Game machine
Patent Information
- Application Number
- JP2022180288
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-11-10
- Publication Date
- 2025-09-18
AI Technical Summary
Conventional gaming machines lack enhanced marketability features, particularly in the display and control mechanisms that can attract and maintain player interest.
The gaming machine incorporates a variable display system with a retention storage mechanism for pending memories, allowing for controlled transitions between different display modes, including cracked images and special information layers, to create an engaging and attractive gaming experience.
The enhanced display and control features increase the marketability of the gaming machine by providing dynamic and attention-grabbing visual effects, improving player engagement and satisfaction.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine capable of playing a game. [Background technology]
[0002] Some conventional gaming machines are capable of executing a step-up effect in which the image displayed on the liquid crystal display device is changed in stages, in which the display screen of the liquid crystal display device is likened to glass, a crack (a glass plate as a crack precursor image) is displayed on the display screen, and then a plurality of images of broken pieces are displayed as if the display screen had been broken (see, for example, Patent Document 1). Also, there are machines that are capable of executing variable display and are controllable to a jackpot game state (advantageous state) that is advantageous to the player, and when a reserved memory containing information regarding a variable display is generated by the occurrence of a new start winning, are capable of executing the display of an appearance animation that gradually displays a reserved display based on the reserved memory (see, for example, Patent Document 2). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-127593 A [Patent Document 2] JP 2016-97173 A Summary of the Invention [Problem to be solved by the invention]
[0004] There was room for improving marketability in gaming machines having the functions and configurations of Patent Documents 1 and 2.
[0005] The present invention has been made in consideration of the above-mentioned circumstances, and has an object to provide a gaming machine with improved marketability. [Means for solving the problem]
[0006] The gaming machine according to claim 1 of the present invention comprises: A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A game control means; A display means; A performance execution means; A reservation storage means, The reserved storage means is capable of storing information regarding variable display as reserved storage up to a predetermined number, The game control means is capable of executing the next variable display when the variable display is completed and there is a reserved memory corresponding to the next variable display, The performance execution means includes: A predetermined effect that suggests that the game is controlled to the advantageous state can be executed. When the reserved memory is stored, the reserved display can be displayed by gradually changing a start state, a completion state, and a plurality of intermediate states including a pre-completion state which is one state before the completion state, When the reserved memory is stored, a winning performance can be executed, It is possible to move a reserved display corresponding to a reserved memory already stored during the variable display from a position where it has been displayed for a specific period from a reserved shift start timing based on the timing at which the next variable display is started to a position corresponding to the next variable display, During execution of the variable display of the reserved memory number N, which is a variable display in a situation where the reserved memory number N less than the predetermined number is stored, When the period until the next variable display is started is longer than a predetermined period, if a new reserved memory is stored, the reserved display is started in the start state at the reserved display position corresponding to the N+1th number, and then the start state is changed stepwise to the plurality of intermediate states, and then the change is changed to the completion state, and the reserved display is displayed by executing the change over the predetermined period; When a new hold memory is stored when the period until the next variable display is started is shorter than the predetermined period and is not the period immediately before the next variable display is started, the hold display is started in the start state at the hold display position corresponding to the N+1th number, and is changed from the start state to an intermediate state different from the pre-completion state, and when the next variable display is started in a situation in which the intermediate state different from the pre-completion state, the hold display is changed to the completion state based on the timing and displayed; When the period until the next variable display is started is shorter than the predetermined period and is the period immediately before the next variable display is started, if a new reserved memory is stored, the reserved display is started in the start mode at the reserved display position corresponding to the N+1th number, and when the timing for the next variable display to start comes in the situation of the start mode, the reserved display is changed to the completion mode based on the timing and displayed; When the variable display of the number of reserved memories N is ended and a new reserved memory is stored immediately after the next variable display is started, the reserved display is started in the start state at the reserved display position corresponding to the Nth number, and then the start state is changed stepwise to the plurality of intermediate states, and then the change is changed to the completion state, and the reserved display is displayed by executing the change over the predetermined period of time; The winning performance can be executed in any of the following cases: when a new reserved memory is stored during execution of the reserved memory number N time variable display when the period until the next variable display starts is longer than the predetermined period; when a new reserved memory is stored during execution of the reserved memory number N time variable display when the period until the next variable display starts is shorter than the predetermined period and is not the period immediately before the next variable display starts; when a new reserved memory is stored during execution of the reserved memory number N time variable display when the period until the next variable display starts is shorter than the predetermined period and is the period immediately before the next variable display starts; and when a new reserved memory is stored immediately after the reserved memory number N time variable display ends and the next variable display starts. The display means is A cracked image can be displayed in a specific display layer; Special information regarding variable display can be displayed in a special display layer having a higher priority than the specific display layer; The predetermined effect is an effect including changing the cracked image from the first state to a second state after displaying the cracked image in a first state, The transmittance of the cracked image of the second aspect is different between a first timing and a second timing in the display period of the cracked image of the second aspect. It is characterized by: According to this feature, in consideration of the above-mentioned circumstances, a gaming machine with improved marketability can be provided.
[0007] Furthermore, the present invention may have only the invention-specific matters described in the claims of the present invention, or may have the invention-specific matters described in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief description of the drawings]
[0008] [Figure 1] 1 is a front view showing a gaming machine according to an embodiment. [Diagram 2] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Diagram 3] FIG. 11 is a diagram illustrating an example of a performance control command. [Figure 4] FIG. 2 is an explanatory diagram showing each random number. [Diagram 5] FIG. 13 is an explanatory diagram showing a display result determination table. [Figure 6] 1A is an explanatory diagram showing a jackpot type determination table, and FIG. 1B is an explanatory diagram showing jackpot types. [Figure 7] FIG. 13 is an explanatory diagram of a fluctuation pattern. [Figure 8] FIG. 13 is an explanatory diagram of a fluctuation pattern determination table. [Figure 9] FIG. 2 is an explanatory diagram showing a data retention area for game control. [Figure 10] (A) is an explanatory diagram showing the data holding area for performance control, and (B) is an explanatory diagram showing the command buffer received at the time of starting winning. [Figure 11] 13 is a flowchart showing an example of a game control main process. [Figure 12] 13 is a flowchart showing an example of a timer interrupt process for game control. [Figure 13] 13 is a flowchart showing an example of a special symbol process. [Figure 14] 13 is a flowchart showing an example of a start winning determination process. [Figure 15] 13 is a flowchart showing an example of normal special symbol processing. [Figure 16] 13 is a flowchart showing an example of a performance control main process. [Figure 17] 13 is a flowchart showing an example of a performance control process. [Figure 18] 13 is a flowchart showing an example of a demo performance control process. [Figure 19] 13 is a flowchart showing an example of a demo performance control process. [Figure 20] 13 is a flowchart showing an example of a demo performance control process. [Figure 21] (A1) and (A2) are diagrams showing the first presentation mode, (B1) and (B2) are diagrams showing the second presentation mode, and (C1) and (C2) are diagrams showing the third presentation mode. [Figure 22] A diagram showing the flow of variable display of decorative patterns in the first presentation mode. [Figure 23] FIG. 23 is a diagram showing the flow of variable display of decorative patterns following FIG. 22. [Figure 24] A diagram showing the flow of variable display of decorative patterns in the third presentation mode. [Diagram 25] 13A is a timing chart showing the state of each part at the start of variable display in the first presentation mode, and FIG. 13B is a timing chart showing the state of each part at the start of variable display in the second and third presentation modes. [Figure 26] A diagram showing the flow of SP reach presentation in a low base state. [Figure 27] A diagram showing the flow of SP reach presentation in a high base state. [Figure 28]FIG. 1A shows the start and end conditions for displaying a demo movie, and FIG. 1B shows the configuration of the demo movie display. [Figure 29] FIG. 4 is a diagram showing an example of the operation of each part in a demo movie. [Diagram 30] This is a transition diagram of the customer waiting demo performance. [Diagram 31] FIG. 13 is a diagram showing an example of the operation of displaying a demo movie. [Diagram 32] FIG. 13 is a diagram showing an example of the operation of displaying a demo movie. [Diagram 33] 13A is a display example of the first scene (company name), FIG. 13B is a display example of the fourth scene (warning 1), and FIG. 13C is a display example of the fourth scene (warning 2). [Diagram 34] This is a diagram comparing the display modes of the first scene (company name), the fourth scene (warnings 1 and 2), the number of reserved memories, and small patterns. [Diagram 35] 11A and 11B are diagrams showing the light emission patterns of lamps corresponding to game states. [Diagram 36] 1A is a diagram showing the arrangement of lamps in a pachinko gaming machine, and FIG. 1B is a schematic diagram of FIG. [Figure 37] 13A to 13C are diagrams showing an example of operation when a customer waiting demo performance is performed after the variable display of the first special symbol in a low base state ends. [Figure 38] 38(A4) to (A5) are diagrams showing the main part of FIG. [Figure 39] 13 is a timing chart showing the flow of a customer waiting demo presentation in a low base state. [Diagram 40] 13 is a timing chart showing the flow of a customer waiting demo presentation in a low base state. [Diagram 41] (B1) to (B8) are diagrams showing an example of the operation of the customer waiting demo presentation in a high base state. [Diagram 42] 13 is a timing chart showing the flow of a customer waiting demo presentation in a high base state. [Diagram 43] 13 is a timing chart showing the flow of a customer waiting demo presentation in a high base state. [Diagram 44]A figure showing an example of operation when a pachinko gaming machine is started with a cold start and then a customer waiting demo performance is started. [Diagram 45] 11 is a timing chart showing the flow of a pachinko gaming machine starting a customer waiting demo performance after being started by a cold start. [Diagram 46] A figure showing an example of operation when a pachinko game machine is started with a hot start in a low base state and then a customer waiting demo performance is started. [Figure 47] This is a timing chart showing the flow of the start of a customer waiting demo performance after a pachinko gaming machine is started with a hot start in a low base state. [Figure 48] A figure showing an example of operation when a pachinko game machine is started with a hot start in a high base state and then a customer waiting demo performance is started. [Figure 49] This is a timing chart showing the flow of the start of a customer waiting demo presentation after a pachinko gaming machine is started with a hot start in a high base state. [Figure 50] 13A to 13E are diagrams showing