FIG. 26, if the jackpot flag is not ON, it is determined whether the reach random number counter value (value of label-TRND-RC) is a reach establishment random value (S1604). Note that, as shown in FIG. 14(B), the reach establishment random number value is "0" to "13" in a non-time saving state, and "0" to "5" in a time saving state. In other words, it is harder to reach when you lose in the time-saving state than in the non-time-saving state. This is to speed up the processing speed of special drawing reservations by allowing more no-reach losses with short fluctuation times to be selected in the time-saving state.

[0135] If the reach random number counter value is the reach establishment random value (YES in S1604), that is, in the case of a reach and loss, the reach and reach loss table (non-reach in the special pattern fluctuation pattern determination table shown in Fig. 15) during the non-time saving state is A variation pattern is selected based on the variation pattern random number counter value (S1605).

[0136] On the other hand, if the reach random number counter value is not a random value that establishes a reach (NO in S1604), that is, in the case of a no-reach loss, the reach-no-reach loss table during the non-time saving state (from the special symbol fluctuation pattern determination table shown in FIG. 15) A variation pattern is selected based on the variation pattern random number counter value (S1606). When there is no reach, a shortening variation function is activated according to the number of balls held. In other words, when the number of reserved balls of the special symbol is "3" or "4", a fluctuation pattern with a shorter fluctuation time is selected compared to when the number of reserved balls of the special symbol is "0" to "2". It is now possible to do so.

[0137] In addition, in step S1601, if it is determined that the gaming state is in the time-saving state (YES in S1601), the special symbol fluctuation pattern determination table to be referred to is changed to the table in the time-saving state (as shown in FIG. Processes (S1607 to S1611) are performed in the same flow as steps S1602 to S1606 above, except for setting the part corresponding to the time saving state in the special figure fluctuation pattern determination table.

[0138] That is, if it is a jackpot, a variation pattern is selected based on the variation pattern random number counter value with reference to the part in the time saving state in FIG. 15 that corresponds to the jackpot (S1608). Further, if it is a loss with a reach, a variation pattern is selected based on the variation pattern random number counter value with reference to the part in the time saving state in FIG. 15 and corresponding to a loss with a reach (S1610). Moreover, if it is a loss without reach, a variation pattern is selected based on the variation pattern random number counter value with reference to the part in the time saving state in FIG. 15 that corresponds to a loss without reach (S1611).

[0139] In addition, in the special pattern variation pattern judgment table during the time saving state (the part of the special pattern variation pattern judgment table shown in Figure 15 that corresponds to the time saving state), the function of shortening variation according to the number of reserved balls at the time of no reach loss is available. It works when the number of pending pitches is "2" to "4". In other words, the shortening variation is more likely to be selected than during the non-time saving state. Further, the variation time as a shortening variation is shorter in the time saving state than in the non-time saving state. That is, the special figure fluctuation pattern determination table in the time saving state is a table such that the fluctuation time is shorter than the special figure fluctuation pattern determination table in the non-time saving state.

[0140] After selecting a variation pattern as described above, as shown in FIG. 26, the selected variation pattern is set (S1612), and this process ends. Information on the variation pattern set in step S1612 is included in the variation start command set in step S1406 or S1412 in the special symbol standby process (S1302), and is sent to the sub-control board 90 by the output process (S101).

[0141] [Special symbol fluctuation processing] As shown in FIG. 28, in the special symbol fluctuation processing (S1304), first, the fluctuation time of the special symbol (the fluctuation time determined according to the fluctuation pattern selected in step S1403 or S1409, ) has elapsed (S1801). If the time has not passed (NO in S1801), this process ends immediately. As a result, the variable display of the special symbols is continued.

[0142] On the other hand, if the fluctuation time has elapsed (YES in S1801), a fluctuation stop command is set (S1802) and the special operation status is set to "3" (S1803). Then, after performing other processing such as stopping the variable display of the special symbols at a symbol (jackpot symbol or losing symbol) according to the set special symbol stop symbol data (S1804), this processing ends.

[0143] [Special symbol confirmation process] As shown in FIG. 29, in the special symbol confirmation process (S1306), first, the stop time of the special symbol (stop time determined according to the variation pattern selected in step S1403 or S1409, see FIG. 15) It is determined whether or not the period has elapsed (S1901). If the time has not passed (NO in S1901), this process ends immediately. As a result, the stop display of the special symbol is continued. On the other hand, if the stop time has elapsed (YES in S1901), a game state management process to be described later is performed (S1902).

[0144] Next, it is determined whether the jackpot flag is ON (S1903). If the jackpot flag is ON (YES in S1903), an opening pattern (see FIG. 12(B) for details) corresponding to the type of jackpot won is set (S1904). At this time, the value of a round counter that counts the number of unit opening games (round games) executed during the jackpot game is set to the number of rounds according to the type of jackpot won. Note that the setting of the opening pattern (setting of data according to the opening pattern) may be performed every round.

[0145] The game control microcomputer 81 performs a game state reset process following step S1904 (S1905). In the gaming state reset process (S1905), first, if the probability change flag is ON, the probability change flag is turned OFF, and if the time saving flag is ON, it is turned OFF. That is, during the execution of the jackpot game, the control is performed in a non-high probability state and a non-time saving state. Thereafter, in order to start the jackpot game, a jackpot opening command is set (S1906), and the opening of the jackpot game is started (S1907). Then, the special operation status is set to "4" (S1908), and this processing ends.

[0146] Furthermore, if the jackpot flag is not ON in step S1903 (NO in S1903), the special operation status is set to "1" (S1909) and the present process is ended in order to not start the jackpot game.

[0147] [Game state management process] As shown in FIG. 30, in the game state management process (S1902), first, it is determined whether the time saving flag is ON (S2001). If it is ON (YES in S2001), the value of the time-saving counter that counts the number of changes in special symbols executed during the time-saving state is decremented by 1 (S2002), and it is determined whether the value of the time-saving counter is "0" or not. (S2003) If it is "0" (YES in S2003), the time saving flag is turned OFF (S2004) and the process proceeds to step S2005. If the determination result in step S2001 or S2003 is NO, the process immediately proceeds to step S2005. In step S2005, a gaming state designation command including information on the current gaming state (information on whether the probability change flag and time saving flag are ON or OFF), information on the value of the time saving counter, etc. is set in the output buffer of the RAM 84. Then, this process ends.

[0148] [Special electric accessory processing (jackpot game)] As shown in FIG. 31, in the special electric accessory processing (S1307), it is first determined whether the jackpot end flag is ON (S2201). The jackpot end flag is a flag indicating that all the jackpot openings 30 have been opened in the jackpot game being executed.

[0149] If the jackpot end flag is not ON (NO in S2201), it is determined whether the jackpot opening 30 is being opened (S2202). If it is not open (NO in S2202), whether or not the time has come to open the big prize opening 30, that is, whether the opening time of the jackpot game has passed and the opening start time in the first round game has arrived, or , it is determined whether the interval time (closing time) until the once-closed grand prize opening 30 is reopened has elapsed and the opening start time has arrived (S2203).

[0150] If the determination result in step S2203 is NO, the process ends. On the other hand, if the determination result in step S2203 is YES, the big winning opening 30 is opened according to the opening pattern (see FIG. 12(B)) according to the type of jackpot (S2204).

[0151] In the following step S2205, round designation command transmission determination processing is performed. In the round designation command transmission determination process (S2205), it is determined whether the opening of the jackpot opening 30 in step S2204 is the first opening in one round game, and if so, A round specification command containing information on the number of rounds is set in the output buffer of RAM84. In addition, in this form, the big prize opening 30 is not opened multiple times during one round game. Therefore, in step S2205, the round designation command is always set.

[0152] In step S2202 of the special electric accessory processing (S1307), if the grand prize opening 30 is open (YES in S2202), it is determined whether the closing condition of the grand prize opening 30 is satisfied (S2206). In this form, the closing condition is that the number of prizes entered into the grand prize opening 30 in the round game reaches the specified maximum number of winnings (8 pieces per 1R in this form), or the time to close the grand prize opening 30. (that is, a predetermined opening time (see FIG. 12(B)) has elapsed since the big winning opening 30 was opened). Then, if the condition for closing the big prize opening 30 is not satisfied (NO in S2206), the process ends.

[0153] On the other hand, if the conditions for closing the big winning hole 30 are satisfied (YES in S2206), the big winning hole 30 is closed (blocked) (S2207). Then, it is determined whether one round game ends with the closing of step S2207 (S2008). If one round game is not completed (NO in S2208), this process ends. On the other hand, when one round game is completed (YES in S2208), the value of the round counter is decremented by 1 (S2209), and it is determined whether the value of the round counter is "0" (S2210). If it is not "0" (NO in S2210), the process ends to start the next round game.

[0154] On the other hand, if it is "0" (YES in S2210), a jackpot ending command is set as a jackpot ending process to end the jackpot game (S2211), and a jackpot ending is started (S2212). Then, a jackpot end flag is set (S2213) and the process ends.

[0155] Further, if the jackpot end flag is ON in step S2201 (YES in S2201), the final round has ended, so it is determined whether the jackpot ending time has elapsed (S2214). If the ending time has not elapsed (NO in S2214), the process ends. On the other hand, if the ending time has elapsed (YES in S2214), the jackpot end flag is turned off (S2215), the jackpot flag is turned off (S2216), and the special operation status is set to "1" (S2217). As a result, in the next main side timer interrupt process (S005), the special symbol standby process (S1302) will be executed again as a special operation process (see FIG. 23). After that, a game state setting process (S2218) to be described later is performed, and this process ends.

[0156] [Game state setting process] As shown in Figure 32, in the game state setting process (S2218), first, the type of jackpot is a certain variable jackpot (the stopping pattern is special pattern 1_jackpot pattern 1 or special pattern 2_jackpot pattern 1, 12(A))) (S2301). If it is not a probability variable jackpot (NO in S2301), the time saving flag is turned on (S2305), the time saving counter is set to "100" (S2306), and the process proceeds to step S2307. As a result, the gaming state after the current jackpot game becomes a normal probability state, a time saving state, and a high base state (that is, a low probability high base state). This low-probability-high base state ends when one of the following conditions is met: the variable display of the special symbol is performed 100 times, or the player wins the next jackpot.

[0157] On the other hand, if it is a probability variable jackpot in step S2301, the probability variation flag is turned ON (S2302), and the time saving flag is turned ON (S2303). Then, the time saving counter is set to "10000" (S2304), and the process advances to step S2307. As a result, the gaming state after the current jackpot game becomes a high probability state, a time saving state, and a high base state (that is, a high probability high base state). This high probability and high base state will continue until the next jackpot is won. In other words, the probability change flag will not be turned OFF until the next jackpot game starts. And since it is almost impossible for the special symbol to change display until the value of the time saving counter goes from "10000" to "0", the time saving flag will not be turned off until the next jackpot game starts. do not have.

[0158] In step S2307, a gaming state designation command including information on the current gaming state (information on whether the probability change flag and time saving flag are ON or OFF), information on the value of the time saving counter, etc. is set in the output buffer of the RAM 84. Then, this process ends.

[0159] 7. Logo illumination effect and pseudo illumination effect Next, the logo illumination effect and pseudo illumination effect will be explained based on FIG. 33. First, the logo illumination effect will be explained based on FIG. 33(A). The logo illumination effect is one of the preview effects that indicates in advance the level of expectation of winning the jackpot before showing the result of the jackpot determination process. Specifically, in the logo illumination display (actual light guide display), the main character of the pachinko gaming machine 1 is displayed on the light guide plate 12a of the illumination display device 12 (see FIG. 7(A)), as shown in FIG. 33(A). A logo profile image 12X (specific display image) showing the profile of the logo is displayed by emitting light. Note that the logo profile image 12X is formed by gathering small dots emitted from the light guide plate 12a to form the outline of the logo profile and lines extending radially from the logo profile.

[0160] The logo illumination effect is executed by interrupting the variable effect being executed on the display screen 7a for a predetermined short time (2 seconds). Further, while the logo illumination performance is being executed, the inserted continuous sound (first sound effect) of "titititeen" is output from the speaker 67. In this way, when the logo illumination effect is executed, the player is suddenly shown the logo profile image 12X that is illuminated and displayed in front of the display screen 7a, and also hears the inserted continuous hit sound of "Ti-ti-ti-teen". It is possible to make an impact.

[0161] Here, the logo illumination effect is designed to suggest different expectations of winning depending on the luminescent color displayed on the logo profile image 12X. Specifically, when the display LED 12d (see FIG. 7(B)) emits green light, the logo profile image 12X emits green light. In this way, the logo illumination effect when the logo profile image 12X is displayed in green light suggests that the winning expectation is 15%, as shown in FIG. 48(A). Furthermore, when the display LED 12d (see FIG. 7(B)) emits red light, the logo profile image 12X emits red light. In this way, the logo illumination effect when the logo profile image 12X is displayed in red light indicates that the winning expectation is 25%, as shown in FIG. 48(A).

[0162] By the way, illumination effects such as logo illumination effects have the following problems. That is, since the display image that is displayed by emitting light in the illumination effect is based on the unevenness formed on the reflective portion 12e (see FIG. 7(B)) of the light guide plate 12a, a display image with variations cannot be displayed. In other words, if it is desired to display a display image other than the logo profile image 12X by emitting light, it is necessary to provide a new light guide plate, which increases development costs and requires securing a space for installing the light guide plate. Additionally, once the structural design and development of the game board 2 has progressed to a certain extent, if you wish to make a design change to implement a new illumination effect, the illumination display device will have to be incorporated into the game board 2 separately, making it flexible for design changes. may not be able to respond.

[0163] Therefore, in this embodiment, in order to deal with the above-mentioned problems, a pseudo illumination effect is executed. As shown in FIG. 33(B), the pseudo illumination effect (pseudo light guide effect) displays the face (character image) of the logo, which is the main character of the pachinko gaming machine 1, on the display screen 7a of the image display device 7. This is a preview performance that displays a pseudo-logo face image GR showing the front of. Specifically, the pseudo logo face image GR (predetermined display image) includes a black background part BL, a mainly white outline part KM of the logo face, and a straight line radiating from the center part of the display screen 7a. It is configured with an extending effect section EF. In this way, the pseudo logo facial image GR appears to be emitting light on the player's side due to the black background portion BL, outline portion KM, and effect portion EF. In other words, the pseudo logo face image GR (see Figure 33(B)) is displayed on the display screen like the logo profile image 12X (see Figure 33(A)), despite the image being displayed on the display screen 7a. This makes it appear as if the light is being displayed in front of 7a. The image in which this pseudo logo facial image GR is displayed on the display screen 7a corresponds to a "pseudo light guide image."

[0164] Similar to the logo profile image 12X of the logo illumination effect, the pseudo logo face image GR is executed by interrupting the variable effect being executed on the display screen 7a for a predetermined short time (2 seconds). . Further, while the pseudo logo face image GR is being displayed, the speaker 67 outputs an inserted continuous hitting sound (second sound effect) of "pipipipipi". In this way, when the pseudo-illumination effect is executed, the pseudo-logo face image GR that appears to be emitting light suddenly appears on the player's side, and the inserted repeated sound of "pi-pi-pi-peen" is output, thereby creating the logo illumination effect. Similarly, it is possible to make an impact. Note that the pseudo illumination effect and the logo illumination effect of this embodiment are effects that are executed by interrupting the currently running effect for a predetermined time, so they can be called cut-in preview effects.

[0165] Here, in the pseudo illumination production of this embodiment, the pseudo logo face image GR interrupts and is displayed for a predetermined short period (2 seconds) of the fluctuating production that is being executed, and then the interrupted variation production is restarted. There is. In this way, the pseudo illumination effect in which the pseudo logo face image GR is interrupted and displayed for a predetermined short time and then the variable effect is restarted will be referred to as a "short pseudo illumination effect (single pseudo light guiding effect)".

[0166] In the short pseudo-illumination performance, the level of expectation of winning is different depending on the color displayed on the pseudo-logo facial image GR. Specifically, in the pseudo-logo face image GR, if part of the outline part KM is green and the effect part EF is green, as shown in Figure 48(B), there is an expectation of winning. It has been suggested that the degree of infection is 30%. In addition, in the pseudo-logo face image GR, if part of the outline part KM is red and the effect part EF is red, as shown in Figure 48(B), the winning expectation level is 50. %.

[0167] Here, as can be seen from the comparison between Figures 48(A) and 48(B), the logo illumination effect is such that the logo profile image 12X is displayed in green (a specific expectation factor), and the pseudo logo face image GR is green. When it comes to short pseudo-illumination effects that appear to be emitting light, short pseudo-illumination effects have higher expectations for winning than logo illumination effects. In addition, the logo illumination effect in which the logo profile image 12X appears to emit light in red (a specific expectation factor) and the short pseudo illumination effect in which the pseudo logo facial image GR appears to emit light in red are different. The expectation of winning is higher than the logo illumination performance. In this way, even if the colors (expectation level elements) indicating the degree of winning expectation are the same, the short pseudo illumination effect is set so that the degree of expectation of winning is higher than the logo illumination effect. Therefore, the player is made to expect execution of the short pseudo illumination effect rather than the logo illumination effect, and it is possible to provide an innovative game experience.