an example of operation when the demo movie display ends over time in a low base state. [Figure 51] 11 is a timing chart showing a flow in which the demo movie display ends over time in a low base state. [Figure 52] 11 is a timing chart showing a flow in which the demo movie display ends over time in a high base state. [Diagram 53] 13A to 13E are diagrams showing an example of operation when the demo movie display ends with a starting win in a low base state. [Figure 54] 54(A) to 54(G) are diagrams showing details of the high base state of the display mode of FIG. 53. [Figure 55] This is a timing chart showing the flow in which the demo movie display ends with the first start winning in a low base state. [Figure 56] This is a timing chart showing the flow in which the demo movie display ends with the second start winning in a low base state. [Figure 57] This is a timing chart showing the flow in which the demo movie display ends with the second start winning in a high base state. [Figure 58] This is a timing chart showing the flow in which the demo movie display ends with the first start winning in a high base state. [Figure 59] 13A to 13C are diagrams showing an example of operation when a demo movie display is ended by a handle operation in a low base state. [Figure 60] 11 is a timing chart showing a process in which the demo movie display ends in response to a steering wheel operation in a low base state. [Figure 61] 13A to 13C are diagrams showing an example of operation when a demo movie display is ended by a menu operation in a low base state. [Figure 62] 11 is a timing chart showing a flow in which a demo movie display is ended by a menu operation in a low base state. [Figure 63] 11 is a timing chart showing a flow in which a demo movie display ends by a menu operation in a high base state. [Figure 64] 13A is a timing chart showing an example of normal operation of the payout device when a prize is won, and FIG. 13B is a timing chart showing an example of erroneous operation of the payout device when a prize is won. [Figure 65] FIG. 13 is a diagram showing an example of operation when a bulb failure error occurs during a customer waiting demo performance. [Figure 66] FIG. 13 is a diagram for explaining a priority layer. [Figure 67] This figure shows the flow when an error occurs in the customer waiting demo performance that is started in a low base state. [Figure 68] This figure shows the flow when an error occurs in the customer waiting demo performance that starts in a high base state. [Figure 69] FIG. 13 is a diagram for explaining the mechanism of output to an LED driver. [Figure 70] FIG. 11 is a diagram for explaining an example of lamp control using a lamp data table. [Figure 71] 13 is a diagram for explaining an example of lamp control using a grandchild table based on timer management of a child table; FIG. [Figure 72] FIG. 13 is a diagram showing an example of a parent table constituting a lamp data table; [Figure 73] FIG. 13 is a diagram showing an example of a child table constituting a lamp data table; [Figure 74] FIG. 13 is a diagram showing an example of a grandchild table constituting a lamp data table; [Figure 75] FIG. 13 is a diagram showing an example of a grandchild table constituting a lamp data table; [Figure 76] FIG. 13 is a diagram showing an example of a grandchild table constituting a lamp data table; [Figure 77] FIG. 13 is a diagram showing a lamp data table used when not playing (only the white button flashing and the red button flashing are used during playing). [Figure 78] Lamp Data Table: Background Normal Parent Table Settings. [Figure 79] Lamp Data Table: Background Normal child table setting contents. [Figure 80] Lamp Data Table: Background Normal Grandchild Table Settings. [Figure 81] Lamp Data Table: Background Normal Grandchild Table Settings. [Figure 82] Lamp data table: A diagram showing the settings of the parent table of background time reduction. [Figure 83] Lamp data table: A diagram showing the settings of the child table of background time reduction. [Figure 84] Lamp data table: A diagram showing the settings of the grandchild table of background time reduction. [Figure 85] Lamp data table: A diagram showing the settings of the grandchild table of background time reduction. [Figure 86] Lamp Data Table: A diagram showing the settings of the parent table for background probability change. [Figure 87]Lamp Data Table: A diagram showing the settings of the background probability change child table. [Figure 88] Lamp Data Table: A diagram showing the settings of the background probability change grandchild table. [Figure 89] Lamp Data Table: A diagram showing the settings of the background probability change grandchild table. [Figure 90] Lamp Data Table: A diagram showing the settings of the parent table of the customer waiting demo. [Figure 91] Lamp Data Table: A diagram showing the settings of the child table of the customer waiting demo. [Figure 92] Lamp Data Table: A diagram showing the settings of the grandchild table of the customer waiting demo. [Figure 93] Lamp Data Table: A diagram showing the settings of the grandchild table of the customer waiting demo. [Figure 94] Lamp Data Table: A diagram showing the settings of the grandchild table of the customer waiting demo. [Figure 95] Lamp Data Table: A diagram showing the settings of the grandchild table of the customer waiting demo. [Figure 96] Lamp Data Table: A diagram showing the settings of the grandchild table of the customer waiting demo. [Figure 97] Lamp Data Table: A diagram showing the settings of the grandchild table of the customer waiting demo. [Figure 98] Lamp Data Table: A diagram showing the settings of the grandchild table of the customer waiting demo. [Figure 99] 13 is a diagram showing the settings of the parent table of the lamp data table: button white lighting. [Figure 100] 13 is a diagram showing the settings of the lamp data table: child table for button white lighting. [Figure 101] This is a diagram showing the settings of the lamp data table: grandchild table of the button white lighting. [Figure 102] 13 is a diagram showing the settings of the parent table of the lamp data table: button blinking white. [Figure 103]13 is a diagram showing the settings of the lamp data table: button white blinking child table. [Figure 104] 13 is a diagram showing the settings of the lamp data table: the white blinking button grandchild table. [Figure 105] 13 is a diagram showing the settings of the parent table of the Lamp Data Table: Button Flashing Red. [Figure 106] 13 is a diagram showing the settings of the Lamp Data Table: Red Blinking Button child table. [Figure 107] 13 is a diagram showing the settings of the Lamp Data Table: Red Button Flashing Grandchild Table. [Figure 108] Lamp Data Table: A diagram showing the setting contents of a parent table of an initialization notification. [Fig. 109] Lamp data table: A diagram showing the setting contents of a child table of initialization notification. [Figure 110] 13 is a diagram showing the setting contents of a grandchild table of the lamp data table: initialization notification. FIG. [Figure 111] Lamp Data Table: A diagram showing the setting contents of the parent table of an error. [Figure 112] 13 is a diagram showing the setting contents of the lamp data table: error child table. FIG. [Figure 113] 13 is a diagram showing the setting contents of the lamp data table: error grandchild table. FIG. [Fig. 114] FIG. 13 is a diagram showing the setting contents of a common table. [Figure 115] FIG. 13 is a diagram showing the setting contents of a common table. [Fig. 116] FIG. 13 is a diagram showing the setting contents of a common table. [Fig. 117] FIG. 13 is a diagram showing the setting contents of a common table. [Fig. 118] FIG. 13 is a diagram showing the setting contents of a common table. [Figure 119] 1A to 1C are diagrams showing examples of character display and light emission modes in each scene. [Figure 120]13A is a diagram showing an example of operation in the first scene, FIG. 13B is a diagram showing an example of operation in the third scene, and FIG. 13C is a diagram showing an example of operation in the fourth scene. [Figure 121] 1 is a comparison table showing character animation displays. [Figure 122] 13(A) and 13(B) are diagrams for explaining similar colors. [Figure 123] FIG. 13 is a diagram for explaining a display timing list of a demo movie display. [Figure 124] 54(A) to 54(G) are diagrams showing details of the high base state of the display mode of FIG. 53. [Fig. 125] 1 is a front view showing an gaming machine according to an embodiment. [Fig. 126] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Figure 127] FIG. 2 is an explanatory diagram showing the contents of a VRAM. [Figure 128] FIG. 2 is an explanatory diagram showing the contents of a VRAM. [Figure 129] FIG. 2 is an explanatory diagram showing a layer configuration. [Fig. 130] 13A and 13B are diagrams illustrating examples of performance control commands. [Fig. 131] FIG. 2 is an explanatory diagram showing each random number. [Fig. 132] FIG. 13 is an explanatory diagram showing a display result determination table. [Fig. 133] 1A is an explanatory diagram showing a jackpot type determination table, and FIG. 1B is an explanatory diagram showing jackpot types. [Fig. 134] (A) is an explanatory diagram of the fluctuation pattern in the normal state, and (B) is an explanatory diagram of the fluctuation pattern in the time-saving state or the special state. [Fig. 135] 13(A) to 13(F) are explanatory diagrams of the fluctuation pattern determination table. [Fig. 136] FIG. 2 is an explanatory diagram showing a data retention area for game control. [Fig. 137] (A) is an explanatory diagram showing the data holding area for performance control, and (B) is an explanatory diagram showing the command buffer received at the time of starting winning. [Figure 138]13 is a flowchart showing an example of a game control main process. [Figure 139] 13 is a flowchart showing an example of a timer interrupt process for game control. [Fig. 140] 13 is a flowchart showing an example of a special symbol process. [Fig. 141] 13 is a flowchart showing an example of a start winning determination process. [Fig. 142] 13A is a flowchart showing an example of a process for determining a random number value when a prize is won, and FIG. 13B is a diagram showing variable categories. [Fig. 143] 13 is a flowchart showing an example of normal special symbol processing. [Fig. 144] 13 is a flowchart showing an example of a variation pattern setting process. [Fig. 145] 13 is a flowchart showing an example of a special symbol stopping process. [Fig. 146] A flowchart showing an example of a jackpot end process. [Fig. 147] 13 is a flowchart showing an example of a performance control main process. [Fig. 148] 13 is a flowchart showing an example of a performance control process. [Figure 149] An explanatory diagram of whether or not a pending display effect is executed and the determination ratio of the effect pattern. [Fig. 150] 13 is a flowchart showing an example of a variable display start setting process. [Fig. 151] 10A is a flowchart showing an example of a variable display start setting process, and FIG. 10B is an explanatory diagram of a determination ratio for whether or not to execute the continuous breaking effect in a normal state. [Fig. 152] (A) is a flowchart showing an example of a dialogue preview performance setting process, (B) is an explanatory diagram of whether or not a dialogue preview performance is executed in the normal state and the performance pattern determination ratio, and (C) is an explanatory diagram of the performance pattern. [Fig. 153](A) is an explanatory diagram of whether or not a background change is performed and the presentation pattern determination ratio of the background change presentation, (B) is an explanatory diagram of whether or not a reach suggestion presentation is performed and the presentation pattern determination ratio, and (C) is an explanatory diagram of whether or not a cut-in presentation is performed and the presentation pattern determination ratio. [Fig. 154] This is an explanatory diagram of the content of the effects that can be executed in the normal state and the performance patterns of the broken effects. [Fig. 155] This is an explanatory diagram of the content of the effects that can be executed in the normal state and the performance patterns of the broken effects. [Fig. 156] This is an explanatory diagram of the content of the effects that can be executed in the time-saving state and the special state, and the performance patterns of the breaking effects. [Fig. 157] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each performance. [Fig. 158] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each performance. [Fig. 159] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each performance. [Fig. 160] This is an explanatory diagram of the approximate execution timing and execution period for each variation pattern of each performance. [Fig. 161] A diagram showing the flow of presentation in Super Reach α. [Fig. 162] A diagram showing the flow of presentation in Super Reach α. [Fig. 163] A diagram showing the flow of presentation in Super Reach α. [Fig. 164] A diagram showing the flow of presentation in Super Reach β. [Fig. 165] A diagram showing the flow of presentation in Super Reach β. [Fig. 166] A figure showing details of an example of the operation of the first consecutive breaking performance. [Fig. 167] A figure showing details of an example of the operation of the second consecutive breaking performance. [Fig. 168] A figure showing details of an example of the operation of a dialogue preview performance. [Fig. 169]A figure showing details of an example of the operation of background change performance A. [Fig. 170] A figure showing details of an example of the operation of background change performance A. [Fig. 171] A figure showing details of an example of the operation of background change presentation B. [Fig. 172] A figure showing details