[0168] Next, a case will be described in which a short pseudo illumination effect is executed during the execution of SP reach (variable effect). So, first I will explain SP reach. SP reach is a reach effect that is sometimes developed after normal reach, and is a effect that suggests that the expectation of winning the jackpot is higher than normal reach. In SP reach, after the effect pattern 8 becomes reach mode (for example, "5↓5"), as shown in FIG. 34(A), the background image GH exclusively for SP reach (background image for GH) is displayed, and an image G1 (SP reach start title image G1) indicating that SP reach has started is displayed in the center of the display screen 50a.

[0169] After that, as shown in FIG. 34(B), an SP reach-specific performance (for example, a battle performance) is performed. In this special SP reach performance, a battle image BA showing that an ally character of the pachinko gaming machine 1 fights an enemy character is displayed on the display screen 7a. Then, when the final phase of the SP reach-only performance is reached, if the result of the jackpot determination process is a jackpot (for example, if it is a fluctuation pattern P1), as shown in FIG. 34 (C-1), the display screen 50a will show A production that suggests a jackpot (for example, displaying the battle victory image WI indicating that an ally character has won the battle) is performed, and the production symbols EZ1, EZ2, and EZ3 are stopped in a manner that suggests a jackpot (so-called double eye). Stop display in jackpot mode). At this time, the auxiliary symbols 6L, 6C, and 6R are also stopped and displayed all at once in a stopping manner that suggests a jackpot.

[0170] On the other hand, if the result of the jackpot determination process is a loss (for example, if it is a fluctuation pattern P2), as shown in FIG. 34 (C-2), an effect suggesting a loss (for example, an ally character A battle defeat image LO indicating that the battle has been defeated) is displayed, and the production symbols EZ1, EZ2, and EZ3 are stopped and displayed in a stop mode that suggests a loss (so-called reach loss mode). At this time, the auxiliary symbols 6L, 6C, and 6R are also stopped and displayed all at once in a stop mode that suggests a loss (reach-loss mode).

[0171] Next, a case where a short pseudo illumination effect is executed during execution of SP reach will be described based on FIG. 35. On the display screen 7a, the effect pattern 8 becomes a reach mode showing "5↓5", and after the SP reach background image GH (see Figure 34(A)) is displayed, as shown in Figure 35(A). A battle image BA is displayed that shows an ally character fighting an enemy character. Then, while the battle image BA is being displayed, as shown in FIG. 35(B), a pseudo logo face image GR that appears to be emitting light in red is suddenly displayed as a short pseudo illumination effect. This pseudo logo face image GR is then displayed for a predetermined short time (2 seconds). Further, while the pseudo logo face image GR is being displayed, the speaker 67 outputs the inserted continuous tapping sound of "pipipipipipi". Thereafter, as shown in FIG. 35(C), the battle image BA will be displayed again on the display screen 7a.

[0172] In this way, by interrupting and executing the short pseudo illumination effect during the execution of the SP reach, it is possible to give the player an impact as if a logo illumination effect had been executed. In this form, the winning expectation level of the short pseudo illumination performance (hereinafter referred to as "red short pseudo illumination performance") in which the pseudo logo face image GR appears to emit light in red (a specific expectation factor) is , 50% (see Figure 48(B)). On the other hand, the winning expectation of the logo illumination effect (hereinafter referred to as "red logo illumination effect") in which the logo profile image 12X is displayed in red (a specific expectation factor) is 25% (see Figure 48(A)). It is. Therefore, even if the effects are similar, the red short pseudo illumination effect, which has a higher probability of winning than the red logo illumination effect, is executed, making it possible to give the player a great sense of elation. In this embodiment, the logo illumination effect is executed at the same timing as the short pseudo illumination effect, and an example of the effect in which the logo illumination effect is executed will be omitted.

[0173] Furthermore, in this embodiment, in addition to the logo illumination effect, a short pseudo illumination effect is executed, so that it is possible to show the player a display image with variations as the face of the logo. Further, since it is not necessary to provide a light guide plate to perform the short pseudo illumination effect, it is possible to reduce the installation space for the light guide plate and the development cost. Furthermore, even if a design change such as newly implementing a short pseudo illumination effect is made at a stage when the structural design development of the game board 2 has progressed to a certain extent, it is possible to flexibly respond to the design change.

[0174] Furthermore, in the case of the logo illumination effect, since the display LED 12d of the illumination display device 12 is made to emit light, power consumption is greater than in the pseudo illumination effect. In other words, recent pachinko gaming machines are equipped with a large number of movable bodies and light emitting means (LEDs), resulting in large power consumption and a heavy burden on the power supply board 150. Therefore, there is a need for ways to execute effects while reducing power consumption. Therefore, with the pseudo illumination effect, it is possible to perform the same effect as the logo illumination effect while suppressing an increase in power consumption. With the logo illumination effect, it is possible to make it appear as if the pseudo logo facial image GR is emitting light in a variety of colors, without having to install display LEDs that emit light in a variety of colors.

[0175] By the way, an illumination effect such as a logo illumination effect is an effect in which a display image is displayed by emitting light from a light guide plate placed in front of the display screen 7a, so the effect displayed on the display screen 7a after the illumination effect is finished. There is no continuity with. In other words, the illumination effect is a effect that is executed by interrupting the effect being executed on the display screen 7a for a short time, so after the illumination effect is finished, the effect executed on the display screen 7a will be executed smoothly. There was no transition to .

[0176] In contrast, in this embodiment, by using the short pseudo illumination effect, a long pseudo illumination effect that smoothly transitions from the short pseudo illumination effect to the effect executed on the display screen 7a is executed. In the long pseudo illumination production, after displaying the pseudo logo face image GR for a predetermined short time (2 seconds) on the display screen 7a, the appearance image GT (showing that the main character appears on a horse) is displayed. (See Figure 36(C)) is displayed. Furthermore, when the appearance image GT is displayed, an effect portion EF extending linearly radially from the center portion of the display screen 7a is also displayed. It should be noted that when the appearance image GT is displayed, the inserted continuous hitting sound "pipipipipi" is no longer output from the speaker 67. Subsequently, on the display screen 7a, a visiting image GS (see FIG. 36(D)) showing the upper body of the main character and showing the words "coming" is displayed.

[0177] In this way, on the display screen 7a, a series of effects from the start of the display of the pseudo logo face image GR to the end of the display of the visiting image GS are performed in the "long pseudo illumination effect (series of pseudo light guide effects)". Yes, the execution time of the long pseudo illumination effect is 5 seconds. In this long pseudo-illumination production, pseudo-logo facial image GR showing the main character (see Figure 36(B))⇒ Appearance image GT showing the main character (see Fig. 36(C))⇒ Arrival image GS showing the main character (see Figure 36(C)) 36(D)) is displayed as a series of flows, the main character (the "logo"), which looks like the display image of the illumination effect, appears to the player in a smooth flow, creating an innovative and innovative experience. It is possible to provide a variety of game entertainment. Note that the "appearance image GT and appearance image GS" correspond to the "character moving image."

[0178] As described above, the pseudo illumination effect of this embodiment includes a short pseudo illumination effect and a long pseudo illumination effect. Then, after the pseudo logo face image GR is displayed in the short pseudo illumination effect, the short pseudo illumination effect or the long pseudo illumination effect is applied depending on whether the appearance image GT (see FIG. 36(C)) is displayed continuously. The performance will be decided. Therefore, while the short pseudo-illumination performance (pseudo light guide stimulation performance) is being executed, the player is made to expect that the appearance image GT will be displayed afterwards, and the player feels a sense of anticipation as the transition to the long pseudo-illumination performance (developed performance) occurs. It is possible to provoke.

[0179] Also, in the long pseudo-illumination presentation, as in the short pseudo-illumination presentation, the implied degree of winning expectation is varied depending on the color displayed on the pseudo-logo facial image GR. Specifically, in the pseudo logo face image GR, a long pseudo illumination effect (hereinafter referred to as "green long pseudo illumination effect") is created when a part of the outline part KM is green and the effect part EF is green. As shown in FIG. 48(C), it is suggested that the expectation level of winning is 50%. In addition, in the pseudo logo facial image GR, when a part of the contour part KM is red and the effect part EF is red, the long pseudo illumination effect (hereinafter referred to as "red long pseudo illumination effect") is As shown in 48(C), it is suggested that the expectation level of winning is 70%.

[0180] In this way, as can be seen from the comparison between FIG. 48(B) and FIG. 48(C), a short pseudo illumination effect (hereinafter referred to as a "green short pseudo illumination effect") in which the pseudo logo face image GR appears to emit light in green. ) and the long green pseudo illumination effect, the long green pseudo illumination effect has a higher winning expectation than the short green illumination effect. Moreover, between the red short pseudo illumination performance and the red long pseudo illumination performance, the red long pseudo illumination performance has a higher winning expectation than the red short pseudo illumination performance. In this way, even if the colors (expectation level elements) indicating the winning expectation are the same, the long pseudo illumination effect is set so that the winning expectation is higher than the short pseudo illumination effect. Therefore, the player is made to expect a long pseudo-illumination presentation to be performed following the short pseudo-illumination presentation, and it is possible to provide a novel game experience.

[0181] In addition, in this embodiment, in the pseudo logo face image GR when the long pseudo illumination effect is executed, a part of the outline part KM may be rainbow-colored, and the effect part EF may be rainbow-colored. . This long pseudo-illumination effect will be referred to as a "rainbow long pseudo-illumination effect (accurate pseudo-light guiding effect)." In the rainbow long pseudo illumination performance, as shown in FIG. 48(C), it is suggested that the expectation of winning is 100%. In other words, if the rainbow long pseudo illumination effect is executed, winning the jackpot is guaranteed. In addition, in the pseudo logo face image GR when the short pseudo illumination effect is executed, a part of the outline part KM is rainbow-colored, and the effect part EF is not rainbow-colored. Therefore, in the pseudo logo face image GR in the short pseudo illumination performance, a player who sees that a part of the outline part KM is rainbow colored and that the effect part EF is rainbow colored will win the jackpot. It is possible for the user to enjoy the long pseudo-illumination performance without fail while letting the user know whether he or she has won. As a modified example, even in the short pseudo illumination production, in the pseudo logo face image GR, part of the outline part KM is rainbow colored, and the effect part EF is rainbow colored, making it easier to hit the jackpot. It may be arranged to indicate that the winning is confirmed.

[0182] Next, a case where a long pseudo illumination effect is executed during execution of SP reach will be described based on FIG. 36. On the display screen 7a, the effect pattern 8 becomes a reach mode showing "5↓5", and after the SP reach background image GH (see Figure 34(A)) is displayed, as shown in Figure 36(A). A battle image BA is displayed that shows an ally character fighting an enemy character. Then, while the battle image BA is being displayed, as shown in FIG. 36(B), a pseudo logo face image GR that appears to be illuminated in red is suddenly displayed as a short pseudo illumination effect. This pseudo logo face image GR is then displayed for a predetermined short time (2 seconds). Further, while the pseudo logo face image GR is being displayed, the speaker 67 outputs the inserted continuous tapping sound of "pipipipipipi". At this time, by executing the red short pseudo illumination effect, the player understands that the probability of winning is 25%, but expects the player to develop into the red long pseudo illumination effect, which has an even higher probability of winning. Become.

[0183] Then, as shown in FIG. 36(C), an appearance image GT indicating that the main character appears on a horse and a red effect portion EF are displayed. Subsequently, as shown in FIG. 36(D), a coming image GS showing the upper body of the main character and the words "coming" is displayed. Thereafter, as shown in FIG. 36(E), on the display screen 7a, the interrupted battle performance is resumed, and the battle image BA is displayed again. In this way, by showing the player a series of red short pseudo illumination performances followed by a red long pseudo illumination performance, it is possible to give the player a feeling of exhilaration in which the expectation of winning increases from 25% to 50%. In other words, it is possible to provide an innovative game entertainment that does not end with the red short pseudo illumination effect being executed by itself.

[0184] By the way, the pseudo illumination effect (short pseudo illumination effect, long pseudo illumination effect) of this embodiment is not executed only during the execution of SP reach. The pseudo illumination effect of this embodiment may be executed as a variation start preview effect executed at the start of the variable display of the special symbol. Further, the pseudo illumination performance of this embodiment may be executed as a continuous preview performance that suggests the degree of expectation of winning a jackpot over a plurality of variable displays of special symbols. Below, based on FIG. 37, a pseudo illumination effect (long pseudo illumination effect) when executed as a fluctuation start notice effect and a continuous notice effect will be explained.

[0185] As a precondition, it is assumed that the game is controlled to the normal gaming state. Therefore, as shown in FIG. 37(A), on the display screen 50a, a background image Ha indicating that the game is controlled to the normal gaming state is displayed. Note that the background image Ha is an image showing a daytime scene with mountains and the sun. Further, it is assumed that the variable display of the first special symbol is being executed and the number of first special symbols pending is three. Therefore, as shown in FIG. 37(A), on the display screen 7a, the effect pattern 8 is displayed in a variable manner, and the icon 9 is displayed in the display area 17x. Furthermore, a white pending icon 9 is displayed in each of the pending display areas 17a to 17c. Note that in this embodiment, the display colors of the icons (the icon 9 and the pending icon 9) include blue, green, red, gold, and rainbow colors in addition to the default white color. The display colors of the icons are set to indicate that the expectation of winning increases in the order of white, blue, green, red, gold, and rainbow colors.

[0186] Under these preconditions, it is assumed that the game ball enters the first starting port 20. As a result, as shown in FIG. 37(B), a red pending icon 9 (hereinafter referred to as "red pending icon 9x") is displayed in the fourth pending display area 17d. In this way, the player who sees the red pending icon 9x understands that the possibility of being determined to be a jackpot (win expectation level) in the jackpot determination process corresponding to the red pending icon 9x is slightly high. After that, since the jackpot determination process corresponding to the icon 9 is determined to be a loss, as shown in FIG. 37(C), the production pattern 8 is stopped and displayed at "638" which is a loss mode.

[0187] Then, the white pending icon 9 displayed in the first pending display area 17a is shifted to the corresponding display area 17x and becomes the corresponding icon 9, as shown in FIG. 37(D). In addition, the white hold icon 9 that was displayed in the second hold display area 17b and the third hold display area 17c has been changed to the first hold display area 17a and the second hold display area 17b, as shown in FIG. 37(D). At the same time, the red pending icon 9x displayed in the fourth pending display area 17d shifts to the third pending display area 17c, as shown in FIG. 37(D). Also, at this time (at the start of the variable display of the first special symbol), the red short pseudo illumination effect is executed for a predetermined short time (2 seconds) on the display screen 7a. Furthermore, the speaker 67 outputs the inserted repeated sound of "pipipipipi".

[0188] In this way, by suddenly executing the red short pseudo illumination performance as a continuous preview performance, it is possible to surprise the player and give a feeling of elation due to the high expectation of winning for the red pending icon 9x. . Note that in this embodiment, a long pseudo illumination effect is not performed as a continuous preview effect. However, as described below, if a short pseudo illumination effect is executed as a continuous preview effect, a long pseudo illumination effect may be executed as a preview effect at the start of the fluctuation (developing into a long pseudo illumination effect). . Therefore, as shown in FIG. 37(D), players who have grasped the red short pseudo illumination effect that was executed as a continuous preview effect will be given the red long pseudo illumination effect, which has a higher winning expectation, when the subsequent special symbols start to fluctuate. It is possible to make the user look forward to the implementation of illumination effects. After that, as shown in FIG. 37(E), after the effect pattern 8 is displayed in a variable manner, the jackpot determination process corresponding to the icon 9 is determined to be a loss, and as shown in FIG. 37(F), The production pattern 8 stops and displays at "264" which is a loss mode.

[0189] Then, the white pending icon 9 displayed in the first pending display area 17a is shifted to the corresponding display area 17x and becomes the corresponding icon 9, as shown in FIG. 37(G). Additionally, the white hold icon 9 that had been displayed in the second hold display area 17b has been shifted to the first hold display area 17a and is now displayed in the third hold display area 17c, as shown in FIG. 37(G). The red pending icon 9x shifts to the second pending display area 17b, as shown in FIG. 37(D). Also, at this time (at the start of the variable display of the first special symbol), the red short pseudo illumination effect is executed for a predetermined short time (2 seconds) on the display screen 7a. Furthermore, the speaker 67 outputs the inserted repeated sound of "pipipipipi". In this way, the red short pseudo illumination effect is executed again as a continuous preview effect, thereby making it possible to further arouse the player's sense of anticipation.

[0190] After that, as shown in FIG. 37(H), after the effect pattern 8 is displayed in a variable manner, the jackpot determination process corresponding to the icon 9 is determined to be a loss, and as shown in FIG. 38(A), The production pattern 8 stops and displays at "475" which is a loss mode.

[0191] Then, the white pending icon 9 displayed in the first pending display area 17a is shifted to the corresponding display area 17x and becomes the corresponding icon 9, as shown in FIG. 38(B). Further, the red pending icon 9x that was displayed in the second pending display area 17b is shifted to the first pending display area 17a, as shown in FIG. 38(B). Also, at this time (at the start of the variable display of the first special symbol), the red short pseudo illumination effect is executed for a predetermined short time (2 seconds) on the display screen 7a. Furthermore, the speaker 67 outputs the inserted repeated sound of "pipipipipi". In this way, the red short pseudo illumination effect is executed again as a continuous preview effect, thereby making it possible to further arouse the player's sense of anticipation. In other words, by executing the red short pseudo illumination effect 3 times before ⇒ 2 changes before ⇒ 1 change before, the expectation that the red short pseudo illumination effect will develop at the start of the next special symbol change is created. is possible.

[0192] After that, as shown in FIG. 38(C), after the effect pattern 8 is displayed in a variable manner, the jackpot determination process corresponding to the icon 9 is determined to be a loss, and as shown in FIG. 38(D), The production pattern 8 stops and displays at "174" which is a loss mode.

[0193] Then, the red pending icon 9x displayed in the first pending display area 17a is shifted to the corresponding display area 17x, and as shown in FIG. 38(B), the red pending icon 9 is displayed in the corresponding display area 17x. Is displayed. Note that the red icon 9 will be referred to as the "red icon 9x." Also, at this time (at the start of the variable display of the first special symbol), the red short pseudo illumination effect is executed for a predetermined short time (2 seconds) on the display screen 7a. Furthermore, the speaker 67 outputs the inserted repeated sound of "pipipipipi".

[0194] In this way, when the special symbol starts to change, as shown in Figure 38(E), after the red short pseudo illumination effect is executed as a warning effect at the start of the change, as shown in Figure 38(F), the main character appears on the horse. An appearance image GT showing that the character will appear riding a car and a red effect part EF are displayed. Next, as shown in FIG. 38(G), a coming image GS showing the upper body of the main character and the words "coming" is displayed. Thereby, the player can be made aware that the red long pseudo illumination effect has been executed, and can be given a feeling of exhilaration due to the fact that the expectation of winning has further increased. After that, as shown in FIG. 38(E), on the display screen 7a, the effect pattern 8 is displayed in a variable manner.

[0195] As described above, in this embodiment, when a short pseudo-illumination performance is executed as a continuous preview performance, the player can receive a notification from a short pseudo-illumination performance to a long pseudo-illumination performance as a notification performance at the start of the fluctuation when the fluctuation starts. It is possible to expect this to develop. In addition, in the production example shown in FIG. 38, when a short pseudo illumination display is executed as a continuous preview display, a long pseudo illumination display is executed as a preview display at the start of fluctuation, but a short pseudo illumination display is performed as a continuous preview display. Even when the pseudo illumination effect is not executed, a long pseudo illumination effect may be executed as a preview effect at the start of the fluctuation. In addition, in the production example shown in Fig. 38, a short pseudo-illumination production progresses to a long pseudo-illumination production as a preview production at the start of fluctuation, but of course, it ends with only a short pseudo-illumination production, and a long pseudo-illumination production In some cases, it may not develop.

[0196] 8. Sword buried cracking effect Next, the sword buried crack effect will be explained based on FIG. 39. Specifically, the sword-embedded cracking performance (embedded preview performance) is one of the preview performances that indicates the level of expectation of winning the jackpot before showing the result of the jackpot determination process. Specifically, the sword buried cracking effect includes a sword buried image SW showing that a sword (predetermined object) is embedded in the display screen 7a, and a screen showing that the display screen 7a (predetermined object) is broken. By displaying a cracked image (HB), it is an effect that suggests the expectation of winning. The sword buried / cracked performance of this embodiment is a performance that is executed by interrupting the current performance for a predetermined period of time, so it can be called a cut-in preview performance. There are three types of sword buried cracking effects: a small sword buried cracking effect, a medium sword buried cracking effect, and a large sword buried cracking effect.

[0197] In the small sword buried crack effect (first buried notice effect, first crack notice effect), as shown in FIG. 39(A), the small sword (first predetermined The stiletto buried image SW1 (first embedded image) shows that the object) was embedded in a direction crossing the display screen 7a, and the crack has occurred in a relatively small area with respect to the display screen 7a. A small screen crack image HB1 (first crack image) shown in FIG. As shown in Figure 49, this small sword buried crack effect suggests that the expectation of winning the jackpot is 20%.

[0198] In the middle sword buried crack effect (second buried notice effect, second crack notice effect), as shown in Figure 39(B), on the display screen 7a, the middle sword (first The middle sword buried image SW2 (second embedded image) shows that the middle sword (predetermined object) was embedded in a direction intersecting the display screen 7a, and a crack has occurred in a relatively large area with respect to the display screen 7a. A middle screen crack image HB2 (second crack image) indicating that there is a problem is displayed. As shown in Figure 49, this middle sword buried cracking effect suggests that the expectation of winning the jackpot is 40%. Note that the medium sword that is shown to be embedded in the medium sword embedded image SW2 is larger than the small sword that is shown to be embedded in the small sword embedded image SW1.

[0199] In the large sword buried crack effect (third buried notice effect, third crack notice effect), as shown in Figure 39(C), on the display screen 7a, the large sword used by the main character of this pachinko game machine PY1. A large sword buried image SW3 (third embedded image) indicating that a large sword (predetermined object) has been embedded in a direction crossing the display screen 7a, and a large sword buried image SW3 (third embedded image) indicating that a crack has occurred in the entire display screen 7a. Screen crack image HB3 (third crack image) is displayed. As shown in Figure 49, this large sword buried cracking effect suggests that the expectation of winning the jackpot is 60%. Note that the large sword that is shown to be embedded in the large sword embedded image SW3 is larger than the medium sword that is shown to be embedded in the medium sword embedded image SW2.

[0200] In this embodiment, the sword buried crack performance (small sword buried crack performance, medium sword buried crack performance, large sword buried crack performance) may be executed only during execution of SP reach. In addition, when the sword burying effect is executed during the execution of SP reach, any one of the small sword burying cracking effect, the medium sword burying breaking effect, and the large sword burying breaking effect is executed. In other words, during the execution of SP Reach, two or more sword buried cracking effects among the small sword buried cracking effect, medium sword buried breaking effect, and large sword buried breaking effect will not be executed.

[0201] As can be seen from the comparison between Figure 39(A), Figure 39(B), and Figure 39(C), the characters are embedded in the display screen 7a in the following order: small sword buried crack effect → medium sword buried crack effect → large sword buried crack effect. You can see that the sword in front of you is getting bigger. That is, in the sword-embedded crack effect, it is suggested that the larger the sword embedded in the display screen 7a, the higher the expectation of winning. In this way, when the sword embedding cracking effect is executed, the player is made to pay attention to whether the sword embedded in the display screen 7a is a small sword, a medium sword, or a large sword, giving the player a novel sense of anticipation. It is possible to provide

[0202] In particular, in the sword buried crack effect, a buried sword image SW is displayed that indicates that the sword is buried toward the player in a direction that intersects the display screen 7a. Therefore, it is possible to provide the player with a novel gaming experience that gives the player the impression that a sword is being stabbed into the display screen 7a toward him and also indicates his expectation of winning.

[0203] Furthermore, as can be seen from the comparison between Figure 39(A), Figure 39(B), and Figure 39(C), the cracks occur in the order of small sword buried crack effect → medium sword buried crack effect → large sword buried crack effect. It can be seen that the range of the display screen 7a showing . That is, in the sword buried crack effect, the larger the range showing that the display screen 7a is broken, the higher the expectation of winning is. In this way, when the sword buried crack effect is executed, it is possible to draw the player's attention to the range showing that the display screen 7a is broken, thereby providing a novel sense of anticipation. That is, conventionally, it often indicates a disadvantageous result for the player, such as when it indicates that the display screen 7a is broken or when it indicates a loss. Therefore, in this embodiment, the larger the area indicating that the display screen 7a is broken, the more advantageous the result is to the player (suggesting that the expectation of winning is high). It is possible to provide a novel gaming experience by making the game more enjoyable.

[0204] Next, based on FIG. 40, the flow from the start to the end of the small sword buried crack effect will be explained. When the stiletto buried cracking effect is executed, as an introduction effect, as shown in FIG. 40(A), an introductory character image DN that appears in the appearance of the main character before transformation is displayed on the display screen 7a. Next, as shown in FIG. 40(B), a stiletto-holding appearance image YK1 showing that the transformed main character (logo) appears riding a horse while holding a stiletto is displayed on the display screen 7a. Next, as shown in FIG. 40(C), a stiletto throwing image FK1 is displayed on the display screen 7a showing that the transformed main character (logo) swings and throws a stiletto toward the player (the front side of the display screen 7a). is displayed. Thereafter, as shown in FIG. 40(D), the above-mentioned small sword buried image SW1 and small screen crack image HB1 are displayed on the display screen 7a. Finally, a screen crack image GW indicating that the display screen 7a is broken is displayed on the display screen a, and the stiletto embedding effect ends. The execution time of this small sword buried crack effect is 7 seconds in total, and the display time of the small sword buried image SW1 and the small screen cracked image HB1 shown in FIG. 40(D) ​​is 2 seconds.

[0205] Next, based on FIG. 41, the flow from the start to the end of the middle sword buried crack effect will be explained. When the middle sword buried crack effect is executed, as an introduction effect, an introductory character image DN that appears in the appearance of the main character before transformation is displayed on the display screen 7a, as shown in FIG. 41(A). Next, as shown in FIG. 41(B), a middle sword holding appearance image YK2 showing that the transformed main character (logo) appears riding a horse while holding a middle sword is displayed on the display screen 7a. Next, as shown in FIG. 41(C), a medium sword throw is displayed on the display screen 7a, showing that the transformed main character (logo) swings and throws the medium sword toward the player (the front side of the display screen 7a). Image FK2 is displayed. Thereafter, as shown in FIG. 41(D), the above-mentioned medium sword buried image SW2 and medium screen crack image HB2 are displayed on the display screen 7a. Finally, a screen crack image GW indicating that the display screen 7a is broken is displayed on the display screen a, and the middle sword embedding effect is completed. The overall execution time of this middle sword buried crack effect is 9 seconds, and the display time of the middle sword buried image SW2 and the middle screen cracked image HB2 shown in FIG. 41(D) is 4 seconds.

[0206] Next, based on FIG. 42, the flow from the start to the end of the large sword buried crack effect will be explained. When the great sword buried cracking effect is executed, as an introduction effect, an introductory character image DN that appears in the appearance of the main character before transformation is displayed on the display screen 7a, as shown in FIG. 42(A). Next, as shown in FIG. 42(B), a large sword-holding appearance image YK3 showing that the transformed main character (logo) appears on a horse while holding a large sword is displayed on the display screen 7a. Next, as shown in FIG. 42(C), a large sword throw is displayed on the display screen 7a, showing that the transformed main character (logo) swings and throws the large sword toward the player (the front side of the display screen 7a). Image FK3 is displayed. Thereafter, as shown in FIG. 42(D), the aforementioned large sword buried image SW3 and large screen crack image HB3 are displayed on the display screen 7a. Finally, a broken screen image GW indicating that the display screen 7a is broken is displayed on the display screen a, and the great sword embedding effect ends. The execution time of this large sword buried crack effect is 11 seconds in total, and the display time of the large sword buried image SW3 and the large screen cracked image HB3 shown in FIG. 42(D) is 6 seconds.

[0207] As can be seen from the comparison of Figures 40 to 42, when the sword buried cracking effect (small sword buried cracking effect, medium sword buried cracking effect, large sword buried cracking effect) starts, the same introduction effect (introduced character image Display DN) is executed. Therefore, from the player's perspective, it is clear that the sword buried cracking performance will be executed when the introduction performance starts, but which of the small sword buried cracking performance, medium sword buried cracking performance, and large sword buried cracking performance will be executed. I don't know if the sword burial cracking effect will be executed. In this way, by executing the same introduction effect (displaying the introduced character image DN), it is possible to draw the player's attention to which sword embedding effect is being executed. In other words, when the introductory character image DN is displayed, the image YK3 of the character holding a large sword, which shows the execution of the large sword buried cracking effect, will be displayed afterwards, indicating that there is a high expectation of winning. It is possible to embrace

[0208] In addition, as mentioned above, the execution time is different for the small sword buried cracking performance, the medium sword buried cracking performance, and the large sword buried cracking performance, and the longer the execution time is set for the sword buried cracking performance with higher expectation of winning. ing. In particular, the sword buried image SW and the screen cracked image HB (see Figures 39(A), 39(B), and 39(C)), which attract the most attention in the sword buried cracking effect, have different display times, The longer the display time is set for the sword buried cracking effect with higher chances of winning. In this way, the larger the sword is embedded and the wider the area showing that the display screen 7a is broken, the longer the display time becomes, suggesting that the expectation of winning is high. Therefore, by linking the strength of the impact of the sword buried cracking effect, the length of display time, and the high degree of expectation of winning, it is possible to clearly show the theatrical meaning of the sword buried cracking effect. be. In other words, in the stiletto broken burying effect that suggests that the expectation of winning is low, the display time of the stiletto buried image SW1 and screen broken image HB1 (see Figure 40(D)) is relatively short, making the impact of the effect smaller. It's showing. On the other hand, in the large sword buried image that suggests a high expectation of winning, the display time of the large sword buried image SW3 and the broken screen image HB3 (see Figure 42(D)) is relatively long, and the effect is not good. This makes the impact even greater. In this way, in the sword buried cracking effect, the display time of the buried sword image SW and screen broken image HB (see Figures 39(A), 39(B), and 39(C)) is adjusted according to the level of expectation of winning. By changing this, it is easy to understand to the player that the larger the impact, the higher the expectation of winning.

[0209] Next, based on FIG. 43, a case where a long sword buried cracking effect is executed as a sword buried breaking effect during the execution of SP reach will be explained as an example. On the display screen 7a, the effect pattern 8 becomes a reach mode showing "5↓5", and after the SP reach background image GH (see Figure 34(A)) is displayed, as shown in Figure 43(A). A battle image BA is displayed that shows an ally character fighting an enemy character. Then, while the battle image BA is being displayed, as shown in FIG. 43(B), an introduction character image DN is suddenly displayed as an introduction effect of the sword buried crack effect. At this point, the player is aware of the execution of the sword buried / cracked performance and pays attention to which sword buried / cracked performance will be executed thereafter. Then, as shown in FIG. 43(C), a large sword-holding appearance image YK3 showing that the transformed main character (logo) appears riding a horse while holding a large sword is displayed. As a result, the player who sees the image YK3 in which the player is holding a large sword is able to grasp the performance of the large sword buried cracking effect that has the highest probability of winning, and can give a great sense of elation.

[0210] Next, as shown in FIG. 43(D), a large sword throwing image FK3 is displayed that shows the transformed main character (logo) swinging and throwing a large sword toward the player (the front side of the display screen 7a). Ru. Thereafter, as shown in FIG. 43(E), a large sword buried image SW3 and a large screen crack image HB3 are displayed. At this time, the large sword buried image SW3 and the large screen crack image HB3 are displayed for 6 seconds, which is a relatively long display time, so the large sword is stuck toward the player and the entire display screen 7a is displayed. It is possible to further strengthen the impact of the crack. Then, as shown in FIG. 43(F), a screen crack image GW indicating that the display screen 7a is broken is displayed, and when the great sword burying effect is completed, the screen is displayed as shown in FIG. 43(G). On screen 7a, the interrupted battle performance is resumed and the battle image BA is displayed again.

[0211] Above, we have explained using the large sword buried cracking effect as an example, but the sword buried cracking effect (small sword buried cracking effect, medium sword buried cracking effect, large sword buried cracking effect) is executed by interrupting the SP reach that is being executed. . In other words, when the sword buried cracking effect ends, the screen cracking image GW is displayed, and then the interrupted SP reach is resumed. Therefore, the buried sword image SW and the screen cracked image HB (see Figures 40(D), 41(D), and 41(D)) before the screen cracked image GW are displayed do not continue to be displayed, and the screen is restarted. It is possible to prevent it from getting in the way of SP reach. That is, by using the display of the screen crack image GW to end the sword buried crack effect, it is possible to smoothly transition to restarting the interrupted SP reach.