of some examples of the operation of pseudo consecutive performances. [Fig. 173] A figure showing details of an example of the operation of a reach suggestion performance. [Fig. 174] A figure showing details of an example of the operation of a reach suggestion performance. [Fig. 175] A figure showing details of an example of the operation of a weak development performance. [Fig. 176] A figure showing details of an example of some of the operations in the strong development performance A. [Fig. 177] A figure showing details of an example of the operation of strong development performance B. [Fig. 178] A figure showing details of an example of the operation of strong development performance B. [Fig. 179] A figure showing details of an example of a cut-in performance. [Fig. 180] A figure showing details of an example of the operation of the result notification presentation when the variable display result is a jackpot. [Fig. 181] A figure showing details of an example of the operation of the result notification presentation when the variable display result is a jackpot. [Fig. 182] A figure showing details of an example of the operation of the result notification presentation when the variable display result is a miss. [Fig. 183] This is an explanatory diagram for comparing the details of each performance. [Fig. 184] This is an explanatory diagram for comparing the details of each performance. [Fig. 185] This is a timing chart showing details of the first consecutive break effect and the second consecutive break effect. [Fig. 186] 13 is a timing chart showing details of the dialogue preview performance. [Fig. 187] 13 is a timing chart showing details of background change performance A. [Fig. 188] 13 is a timing chart showing details of background change performance B. [Fig. 189] 13 is a timing chart showing details of the pseudo consecutive performance. [Fig. 190] This is a timing chart showing details of the reach suggestion performance. [Fig. 191] This is a timing chart showing details of the weak development performance. [Fig. 192] This is a timing chart showing details of strong development performance A. [Fig. 193] This is a timing chart showing details of strong development performance B. [Fig. 194] 13 is a timing chart showing details of a cut-in effect. [Fig. 195] 13 is a timing chart showing details of the result notification presentation. [Fig. 196] FIG. 13 is an explanatory diagram showing the speed change of fragment images in each performance. [Figure 197] FIG. 13 is a diagram showing a crack pattern in a crack effect. [Figure 198] 11A to 11C are diagrams showing display examples of each crack pattern. [Figure 199] 13A and 13B are diagrams showing display examples with and without a whiteout image in crack pattern A. [Figure 200] 13A and 13B are diagrams showing display examples with and without a whiteout image in crack pattern B. [Figure 201] 13A and 13B are diagrams showing display examples with and without a whiteout image in crack pattern C. [Fig. 202] 13A and 13B are diagrams showing display examples with and without a whiteout image in crack pattern D. [Fig. 203] 13A and 13B are diagrams showing display examples with and without a whiteout image in crack pattern E. [Fig. 204] 13A and 13B are diagrams showing display examples with and without a whiteout image in crack pattern F. [Fig. 205]13A and 13B are diagrams showing display examples with and without a whiteout image in crack pattern G. [Fig. 206] FIG. 13A shows a pseudo consecutive effect, and FIG. 13B shows a fragment image displayed in a cut-in effect. [Fig. 207] (A) shows a fragment image displayed in background change performance A, and (B) shows a fragment image displayed in strong development performance B. [Fig. 208] FIG. 1 is a diagram showing a first modified example of the present invention. [Fig. 209] FIG. 13 is a diagram showing a second modified example of the present invention. [Fig. 210] FIG. 13 is a diagram showing a third modified example of the present invention. [Fig. 211] FIG. 13 is a diagram showing a fourth modified example of the present invention. [Fig. 212] FIG. 13 is a diagram showing a fifth modified example of the present invention. [Fig. 213] FIG. 13 is a diagram showing a sixth modified example of the present invention. [Fig. 214] FIG. 13 is a diagram showing a seventh modified example of the present invention. [Fig. 215] FIG. 13 is a diagram showing an eighth modified example of the present invention. [Fig. 216] FIG. 13 is a diagram showing a ninth modified example of the present invention. [Fig. 217] FIG. 13 is a diagram showing a ninth modified example of the present invention. [Fig. 218] FIG. 17 is a diagram showing a tenth modified example of the present invention. [Fig. 219] 1 is a front view showing an gaming machine according to an embodiment. [Fig. 220] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Fig. 221] FIG. 2 is a block diagram showing a circuit configuration of a main board. [Fig. 222] FIG. 2 is an explanatory diagram showing the contents of a VRAM. [Fig. 223] FIG. [Fig. 224] 13A and 13B are diagrams illustrating examples of performance control commands. [Fig. 225] FIG. 2 is an explanatory diagram showing each random number. [Fig. 226]FIG. 13 is an explanatory diagram showing a display result determination table. [Fig. 227] 1A is an explanatory diagram showing a jackpot type determination table, and FIG. 1B is an explanatory diagram showing jackpot types. [Fig. 228] FIG. 13 is an explanatory diagram showing a miss effect determination table. [Fig. 229] An explanatory diagram showing a fluctuation pattern type determination table. [Fig. 230] (A) is an explanatory diagram of the fluctuation pattern in the normal state, (B) is an explanatory diagram of the fluctuation pattern in the time-saving state, and (C) is an explanatory diagram of the fluctuation pattern in the special state. [Fig. 231] 11(A) to 11(F) are explanatory diagrams of the fluctuation pattern judgment table for misses. [Fig. 232] 11A to 11D are explanatory diagrams of the fluctuation pattern judgment table for misses. [Fig. 233] 13(A) to (C) are explanatory diagrams of the fluctuation pattern determination table for misses. [Fig. 234] 13(A) to 13(C) are explanatory diagrams of the fluctuation pattern determination table for big wins. [Fig. 235] 3 is an explanatory diagram of each game state. FIG. [Fig. 236] (A) is an explanatory diagram of a special pattern unit, (B) is an explanatory diagram of a variable display of a special pattern, (C) is an explanatory diagram of a display unit for performance, and (D) is an explanatory diagram of a variable display of a sub-pattern. [Fig. 237] FIG. 2 is an explanatory diagram showing a data retention area for game control. [Fig. 238] FIG. 4 is an explanatory diagram showing an input port. [Fig. 239] FIG. 2 is an explanatory diagram showing an output port. [Fig. 240] (A) is an explanatory diagram showing the data holding area for performance control, and (B) is an explanatory diagram showing the command buffer received at the time of starting winning. [Fig. 241] 13 is a flowchart showing an example of a game control main process. [Fig. 242] 13 is a flowchart showing an example of a timer interrupt process for game control. [Fig. 243] FIG. 11 is an explanatory diagram showing two-byte buffers formed in a RAM used in switch processing; [Fig. 244] 13 is a flowchart illustrating an example of a switch process. [Fig. 245] 13 is a flowchart illustrating an example of a random number update process. [Fig. 246] 13 is a flowchart showing an example of a special symbol process. [Fig. 247] 13 is a flowchart showing an example of a start port switch passing process. [Fig. 248] 13 is a flowchart showing an example of a winning presentation process. [Fig. 249] 13 is a flowchart showing an example of normal special symbol processing. [Fig. 250] 13 is a flowchart showing an example of a special pattern determination process. [Fig. 251] 13 is a flowchart showing an example of a special symbol buffer shift process. [Fig. 252] 13 is a flowchart showing an example of a variation pattern setting process. [Fig. 253] 13 is a flowchart showing an example of a special pattern change process. [Fig. 254] 13 is a flowchart showing an example of a special symbol stopping process. [Figure 255] A flowchart showing an example of a jackpot end process. [Fig. 256] 13 is a flowchart illustrating an example of a display process. [Fig. 257] An explanatory diagram of the lighting control mode of each hold indicator. [Fig. 258] 13 is a flowchart showing an example of a special symbol display control process. [Fig. 259] 13 is a flowchart illustrating an example of a display control process. [Fig. 260](A) is an explanatory diagram of the timing of command transmission when a start winning occurs and the timing of starting the light control of the reserve display, (B) is an explanatory diagram of the timing of command transmission at the start of the variable display and the timing of starting the light control of the reserve display after the number of reserved memories has been subtracted, and (C) is an explanatory diagram of the timing of starting the light control of the special pattern and the timing of starting the subtraction of the variable display time at the start of the variable display. [Fig. 261] 13 is a flowchart showing an example of a performance control main process. [Fig. 262] 13 is a flowchart showing an example of a performance control process. [Fig. 263] 13 is an explanatory diagram of the trigger for changing the presentation mode in the presentation mode determination process. FIG. [Fig. 264] This is an explanatory diagram of whether or not a hold change effect is executed and the determination ratio of the effect pattern. [Fig. 265] 13 is a flowchart showing an example of a flash effect process when a prize is won. [Fig. 266] An explanatory diagram of the ratio for determining whether or not to execute a flash effect when a prize is won. [Fig. 267] 13 is a flowchart showing an example of a button vibration effect process. [Fig. 268] An explanatory diagram of the lighting control mode of each sub-hold indicator. [Fig. 269] 13 is a flowchart showing an example of a variable display start setting process. [Fig. 270] 1A is an explanatory diagram of the processing cycle of the CPU and the CPU for performance control, and FIG. 1B is an explanatory diagram of the animation execution period for each performance mode. [Fig. 271] (A1) and (A2) are explanatory diagrams of the display mode of the image display device in presentation mode A, (B1) and (B2) are explanatory diagrams of the display mode of the image display device in presentation mode B, (C1) and (C2) are explanatory diagrams of the display mode of the image display device in presentation mode C, and (D1) and (D2) are explanatory diagrams of the display mode of the image display device in presentation mode D. [Fig. 272] An explanatory diagram showing the appearance animation in presentation mode A. [Fig. 273] An explanatory diagram showing the appearance animation in presentation mode A. [Fig. 274] An explanatory diagram showing the movement pattern of the pending display in the appearance animation in presentation mode A. [Fig. 275] FIG. 13 is an explanatory diagram showing a shift animation. [Fig. 276] An explanatory diagram showing the appearance animation in presentation mode B. [Fig. 277] An explanatory diagram showing the appearance animation in presentation mode B. [Fig. 278] An explanatory diagram showing the appearance animation in presentation mode C. [Fig. 279] An explanatory diagram showing the appearance animation in presentation mode D. [Fig. 280] 13A is an explanatory diagram showing the stay animation in presentation mode A, and FIG. 13B is an explanatory diagram showing the stay animation in presentation mode B. FIG. [Fig. 281] (A) is an explanatory diagram showing the ending animation in presentation mode A, (B) is an explanatory diagram showing the ending animation in presentation mode B, (C) is an explanatory diagram showing the ending animation in presentation mode C, and (D) is an explanatory diagram showing the ending animation in presentation mode D. [Fig. 282] FIG. 13 is an explanatory diagram showing a shift animation in presentation mode A. [Fig. 283] FIG. 13 is an explanatory diagram showing a shift animation in presentation mode A. [Fig. 284] FIG. 13 is an explanatory diagram showing the shift animation in presentation mode B. [Fig. 285] (A) is an explanatory diagram showing the display mode of the active display area and the pending display area in each presentation mode, and (B) is an explanatory diagram of the animation in each presentation mode. [Fig. 286] This is an explanatory diagram of the animation that appears when a pending memory occurs when the number of pending memories is one or more. [Fig. 287]This is an explanatory diagram of the animation that appears when a pending memory occurs when the number of pending memories is one or more. [Fig. 288] This is an explanatory diagram of the animation that appears when a pending memory occurs when the number of pending memories is 0. [Fig. 289] This is an explanatory diagram of the animation that appears when a pending memory occurs when the number of pending memories is 0. [Fig. 290] This is an explanatory diagram of a case where a new pending memory occurs during a variable display with 1 to 3 pending memories, and the appearance animation starts more than 660 ms before the start of the next variable display. [Fig. 291] This is an explanatory diagram of a case where a new pending memory occurs during a variable display of 1 to 3 pending memories, and the appearance animation starts less than 660 ms before the start of the next variable display. [Fig. 292] This is an explanatory diagram of the case where a new pending memory occurs during the shift animation after the variable display of pending memories from 1 to 3 has ended and the next variable display has begun. [Fig. 293] This is an explanatory diagram of the case where a pending memory occurs within 33 ms after the variable