[0212] 9.Operation of microcomputer 91 for production control [Sub-control main processing] Next, the operation of the performance control microcomputer 91 will be explained based on FIGS. 44 to 48. Note that the counters, timers, flags, status, buffers, etc. that appear in the explanation of the operation of the production control microcomputer 91 are provided in the RAM 94. When the power of the pachinko gaming machine 1 is turned on, the performance control microcomputer 91 provided in the sub-control board 90 reads out and executes the sub-control main processing program shown in FIG. 44 from the ROM 93. As shown in the figure, in the sub-control main processing, CPU initialization processing is first performed (S4001). In the CPU initialization process (S4001), stack settings, constant settings, CPU 92 settings, SIO, PIO, CTC (circuit for managing interrupt time), etc. are set.

[0213] Next, it is determined whether the power-off signal is ON and the contents of the RAM 94 are normal (S4002). If the result of this determination is NO, the RAM 94 is initialized (S4003) and the process proceeds to step S4004. On the other hand, if the determination result is YES (YES in S4002), the process proceeds to step S4004 without initializing the RAM 94. In other words, if the power-off signal is not ON, or if the contents of RAM94 are not normal even if the power-off signal is ON (NO in S4002), RAM94 is initialized, but if the power-off signal is ON due to a power outage, etc. If the contents of RAM94 are maintained normally (YES in S4002), RAM94 is not initialized. Note that when the RAM 94 is initialized, the values ​​of various flags, statuses, counters, etc. are reset. Further, steps S4001 to S4003 are executed only once after the power is turned on, and are not executed thereafter.

[0214] In step S4004, interrupts are prohibited. Next, random number seed update processing is executed (S4005). In the random number seed update process (S4005), the values ​​of various performance determining random number counters are updated. When the random number seed update process (S4005) is completed, a command transmission process is executed (S4006). In the command transmission process, various commands stored in the output buffer in RAM 94 of sub-control board 90 are transmitted to image control board 100. Upon receiving the command, the image control board 100 uses the image display device 7 to perform various effects (design variation effect, opening effect, round effect, ending effect, pending icon change effect, pseudo illumination effect, sword buried crack effect) according to the command. etc.).

[0215] In addition, as the image control board 100 executes various effects, the sub-control board 90 outputs audio from the speaker 67 via the audio control board 106, and outputs sound from the frame lamp 66 and panel lamp via the sub-drive board 107. 5. Make the illumination display device 12 emit light, or drive the board movable body 15, the frame movable body 600, and the logo sword accessory 300. The performance control microcomputer 91 then permits an interrupt (S4007). Thereafter, steps S4004 to S4007 are looped. While interrupts are enabled, reception interrupt processing (S4008), 1ms timer interrupt processing (S4009), and 10ms timer interrupt processing (S4010) can be executed.

[0216] [Reception interrupt processing] In the reception interrupt processing (S4008), as shown in FIG. 45, it is determined whether the strobe signal (STB signal) is ON or not. It is determined whether or not it has been input to the external INT input section (S4101). If the strobe signal is not ON, the process ends; if it is ON, various commands transmitted from the main control board 80 are stored in the reception buffer of the RAM 94 (S4102). This reception interrupt process is a process that is executed with priority over other interrupt processes (S4009, S4010).

[0217] [1ms timer interrupt processing] The 1ms timer interrupt processing (S4009) is executed every time an interrupt pulse of 1msec period is input to the sub control board 90. As shown in FIG. 46, in the 1ms timer interrupt processing (S4009), input processing (S4201) is first performed. In the input process (S4201), switch data (edge ​​data and level data) is created based on the detection signal from the production button detection switch 63a (see FIG. 9).

[0218] Subsequently, lamp data output processing (S4202) is performed. In the lamp data output processing (S4202), in order to cause the frame lamp 66, board lamp 5, and illumination display device 12 to emit light at a timing that matches the performance, the lamp data created in other processing (S4304) in the 10ms timer interrupt processing described later is used. Output to sub drive board 107. That is, according to the lamp data, the frame lamp 66, the panel lamp 5, and the illumination display device 12 are caused to emit light in a predetermined light emission mode.

[0219] Next, drive control processing (S4203) is performed. In the drive control process (S4203), drive data (data for driving the movable board 15) is created in order to drive the movable board 15, the movable frame 600, and the logo sword accessory 300 at a timing that suits the performance. , output. In other words, according to the drive data, a movable board drive motor 15a for moving the movable board 15, a movable frame drive motor 600a for moving the movable frame 600, and a logo sword for moving the logo sword accessory 300. The accessory drive motor 300a is driven.

[0220] Then, watchdog timer processing (S4204) is performed to reset the watchdog timer, and this processing ends.

[0221] [10ms timer interrupt processing] The 10ms timer interrupt processing (S4010) is executed every time an interrupt pulse with a period of 10 msec is input to the sub control board 90. As shown in FIG. 47, in the 10ms timer interrupt processing (S4010), first, received command analysis processing is performed (S4301). In the received command analysis process (S4301), the performance control microcomputer 91 determines whether a fluctuation start command has been received from the gaming control microcomputer 81, and if so, the analysis result of the fluctuation start command (of the fluctuation pattern) is determined. information), a variable effect pattern selection process for executing a variable effect and a preview effect selection process for executing a preview effect are executed.

[0222] Further, in the received command analysis process (S4301), it is determined whether an opening command is received from the game control microcomputer 81, and if it is received, an opening effect selection process is executed. In addition, it is determined whether a round designation command is received from the game control microcomputer 81, and if it is received, a round performance selection process is executed. It also determines whether an ending command has been received from the game control microcomputer 81, and if so, executes an ending effect selection process. In addition, it is determined whether a start winning command (first start winning command, second starting winning command) is received from the game control microcomputer 81, and if it has been received, a pre-read preview performance (continuous notice performance) is executed. A pre-read preview effect selection process for the purpose of the present invention and an icon display process for displaying the icon 9 are executed.

[0223] Furthermore, following the received command analysis process (S4301), the performance control microcomputer 91 performs a switch state acquisition process that stores the switch data created in the 1ms timer interrupt process in the RAM 94 as switch data for the 10ms timer interrupt process (S4302). ). Next, a switch process is performed to set the display contents of the display screen 7a based on the switch data stored in the switch state acquisition process (S4303).

[0224] After that, the production control microcomputer 91 performs lamp processing (S4304). In the lamp processing (S4304), creation of lamp data (data for controlling the lighting of the frame lamp 66, board lamp 5, and illumination display device 12), time management of light emission effects, etc. are performed. Subsequently, audio control processing (S4305) is performed. In the audio control process (S4305), audio data (data that controls audio output from the speaker 67) is created and output to the audio control board 106, and time management for audio production is performed. As a result, the speaker 67 outputs a sound that matches the performance to be performed. Then, other processing such as updating various production determination random numbers is executed (S4306), and the present processing ends.

[0225] 10. Control example First, an example of controlling the long pseudo illumination effect will be explained. As a prerequisite, it is assumed that the game is in a normal gaming state and that the number of first special symbols on hold is 3. Then, it is assumed that the game ball flowing down the game area 3 enters the first starting port 20. In this case, the game control microcomputer 81 specifies the first starting winning command by the first starting winning command specifying process (S213) shown in FIG. The identified first starting winning command is, for example, a non-time saving state (normal gaming state), the number of first special symbols pending is 4, and it indicates a SP reach loss ("E1H43H", see Figure 17). That's it. Then, this first start winning command is transmitted to the sub control board 90 by the output process (S101) shown in FIG.

[0226] When the performance control microcomputer 91 of the sub-control board 90 receives the above-described first start winning command, it analyzes the received first start winning command by the received command analysis process (S4301) shown in FIG. Then, based on the analysis result, a pre-read preview performance selection process and an icon display process are executed. In the pre-read preview effect selection process, it is determined whether or not to execute the long pseudo illumination effect based on a long pseudo illumination effect lottery table (not shown) stored in the ROM93. In addition, in the long pseudo illumination effect lottery table, it is determined whether or not to execute the long pseudo illumination effect as a continuous preview effect, or whether to execute the long pseudo illumination effect as a preview effect in the variation. Furthermore, in the long pseudo illumination effect lottery table, when it is determined to execute the long pseudo illumination effect, it is determined whether to execute the green long pseudo illumination effect, the red long pseudo illumination effect, or the rainbow long pseudo illumination effect. . It should be noted that the distribution of this long pseudo illumination effect lottery table is set so that each winning expectation level is as shown in FIG. 48(C). In this way, when it is decided to execute the red long pseudo illumination effect as a continuous preview effect, the red long pseudo illumination effect is executed as shown in FIGS. 37 and 38.

[0227] Next, an example of control of the short pseudo illumination effect will be explained. As a prerequisite, it is assumed that the game is in a normal gaming state and that the number of first special symbols on hold is 0. Then, it is assumed that the game ball flowing down the game area 3 enters the first starting port 20. In this case, the game control microcomputer 81 determines whether or not it is a jackpot by the special figure 1 jackpot judgment process (S1408) shown in FIG. Furthermore, a variation pattern is selected by the special figure 1 variation pattern selection process (S1409) shown in FIGS. 26 and 27. The selected variation pattern is, for example, variation pattern P2 (see FIG. 15) indicating an SP reach loss. Then, this variation pattern P2 is included in the special figure 1 variation start command, and the special figure 1 variation start command is transmitted to the sub control board 90 by the output process (S101) shown in FIG.

[0228] When the production control microcomputer 91 of the sub-control board 90 receives the above-mentioned special figure 1 variation start command, it executes the variation production based on the variation pattern P2 through the received command analysis process (S4301) shown in FIG. The variable performance pattern selection process and the preview performance selection process for executing the preview performance are executed. In the variable performance pattern selection process, since the variable pattern P2 indicates SP reach loss, the variable performance pattern indicating the execution of SP reach is selected. Further, in the preview effect selection process, it is determined whether or not to execute the short pseudo illumination effect based on a short pseudo illumination effect lottery table (not shown) stored in the ROM93. In the short pseudo illumination effect lottery table, it is determined whether or not to execute the short pseudo illumination effect when the long pseudo illumination effect is not executed. Further, in the short pseudo illumination effect lottery table, when it is determined to execute the short pseudo illumination effect, it is determined whether to execute the green short pseudo illumination effect or the red short pseudo illumination effect. It should be noted that the distribution of this short pseudo illumination effect lottery table is set so that each winning expectation level is as shown in FIG. 48(B). In this way, when it is determined to perform the red short pseudo illumination effect, as shown in FIG. 35, the pseudo short illumination effect will be executed during the execution of SP reach.

[0229] Next, an example of controlling the sword embedding crack effect will be explained. As a prerequisite, it is assumed that the game is in a normal gaming state and that the number of first special symbols on hold is 0. Then, it is assumed that the game ball flowing down the game area 3 enters the first starting port 20. In this case, the game control microcomputer 81 determines whether or not it is a jackpot by the special figure 1 jackpot judgment process (S1408) shown in FIG. Furthermore, a variation pattern is selected by the special figure 1 variation pattern selection process (S1409) shown in FIGS. 26 and 27. The selected variation pattern is, for example, variation pattern P1 (see FIG. 15) indicating an SP reach jackpot. Then, this variation pattern P1 is included in the special figure 1 variation start command, and the special figure 1 variation start command is transmitted to the sub control board 90 by the output process (S101) shown in FIG.

[0230] When the production control microcomputer 91 of the sub-control board 90 receives the above-mentioned special figure 1 variation start command, it performs the received command analysis process (S4301) shown in FIG. 47 to execute a variation production based on the variation pattern P1. The variable performance pattern selection process and the preview performance selection process for executing the preview performance are executed. In the variable performance pattern selection process, since the variable pattern P1 indicates the SP reach jackpot, the variable performance pattern indicating the execution of the SP reach is selected. In addition, in the preview performance selection process, it is determined whether or not to execute the sword buried crack performance based on the sword buried crack performance lottery table (not shown) stored in the ROM93. In the sword buried crack effect lottery table, it is decided whether or not to execute the sword buried crack effect, and when it is decided to execute the sword buried crack effect, the small sword buried crack effect, the medium sword buried crack effect, or the large sword buried effect is decided. It is determined whether or not to perform any of the cracking effects. It should be noted that the distribution of this sword buried crack effect lottery table is set so that each winning expectation level is as shown in FIG. 49. In this way, when it is determined to perform the large sword buried cracking effect, as shown in FIG. 43, the large sword buried cracking effect is executed while the SP reach is being executed.

[0231] 11.Effects of this form As described in detail above, according to the pachinko gaming machine 1 of the present embodiment, the pseudo logo face image GR is displayed on the display screen 7a of the image display device 7 on the black background, as shown in FIG. 35(B). A pseudo illumination effect that displays an image that appears to be emitting light on the player's side is executed for the partial BL. As a result, even if the illumination display device 12 (see FIG. 7(A)) placed in front of the display screen 7a is not used, the game can be played as if the logo illumination effect (see FIG. 33(A)) was executed by the pseudo illumination effect. It is possible to provide a novel gaming experience by showing the game to the players.

[0232] Further, according to the pachinko gaming machine 1 of this embodiment, as shown in FIG. 36(B), after displaying the pseudo-logo face image GR showing the logo of the main character on the display screen 7a, as shown in FIG. As shown in )(D), a long pseudo illumination effect is executed that displays an appearance image GT and an appearance image GS indicating that the logo moves. As a result, unlike the logo illumination effect using the illumination display device 12, the logo that appears to be emitting light appears to move smoothly afterwards, making it possible to provide a novel game experience. .

[0233] Furthermore, according to the pachinko gaming machine 1 of this embodiment, the pseudo logo face image GR is displayed on the display screen 7a, rather than the short pseudo illumination presentation in which only the pseudo logo face image GR is displayed on the display screen 7a. It is suggested that the long pseudo illumination effect in which the appearance image GT and appearance image GS are displayed later has a higher expectation of winning the jackpot (see FIGS. 48(A) and 48(B)). Therefore, after the pseudo-logo face image GR is displayed, it is possible to draw the player's attention to whether or not the appearance image GT and the appearance image GS are displayed, thereby providing a novel gaming experience.

[0234] Furthermore, according to the pachinko gaming machine 1 of this embodiment, the green short pseudo illumination effect and the red short have different expectations for winning the jackpot depending on the type of color (expectation factor) attached to the pseudo logo face image GR. There are pseudo illumination effects, green long pseudo illumination effects, red long pseudo illumination effects, and rainbow long pseudo illumination effects. Therefore, it is possible to provide a novel gaming experience by making the player pay attention to which color is attached to the pseudo-logo facial image GR.

[0235] Further, according to the pachinko gaming machine 1 of this embodiment, by adding rainbow colors to the pseudo logo facial image GR, a long pseudo illumination effect indicating that the jackpot game state is controlled may be executed. Therefore, when the pseudo-logo facial image GR is colored in rainbow colors, it is possible to give the player a great sense of elation.

[0236] Further, according to the pachinko gaming machine 1 of this embodiment, the logo illumination effect (Fig. 33 (A) ) is executed. On the other hand, on the display screen 7a, a pseudo illumination effect is displayed in which the pseudo logo face image GR appears to be emitting light on the player's side against the black background portion BL (see Figure 33(B)). ) is executed. In this way, not only the logo illumination effect but also the pseudo illumination effect may be performed, making it possible to provide an innovative game entertainment.

[0237] Furthermore, according to the pachinko gaming machine 1 of this embodiment, the pseudo illumination effect (green short pseudo illumination effect, green long pseudo illumination effect) in which green is attached to the pseudo logo face image GR is different from the pseudo illumination effect in which green is attached to the logo profile image 12X. This suggests that the expectation of winning the jackpot is higher than the logo illumination effect (see Figure 48 (A), (B), and (C)). Also, the pseudo illumination effect in which red is added to the pseudo logo face image GR (red short pseudo illumination effect, red long pseudo illumination effect) is more likely to lead to a jackpot than the logo illumination effect in which red is added to the logo profile image 12X. This suggests that the expectation of winning is high (see Figure 48(A)(B)(C)). Therefore, it is possible to make the player expect to perform the pseudo logo illumination effect rather than the logo illumination effect, thereby providing a novel game experience.

[0238] In this form, there are two types of logo illumination effects, green logo illumination effects and red logo illumination effects, depending on the level of expectation of winning. On the other hand, the pseudo illumination effects are different depending on the level of expectation of winning: green pseudo illumination effects (green short pseudo illumination effects, green long pseudo illumination effects) and red pseudo illumination effects (red short pseudo illumination effects, red There are three types: long pseudo illumination effect) and rainbow pseudo logo illumination effect (rainbow long pseudo illumination effect). The reason why there are more types of pseudo illumination effects (pseudo light guiding effects) than logo illumination effects (actual light guiding effects) is as follows. That is, in order to increase the variety of logo illumination effects, it is necessary to prepare display LEDs 12d corresponding to each emission color in the illumination display device 12, which increases costs. On the other hand, with pseudo illumination production, there is no need to prepare display LEDs corresponding to each emission color like in the illumination display device 12, and pseudo illumination production can be performed according to various colors (for example, rainbow colors) depending on the image. This is because illumination effects can be easily executed.