display of pending memories from 1 to 3 has ended and the next variable display has started. [Fig. 294] This is an explanatory diagram of the case where a new reserved memory occurs less than 33 ms before the start of the next variable display after the variable display of reserved memories from 1 to 3 has ended. [Fig. 295] This is an explanatory diagram showing when a new start winning occurs while the number of pending memories is variable displayed as four. [Fig. 296] This is an explanatory diagram of when a new pending memory occurs in the shift animation of the next variable display after the variable display of four pending memories has ended. [Fig. 297] This is an explanatory diagram showing when a new starting winning occurs during the pattern determination period after the variable display of the pending memory number of 4 has ended. [Fig. 298] This is an explanatory diagram showing the case where a new pending memory occurs within 33 ms of the start of the next variable display after the end of a variable display with four pending memories. [Figure 299]This is an explanatory diagram of a case where a new pending memory occurs during a variable display with 0 pending memories, and the appearance animation starts more than 660 ms before the start of the next variable display. [Figure 300] This is an explanatory diagram of a case where a new pending memory occurs during a variable display with 0 pending memories, and the appearance animation starts less than 660 ms before the start of the next variable display. [Fig. 301] This is an explanatory diagram showing the case where a new reserved memory occurs less than 33 ms after the end of the pattern determination period for a variable display with 0 reserved memories. [Fig. 302] This is an explanatory diagram showing when a new reserved memory occurs less than 33 ms before the end of the pattern determination period for a variable display with 0 reserved memories. [Fig. 303] This is an explanatory diagram showing the case where a new reserved memory occurs more than 33 ms after the end of the pattern determination period for a variable display with 0 reserved memories. [Fig. 304] This is an explanatory diagram regarding the timing at which variable display starts when the number of pending memories is 0 and a new pending memory occurs when variable display is not being executed. [Fig. 305] This is an explanatory diagram regarding the timing at which variable display starts when the number of pending memories is 0 and a new pending memory occurs when variable display is not being executed. [Fig. 306] This is an explanatory diagram regarding the display timing of the hold indicator and hold display when the number of hold memories is 0 and a new hold memory occurs when variable display is being executed. [Fig. 307] This is an explanatory diagram regarding the display timing of the hold indicator and hold display when there is one hold memory and a new hold memory occurs when variable display is being executed. [Fig. 308] This is an explanatory diagram regarding the display timing of the hold indicator and hold display when the number of hold memories is 0 and a new hold memory occurs when variable display is being executed. [Fig. 309] This is an explanatory diagram regarding the display timing of the hold indicator and hold display when the number of hold memories is 0 and a new hold memory occurs when variable display is being executed. [Fig. 310]A comparison diagram of each performance. [Fig. 311] This is an explanatory diagram for storing random value values extracted during the start port switch passing process. [Fig. 312] FIG. 13 is an explanatory diagram of a special buffer shifting process. [Fig. 313] FIG. 13 is an explanatory diagram of a special buffer shifting process. [Fig. 314] This is an explanatory diagram when a new pending memory occurs during a shift animation in presentation mode C or presentation mode D. [Fig. 315] This is an explanatory diagram when a new pending memory occurs during a shift animation in presentation mode C or presentation mode D. [Fig. 316] This is an explanatory diagram when a new pending memory occurs during a shift animation in presentation mode C or presentation mode D. [Fig. 317] This is an explanatory diagram of what happens when reserved memory occurs continuously. [Fig. 318] This is an explanatory diagram when the number of reserved memories is 0 and a new reserved memory occurs when variable display is not being executed. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A gaming machine according to the present invention will be described below with reference to an embodiment.
[0010] [Form 1] The gaming machine of type 1-1 is, A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means during the first period, controlling the light emitting means using a background display luminance data table corresponding to the background display; during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; Before the display means switches from the background display to the demonstration display, the luminance data table for the background display is switched to the luminance data table for the demonstration display to control the light emitting means (FIGS. 18, 19, 38, 39, 40, etc.). It is characterized by the following. According to this feature, a step-by-step design in which the control of the light-emitting means is switched on first and then the demonstration display starts makes it possible to draw attention to the change rather than starting everything at once, and to make people aware of the start of the demonstration display, resulting in optimal customer waiting control.
[0011] [Form 2] The gaming machine of type 2-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means is displaying a normal state background display during a first period after the game in the normal state is ended; displaying a special state background display during a first period after the game in the special state is ended; displaying a demonstration display during a second period after the first period after the end of the game in the normal state; displaying the demonstration display during a second period after a first period after a game in the special state ends; The light emission control means during a first period after the end of a game in the normal state, controlling the light emitting means using a normal state background display luminance data table corresponding to the normal state background display; during a first period after the game in the special state is ended, controlling the light emitting means using a special state background display luminance data table corresponding to the special state background display; In a second period after the first period after the end of the game in the normal state, the light emitting means is controlled using a luminance data table for demonstration display corresponding to the demonstration display; In a second period after the first period after the game in the special state ends, the light emitting means is controlled using the demonstration display brightness data table; before the display means switches the display from the normal state background display to the demonstration display, the luminance data table is switched from the normal state background display luminance data table to the demonstration display luminance data table to control the light emitting means; Before the display means switches the display from the special status background display to the demonstration display, the luminance data table for the special status background display is switched to the luminance data table for the demonstration display to control the light emitting means (FIGS. 18, 19, 38, 39, 40, 42, 43, etc.). It is characterized by the following. According to this feature, a step-by-step design in which the control of the light-emitting means is switched on first and then the display of the demonstration display is started makes it possible to draw attention to the change rather than starting everything at once, and to make people aware of the start of the demonstration display, resulting in optimal customer waiting control.
[0012] The gaming machine of aspect 2-2 is the gaming machine according to aspect 2-1, The luminance data used initially in the luminance data table for the demonstration display is data that emits light in a color different from the final luminance data used in the luminance data table for the normal state background display and the final luminance data used in the luminance data table for the special state background display (Figures 80, 84, 88, 92, etc.). It is characterized by the following. According to this feature, the color of the last luminance data during the normal state background display is different from the color of the first luminance data during the demonstration display, and the color of the last luminance data during the special state background display is different from the color of the first luminance data during the demonstration display. Therefore, when the demonstration display starts in each state, the change in color of the light-emitting means stands out, making it easy to understand that the demonstration display is starting, and as a result, suitable customer waiting control can be performed.
[0013] [Form 3] The gaming machine of type 3-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, the light emitting means includes a first light emitting means, a second light emitting means, and a third light emitting means; the third light-emitting means is a light-emitting means provided in correspondence with the performance operation means, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means during the first period, controlling the first light-emitting means and the second light-emitting means using a background display luminance data table corresponding to the background display; during the second period, controlling the first light-emitting means and the second light-emitting means using a luminance data table for demonstration display corresponding to the demonstration display; In the first period and the second period, the third light-emitting means is controlled using a luminance data table different from the background display luminance data table and the demonstration display luminance data table (FIGS. 29, 38, 39, 42, etc.). It is characterized by the following. According to this feature, switching the state of the light-emitting means corresponding to the operation means for presentation may mislead the player into thinking that he or she is being prompted to operate the operation means for presentation; therefore, by keeping the state constant, this can be prevented from being misled, and as a result, ideal customer waiting control can be achieved.
[0014] [Form 4] The gaming machine of type 4-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, the light emitting means includes a first light emitting means, a second light emitting means, and a third light emitting means; the third light-emitting means is a light-emitting means provided in correspondence with the performance operation means, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means is displaying a normal state background display during a first period after the game in the normal state is ended; displaying a special state background display during a first period after the game in the special state is ended; displaying a demonstration display during a second period after the first period after the end of the game in the normal state; displaying the demonstration display during a second period after a first period after a game in the special state ends; The light emission control means during a first period after the end of a game in the normal state, controlling the first light-emitting means and the second light-emitting means using a normal state background display luminance data table corresponding to the normal state background display; during a first period after the game in the special state is ended, controlling the first light-emitting means and the second light-emitting means using a special state background display luminance data table corresponding to the special state background display; In a second period after the first period after the end of the game in the normal state, the first light-emitting means and the second light-emitting means are controlled using a luminance data table for demonstration display corresponding to the demonstration display; In a second period after a first period after a game in the special state ends, the first light-emitting means and the second light-emitting means are controlled using the luminance data table for demonstration display; during a first period after the end of a game in the normal state, controlling the third light-emitting means using one luminance data table different from the luminance data table for the normal state background display, the luminance data table for the special state background display, and the luminance data table for the demonstration display; during a first period after the game in the special state is ended, the third light-emitting means is controlled using the one brightness data table; In a second period after a first period after a game in the normal state ends, the third light-emitting means is controlled using the one brightness data table; In a second period after the first period after the game in the special state ends, the third light-emitting means is controlled using the one brightness data table (FIGS. 29, 38, 39, 42, etc.). It is characterized by the following. According to this feature, by switching the state of the light-emitting means corresponding to the operation means for presentation, there is a possibility that the player may mistakenly believe that he or she is being prompted to operate the operation means for presentation. Therefore, by keeping the state constant in both the normal and special states, it is possible to prevent the player from being confused in either the normal or special state, and as a result, it is possible to carry out ideal customer waiting control.