[0239] Furthermore, according to the pachinko gaming machine 1 of this embodiment, the short pseudo illumination effect shown in FIG. 36(B) stimulates whether or not to shift to the long pseudo illumination effect, which suggests that the expectation of winning the jackpot is higher. It's a performance. Therefore, it is possible to provide a novel game experience by making the player pay attention to whether or not the short pseudo-illumination presentation will proceed to the long pseudo-illumination presentation.

[0240] Further, according to the pachinko game machine 1 of this embodiment, as shown in FIGS. 37 and 38, a short pseudo illumination effect may be executed over a plurality of variable displays of the effect symbols 8. Thereby, it is possible to further increase expectations for the transition to a long pseudo illumination effect.

[0241] Furthermore, according to the pachinko game machine 1 of this embodiment, as shown in FIG. 39(A), there are two cases in which a stiletto embedding cracking effect showing a stiletto embedding image SW1 in which a stiletto is embedded in the display screen 7a is executed; As shown in FIG. 39(B), there is a case where a middle sword buried cracking effect showing a middle sword buried image SW2 with a middle sword embedded in the display screen 7a is executed, and as shown in FIG. 39(C), a case where the display screen 7a is There are cases where a large sword buried cracking effect is executed, which shows a large sword buried image SW3 in which a large sword is embedded. However, it is suggested that the expectation of winning the jackpot is high in the order of small sword buried crack performance < medium sword buried crack performance < large sword buried crack performance (see Figure 49). Therefore, the player is made to expect that a medium sword will be embedded in the display screen 7a rather than a small sword, and a large sword will be embedded in the display screen 7a rather than a medium sword, thereby providing a novel game entertainment. Is possible.

[0242] Further, according to the pachinko game machine 1 of this embodiment, when the SP reach in progress is interrupted and the sword buried cracking effect (small sword buried cracking effect, medium sword buried breaking effect, large sword buried breaking effect) is executed, the display is displayed. After the screen cracked image GW (see FIG. 43(F)) indicating that the screen 7a is broken is displayed, the interrupted SP reach is resumed (see FIG. 43(G)). In this way, it is possible to avoid the sword buried images SW1, SW2, and SW3 remaining displayed and interfering with the restarted SP reach.

[0243] Furthermore, according to the pachinko game machine 1 of this embodiment, the short sword buried image SW1 shown in FIG. 40(D) ​​is displayed during the time (4 seconds) during which the medium sword buried image SW2 shown in FIG. 41(D) is displayed. (2 seconds). Also, the time that the long sword buried image SW3 shown in Figure 42 (D) is displayed (6 seconds) is longer than the time that the medium sword buried image SW2 is displayed (4 seconds) shown in Figure 41 (D). . Therefore, depending on the display time of the buried sword images SW1, SW2, and SW3, it is suggested that the expectation of winning the jackpot is higher in the medium sword buried cracking effect than in the small sword buried cracking effect, and the large sword buried cracking effect It is possible to clearly show to the player the relationship that this suggests that the expectation of winning the jackpot is higher than the medium sword buried crack effect.

[0244] Furthermore, according to the pachinko game machine 1 of this embodiment, the medium sword embedded in the display screen 7a in the medium sword buried image SW2 shown in FIG. 41(D) is displayed in the small sword buried image SW1 shown in FIG. 40(D). It is larger than the small sword embedded in screen 7a. Furthermore, the large sword embedded in the display screen 7a in the large sword buried image SW3 shown in FIG. 42(D) is larger than the medium sword embedded in the display screen 7a in the medium sword buried image SW2 shown in FIG. 41(D). It's also big. Therefore, depending on the size of the swords embedded in the sword buried images SW1, SW2, and SW3, it is suggested that the expectation of winning the jackpot is higher with the medium sword buried cracking effect than with the small sword buried cracking effect, and with the large sword buried cracking effect. It is possible to clearly show to the player the relationship that the buried crack performance suggests that the expectation of winning a jackpot is higher than the medium sword buried crack performance.

[0245] Further, according to the pachinko game machine 1 of this embodiment, the small sword embedded image SW1 shown in FIG. be. Further, the middle sword embedded image SW2 shown in FIG. 41(D) is an image showing that the middle sword is embedded in the display screen 7a in a direction intersecting the display screen 7a. Furthermore, the large sword embedded image SW3 shown in FIG. 42(D) is an image showing that the large sword is embedded in the display screen 7a in a direction intersecting the display screen 7a. Therefore, it appears as if a small sword, a medium sword, or a large sword is stuck into the display screen 7a, and it is possible to strengthen the impact of the small sword embedded image SW1, the medium sword embedded image SW2, and the large sword embedded image SW3.

[0246] Furthermore, according to the pachinko game machine 1 of this embodiment, as shown in FIG. 39(A), there are two cases in which a stiletto buried crack effect is executed that shows a small screen crack image HB1 in which the display screen 7a is slightly cracked; As shown in (B), when the middle sword buried crack effect is executed showing the middle screen crack image HB2 in which the display screen 7a is greatly cracked, and as shown in FIG. 39(C), the entire display screen 7a is There are cases where a large sword buried crack effect showing the cracked large screen crack image HB3 is executed. However, it is suggested that the expectation of winning the jackpot is high in the order of small sword buried crack performance < medium sword buried crack performance < large sword buried crack performance (see Figure 49). Therefore, it is possible to provide a novel gaming experience by making the player expect that cracks will occur over a wider area on the display screen 7a.

[0247] Further, according to the pachinko game machine 1 of this embodiment, when the SP reach in progress is interrupted and the sword buried cracking effect (small sword buried cracking effect, medium sword buried breaking effect, large sword buried breaking effect) is executed, the display is displayed. After the screen crack image GW (see FIG. 43(F)) indicating that the screen 7a is broken is displayed, the interrupted SP reach is restarted (see FIG. 43(G)). In this way, it is possible to avoid the screen cracked images HB1, HB2, and HB3 from remaining displayed and interfering with the restarted SP reach.

[0248] Furthermore, according to the pachinko game machine 1 of this embodiment, the time (4 seconds) during which the middle screen cracked image HB2 shown in FIG. 41(D) is displayed, the small screen cracked image HB1 shown in FIG. 40(D) ​​is displayed. longer than the current time (2 seconds). Also, the time that the large screen cracked image HB3 shown in Figure 42(D) is displayed (6 seconds) is longer than the time that the middle screen cracked image HB2 is displayed (4 seconds) shown in Figure 41(D). . Therefore, depending on the display time of screen crack images HB1, HB2, and HB3, it is suggested that the expectation of winning the jackpot is higher in the medium sword buried crack effect than in the small sword buried crack effect, and that the large sword buried crack effect It is possible to clearly show to the player the relationship that this suggests that the expectation of winning the jackpot is higher than the medium sword buried crack effect.

[0249] Furthermore, according to the pachinko gaming machine 1 of this embodiment, the small screen crack image HB1 shown in FIG. 40(D), the middle screen crack image HB2 shown in FIG. 41(D), and the large screen crack image HB3 shown in FIG. 42(D) are images in which the display screen 7a appears to be cracked. Therefore, it is possible to strengthen the impact of the small screen cracked image HB1, the medium screen cracked image HB2, and the large screen cracked image HB3.

[0250] 12.Change example Next, a modification example of the pachinko gaming machine 1 of the above embodiment will be explained. In addition, in the description of the modification example, the same reference numerals are given to the same components as in the above embodiment, and the description thereof will be omitted. Of course, the configurations according to the modified examples may be combined as appropriate. Further, the technical features in the above embodiments and the modified examples described below can be deleted as appropriate unless they are described as essential in this specification.

[0251] In the above form, if the pseudo illumination effect is executed during one fluctuating display of the effect pattern 8, the green pseudo illumination effect (green short pseudo illumination effect, green long pseudo illumination effect) or red pseudo illumination effect ( Either one of the red short pseudo illumination performance, the red long pseudo illumination performance), or the rainbow pseudo illumination performance (rainbow long pseudo illumination performance) was to be executed. On the other hand, like the pseudo illumination promotion effect shown in FIG. 50, the pseudo illumination effect may be executed a plurality of times during execution of one fluctuating display of the effect pattern 8.

[0252] Below, based on FIG. 50, the pseudo illumination promotion effect will be explained. In addition, in this modified example, in the pseudo logo face image GR, a part of the outline part KM is gold and the effect part EF is gold. ”) can be executed (see FIG. 50(E)). This gold short pseudo illumination performance suggests that the expectation of winning the jackpot is 70%.

[0253] When the pseudo illumination promotion effect is executed, first, as shown in FIG. 50(A), the green short pseudo illumination effect is executed. Next, as shown in FIG. 50(B), as an operation promotion effect that prompts the user to operate the effect button 63 (operation means), a button indicating the effect button 63 and the words "Press!" is displayed on the display screen 7a. An operation promotion image BS is displayed. Further, while the operation promotion performance is being executed, a progress bar PR indicating the valid period of operation on the performance button 63 is displayed.

[0254] In this way, after the operation promotion effect shown in FIG. 50(B), if the player presses the effect button 63 within the valid operation period, or if the valid operation period passes without the player pressing the effect button 63, It is divided into cases of successful promotion and cases of promotion failure. In the case of promotion failure, the pseudo illumination promotion performance ends and the interrupted performance is restarted. In this case, since the promotion is to the green short pseudo illumination effect, it is suggested that the expectation of winning is 30%.

[0255] On the other hand, if the promotion is successful, a red short pseudo illumination effect is executed as shown in FIG. 50(C). Subsequently, as shown in FIG. 50(D), the same operation promotion effect as in FIG. 50(B) is performed. In this way, after the operation promotion effect shown in FIG. 50(D), if the player presses the effect button 63 within the valid operation period, or if the valid operation period passes without the player pressing the effect button 63, It is divided into cases of successful promotion and cases of promotion failure. In the case of promotion failure, the pseudo illumination promotion performance ends and the interrupted performance is restarted. In this case, since the promotion is to the red short pseudo illumination performance, it is suggested that the expectation of winning is 50%.

[0256] On the other hand, in the case of successful promotion, as shown in FIG. 50(E), a gold short pseudo illumination effect is executed and ends when the pseudo illumination promotion effect reaches the final stage. Therefore, the interrupted performance will be restarted. In this way, it is suggested that the expectation of winning is the highest at 70% among the pseudo illumination promotion effects, and it is possible to give the player a sense of elation as the expectation of winning increases step by step. . Note that the gold short pseudo illumination performance may be developed into the gold long pseudo illumination performance. Alternatively, the gold short pseudo illumination performance may be promoted to the rainbow short pseudo illumination performance to show the player that winning the jackpot is confirmed.

[0257] By the way, instead of the pseudo illumination promotion performance of the modified example, it is conceivable to perform the illumination promotion performance by alternately performing a logo illumination performance using the illumination display device 12 and an operation promotion performance. However, since the logo illumination effect using the illumination display device 12 is not an effect executed on the display screen 7a, there is a possibility that a timing lag may occur with the operation promotion effect. On the other hand, in the pseudo illumination promotion effect of the modified example, the short pseudo illumination effect and the operation promotion effect are alternately executed on the display screen 7a, so it is difficult to properly synchronize the timing of the effect. It is possible.

[0258] In the above embodiment, after the pseudo illumination effect ends, the interrupted effect is simply restarted. On the other hand, like the pseudo illumination pre-development effect shown in FIG. 51, the short pseudo illumination effect may be followed by a transition to a different type of SP reach (development effect).

[0259] Below, based on FIG. 51, the presentation before pseudo illumination development will be explained. In this modification, there are three types of SP reach: SP reach A, SP reach B, and SP reach C, and in the order of SP reach A < SP reach B < SP reach C, the expectation of winning the jackpot It is a reach production that suggests that the degree is high. The pseudo-illumination pre-development presentation is a presentation that suggests in advance which SP reach is likely to be executed according to the color shown in the short pseudo-illumination presentation.

[0260] When the pseudo illumination pre-development effect is executed, first, as shown in FIG. is executed. When the green short pseudo illumination effect is executed, the probability of transitioning to SP reach A shown in Figure 51 (B-1) is 60%, and the probability of transitioning to SP reach B shown in Figure 51 (B-2) is 60%. The probability of moving to SP reach C shown in FIG. 51 (B-3) is set to be 10%. Therefore, players who know that the green short pseudo-illumination presentation will be executed in the presentation before the pseudo-illumination development are disappointed when they realize that they are likely to shift to SP reach A, which has the lowest winning expectation.

[0261] On the other hand, when the red short pseudo illumination effect is executed, the probability of shifting to SP reach A shown in Figure 51 (B-1) is 33%, and the probability of shifting to SP reach B shown in Figure 51 (B-2) is 33%. The probability of moving to SP reach C shown in FIG. 51 (B-3) is set to be 33%. Therefore, players who have grasped the execution of the red short pseudo illumination effect in the effect before pseudo illumination development should understand that it is easier to transition to SP reach B or SP reach C than the green short pseudo illumination effect. I look forward to seeing what happens next.

[0262] For these, when the gold short pseudo illumination effect is executed, the probability of shifting to SP reach A shown in Figure 51 (B-1) is 10%, and the probability of shifting to SP reach A shown in Figure 51 (B-2) is 10%. The probability of shifting to B is 30%, and the probability of shifting to SP reach C shown in FIG. 51 (B-3) is set to be 60%. Therefore, players who understand the execution of the gold short pseudo illumination performance in the performance before pseudo illumination development understand that it is easy to move to SP reach C, which has the highest expectation of winning, and have high expectations.

[0263] In this way, in the pseudo-illumination pre-development presentation (pseudo-light guiding stimulation presentation), the player is drawn to the color shown by the pseudo-logo facial image GR, and it is possible to predict which SP reach (development presentation) is likely to develop. It is possible to provide a novel gaming experience by letting players play the game. In addition, if the green short pseudo illumination effect is executed, there is a 100% probability that the transition will be to SP reach A, and if the red short pseudo illumination effect is executed, the transition will be to SP reach B with a 100% probability. If the gold short pseudo illumination effect is executed after the transition, the transition to SP reach C may be made with a 100% probability. In addition, the rainbow short pseudo illumination effect is executed, and when the rainbow short pseudo illumination effect is executed, a special reach effect indicating that winning the jackpot is confirmed (for example, the effect pattern 8 is It may also be possible to shift to a full rotation reach (moving at the same speed).

[0264] In the above embodiment, the logo illumination effect and the pseudo illumination effect are not executed at the same time. On the other hand, like the superimposed illumination effect shown in FIG. 52, the logo illumination effect and the pseudo illumination effect may be executed simultaneously.

[0265] The superimposed illumination effect will be explained below based on FIG. 52. The superimposed illumination performance is a performance in which a logo illumination performance and a short pseudo illumination performance are executed by interrupting the current performance for a predetermined short time (2 seconds). For example, as shown in FIG. 52(A), when the battle image BA is displayed on the display screen 7a during execution of SP reach, the superimposed illumination effect is interrupted and executed. At this time, as shown in FIG. 52(B), on the light guide plate 12a of the illumination display device 12, the logo profile image 12X is red, and on the display screen 7a, the pseudo logo face image GR colored red is Displayed. Note that at this time, unlike the case where the logo illumination effect and the short pseudo illumination effect are executed, the speaker 67 outputs the inserted continuous sound of "squeaky kiyyyyyyyyyyyyyyyyyyyyyyyy". In this way, the pseudo logo face image GR on the display screen 7a and the logo profile image 12X placed in front of the display screen 7a are shown superimposed on each other to provide the player with a more impactful appearance. It is possible. When the superimposed illumination effect shown in FIG. 52(B) ends, the interrupted SP reach is resumed, and the battle image BA is displayed again on the display screen 7a, as shown in FIG. 52(C).

[0266] The superimposed illumination effect shown in Figure 52(B) suggests, for example, that the winning expectation level is 75%, and the winning expectation level (25%) for the red logo illumination effect and the red short pseudo illumination effect indicate that the winning expectation level is 75%. It is set to be higher than the expected winning rate (50%). This makes the player expect the superimposed illumination effect to be executed rather than the red logo illumination effect or the red short pseudo illumination effect, thereby increasing the sense of elation when the superimposed illumination effect is executed. Is possible. Note that in this modification example, the red logo illumination effect and the red short pseudo illumination effect are executed at the same time as the superimposed illumination effect, but for example, the green logo illumination effect and the green short pseudo illumination effect are executed at the same time. You can do it like this. Alternatively, the green logo illumination effect and the red short pseudo illumination effect may be executed at the same time, or the red logo illumination effect and the rainbow short pseudo illumination effect may be executed at the same time.

[0267] In the above embodiment, in the stiletto embedding crack effect (see FIG. 39(A)), only one stiletto was shown to be embedded in a direction intersecting the display screen 7a. On the other hand, as in the multiple stiletto embedding crack effect shown in FIG. 53, two stilettos may be shown to be embedded in a direction intersecting the display screen 7a.

[0268] In the multiple small sword embedding crack effect shown in FIG. 53, two small swords (first predetermined object) used by the main character of the pachinko game machine PY1 are embedded in a direction intersecting the display screen 7a on the display screen 7a. A plurality of stiletto buried images SWa indicating that the stilettos have been buried, and a plurality of small screen cracked images HBa indicating that two small cracks have occurred in the display screen 7a are displayed. In the multiple small screen crack image HBa, the range indicating that the display screen 7a is cracked is wider than in the small screen crack image HB1 shown in FIG. 39(A).

[0269] This multiple small swords buried cracking performance suggests that the winning expectation level is, for example, 30%, and is set to be higher than the winning expectation level (20%) of the small swords buried cracking performance. Therefore, for the player who saw the multiple stilettos buried cracking effect shown in Figure 53, the number of stilettos buried is greater than the small sword buried image SW1 (see Figure 39(A)), so the player sees the stiletto buried cracking effect as shown in Figure 53. It is also possible to easily understand the relationship that the expectation of winning is high. Furthermore, since the number of cracks shown in display screen 7a is larger than that in small screen crack image HB1 (see Figure 39(A)), it is easy to understand that the expectation of winning is higher than in the stiletto buried crack presentation. Is possible. In this way, as shown in the comparison between the multiple small swords buried cracking effect and the small sword buried cracking effect, it is suggested that the higher the number of predetermined objects indicating that they are embedded in the direction crossing the display screen 7a, the higher the expectation of winning. You may also do this. Note that the number of embedded predetermined objects is not limited to one or two, and may be three or more. Further, as shown in the comparison between the multiple small sword buried crack performance and the small sword buried crack performance, it may be suggested that the greater the number of cracks shown on the display screen 7a, the higher the expectation of winning. Note that the number of cracks is not limited to one or two, and may be three or more. In addition, in the above-mentioned modified example, a multiple small sword buried crack effect is executed in response to the small sword buried crack effect shown in FIG. 39(A), but the medium sword buried crack effect shown in FIG. 39(B) Correspondingly, a multiple medium sword buried cracking effect may be executed, or a multiple large sword buried breaking effect may be executed in response to the large sword buried breaking effect shown in FIG. 39(C). .

[0270] In the above form, in the sword embedding crack effect (see Figure 39), it is shown that the predetermined object (sword) is embedded in the display screen 7a (predetermined object) in a direction that intersects with the display screen 7a. I was starting to be able to do it. On the other hand, as shown in the enemy character embedding effect shown in FIG. You can do it like this. The enemy character embedding effects of this modification include the small sword enemy character embedding effect shown in Figure 54(A), the medium sword enemy character embedding effect shown in Figure 54(B), and the large sword enemy character embedding effect shown in Figure 54(C). There are three types of character-embedded performances.

[0271] The stiletto enemy character embedding performance (first embedding preview performance) is executed by interrupting at a predetermined timing when the battle image BA is displayed on the display screen 7a during the execution of SP reach. Specifically, in the middle of displaying the battle image BA, suddenly, as shown in FIG. 54(A), an enemy character image TC and an enemy character indicated by A stiletto embedding image SY1 indicating that a small stiletto (first predetermined object) has been embedded is displayed. This small sword enemy character embedded performance suggests that the expectation of winning the jackpot is 30%.

[0272] The middle sword enemy character embedding performance (second embedded preview performance) is executed by interrupting at a predetermined timing when the battle image BA is being displayed on the display screen 7a during the execution of SP reach. Specifically, in the middle of displaying the battle image BA, as shown in FIG. 54(B), an enemy character image TC and an enemy character indicated by A medium sword embedding image SY2 indicating that a medium sword (second predetermined object) larger than a small sword is embedded is displayed. This embedding of the middle sword enemy character suggests that the expectation of winning the jackpot is 40%.

[0273] The great sword enemy character embedding performance (third embedded preview performance) is executed by interrupting at a predetermined timing when the battle image BA is being displayed on the display screen 7a during the execution of SP reach. Specifically, in the middle of displaying the battle image BA, suddenly, as shown in FIG. A large sword embedding image SY3 indicating that a large sword (third predetermined object) larger than a medium sword is embedded is displayed. This embedding of the great sword enemy character suggests that the expectation of winning the jackpot is 50%.

[0274] As described above, according to this modification, the enemy character embedding effect may be interrupted and executed during the execution of SP reach. Please note that the enemy character embedding effect may not be executed during SP Reach. When the enemy character embedding effect is executed, the player is given the small sword enemy character embedding effect shown in FIG. 54(A), the medium sword enemy character embedding effect shown in FIG. 54(B), or the player shown in FIG. It is possible to draw attention to which of the great sword enemy character embedding effects shown in C) has been executed. In other words, during SP reach, a small sword is embedded in the enemy character shown in battle image BA (see Figure 34 (B)), which suggests that the probability of winning is 30%. Or, does the embedding of a medium sword suggest that the expectation of winning is 40%, or does the embedding of a large sword suggest that the expectation of winning is 50%? It is possible to provide novel points of interest. In the above modification, a small sword (first predetermined object), a medium sword (second predetermined object), and a large sword (third predetermined object) are embedded in the enemy character (predetermined object). I tried to show this. However, the predetermined object indicating that it is embedded is not limited to the enemy character, and can be changed as appropriate. It may be an image or the like. Furthermore, the first predetermined object, the second predetermined object, and the third predetermined object to be embedded are not limited to a small sword, a medium sword, and a large sword, but can be changed as appropriate, for example, a small spear, a medium spear, a large spear, and a small sword. It may be an item, a medium item, a large item, etc. Furthermore, although the above-described enemy character embedding effect is executed at SP reach, the execution timing can be changed as appropriate, and for example, it may be executed before SP reach.

[0275] In the above-mentioned modified example, during one fluctuating display of the production pattern 8, either the small sword enemy character embedding performance, the medium sword enemy character embedding performance, or the large sword enemy character embedding performance is executed. It had become. On the other hand, like the enemy character embedding promotion effect shown in FIG. 55, the enemy character embedding effect may be executed a plurality of times during one execution of variable display of the effect pattern 8.

[0276] When the enemy character embedding promotion effect is executed, first, as shown in FIG. 55(A), the stiletto enemy character embedding effect is executed. Next, as shown in FIG. 55(B), as an operation promotion effect that prompts the user to operate the effect button 63 (operation means), a button indicating the effect button 63 and the words "Press!" is displayed on the display screen 7a. An operation promotion image BS is displayed. Further, while the operation promotion performance is being executed, a progress bar PR indicating the valid period of operation on the performance button 63 is displayed.

[0277] In this way, after the operation promotion effect shown in FIG. 55(B), if the player presses the effect button 63 within the valid operation period, or if the valid operation period passes without the player pressing the effect button 63, It is divided into cases of successful promotion and cases of promotion failure. In the case of promotion failure, the enemy character embedded promotion performance will end and the interrupted performance (SP reach) will be restarted. Furthermore, in this case, since the promotion is to the stage where the small sword enemy character is embedded, it is suggested that the expectation of winning is 30%.

[0278] On the other hand, if the promotion is successful, a middle sword enemy character embedding effect is executed as shown in FIG. 55(C). Subsequently, as shown in FIG. 55(D), the same operation promotion effect as in FIG. 55(B) is performed. In this way, after the operation promotion effect shown in FIG. 55(D), if the player presses the effect button 63 within the valid operation period, or if the valid operation period passes without the player pressing the effect button 63, It is divided into cases of successful promotion and cases of promotion failure. In the case of promotion failure, the enemy character embedded promotion performance ends and the interrupted performance is restarted. In this case, since the promotion is to include a middle sword enemy character, it is suggested that the expectation of winning is 40%.

[0279] On the other hand, if the promotion is successful, as shown in FIG. 55(E), the great sword enemy character embedding effect is executed and ends when the enemy character embedding promotion effect reaches the final stage. Therefore, the interrupted production (SP reach) will be restarted. In this way, it is suggested that the level of expectation of winning is the highest at 50% among the enemy character embedded promotion effects, and it is possible to give the player a sense of elation as the level of expectation of winning increases gradually. be. In addition, in the enemy character embedding performance or the enemy character embedding promotion performance, there was no indication to the player that winning the jackpot was confirmed, but for example, if the enemy character shown in the enemy character image TC On the other hand, a special sword embedded image indicating that a special sword has been embedded may be displayed to indicate to the player that winning the jackpot is confirmed.

[0280] In the above embodiment, the sword buried crack effect (see FIG. 39) shows that a crack has occurred in the display screen 7a (predetermined object). On the other hand, as in the background crack effect shown in FIG. 56, it may be shown that a crack has occurred in the mountain (predetermined object) shown in the background image Ha. There are three types of background cracking effects in this modified example: a small background breaking effect shown in Figure 56(A), a medium background breaking effect shown in Figure 56(B), and a large background breaking effect shown in Figure 56(C). There is.

[0281] The small background crack effect (first crack preview effect) is executed by interrupting at a predetermined timing when the background image Ha is being displayed before the reach. Specifically, while the production symbols 8L, 8C, and 8R are being displayed in a variable manner before the reach, suddenly the background image Ha appears on the display screen 7a, as shown in FIG. 56(A). A small background crack image HX1 showing that small cracks have occurred in the mountain is displayed. This small background cracking effect suggests that the expectation of winning the jackpot is 10%.

[0282] The middle background crack effect (second crack preview effect) is executed by interrupting at a predetermined timing when the background image Ha is displayed before the reach. Specifically, while the production symbols 8L, 8C, and 8R are being displayed in a variable manner before the reach, suddenly the background image Ha appears on the display screen 7a, as shown in FIG. 56(B). A mid-background crack image HX2 is displayed that shows that cracks have grown to some extent on the mountain. This mid-background splitting effect suggests that the expectation of winning the jackpot is 20%.

[0283] The large background crack effect (third crack preview effect) is executed by interrupting at a predetermined timing when the background image Ha is being displayed before the reach. Specifically, while the production symbols 8L, 8C, and 8R are being displayed in a variable manner before the reach, suddenly the background image Ha appears on the display screen 7a, as shown in FIG. 56(C). A large background crack image HX3 is displayed, showing that very large cracks have occurred in the mountain. This large background cracking effect suggests that the expectation of winning the jackpot is 30%.

[0284] As described above, according to this modification, the background breaking effect may be executed before the reach. When the background breaking effect is executed, the player is given the small background breaking effect shown in FIG. 56(A), the middle background breaking effect shown in FIG. 56(B), or the background breaking effect shown in FIG. 56(C). It is possible to draw attention to which part of the large background cracking effect has been executed. In other words, before reaching the mountain shown in the background image Ha, does the appearance of a small crack suggest that the probability of winning is 10%, or does it indicate that the probability of winning is 10%, or does it indicate that the probability of winning is 10%? , it is possible to provide novel points of interest such as whether it suggests that the expectation of winning is 20%, or whether showing a large crack suggests that the expectation of winning is 30%. It is. In addition, the small background crack image HX1, medium background crack image HX2, and large background crack image HX3 of the above-mentioned modified examples are designed to continue to be displayed until the reach effect is started when the reach effect is executed. . However, the background breaking effect may be executed even after the reach effect (while the reach effect is being executed). Note that in the above-mentioned modification, it is shown that a crack has occurred in the mountain (predetermined object) shown in the background image Ha. However, the predetermined object indicating that a crack has occurred is not limited to a mountain (background image), and can be changed as appropriate. 9), items, characters, etc.

[0285] In the above-mentioned modification, during one execution of the fluctuating display of the performance pattern 8, one of the small background breaking effect, the middle background breaking effect, or the large background breaking effect is executed. On the other hand, like the background breaking promotion effect shown in FIG. 57, the background breaking effect may be executed a plurality of times during the execution of one fluctuating display of the effect pattern 8.

[0286] When the background cracking promotion effect is executed, first, as shown in FIG. 57(A), a small background breaking effect is executed. Next, as shown in FIG. 57(B), as an operation promotion effect that prompts the user to operate the effect button 63 (operation means), a button indicating the effect button 63 and the words "Press!" is displayed on the display screen 7a. An operation promotion image BS is displayed. Further, while the operation promotion performance is being executed, a progress bar PR indicating the valid period of operation on the performance button 63 is displayed.

[0287] In this way, after the operation promotion effect shown in FIG. 57(B), if the player presses the effect button 63 within the valid operation period, or if the valid operation period passes without the player pressing the effect button 63, It is divided into cases of successful promotion and cases of promotion failure. In the case of promotion failure, the background cracking promotion effect ends and the interrupted variable effect is restarted. In this case, since the promotion is to a small background cracking effect, it is suggested that the expectation of winning is 10%.

[0288] On the other hand, if the promotion is successful, a mid-background breaking effect is performed as shown in FIG. 57(C). Subsequently, as shown in FIG. 57(D), the same operation promotion effect as in FIG. 57(B) is performed. In this way, after the operation promotion effect shown in FIG. 57(D), if the player presses the effect button 63 within the valid operation period, or if the valid operation period passes without the player pressing the effect button 63, It is divided into cases of successful promotion and cases of promotion failure. In the case of promotion failure, the background cracking promotion effect ends and the interrupted variable effect is restarted. In this case, since the promotion is to a mid-background cracking effect, it is suggested that the expectation level of winning is 20%.

[0289] On the other hand, if the promotion is successful, as shown in FIG. 57(E), a large background breaking effect is executed and ends when the background breaking promotion effect reaches the final stage. Therefore, the interrupted variation performance will be restarted. In this way, it is suggested that the expectation of winning is the highest at 30% among the background cracking promotion effects, and it is possible to give the player a sense of elation as the expectation of winning increases step by step. . In addition, in the background cracking effect or the background breaking promotion effect, there was no indication to the player that winning the jackpot was confirmed. A special background crack image indicating that a crack has occurred may be displayed to indicate to the player that winning the jackpot is confirmed.

[0290] In the above format, as shown in Figure 48(A), the winning expectation level of the logo illumination effect is set, and as shown in Figures 48(B) and (C), the pseudo illumination effect (short illumination effect, long illumination effect) is set. Expectations for winning were set. However, the winning expectation levels shown in FIGS. 48(A) to 48(C) are just examples, and can be changed as appropriate. Furthermore, the winning expectation level explained in the above modification is just an example, and can be changed as appropriate.

[0291] In the above form, in the pseudo illumination effect (pseudo light guide effect), the pseudo logo face image GR (predetermined display image, character image) showing the logo (predetermined character) that is the main character of this pachinko gaming machine PY1 is displayed with light emission. (See Figure 33(B)). However, the predetermined display image that appears to be emitting light through the pseudo light guiding effect is not limited to the pseudo logo face image GR, and can be changed as appropriate. Therefore, the predetermined display image may be a character image showing a character other than a logo, or a display image other than a character (for example, a display image showing an item or a display image showing a scenery).

[0292] In the above embodiment, in the pseudo illumination effect (pseudo light guide effect), as shown in FIG. 33(B), the pseudo logo face image GR (predetermined display image) is made it appear as if the player was emitting light. However, the color of the background portion BL is not limited to black, and can be changed as appropriate as long as it is a dark color that has a low degree of brightness (brightness) and looks dark. Therefore, the dark color may be gray, and can be changed as appropriate as long as it is a color whose brightness is closer to black than white among achromatic colors (white, black, and gray).

[0293] In the above form, as shown in FIG. 36(B), after displaying the image (pseudo light guiding image) showing the pseudo logo face image GR, the logo moves as shown in FIG. 36(C) and (D). An appearance image GT and an appearance image GS (character moving image) showing the characters were displayed. However, the character moving image displayed following the pseudo light guide image is not limited to the appearance image GT and appearance image GS shown in FIGS. 36(C) and (D), and can be changed as appropriate. For example, the character moving image may show that the logo has transformed into a more awakened figure.

[0294] In the above embodiment, as shown in FIG. 33(B), the pseudo logo face image GR (pseudo light guide image) did not appear to move in the short pseudo illumination effect (pseudo light guide effect). However, in the pseudo light guiding effect, a pseudo light guiding moving image may be displayed in which a predetermined display image appears to be emitting light and moving on the player's side.

[0295] In the above embodiment, in the logo illumination effect (actual light guide effect), the logo profile image 12X (specific display image) showing the logo that is the main character of the pachinko game machine PY1 is displayed by emitting light (see FIG. 33(A)). However, the specific display image that appears to be emitting light in the actual light guiding effect is not limited to the logo profile image 12X, and can be changed as appropriate. Therefore, the specific display image may be a character image showing a character other than a logo, or a display image other than a character (for example, a display image showing an item or a display image showing a scenery).