[0015] [Form 5] The gaming machine of type 5-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, the light emitting means includes a first light emitting means, a second light emitting means, and a third light emitting means; the third light-emitting means is a light-emitting means provided in correspondence with the performance operation means, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; the demonstration display includes a first scene and a second scene; The light emission control means during the first period, controlling the first light-emitting means and the second light-emitting means using a background display luminance data table corresponding to the background display; controlling the first light-emitting means and the second light-emitting means in the first scene in the second period by using a first scene luminance data table corresponding to the first scene; In the second scene in the second period, the first light-emitting means and the second light-emitting means are controlled using a second scene luminance data table corresponding to the second scene; controlling the third light-emitting means using a luminance data table different from the luminance data table for the first scene and the luminance data table for the second scene in the second period; In the second scene in the second period, the third light-emitting means is controlled using the one brightness data table (FIGS. 29, 38, 39, 42, etc.). It is characterized by the following. According to this feature, switching the state of the light-emitting means corresponding to the operation means for presentation may mislead the player into thinking that he or she is being prompted to operate the operation means for presentation; therefore, by keeping the state constant, this can be prevented from being misled, and as a result, ideal customer waiting control can be achieved.
[0016] The gaming machine of form 5-2 is the gaming machine according to form 3-1, form 4-1, or form 5-1, The first luminance data table is a luminance data table different from a promotion performance luminance data table used when a promotion performance for encouraging the operation of a performance operation means is executed, and the luminance data constituting the first luminance data table has less change in luminance than the luminance data constituting the promotion performance luminance data table (Figures 97 to 105, etc.). It is characterized by the following. According to this feature, one brightness data table is composed of brightness data for making the brightness data less emphasized than when the operation of the performance operation means is being prompted, thereby preventing the player from mistakenly thinking that he or she is being prompted to operate the performance operation means, and as a result, optimal customer waiting control can be achieved.
[0017] The gaming machine of form 5-3 is the gaming machine according to form 3-1, form 4-1, or form 5-1, One brightness data table is composed of brightness data for turning off the light. It is characterized by the following. According to this feature, one brightness data table is composed of brightness data for turning off the light, which prevents the player from misunderstanding that he is being prompted to operate the performance operation means, thereby enabling optimal customer waiting control.
[0018] The gaming machine of form 5-4 is the gaming machine according to form 3-1, form 4-1, or form 5-1, The first light emitting means is provided on the game board, The second light emitting means and the third light emitting means are provided on the game frame (FIG. 36, etc.). It is characterized by the following. According to this feature, the light-emitting means corresponding to the operation means for presentation is provided in the game slot, but by managing it separately rather than using the same brightness data table as the other light-emitting means provided in the game slot, it is possible to appropriately design the device to prevent the player from mistakingly believing that he or she is being prompted to operate the operation means for presentation, and as a result, it is possible to provide optimal customer waiting control.
[0019] The gaming machine of form 5-5 is the gaming machine according to form 3-1, form 4-1, or form 5-1, The display means displays a message indicating that the device is starting up after the device is powered on, The light emission control means includes: controlling the first light-emitting means and the second light-emitting means using a background display luminance data table at a timing related to displaying a display indicating that the display means is running; The third light-emitting means is controlled using one luminance data table at a timing related to displaying a display indicating that the display means is activated (FIGS. 47, 49, etc.). It is characterized by the following. According to this feature, by using the brightness data table to emit light before the background is displayed, it is possible to check whether the light emitting means is normal at the start-up stage, and then the light emitting mode can be seamlessly changed to the one for waiting customers, resulting in optimal control of waiting for customers.
[0020] [Form 6] The gaming machine of form 6-1 is, A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; the demonstration display includes a company name display scene, a title name display scene, a warning display scene, a first model introduction scene, and a second model introduction scene; the company name display scene is a scene in which the name of a company related to the gaming machine is displayed in text, the title name display scene is a scene in which the title name of the gaming machine is displayed in characters, The warning display scene is a scene in which text is displayed to warn a player when playing the gaming machine, The first model introduction scene is a scene in which text introducing the gaming machine is displayed, The second model introduction scene is a scene different from the first model introduction scene, and is a scene in which text introduction of the gaming machine is displayed, The light emission control means during the first period, controlling the light emitting means using a background display luminance data table corresponding to the background display; In the company name display scene in the second period, the light emitting means is controlled using a company name display scene luminance data table corresponding to the company name display scene; In the title name display scene in the second period, the light emitting means is controlled using a title name display scene luminance data table corresponding to the title name display scene; In the attention-calling display scene in the second period, the light-emitting means is controlled by using a luminance data table for the attention-calling display scene corresponding to the attention-calling display scene; In the first model introduction scene in the second period, the light emitting means is controlled using a luminance data table different from the luminance data table for the company name display scene, the luminance data table for the title name display scene, and the luminance data table for the warning display scene; In the second model introduction scene in the second period, the light emitting means is controlled using the one brightness data table (FIG. 29, etc.). It is characterized by the following.
[0021] The company name includes the name of the company involved in the development, manufacturing, and sales of the gaming machine. According to this feature, there are multiple scenes in which information is conveyed by text displays, and since it is desired to emphasize each piece of information, such as company name information, model title, and warnings, by emitting dedicated light for each piece, it is possible to highlight them in comparison with other text displays, thereby enabling optimal customer waiting control.
[0022] The gaming machine of aspect 6-2 is the gaming machine according to aspect 6-1, There is another scene between the first model introduction scene and the second model introduction scene. For other scenes, a luminance data table different from the first luminance data table is used (e.g., FIG. 29). It is characterized by the following. According to this feature, a common brightness data table is used in the first model introduction scene and the second model introduction scene, so that suitable light emission can be achieved without increasing capacity, resulting in suitable customer waiting control.
[0023] The gaming machine of aspect 6-3 is the gaming machine according to aspect 6-1, The execution period of the model introduction scene including the first model introduction scene and the second model introduction scene (30 sec) > the execution period of the company name display scene (10 sec), and the execution period of the model introduction scene including the first model introduction scene and the second model introduction scene (30 sec) > the execution period of the warning display scene (5 sec). The company name and warning text may be displayed at times other than during the demonstration. It is characterized by the following. According to this feature, the model introduction scene and the title name display scene that are displayed only during the demonstration display can be highlighted for a longer period of time, thereby achieving suitable customer waiting control.
[0024] [Form 7] The gaming machine of type 7-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; the demonstration display includes a company name display scene, a first model introduction scene, and a second model introduction scene; the company name display scene is a scene in which the character display of the company name related to the gaming machine is displayed in animation, The first model introduction scene is a scene in which a character display introducing the gaming machine is animated, The second model introduction scene is a scene different from the first model introduction scene, and is a scene in which a character display introducing the gaming machine is animated. The light emission control means during the first period, controlling the light emitting means using a background display luminance data table corresponding to the background display; In the company name display scene in the second period, the light emitting means is controlled using a company name display scene luminance data table corresponding to the company name display scene; In the first model introduction scene in the second period, the light emitting means is controlled using a luminance data table different from the luminance data table for the company name display scene; In the second model introduction scene in the second period, the light-emitting means is controlled using the one luminance data table; the company name display scene luminance data table includes luminance data linked to an animation of the character display of the company name related to the gaming machine, The one brightness data table does not include brightness data linked to the animation of the character display of the introduction of the gaming machine in the first model introduction scene and brightness data linked to the animation of the character display of the introduction of the gaming machine in the second model introduction scene (Figures 29, 31, 32, 91 to 98, and 119). It is characterized by the following. According to this feature, there are several scenes in which information is conveyed by displaying text, but since it is particularly desired to convey information about a company name, by using brightness data linked to the display animation, it is possible to emphasize the name in comparison with other text displays, resulting in optimal customer waiting control.
[0025] [Form 8] The gaming machine of form 8-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; the demonstration display includes a title name display scene, a first model introduction scene, and a second model introduction scene; the title name display scene is a scene in which the title name of the gaming machine is displayed in characters as an animation, The first model introduction scene is a scene in which a character display introducing the gaming machine is animated, The second model introduction scene is a scene different from the first model introduction scene, and is a scene in which a character display introducing the gaming machine is animated. The light emission control means during the first period, controlling the light emitting means using a background display luminance data table corresponding to the background display; In the title name display scene in the second period, the light emitting means is controlled using a title name display scene luminance data table corresponding to the title name display scene; controlling the light emitting means using a luminance data table different from the title name display luminance data table in the first model introduction scene in the second period and the second model introduction scene in the second period; The title name display scene brightness data table includes brightness data linked to an animation of the character display of the title name of the gaming machine, The one brightness data table does not include brightness data linked to the animation of the character display of the introduction of the gaming machine in the first model introduction scene and brightness data linked to the animation of the character display of the introduction of the gaming machine in the second model introduction scene (Figures 29, 31, 32, 91 to 98, and 119). It is characterized by the following. According to this feature, there are several scenes in which information is conveyed by text display, but since it is particularly desired to convey information about the model name, by using brightness data linked to the display animation, it is possible to emphasize it in comparison with other text displays, resulting in optimal customer waiting control.
[0026] [Form 9] The gaming machine of type 9-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; the demonstration display includes a company name display scene, a title name display scene, and a warning display scene; the company name display scene is a scene in which the name of a company related to the gaming machine is displayed in text, the title name display scene is a scene in which the title name of the gaming machine is displayed in characters, The warning display scene is a scene in which text is displayed to warn a player when playing the gaming machine, The light emission control means during the first period, controlling the light emitting means using a background display luminance data table corresponding to the background display; In the company name display scene in the second period, the light emitting means is controlled using a company name display scene luminance data table corresponding to the company name display scene; In the title name display scene in the second period, the light emitting means is controlled using a title name display scene luminance data table corresponding to the title name display scene; In the attention-calling display scene in the second period, the light-emitting means is controlled by using a luminance data table for the attention-calling display scene corresponding to the attention-calling display scene; the state of the light-emitting means controlled by using the luminance data table for the company name display scene is emphasized more than the state of the light-emitting means controlled by using the luminance data table for the attention-calling display scene, The state of the light-emitting means controlled by using the luminance data table for the title name display scene is emphasized more than the state of the light-emitting means controlled by using the luminance data table for the attention-calling display scene (FIG. 28, etc.). It is characterized by the following. According to this feature, there are multiple scenes in which information is conveyed by text display, and since it is desired to emphasize each piece of information, such as company name information, model title, and warnings, this can be emphasized by emitting dedicated light for each piece. In particular, by emphasizing the lighting conditions in the display scenes of the company name and model title compared to warning scenes, the company name and model title can be emphasized, resulting in optimal customer waiting control.
[0027] The gaming machine of aspect 9-2 is the gaming machine according to aspect 9-1, The manner in which the state of the light-emitting means controlled using the luminance data table for the company name display scene is emphasized more than the manner of the light-emitting means controlled using the luminance data table for the attention-calling display scene, and the manner in which the state of the light-emitting means controlled using the luminance data table for the title name display scene is emphasized more than the manner of the light-emitting means controlled using the luminance data table for the attention-calling display scene are any of the following: (1) Frequent blinking (2) Many colors are lit up (3) A large number of light emitting means are used (Figure 28, etc.) It is characterized by the following. According to this feature, the company name and the model title can be emphasized, resulting in favorable customer waiting control.