[0296] In the above format, the green short pseudo illumination effect suggests that the expectation of winning is higher than the green logo illumination effect, and the red short pseudo illumination effect suggests that the expectation of winning is higher than the green logo illumination effect. (See Figure 48(A)(B)). However, the green short pseudo illumination effect suggests that the expectation of winning is lower than the green logo illumination effect, and the red short pseudo illumination effect seems to suggest that the expectation of winning is lower than the green logo illumination effect. You can also do it. In this case, the player may be more concerned about logo illumination effects (green logo illumination effect, red logo illumination effect) than pseudo illumination effects (green short pseudo illumination effect, red short pseudo illumination effect) among similar logo illumination effects and pseudo illumination effects. It is possible to make people look forward to the execution of the performance (direction). Alternatively, the winning expectation level suggested by the green short pseudo illumination effect and the winning expectation level suggested by the green logo illumination effect are set to be the same or substantially the same, and the winning expectation level suggested by the red short pseudo illumination effect is set to be the same or substantially the same as the winning expectation level suggested by the red short pseudo illumination effect. The winning expectation level and the winning expectation level suggested by the red logo illumination effect may be set to be the same or substantially the same.

[0297] In the above embodiment, the short pseudo illumination performance (pseudo light guiding promotion performance) is a performance that stimulates whether or not it will develop into a long pseudo illumination performance (development performance). However, the development performance executed after the short pseudo illumination performance (pseudo light guiding stimulation performance) can be changed as appropriate. It may also be a re-variable display of the production pattern 8 in a production in which the variable display of 8 is executed multiple times.

[0298] In the above form, in the sword buried crack effect (see FIGS. 39(A), (B), and (C)), the display time of the small sword buried image SW1 (first embedded image) and the small screen cracked image HB1 (first cracked image) is The display time of the medium sword buried image SW2 (second embedded image) and the medium screen cracked image HB2 (second cracked image) is 4 seconds, and the display time of the medium sword buried image SW3 (third embedded image) and the large sword buried image SW3 (third embedded image) is 2 seconds. The display time of screen crack image HB3 (third crack image) was 6 seconds. However, each display time described above may be the same. Or, the display time of the sword buried image SW1 (first embedded image) and the small screen cracked image HB1 (first cracked image) is the same as that of the medium sword buried image SW2 (second embedded image) and the middle screen cracked image HB2 (second cracked image). image), and the display time of the medium sword buried image SW2 (second embedded image) and the medium screen cracked image HB2 (second cracked image) is longer than the display time of the medium sword buried image SW3 (third embedded image) and the large sword buried image SW3 (third embedded image). The display time may be set to be longer than the display time of screen crack image HB3 (third crack image).

[0299] In the above form, in the sword embedding crack effect (see Figures 39(A), (B), and (C)), the larger the predetermined object (sword) indicating that it is embedded in the display screen 7a, the higher the expectation of winning. It was beginning to suggest that However, the smaller the predetermined object (sword) indicating that it is embedded in the display screen 7a, the higher the expectation of winning may be suggested.

[0300] In the above form, in the sword buried images SW1, SW2, and SW3 (see FIGS. 39(A), (B), and C) of the sword buried cracking effect, the predetermined object (sword) is is embedded in a direction intersecting the display screen 7a (particularly in a direction approaching the player). However, the direction in which the predetermined object is embedded may be changed as appropriate, and may be, for example, a direction intersecting the display screen 7a and a direction away from the player. Alternatively, the direction in which the predetermined object is embedded may be parallel to the plane of the display screen 7a.

[0301] In the above form, the SP reach in progress is interrupted and the sword buried crack effect (small sword buried crack effect shown in Figure 40, medium sword buried crack effect shown in Figure 41, large sword buried crack effect shown in Figure 42) is executed. , the interrupted SP reach was restarted after the screen cracked image GW was displayed. However, after the screen crack image GW is displayed, the interrupted production is not restarted, and the production that is different from the interrupted production (for example, SP reach A shown in Figure 51 (B-1) or Figure 51 (B It is also possible to shift to SP reach B shown in -2) or SP reach C) shown in FIG. 51 (B-3).

[0302] In this case, if the small sword buried crack effect shown in Figure 40 is executed, the probability of transitioning to SP reach A shown in Figure 51 (B-1) is 60%, and The probability of shifting to SP reach B shown in FIG. 51 (B-3) is set to be 30%, and the probability of shifting to SP reach C shown in FIG. In this way, by executing the small sword embedding crack effect, the small sword (first predetermined object) is embedded in the display screen 7a, and the player who understands that the range of the crack that has occurred on the display screen 7a is small, Knowing that it is easy to move to SP Reach A, where the expectation of winning is the lowest, will disappoint.

[0303] On the other hand, if the medium sword buried crack effect shown in Figure 41 is executed, the probability of transitioning to SP reach A shown in Figure 51 (B-1) is 33%, and The probability of shifting to SP reach B shown in FIG. 51 (B-3) is set to be 34%, and the probability of shifting to SP reach C shown in FIG. In this way, by executing the medium sword embedding crack effect, the medium sword (second predetermined object) is embedded in the display screen 7a, and the player understands that the range of the crack that has occurred on the display screen 7a is a little large. In this case, it will be understood that it is easier to transition to SP reach B or SP reach C than the stiletto buried crack performance, and it will make you look forward to what will happen after that.

[0304] For these, when the large sword buried crack effect shown in Figure 42 is executed, for example, the probability of transitioning to SP reach A shown in Figure 51 (B-1) is 10%, and Figure 51 (B- The probability of shifting to SP reach B shown in 2) is 30%, and the probability of shifting to SP reach C shown in FIG. 51 (B-3) is set to be 60%. In this way, by executing the large sword embedding crack effect, the large sword (the third prescribed object) is embedded in the display screen 7a, and the player who understands that the crack that has occurred on the display screen 7a is large. By knowing that it is easy to move to SP Reach C, where the expectation of winning is highest, this will raise expectations.

[0305] In this way, the sword buried crack performance draws attention to the type of sword embedded in the display screen 7a (small sword, medium sword, large sword), as well as the size of the crack (small, medium, large sword) in the display screen 7a. ), it is possible to provide a novel game entertainment that allows the player to predict which SP reach (development performance) is likely to develop. In addition, in the above modification, after the screen cracked image GW was displayed, the transition was made to the development effects (SP reach A, SP reach B, SP reach C), but the screen crack image GW was not displayed and the development effect ( It is also possible to shift to SP reach A, SP reach B, SP reach B). Also, if a small sword buried cracking effect is executed, there is a 100% chance to move to SP reach A, and if a medium sword buried crack effect is executed, there is a 100% probability to move to SP reach B. Then, when the great sword buried cracking effect is executed, the transition to SP reach C may be made with a 100% probability. In addition, in the sword buried crack effect, if it is shown that a special sword (specific object) is embedded in the display screen 7a, or if it is shown that a special crack has occurred on the display screen 7a, a jackpot will be awarded. It may be possible to shift to a special reach effect (for example, a full-rotation reach effect in which the effect symbols 8 move at the same speed) indicating that the winning of is confirmed.

[0306] In the above form, after the sword buried crack effect (small sword buried crack effect shown in Fig. 40, medium sword buried crack effect shown in Fig. 41, large sword buried crack effect shown in Fig. 42) is executed, that is, the screen crack image GW After being displayed, the interrupted performance is simply restarted, and the chance-up performance that suggests that the expectation of winning is high is not executed. However, after the sword buried cracking effect is executed, a chance-up effect that suggests that the expectation of winning is high (for example, the board movable body drive effect shown in Figure 4 or the frame movable body drive effect shown in Figure 2) is It may also be executed.

[0307] In this case, when a medium sword buried crack effect is executed, the chance up effect is set to be executed more easily than when a small sword buried crack effect is executed, and when a large sword buried crack effect is executed. In this case, the setting may be such that the chance-up effect is more likely to be executed than when the middle sword buried crack effect is executed. In this way, when the sword buried crack effect is executed, it will draw attention to the type of sword embedded in the display screen 7a (small sword, medium sword, large sword), and also prevent cracks from occurring on the display screen 7a. It is possible to provide a novel game entertainment that draws attention to the size of the object (small, medium, large) and predicts the possibility that a chance-up effect will be executed. In addition, when the small sword buried cracking effect is executed, the first chance-up effect (for example, the board movable body drive effect shown in Figure 4) is always executed, and when the medium sword buried cracking effect is executed, If the second chance-up effect that suggests that the expectation of winning is higher than the first chance-up effect (for example, the frame movable body drive effect shown in Figure 2) is always executed, and the large sword buried crack effect is executed. In this case, there is a third chance-increasing performance that suggests that the expectation of winning is higher than the second chance-increasing performance (for example, a performance in which the logo sword accessory 300 is manipulated as shown in FIGS. 5(A) and (B)). may be made sure to be executed. In addition, in the above-mentioned modified example, the case where the chance-up effect is executed after the screen cracked image GW is displayed was explained, but the chance-up effect is executed without the screen cracked image GW displayed. Also good.

[0308] In the above form, the sword buried cracking effect (the small sword buried cracking effect shown in Figure 40, the medium sword buried cracking effect shown in Figure 41, the large sword buried cracking effect shown in Figure 42) is performed multiple times with special symbols (effect pattern 8). It was not executed as a continuous preview performance that indicated the level of expectation of winning the jackpot by spanning the varying display of . However, the sword buried / cracked effect may be performed as a continuous preview effect. For example, 4 changes ago ⇒ 3 changes ago ⇒ 2 changes ago ⇒ 1 change ago ⇒ Over the relevant change, a predetermined object (first predetermined object ⇒ As the second predetermined object ⇒ third predetermined object ⇒ fourth predetermined object ⇒ fifth predetermined object) changes, it is suggested that the possibility of being controlled to the special game state increases in order. Also good. Also, for example, 4 changes ago ⇒ 3 changes ago ⇒ 2 changes ago ⇒ 1 change ago ⇒ This shows that the range of cracks occurring in a predetermined object (for example, the display screen 7a) increases over the relevant changes. This may indicate that the possibility of being controlled to a special gaming state is increasing in order.

[0309] In the above form, in the sword buried crack effect (see Figures 39(A), (B), and (C)), the larger the area showing that the display screen 7a (predetermined object) is cracked, the higher the winning expectation. This suggests that the However, it may be suggested that the smaller the range of cracks in the predetermined object, the higher the expectation of winning.

[0310] In the above form, when the sword buried crack effect is executed, the screen crack image GW (see Figures 40(E), 41(E), and 41(E)) simply indicates that the sword buried crack effect ends. It was something to show. However, when the screen cracked image GW is displayed, it may be suggested that the expectation of winning is even higher. Alternatively, when the screen cracked image GW is displayed, it may be indicated that winning the jackpot is confirmed. In addition, a screen crack image HB (small screen crack image HB1 shown in FIG. 40(D), middle screen crack image HB2 shown in FIG. 41(D), large screen crack image HB1 shown in FIG. 42(D)) was displayed. After that, it is preferable that a screen vibration image indicating that the display screen 7a (predetermined object) is vibrating is displayed until the screen crack image GW is displayed. By displaying the screen vibration image, the fact that a crack has occurred on the display screen 7a (predetermined object) is emphasized, and the process until the screen crack image GW is displayed can be made to look more natural. This is because it is possible.

[0311] The execution time of each effect and the display time of each image explained in the above embodiment and each modification are merely examples, and can be changed as appropriate within the same range of effects.

[0312] In the above embodiment, the pachinko game machine 1 is of the so-called "definite loop type" in which the high probability state continues until the next jackpot is won after being controlled to the high probability state. However, it may be a so-called "ST type" pachinko gaming machine in which after being controlled to a high probability state, the number of variable displays of special symbols reaches a predetermined number of times, the machine is controlled to a normal probability state. Furthermore, in the above embodiment, the pachinko game machine 1 is a so-called "Type 1" pachinko game machine in which a jackpot game is executed when a jackpot is won in a special symbol lottery, but other types of pachinko games that can execute a small win game are also used. It may also be a machine (for example, a so-called 1 type / 2 type mixer).

[0313] In the above embodiment, the pachinko game machine 1 shifts to a high probability state depending on the type of special symbol that is stopped and displayed. However, there are pachinko gaming machines that have a specific area (V area) in the big winning device and shift to a high probability state based on the passage of a game ball to the specific area, and pachinko gaming machines that do not shift to a high probability state. It's okay.

[0314] Further, in the above embodiment, after the jackpot game, the number of time saving times is set to "100" or the time saving state continues until the player wins the next jackpot. However, it may be possible that the number of time saving times is set to "0" (ie, controlled to a "non-time saving state") after the jackpot game.

[0315] Further, in the above embodiment, the pachinko game machine 1 is configured, but it may also be configured as a slot machine (reel type game machine, pachislot game machine). In this case, if it is a so-called normal machine in which medals are increased by winning big bonuses and regular bonuses, the state in which bonuses such as big bonuses and regular bonuses are being executed corresponds to the special gaming state. In addition, if it is a so-called ART machine or AT machine that increases medals during special game periods such as ART (Assist Replay Time) and AT (Assist Time) where you can frequently win small roles, the state during ART and AT corresponds to a special game state. In addition, on normal machines, the control condition for entering the special gaming state is that after winning the big bonus or regular bonus, the symbol combination that triggers the transition to the big bonus or regular bonus appears on each reel on the activated winning line. It is to be derived and displayed as a display result. In addition, for ART machines and AT machines, the control conditions for entering the special gaming state are, for example, winning the ART or AT execution lottery, playing the specified number of games, etc., and reaching the timing for ART or AT to be activated. .

[0316] 13. Invention shown in the above embodiments In the embodiments described above, inventions of the following means are shown. In the description of the means described below, corresponding configuration names and expressions in the above-described embodiments, and symbols used in the drawings are added in parentheses for reference. However, the constituent elements of each invention are not limited to this appendix.

[0317] <Means A> The invention related to means A1 is A production control means (production control microcomputer 91) capable of controlling production; In a gaming machine (pachinko gaming machine 1) comprising a display means (image display device 7) having a display screen (7a), The performance control means is On the display screen, a pseudo light guiding image (Fig. 33 This gaming machine is characterized in that it is capable of executing a pseudo light guide effect (pseudo illumination effect) that displays (see (B)).

[0318] According to the gaming machine having this configuration, a pseudo light guiding image is displayed on the display screen of the display means, in which a predetermined display image appears to be emitting light from the player's side against a dark background. The performance is executed. As a result, even if a light guiding effect in which the display image is visible using the light guiding means placed in front of the display screen is not executed, the pseudo light guiding effect allows the player to see the light guiding effect as if it had been executed. It is possible to provide gaming entertainment.

[0319] The invention related to means A2 is In the gaming machine described in Means A1, The pseudo light guide image is such that a character image (pseudo logo face image GR) representing a predetermined character as the predetermined display image emits light on the player's side against a dark background (black background portion BL). (see Figure 33(B)), The performance control means is Following the pseudo light guide image, a character moving image showing the predetermined character moving on the display screen (appearance image GT shown in FIG. 36(C), appearance image GS shown in FIG. 36(D)) This gaming machine is characterized by being able to execute a series of pseudo light guiding effects (long pseudo illumination effects) that display.

[0320] According to the gaming machine having this configuration, after displaying a pseudo light guiding image in which a character image representing a predetermined character appears to be emitting light on the player's side against a dark background, a predetermined character image is displayed on the display screen. A series of pseudo light guiding effects are executed to display a character moving image showing that the character image moves. As a result, unlike the light guiding effect, the character image that appears to be emitting light appears to move in a smooth flow, making it possible to provide an innovative game experience.

[0321] The invention related to means A3 is In the gaming machine described in means A2, When it is determined to be a hit (jackpot) in the hit determination process (jackpot determination process), it is equipped with a game control means (game control microcomputer 81) that can be controlled to a special game state (jackpot game state), The performance control means is Following the pseudo light guide image, it is possible to perform an independent pseudo light guide effect (short pseudo illumination effect) in which the character moving image is not displayed on the display screen (see FIG. 35); The series of pseudo light guiding effects (long pseudo illumination effects) suggest that there is a higher possibility of being controlled to the special game state than the single pseudo light guiding effects (Fig. 48(B)(C) This is a gaming machine characterized by the following.

[0322] According to the gaming machine with this configuration, the character moving image is displayed after the pseudo light guide image is displayed on the display screen, rather than a single pseudo light guide effect in which only the pseudo light guide image is displayed on the display screen. This suggests that the series of pseudo-light guiding effects that are performed are more likely to be controlled into a special game state. Therefore, it is possible to draw the player's attention to whether or not a character moving image is displayed after the pseudo light guide image is displayed, thereby providing an innovative game experience.

[0323] The invention related to means A4 is In the gaming machine described in means A1 or means A2, When it is determined to be a hit (jackpot) in the hit determination process (jackpot determination process), it is equipped with a game control means (game control microcomputer 81) that can be controlled to a special game state (jackpot game state), The pseudo light guiding effect includes: Depending on the type of expectation factor (color) attached to the pseudo light guide image, there are multiple types of pseudo light guide effects (green short pseudo illumination) that suggest that the possibility of being controlled to the special game state is different. This gaming machine is characterized by having a red short pseudo illumination presentation, a green long pseudo illumination presentation, a red long pseudo illumination presentation, and a rainbow long pseudo illumination presentation.

[0324] According to the gaming machine having this configuration, the pseudo light guiding effect includes multiple types of pseudo guiding effects that have different possibilities of being controlled to a special gaming state depending on the type of expectation element attached to the pseudo light guiding image. There is a light effect. Therefore, it is possible to provide a novel gaming experience by making the player pay attention to which expectation factor is attached to the pseudo light guide image.

[0325] The invention related to means A5 is In the gaming machine described in Means A4, The pseudo light guiding effect includes: A game characterized by having a winning pseudo light guiding effect (rainbow long pseudo illumination effect) indicating that the special game state is controlled by adding a winning element (rainbow color) to the pseudo light guiding image. It is a machine.

[0326] According to the gaming machine having this configuration, when a winning pseudo light guide performance in which a winning element is attached to the pseudo light guide image is executed, the game machine is controlled to a special game state. Therefore, when a winning element is attached to the pseudo light guide image, it is possible to give the player a great sense of elation.

[0327] By the way, as in the gaming machine described in JP-A No. 2015-1810361, the light guiding effect using a light guiding means is already commonplace, and there is room for improvement in order to increase the interest in the game. . Therefore, the inventions according to means A1 to A5 provide a game machine described in JP-A-2015-1810361, in which the performance control means displays a predetermined display image against a dark background on a display screen. The difference is that it is possible to perform a pseudo light guide effect that displays a pseudo light guide image that appears to be emitting light from the side. Thereby, it is possible to solve the problem of providing a gaming machine that can provide novel gaming interests (achieving the effects).

[0328] <Method B> The invention related to means B1 is A production control means (production control microcomputer 91) capable of controlling production; a display means (image display device 7) having a display screen (7a); A gaming machine (pachinko gaming machine 1) comprising a light guiding means (illumination display device 12) disposed in front of the display screen, The performance control means is In front of the display screen, it is possible to perform an actual light guiding effect (logo illumination effect) in which a specific display image (logo profile image 12X) is displayed by the light guiding means (see FIG. 33(A)); On the display screen, a pseudo light guiding image (Fig. 33 This gaming machine is characterized in that it is capable of executing a pseudo light guide effect (pseudo illumination effect) that displays (see (B)).

[0329] According to the gaming machine having this configuration, an actual light guiding effect is performed in which a specific display image is displayed by the light guiding means in front of the display screen. On the other hand, on the display screen, a pseudo light guiding effect is executed in which a pseudo light guiding image is displayed in which a predetermined display image appears to be emitting light from the player's side against a dark background. In this way, not only the actual light guide effect but also the pseudo light guide effect may be executed, making it possible to provide an innovative game experience.

[0330] The invention related to means B2 is In the gaming machine described in means B1, When it is determined to be a hit (jackpot) in the hit determination process (jackpot determination process), it is equipped with a game control means (game control microcomputer 81) that can be controlled to a special game state (jackpot game state), The pseudo light guide effect (green short pseudo illumination effect, red short pseudo illumination effect) in which the pseudo light guide image has a specific expectation factor (green, red), and the specific display image has the specific expectation factor (green, red). This suggests that the possibility of being controlled to the special game state is different between the actual light guiding effects (green logo illumination effect, red logo illumination effect) to which the expectation factor (green, red) is attached (Figure 48 (see (A) and (B))).

[0331] According to the gaming machine with this configuration, there is a difference between a pseudo light guiding performance in which a specific expectation level element is attached to a pseudo light guiding image and a real light guiding performance in which a specific expectation level element is attached to a specific display image. , suggesting that the possibility of being controlled to a special gaming state is different. Therefore, between the actual light guiding effect and the pseudo light guiding effect, which are similar, players are expected to execute the one that suggests that there is a high possibility of being controlled to a special gaming state, and which one is executed. It is possible to draw attention to it.

[0332] The invention related to means B3 is In the gaming machine described in means B1, When it is determined to be a hit (jackpot) in the hit determination process (jackpot determination process), it is equipped with a game control means (game control microcomputer 81) that can be controlled to a special game state (jackpot game state), The pseudo light guiding effect is a pseudo light guiding effect that incites whether or not to move to a developed effect (long pseudo illumination effect) that suggests that the possibility of being controlled to the special game state (the expectation of winning) increases. This is a gaming machine characterized by (see FIG. 36).

[0333] According to the gaming machine having this configuration, the pseudo light guiding performance is a pseudo light guiding performance that stimulates whether or not to shift to the advanced performance. Therefore, it is possible to provide a novel game experience by making the player pay attention to whether or not the pseudo-light guiding stimulation performance will proceed to the advanced performance.

[0334] The invention related to means B4 is In the gaming machine described in means B3, The performance control means is A production pattern (8) suggesting the result of the hit determination process can be displayed in a variable manner, This gaming machine is characterized in that the pseudo-light guiding stimulation performance can be executed over a plurality of variable displays of the performance symbols (see FIGS. 37 and 38).

[0335] According to the gaming machine having this configuration, the pseudo light guide stimulation performance may be executed over a plurality of fluctuating displays of performance symbols. Thereby, it is possible to further increase expectations for the transition to advanced production.

[0336] By the way, as in the gaming machine described in JP-A No. 2015-1810361, the light guiding effect using a light guiding means is already commonplace, and there is room for improvement in order to increase the interest in the game. . Therefore, the inventions related to means B1 to B4 provide a gaming machine described in JP-A No. 2015-1810361, in which the performance control means displays a predetermined display image against a dark background on the display screen. The difference is that it is possible to perform a pseudo light guide effect that displays a pseudo light guide image that appears to be emitting light from the side. Thereby, it is possible to solve the problem of providing a gaming machine that can provide novel gaming interests (achieving the effects).

[0337] <Means C> The invention related to means C1 is When it is determined that it is a hit (jackpot) in the hit determination process (jackpot determination process), a game control means (game control microcomputer 81) that can be controlled to a special game state (jackpot game state); In a gaming machine (pachinko gaming machine 1) comprising a performance control means (performance control microcomputer 91) capable of controlling performances, The performance control means is Executes a first embedding notice effect (small sword embedded cracking effect) that displays a first embedded image (small sword embedded image SW1) indicating that a first predetermined object (small sword) is embedded in a predetermined object (display screen 7a) It is possible (see Figure 39(A)), A second embedding preview effect (medium sword buried crack) that displays a second embedded image (medium sword buried image SW2) indicating that a second predetermined object (medium sword) is embedded in the predetermined object (display screen 7a). (refer to Figure 39(B)), The second embedded preview performance suggests that there is a higher possibility of being controlled to the special game state (win expectation level) than the first embedded preview performance (see FIG. 49). It is a gaming machine.

[0338] According to the gaming machine having this configuration, there are two cases in which a first embedding preview effect is executed that displays a first embedded image indicating that a first predetermined object is embedded in a predetermined object, and a second case in which a first embedding preview effect is executed that displays a first embedded image indicating that a first predetermined object is embedded in a predetermined object. 2. A second embedding preview effect that displays a second embedded image indicating that a predetermined object has been embedded may be executed. However, this suggests that the second embedded preview performance is more likely to be controlled into a special gaming state than the first embedded preview performance. Therefore, it is possible to provide a novel gaming experience by making the player expect that the second predetermined object will be embedded in the predetermined object rather than the first predetermined object.

[0339] The invention related to means C2 is In the gaming machine described in means C1, The performance control means is When the first embedded preview performance or the second embedded preview performance is executed by interrupting the current performance (for example, SP reach), a cracked image (screen cracked image GW) indicating that the predetermined object is broken. This gaming machine is characterized in that after displaying , the interrupted performance is resumed (see FIGS. 40 and 41).

[0340] According to the gaming machine having this configuration, when the first embedded notice performance or the second embedded notice performance is executed by interrupting the current performance, after displaying the crack image indicating that the predetermined object is broken, The interrupted performance will be resumed. In this way, it is possible to avoid the first embedded image or the second embedded image remaining displayed and interfering with the restarted performance.

[0341] The invention related to means C3 is In the gaming machine described in means C1, The gaming machine is characterized in that the time period during which the second embedded image is displayed (4 seconds) is longer than the time period during which the first embedded image is displayed (2 seconds).

[0342] According to the gaming machine having this configuration, the time during which the second embedded image is displayed is longer than the time during which the first embedded image is displayed. Therefore, it is possible to clearly show to the player the relationship that the second embedded preview performance suggests that there is a higher possibility of being controlled to a special gaming state than the first embedded preview performance.

[0343] The invention related to means C4 is In the gaming machine described in means C1, The gaming machine is characterized in that the second predetermined object (medium sword) is larger than the first predetermined object (small sword) (see FIGS. 39(A) and (B)).

[0344] According to the gaming machine with this configuration, the second predetermined object embedded in the predetermined object in the second embedded preview image is larger than the first predetermined object embedded in the predetermined object in the first embedded preview image. It's also big. Therefore, it is possible to clearly show to the player the relationship that the second embedded preview performance suggests that there is a higher possibility of being controlled to a special gaming state than the first embedded preview performance.

[0345] The invention related to means C5 is In the gaming machine according to any one of means C1 to means C4, A display means (image display device 7) having a display screen (7a), The first embedded image (stiletto embedded image SW1) is an image indicating that the first predetermined object (stiletto) is embedded in the predetermined object (display screen 7a) in a direction intersecting the display screen. (see Figure 39(A)), The second embedded image (medium sword embedded image SW2) is an image indicating that the second predetermined object (medium sword) is embedded in the predetermined object in a direction intersecting the display screen ( (See FIG. 39(B)).

[0346] According to the gaming machine having this configuration, the first embedded image is an image indicating that the first predetermined object is embedded in the predetermined target object in a direction crossing the display screen, and the second embedded image also includes: This is an image showing that the second predetermined object is embedded behind the predetermined object intersecting the display screen. Therefore, the first predetermined object or the second predetermined object appears to be stuck into the display screen, and it is possible to strengthen the impact of the first embedded image and the second embedded image.

[0347] By the way, in the gaming machine described in Japanese Patent Application Publication No. 2016-198185, a cut-in preview performance in which a cut-in image is displayed on the display screen of the display means may be executed. In the cut-in preview performance, the degree of expectation of winning varies depending on the type of cut-in image displayed, so that the player can enjoy seeing which type of cut-in image will be displayed. There is. However, it has already become commonplace to draw attention to the types of images displayed on the display screen of the display means, such as cut-in preview effects. Therefore, in order to provide novel game entertainment, there has been a demand for new points of interest in preview presentations. Therefore, the invention according to means C1 to C5 provides a gaming machine described in JP-A No. 2016-198185, in which the effect control means includes a first embedded object that indicates that a first predetermined object is embedded in a predetermined object. A first embedding preview effect that displays an image can be executed, a second embedding preview effect that displays a second embedded image indicating that a second predetermined object is embedded in a predetermined object, and The second embedded preview performance is different from the first embedded preview performance in that it suggests a higher possibility of being controlled to a special gaming state. Thereby, it is possible to solve the problem of providing a gaming machine that can provide novel gaming interests (achieving the effects).

[0348] <Means D> The invention related to means D1 is A game control means (game control microcomputer 81) capable of controlling to a special game state (jackpot game state) when it is determined to be a hit (jackpot) in the hit determination process (jackpot determination process); In a gaming machine (pachinko gaming machine 1) comprising a performance control means (performance control microcomputer 91) capable of controlling performances, The performance control means is It is possible to execute a first crack preview effect (Stiletto buried crack effect) that displays a first crack image (small screen crack image HB1) indicating that a predetermined object (display screen 7a) is cracked (Fig. 39( See A)), It is possible to execute a second crack preview performance (medium sword buried crack performance) that displays a second crack image (middle screen crack image HB2) indicating that the predetermined object (display screen 7a) is cracked (Fig. 39(B)), The second crack image has a larger range in which the predetermined object is cracked than the first crack image (see FIGS. 39(A) and 39(B)), The gaming machine is characterized in that the second crack preview performance suggests that there is a higher possibility of being controlled to the special game state than the first crack warning performance (see FIG. 49).

[0349] According to the gaming machine having this configuration, there are two cases in which a first crack preview effect is executed that displays a first crack image indicating that a predetermined object is cracked, and a second case in which a first crack preview effect is executed that displays a first crack image indicating that a predetermined object is cracked. There are cases where a second crack preview effect that displays a second crack image is executed. However, in the second crack image, the range in which the predetermined object is cracked is larger than in the first crack image, and the second crack preview performance is more likely to be controlled to a special game state than the first crack preview performance. This suggests that the Therefore, it is possible to provide a novel gaming experience by making the player expect that cracks will occur over a wider range in a predetermined object.

[0350] The invention related to means D2 is In the gaming machine described in means D1, The performance control means is When the first crack preview performance or the second crack preview performance is executed by interrupting the current performance (for example, SP reach), a crack image (screen crack image GW) indicating that the predetermined object has been cracked is generated. This gaming machine is characterized in that after displaying , the interrupted performance is resumed (see FIGS. 40 and 41).

[0351] According to the gaming machine having this configuration, when the performance in progress is interrupted and the first crack notification performance or the second crack notification performance is executed, after displaying the crack image indicating that the predetermined object is broken, The interrupted performance will be resumed. In this way, it is possible to avoid the first cracked image or the second cracked image remaining displayed and interfering with the performance being executed.

[0352] The invention related to means D3 is In the gaming machine described in means D1, The gaming machine is characterized in that the time period during which the second cracked image is displayed (4 seconds) is longer than the time period during which the first cracked image is displayed (2 seconds).

[0353] According to the gaming machine having this configuration, the time during which the second cracked image is displayed is longer than the time during which the first cracked image is displayed. Therefore, it is possible to clearly show to the player the relationship that the second crack preview performance suggests that there is a higher possibility of being controlled to a special gaming state than the first crack preview performance.

[0354] The invention related to means D4 is In the gaming machine described in means D1 or means D3, comprising a display means having a display screen; The first crack image and the second crack image are images in which the display screen (7a) as the predetermined object appears to be cracked (see FIGS. 39(A) and 39(B)). A gaming machine featuring:

[0355] According to the gaming machine having this configuration, the first cracked image and the second cracked image are images that make it appear that the display screen is cracked. Therefore, it is possible to strengthen the impact of the first crack image and the second crack image.

[0356] By the way, in the gaming machine described in Japanese Patent Application Publication No. 2016-198185, a cut-in preview performance in which a cut-in image is displayed on the display screen of the display means may be executed. In the cut-in preview performance, the degree of expectation of winning varies depending on the type of cut-in image displayed, so that the player can enjoy seeing which type of cut-in image will be displayed. There is. However, it has already become commonplace to draw attention to the types of images displayed on the display screen of the display means, such as cut-in preview effects. Therefore, in order to provide novel game entertainment, there has been a demand for new points of interest in preview presentations. Therefore, the invention according to means D1 to D4 provides a gaming machine described in JP-A No. 2016-198185, in which the effect control means is configured to display a first crack image indicating that a predetermined object is cracked. It is possible to execute a first crack preview effect, and a second crack preview effect that displays a second crack image indicating that a predetermined object is cracked, and the second crack image is larger than the first crack image. The difference is that the range in which a given object is cracked is large, and the second crack warning performance suggests that it is more likely to be controlled into a special game state than the first crack warning performance. There is. Thereby, it is possible to solve the problem of providing a gaming machine that can provide novel gaming interests (achieving the effects). [Explanation of symbols]

[0357] 1...Pachinko machine 7...Image display device 7a…Display screen 12…Illumination display device 12a...Light guide plate 12X…Logo profile image 81...Microcomputer for game control 91...Microcomputer for production control GR…Pseudo logo face image SW1…Stiletto buried image SW2... Middle sword buried image SW3…Large sword buried image HB1…Small screen crack image HB2...middle screen crack image HB3...Large screen crack image

Claims

1. In a gaming machine comprising gaming control means capable of controlling to a special gaming state when a hit is determined in a hit determination process, presentation control means capable of controlling presentation, and display means having a display screen, the presentation control means is configured to be capable of displaying a predetermined screen crack image that makes the display screen appear cracked based on the operation of a predetermined character, and after displaying the predetermined screen crack image, be capable of suggesting that the possibility of being controlled to the special gaming state is increased. A gaming machine characterized by this.

2. The gaming machine according to Claim 1, wherein the presentation control means is capable of displaying a specific screen crack image that makes the display screen appear more cracked than the predetermined screen crack image based on the operation of the predetermined character, and after displaying the specific screen crack image, is capable of suggesting that the possibility of being controlled to the special gaming state is higher than when the predetermined screen crack image is displayed. A gaming machine characterized by this.