[0028] The gaming machine of aspect 9-3 is the gaming machine according to aspect 9-1, The state of the light-emitting means controlled using the luminance data table for the company name display scene is emphasized more than the state of the light-emitting means controlled using the luminance data table for the title name display scene. It is characterized by the following. According to this feature, the company name can be more emphasized, and it is possible to clearly appeal to players which company the gaming machine is related to, resulting in optimal customer waiting control.
[0029] [Form 10] The gaming machine of type 10-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, The light emitting means includes a first light emitting means and a second light emitting means, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The demonstration display includes a company name display scene and a model introduction scene, The light emission control means during the first period, controlling the first light-emitting means and the second light-emitting means using a background display luminance data table corresponding to the background display; In the company name display scene in the second period, the first light-emitting means and the second light-emitting means are controlled using a company name display scene luminance data table corresponding to the company name display scene; In the model introduction scene in the second period, the first light-emitting means and the second light-emitting means are controlled using a model introduction display scene luminance data table corresponding to the model introduction display scene; The plurality of luminance data constituting the luminance data table for the company name display scene are luminance data configured to be emitted by the first light-emitting means and the second light-emitting means, The plurality of luminance data constituting the luminance data table for the model introduction scene are luminance data configured so that the first light-emitting means emits light and the second light-emitting means does not emit light (FIGS. 29, 90 to 98). It is characterized by the following. According to this feature, there are multiple scenes in which information is conveyed by displaying text; in the company name display scene, both the first light-emitting means and the second light-emitting means are made to emit light, and in the model introduction scene, the first light-emitting means emits light but the second light-emitting means does not emit light, thereby making it possible to relatively emphasize the company name display scene, and as a result, optimal customer waiting control can be achieved. The gaming machine of type 10-2 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, The light emitting means includes a first light emitting means and a second light emitting means, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; the demonstration display includes a company name display scene, a first model introduction scene, and a second model introduction scene; The light emission control means during the first period, controlling the first light-emitting means and the second light-emitting means using a background display luminance data table corresponding to the background display; In the company name display scene in the second period, the first light-emitting means and the second light-emitting means are controlled using a company name display scene luminance data table corresponding to the company name display scene; In the first model introduction scene in the second period, the first light-emitting means is controlled using a brightness data table for a first model introduction display scene corresponding to the first model introduction display scene; In the second model introduction scene in the second period, the first light-emitting means is controlled using a brightness data table for a second model introduction display scene corresponding to the second model introduction display scene; In the first model introduction scene in the second period and the second model introduction scene in the second period, one luminance data table is used to control the second light-emitting means. It is characterized by the following. According to this feature, there are multiple scenes in which information is conveyed by text display, and in the company name display scene, both the first light-emitting means and the second light-emitting means are made to emit light in a dedicated light-emitting mode, and in the first model introduction scene and the second model introduction scene, the first light-emitting means is made to emit light in a dedicated light-emitting mode, but the second light-emitting means is made to emit light in a common light-emitting mode, thereby making it possible to relatively emphasize the company name display scene, and as a result, optimal customer waiting control can be achieved.
[0030] [Form 11] The gaming machine of type 11-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means During the second period, the light emitting means is controlled using a rainbow luminance data table; When a specific performance is executed, the light emitting means is controlled using a rainbow luminance data table; The rainbow luminance data table used in the second period and the rainbow luminance data table used when the specific performance is executed are a common luminance data table (FIGS. 28, 31, 32, etc.). It is characterized by the following. According to this feature, by changing the light emission pattern to rainbow during the demonstration display, the demonstration display can be made more vibrant, and further, by making the brightness data table for changing the light emission pattern to rainbow common to the brightness data table used in response to specific effects executed during play, there is no need to increase capacity, resulting in optimal customer waiting control.
[0031] [Form 12] The gaming machine of type 12-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means is displaying a normal state background display during a first period after the game in the normal state is ended; displaying a special state background display during a first period after the game in the special state is ended; displaying a demonstration display during a second period after the first period after the end of the game in the normal state; displaying the demonstration display during a second period after a first period after a game in the special state ends; The light emission control means In a second period after the first period after the end of the game in the normal state, the light emitting means is controlled using a rainbow luminance data table; In a second period after the first period after the game in the special state ends, the light emitting means is controlled using a rainbow luminance data table; When a specific effect executable in the normal state and a special effect executable in the special state are executed, the light emitting means is controlled using a rainbow luminance data table; The rainbow luminance data table used in the second period after the first period after the end of the game in the normal state, the rainbow luminance data table used in the second period after the first period after the end of the game in the special state, and the rainbow luminance data table used when a specific effect executable in the normal state and a special effect executable in the special state are executed are common luminance data tables (Figures 28, 31, 32, etc.). It is characterized by the following. According to this feature, by changing the light emission pattern to rainbow during the demonstration display, the demonstration display can be made more vibrant, and further, by making the brightness data table for changing the light emission pattern to rainbow common to the brightness data table used in response to specific effects that can be executed in the normal state and special effects that can be executed in the special state, there is no need to increase capacity, and as a result, ideal customer waiting control can be achieved.
[0032] The gaming machine of aspect 12-2 is the gaming machine according to aspect 12-1, The specific effects and the special effects are effects that definitely notify the player that the game is controlled to an advantageous state. It is characterized by the following. According to this feature, the brightness data table used for the performance that is determined to be controlled to an advantageous state is also used for the demonstration display, resulting in optimal customer waiting control.
[0033] [Form 13] The gaming machine of type 13-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; the demonstration display includes a title name display scene, The title name display scene is composed of a main title name display part which displays a character display of a main title name of the gaming machine, and a subtitle name display part which displays a character display of a subtitle name of the gaming machine thereafter, the light emission control means controls the light emission means using a subtitle name display part luminance data table corresponding to the subtitle name display part at a timing when the main title name display part is switched to the subtitle name display part; The brightness data table for the subtitle name display part is a brightness data table for making the light emitting means emit light in a lighting mode linked to the animation of the character display of the subtitle name based on a plurality of brightness data (FIG. 29, etc.). It is characterized by the following. According to this feature, the main title name and the subtitle name are displayed in that order, and the title name of the gaming machine is completed when the subtitle name is displayed. Therefore, by illuminating the light-emitting means in conjunction with the display animation of the subtitle name, the title name of the gaming machine can be emphasized, resulting in optimal customer waiting control.
[0034] [Form 14] The gaming machine of type 14-1 is A gaming machine capable of playing games, A display means is provided, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; the demonstration display includes a company name display scene, a title name display scene, and a warning display scene; the company name display scene is a scene in which the character display of the company name related to the gaming machine is displayed in animation, the title name display scene is a scene in which the title name of the gaming machine is displayed in characters as an animation, The warning display scene is a scene in which a character display of a warning to a player when playing the gaming machine is displayed in an animated manner, the animated display of the text display of the company name related to the gaming machine is emphasized more than the animated display of the text display of the caution when playing the gaming machine, The animation display of the character display of the title name of the gaming machine is more emphasized than the animation display of the character display of the caution when playing the gaming machine (Figures 120, 121, etc.) It is characterized by the following. According to this feature, there are multiple scenes in which information is conveyed by displaying text, and since it is desired to emphasize each piece of information, such as company name information, model title, and warnings, this can be emphasized by displaying each piece with a dedicated display animation. In particular, by emphasizing the display animation in the display scenes of the company name and model title compared to the warning scenes, the company name and model title can be emphasized, resulting in optimal customer waiting control.
[0035] [Form 15] The gaming machine of type 15-1 is A gaming machine capable of playing games, A display means is provided, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; the demonstration display includes a title name display scene and a warning display scene, the title name display scene is a scene in which the title name of the gaming machine is displayed in characters, The warning display scene is a scene in which text is displayed to warn a player when playing the gaming machine, The display means is In the title name display scene, the character display of the title name of the gaming machine is animated at a specified display position; Then, the title name of the game machine is animated. In the attention-calling display scene, a character display of a warning to a player when playing the gaming machine is displayed in an animation at a specified display position; After that, the text display of the caution when playing the gaming machine is displayed without animation (Figure 120, Figure 121, etc.) It is characterized by the following. According to this feature, the display of the game title name is given a lingering movement to draw attention to the title, and the attention is drawn to the title without any lingering movement, so that the characters can be read clearly, resulting in ideal customer waiting control.
[0036] [Form 16] The gaming machine of type 16-1 is A gaming machine capable of playing games, A display means is provided, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The demonstration display includes a warning display scene, The warning display scene is a scene in which text is displayed to warn a player when playing the gaming machine, the attention-calling display scene is composed of a first attention-calling display part that displays a text display of an attention-call for a first event, and a second attention-calling display part that displays a text display of an attention-call for a second event, The background color of the text display in the first attention-calling display part is different from the background color of the text display in the second attention-calling display part (FIGS. 33, 34, etc.). It is characterized by the following. According to this feature, by using different background colors to draw attention to different events, it is possible to increase the sense of attention when the event changes, thereby enabling optimal control of customer waiting.
[0037] [Form 17] The gaming machine of type 17-1 is A gaming machine capable of playing games, A display means is provided, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The demonstration display includes a company name display scene and a warning display scene, the company name display scene is a scene in which the name of a company related to the gaming machine is displayed in text, The warning display scene is a scene in which text is displayed to warn a player when playing the gaming machine, The background color of the text display in the company name display scene is different from the background color of the text display in the warning display scene (Figures 33, 34, etc.) It is characterized by the following. According to this feature, by using different background colors for the company name display and the warning notice, it is possible to increase the sense of attention when they switch, resulting in ideal customer waiting control.
[0038] [Form 18] The gaming machine of type 18-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; After the second period ends, the background display is displayed again; The light emission control means during the first period, controlling the light emitting means using a background display luminance data table corresponding to the background display; during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; Before the display means switches from the demonstration display to the background display, the luminance data table for the demonstration display is switched to the luminance data table for the background display to control the light emitting means (FIGS. 50, 51, etc.). It is characterized by the following. According to this feature, a step-by-step design is adopted in which the control of the light-emitting means is switched on first, and then the background display starts, thereby preventing a bad feeling when the demonstration display ends, and as a result, optimal customer waiting control can be performed.
[0039] [Form 19] The gaming machine of type 19-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means is displaying a normal state background display during a first period after the game in the normal state is ended; displaying a special state background display during a first period after the game in the special state is ended; displaying a demonstration display during a second period after the first period after the end of the game in the normal state; displaying the demonstration display during a second period after a first period after a game in the special state ends; After the second period in the normal state ends, the normal state background display is displayed again; After the second period in the special state has ended, displaying the special state background display again; The light emission control means during a first period after the end of a game in the normal state, controlling the light emitting means using a normal state background display luminance data table corresponding to the normal state background display; during a first period after the game in the special state is ended, controlling the light emitting means using a special state background display luminance data table corresponding to the special state background display; In a second period after the first period after the end of the game in the normal state, the light emitting means is controlled using a luminance data table for demonstration display corresponding to the demonstration display; In a second period after the first period after the game in the special state ends, the light emitting means is controlled using the demonstration display brightness data table; before the display means switches the display from the demonstration display to the normal state background display, the luminance data table is switched from the demonstration display luminance data table to the normal state background display luminance data table to control the light emitting means; Before the display means switches the display from the demonstration display to the special status background display, the luminance data table for the demonstration display is switched to the luminance data table for the special status background display to control the light emitting means (FIGS. 50 to 52, etc.). It is characterized by the following. According to this feature, by adopting a step-by-step design in which the control of the light-emitting means is switched on first and then the background display starts, it is possible to prevent a bad feeling from being felt when the demonstration display ends, and furthermore, the state of the lamp can be quickly notified to the player, resulting in optimal customer waiting control.
[0040] [Form 20] The gaming machine of type 20-1 is A gaming machine capable of variably displaying special identification information when a start condition is satisfied, A display means; A light emitting means; A light emission control means, The display means is In a first period after the variable display is ended, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; A variable display of a performance identification information corresponding to the variable display of the special identification information can be displayed, The light emission control means during the first period, controlling the light emitting means using a background display luminance data table corresponding to the background display; during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; When the start condition is satisfied while the demonstration display is being displayed by the display means, before the display means switches the display from the demonstration display to a display corresponding to the variable display of the performance identification information, the luminance data table for the demonstration display is switched to a luminance data table corresponding to the variable display of the performance identification information, and the light emitting means is controlled (Figures 53 to 58, etc.). It is characterized by the following. According to this feature, by switching the control of the light-emitting means first, the switching of the light-emitting means can quickly notify that the starting conditions have been met and the demonstration display has ended, resulting in optimal customer waiting control.
[0041] [Form 21] The gaming machine of type 21-1 is A gaming machine capable of variably displaying special identification information when a start condition is satisfied, A display means; A light emitting means; A light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means is displaying a normal state background display during a first period after the variable display in the normal state is terminated; displaying a special status background display during a first period after the variable display in the special status has ended; displaying a demonstration display during a second period after a first period after the variable display in the normal state has ended; displaying the demonstration display during a second period after a first period after the variable display in the special state has ended; A variable display of a performance identification information corresponding to the variable display of the special identification information can be displayed, The light emission control means during a first period after the variable display in the normal state is ended, controlling the light emitting means using a normal state background display luminance data table corresponding to the normal state background display; during a first period after the variable display in the special state is ended, controlling the light emitting means using a luminance data table for special state background display corresponding to the special state background display; In a second period after a first period after the variable display in the normal state ends, the light emitting means is controlled using a luminance data table for demonstration display corresponding to the demonstration display; In a second period after a first period after the variable display in the special state is ended, the light emitting means is controlled using a luminance data table for demonstration display corresponding to the demonstration display; when the start condition is satisfied while the demonstration display is being displayed by the display means in the normal state, before the display means switches the display from the demonstration display to a variable display of the performance identification information in the normal state, the display means switches from the luminance data table for the demonstration display to a luminance data table corresponding to the variable display of the performance identification information in the normal state, thereby controlling the light emitting means; When the start condition is satisfied while the demonstration display is being displayed by the display means in the special state, before the display means switches the display from the demonstration display to the variable display of the performance identification information in the special state, the luminance data table for the demonstration display is switched to a luminance data table corresponding to the variable display of the performance identification information in the special state, and the light emitting means is controlled (Figures 53 to 58, etc.). It is characterized by the following. According to this feature, in the normal state and the special state, by switching the control of the light-emitting means first, the switching of the light-emitting means can quickly notify that the starting conditions have been met and the demonstration display has ended, resulting in optimal customer waiting control.
[0042] [Form 22] The gaming machine of type 22-1 is A gaming machine capable of variably displaying a first special identification information when a first start condition is satisfied, and variably displaying a second special identification information when a second start condition is satisfied, A display means; A light emitting means; A light emission control means, The display means is displaying a background display during a first period after the variable display of the first special identification information is completed; displaying the background display during a first period after the variable display of the second special identification information is completed; displaying a demonstration display during a second period after the first period after the variable display of the first special identification information has ended; displaying the demonstration display during the second period after the first period after the variable display of the second special identification information has ended; A variable display of a performance identification information corresponding to the variable display of the first special identification information can be displayed, A variable display of a performance identification information corresponding to the variable display of the second special identification information can be displayed, The light emission control means during a first period after the variable display of the first special identification information is completed, controlling the light emitting means using a background display luminance data table corresponding to the background display; during a first period after the variable display of the second special identification information is completed, the light emitting means is controlled using the background display brightness data table; In a second period after the first period after the first special identification information ends, the light emitting means is controlled using a luminance data table for demonstration display corresponding to the demonstration display; In a second period after the first period after the second special identification information ends, the light emitting means is controlled using the brightness data table for demonstration display; when the first start condition is satisfied while the demonstration display is being displayed by the display means, before the display means switches the display from the demonstration display to a variable display of the performance identification information corresponding to the first special identification information, the display means switches from the luminance data table for the demonstration display to a luminance data table corresponding to the variable display of the performance identification information corresponding to the first special identification information, thereby controlling the light emitting means; When the second start condition is satisfied while the demonstration display is being displayed by the display means, before the display means switches the display from the demonstration display to a variable display of the performance identification information corresponding to the second special identification information, the luminance data table for the demonstration display is switched to a luminance data table corresponding to the variable display of the performance identification information corresponding to the second special identification information, and the light emitting means is controlled (Figures 53 to 58, etc.). It is characterized by the following. According to this feature, regardless of which of the starting conditions is satisfied, by switching the control of the light-emitting means first, the switching of the light-emitting means can quickly notify that the starting conditions have been satisfied and the demonstration display has ended, thereby enabling optimal customer waiting control.
[0043] [Form 23] The gaming machine of type 23-1 is A gaming machine capable of variably displaying special identification information when a start condition is satisfied, A display means is provided, The display means is In a first period after the variable display is ended, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; A variable display of a performance identification information corresponding to the variable display of the special identification information can be displayed, When the start condition is satisfied, a variable display of the effect identification information is displayed so that a transparency of the effect identification information changes from a first value to a second value higher than the first value; When the start condition is satisfied while the demonstration display is being displayed, the display is switched from the demonstration display to a variable display of the performance identification information before the transparency of the performance identification information becomes the second value (FIGS. 25, 54, etc.). It is characterized by the following. According to this feature, by completing the switch from the demonstration display before the transparency of the performance identification information becomes high, it is possible to inform the customer that the starting conditions have been met and the demonstration display has ended, thereby enabling optimal customer waiting control.
[0044] [Form 24] The gaming machine of type 24-1 is A gaming machine capable of variably displaying special identification information when a start condition is satisfied, A display means is provided, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means is displaying a normal state background display during a first period after the variable display in the normal state is terminated; displaying a special status background display during a first period after the variable display in the special status has ended; displaying a demonstration display during a second period after a first period after the variable display in the normal state has ended; displaying a demonstration display during a second period after a first period after the variable display in the special state has ended; A variable display of a performance identification information corresponding to the variable display of the special identification information can be displayed, When the start condition is satisfied, a variable display of the effect identification information is displayed so that a transparency of the effect identification information changes from a first value to a second value higher than the first value; When the start condition is satisfied while the demonstration display is being displayed in the normal state, before the transparency of the performance identification information becomes the second value, the display is switched from the demonstration display to a variable display of the performance identification information in the normal state, In the special state, when the start condition is satisfied while the demonstration display is being displayed, before the transparency of the performance identification information becomes the second value, the display is switched from the demonstration display to a variable display of the performance identification information in the special state (FIGS. 25, 54, 124, etc.). It is characterized by the following. According to this feature, in either the normal state or the special state, by completing the switch from the demonstration display before the transparency of the performance identification information becomes high, it is possible to inform the customer that the starting conditions have been met and the demonstration display has ended, thereby enabling optimal customer waiting control.
[0045] [Form 25] The gaming machine of type 25-1 is A gaming machine capable of variably displaying a first special identification information when a first start condition is satisfied, and variably displaying a second special identification information when a second start condition is satisfied, A display means is provided, The display means is displaying a background display during a first period after the variable display of the first special identification information is completed; displaying the background display during a first period after the variable display of the second special identification information is completed; displaying a demonstration display during a second period after the first period after the variable display of the first special identification information has ended; displaying the demonstration display during the second period after the first period after the variable display of the second special identification information has ended; A variable display of a performance identification information corresponding to the variable display of the first special identification information can be displayed, A variable display of a performance identification information corresponding to the variable display of the second special identification information can be displayed, When the start condition is satisfied, a variable display of the effect identification information is displayed so that a transparency of the effect identification information changes from a first value to a second value higher than the first value; When the first start condition is satisfied while the demonstration display is being displayed, before the transparency of the performance identification information becomes the second value, the demonstration display is switched to a variable display of the performance identification information corresponding to the first special identification information, When the second start condition is satisfied while the demonstration display is being displayed, before the transparency of the performance identification information becomes the second value, the display is switched from the demonstration display to a variable display of the performance identification information corresponding to the second special identification information (FIG. 25, FIG. 54, FIG. 124, etc.). It is characterized by the following. According to this feature, regardless of which start condition is met, by completing the switch from the demonstration display before the transparency of the performance identification information becomes high, it is possible to inform the customer that the start condition has been met and the demonstration display has ended, thereby enabling optimal customer waiting control.
[0046] [Form 26] The gaming machine of type 26-1 is A gaming machine capable of variably displaying special identification information when a start condition is satisfied, A launch operation means; A display means; A light emitting means; A light emission control means, The display means is In a first period after the variable display is ended, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; when the firing operation means is operated while the demonstration display is being displayed, the demonstration display is switched to the background display and displayed; The light emission control means during the first period, controlling the light emitting means using a background display luminance data table corresponding to the background display; during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; When the firing operation means is operated while the demonstration display is being displayed by the display means, the display means switches from the luminance data table for the demonstration display to the luminance data table for the background display and controls the light emitting means before the display means switches from the demonstration display to the background display (Figures 59, 60, etc.). It is characterized by the following. According to this feature, by switching the control of the light-emitting means first, the switching of the light-emitting means can quickly notify the user that the demonstration display has ended due to the operation of the launch operating means, thereby enabling optimal customer waiting control.
[0047] [Form 27] The gaming machine of type 27-1 is A gaming machine capable of playing a game, A menu operation means; A display means; A light emitting means; A light emission control means, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; when the menu operation means is operated while the demonstration display is being displayed, the demonstration display is switched to a menu display and displayed; The light emission control means during the first period, controlling the light emitting means using a background display luminance data table; during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; When the menu is displayed, the light emitting means is controlled using a menu display luminance data table corresponding to the menu display; When the menu operation means is operated while the demonstration display is being displayed by the display means, the luminance data table for the demonstration display is switched to the luminance data table for the menu display and the light emitting means is controlled before the display means switches the display from the demonstration display to the menu display (FIGS. 61 to 63, etc.). It is characterized by the following. According to this feature, by switching the control of the light-emitting means first, the switching of the light-emitting means can quickly notify that the demonstration display has ended due to the operation of the menu operation means, resulting in optimal customer waiting control.
[0048] [Form 28] The gaming machine of type 28-1 is A gaming machine capable of playing a game, A menu operation means; A display means; A light emitting means; A light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means is displaying a normal state background display during a first period after the game in the normal state is ended; displaying a special state background display during a first period after the game in the special state is ended; displaying a demonstration display during a second period after the first period after the end of the game in the normal state; displaying a demonstration display during a second period after the first period after the game in the special state ends; when the menu operation means is operated while the demonstration display is being displayed, the demonstration display is switched to a menu display and displayed; The light emission control means during a first period after the end of a game in the normal state, controlling the light emitting means using a normal state background display luminance data table corresponding to the normal state background display; during a first period after the game in the special state is ended, controlling the light emitting means using a special state background display luminance data table corresponding to the special state background display; In a second period after the first period after the end of the game in the normal state, the light emitting means is controlled using a luminance data table for demonstration display corresponding to the demonstration display; In a second period after the first period after the game in the special state ends, the light emitting means is controlled using the demonstration display brightness data table; When the menu is displayed, the light emitting means is controlled using a menu display luminance data table corresponding to the menu display; when the menu operation means is operated while the demonstration display is being displayed by the display means in the normal state, before the display means switches from the demonstration display to the menu display, the luminance data table for the demonstration display is switched to the luminance data table for the menu display to control the light emitting means; When the menu operation means is operated while the demonstration display is being displayed by the display means in the special state, the luminance data table for the demonstration display is switched to the luminance data table for the menu display and the light emitting means is controlled before the display means switches the display from the demonstration display to the menu display (FIGS. 61 to 63, etc.). It is characterized by the following. According to this feature, in the normal state and the special state, by switching the control of the light-emitting means first, the switching of the light-emitting means can quickly notify that the menu operation means has been operated and the demonstration display has ended, resulting in optimal customer waiting control. It is characterized by the following. This feature results in optimal customer waiting control.
[0049] [Form 29] The gaming machine of type 29-1 is A gaming machine capable of playing games, A display means is provided, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; After the second period ends, displaying a switching display, and then displaying the background display; When the demonstration display is being displayed, if an interruption condition is met, the demonstration display is switched to the background display without displaying the switching display (FIGS. 50 to 63, etc.). It is characterized by the following. According to this feature, the end of the demonstration display due to the passage of time is prevented from appearing as an abrupt change by inserting a switching display, and the end of the demonstration display due to an interruption condition is made to appear as an abrupt change without an interrupting switching display, so that by contrasting these events, it is possible to highlight in particular the fact that the demonstration display ended due to an interruption, resulting in suitable customer waiting control.
[0050] [Form 30] The gaming machine of type 30-1 is A gaming machine capable of playing games, A display means is provided, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means is displaying a normal state background display during a first period after the game in the normal state is ended; displaying a special state background display during a first period after the game in the special state is ended; displaying a demonstration display during a second period after the first period after the end of the game in the normal state; displaying the demonstration display during a second period after a first period after a game in the special state ends; After the second period in the normal state ends, displaying a switching display, and then displaying the normal state background display; After the second period in the special state has ended, display the switching indication, and then display the special state background indication; When the demonstration display is displayed in the normal state, if an interruption condition is met, the demonstration display is switched to the normal state background display without displaying the switching display.
[0051] When the demonstration display is displayed in the special state, if the interrupt condition is satisfied, the demonstration display is switched to the special state background display without displaying the switching display (FIGS. 50 to 63, etc.). It is characterized by the following. According to this feature, in the normal state and the special state, the end of the demonstration display due to the passage of time is prevented from appearing as a sudden change by inserting a switching display in between, and the end of the demonstration display due to an interruption condition is made to appear as a sudden change without an interruption display in between, so that by contrasting these events, it is possible to particularly highlight the fact that the display ended due to an interruption, resulting in ideal customer waiting control.
[0052] [Form 31] The gaming machine of type 31-1 is A gaming machine capable of playing games, A display means is provided, The display means is When a power outage occurs and the power is turned on, After the power is turned on, the background display is displayed without displaying a guide display related to the performance adjustment at the display start timing of the background display; Then, display the demonstration display, Thereafter, the background display is displayed while the guidance display is displayed at a timing when the background display starts; When a power outage occurs and the power is turned on with initialization, After the power is turned on, the background display is displayed without displaying a guide display related to performance adjustment at a display start timing of the background display; Thereafter, displaying said demonstration display; After that, the background display is displayed while displaying the guidance display at the display start timing of the background display (FIGS. 44 and 45). It is characterized by the following. According to this feature, the start-up situation before an amusement store opens can be either a hot start (power on without initialization) or a cold start (power on with initialization). In either case of start-up, an amusement store staff member can check the displays by checking the background display after powering on, checking the demonstration display, and checking the information display, thereby improving the efficiency of the check. Furthermore, when the background display is displayed when the amusement store opens and players are welcomed, the information display will be the background display that displays the information display, so that proper guidance can be given regarding adjustments to the presentation from the timing of the start of play, and a suitable gaming environment can be provided to players, resulting in suitable customer waiting control.
[0053] [Form 32] The gaming machine of the form 32-1 is A gaming machine capable of playing games, A display means is provided, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means is In the normal state, a normal state background display is displayed; displaying a special status background display in the special status; In the normal state, if a power outage occurs and the power is turned on, After the power is turned on, the normal state background display is displayed without displaying a guide display related to the performance adjustment at the display start timing of the normal state background display; Then, display the demonstration display, Thereafter, the normal state background display is displayed while displaying the guidance display at a display start timing of the normal state background display; In the special state, if a power outage occurs and the power is turned on, After the power is turned on, the special state background display is displayed without displaying a guide display regarding the performance adjustment at the display start timing of the special state background display; Thereafter, displaying said demonstration display; Thereafter, the special status background display is displayed while displaying the guidance display at the display start timing of the special status background display (FIGS. 46 to 49, etc.). It is characterized by the following. According to this feature, the start-up state before the gaming establishment opens can be either a normal state or a special state, and in order to make it possible to check in the background which state the establishment has started up in, no information display is displayed to avoid any intrusion, and if the background is subsequently displayed again, it is highly likely that the state has already been confirmed, so by displaying the information display from the timing at which the background display starts to be displayed, if the background display is displayed when the gaming establishment opens and players are welcomed, it will be the background display that displays the information display, so that proper guidance can be given to adjustments to the presentation from the timing at which play begins, and a suitable gaming environment can be provided to players, resulting in suitable customer waiting control.
[0054] [Form 33] The gaming machine of type 33-1 is A gaming machine capable of playing games, A display means is provided, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means is In the normal state, after the variable display is finished, displaying a normal state background display without displaying a guide display related to the performance adjustment, and after a predetermined period of time has elapsed, displaying the normal state background display while displaying the guide display; Then, a demonstration display is displayed, and after a display period of the demonstration display has elapsed, the normal state background display is displayed while displaying the guidance display; In the special state, after the variable display is finished, A special status background display is displayed without displaying a guide display related to the performance adjustment, and after a predetermined period of time has elapsed, the special status background display is displayed while displaying the guide display; Then, the demonstration display is displayed, and after the display period of the demonstration display has elapsed, the special status background display is displayed while displaying the guidance display (FIGS. 39 to 44, etc.). It is characterized by the following. According to this feature, in either the normal state or the special state, by not displaying a guide immediately after the end of the fluctuation, it is possible to prevent the player from being prompted to make unnecessary adjustments to the presentation, and since there is a possibility that the player will have left their seat once the demonstration display has ended, by prompting the player to make adjustments to the presentation immediately after switching from the demonstration display to the background display, it is possible to encourage the player to play in a suitable gaming environment, resulting in suitable customer waiting control.
[0055] [Form 34] The gaming machine of the form 34-1 is A gaming machine capable of variably displaying a first special identification information when a first start condition is satisfied, and variably displaying a second special identification information when a second start condition is satisfied, A display means is provided, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means is In the normal state, after the variable display of the first special identification information is completed, displaying a normal state background display without displaying a guide display related to the performance adjustment, and after a predetermined period of time has elapsed, displaying the normal state background display while displaying the guide display; Then, a demonstration display is displayed, and after a display period of the demonstration display has elapsed, the normal state background display is displayed while displaying the guidance display; In the normal state, after the variable display of the second special identification information is completed, displaying the normal state background display without displaying the guidance display, and after the predetermined period has elapsed, displaying the normal state background display while displaying the guidance display; Then, the demonstration display is displayed, and after a display period of the demonstration display has elapsed, the normal state background display is displayed while displaying the guidance display; In the special state, after the variable display of the first special identification information is completed, displaying a special status background display without displaying the guidance display, and after the predetermined period has elapsed, displaying the special status background display while displaying the guidance display; Then, displaying the demonstration display, and after a display period of the demonstration display has elapsed, displaying the special status background display while displaying the guidance display; In the special state, after the variable display of the second special identification information is completed, displaying the special status background display without displaying the guidance display, and after the predetermined period has elapsed, displaying the special status background display while displaying the guidance display; Then, the demonstration display is displayed, and after the display period of the demonstration display has elapsed, the special status background display is displayed while displaying the guidance display (FIGS. 39 to 44, etc.). It is characterized by the following. According to this feature, after the change of the first special identification information has finished in either the normal state or the special state, or even after the change of the second special identification information has finished, a guidance display is not displayed immediately after the change has finished, thereby preventing unnecessary prompting for adjustment of the presentation, and since there is a possibility that the player has left his / her seat once the demonstration display has ended, by prompting the player to adjust the presentation immediately after switching from the demonstration display to the background display, it is possible to encourage the player to play in a suitable gaming environment, resulting in suitable customer waiting control.
[0056] [Form 35] The gaming machine of type 35-1 is A gaming machine capable of playing games, A display means is provided, The display means is After the variable display is completed, displaying a background display without displaying a guide display relating to the performance adjustment, and after a predetermined period of time has elapsed, displaying the guide display in a specific animation so as to be superimposed on the background display; Then, a demonstration display is displayed, and after the display period of the demonstration display has elapsed, the guidance display is displayed in the specific animation so as to be superimposed on the background display (FIGS. 39 to 44, etc.). It is characterized by the following. According to this feature, by not displaying the information immediately after the change has ended, it is possible to prevent the player from being prompted to make more adjustments to the presentation than necessary, and once the demonstration display has ended, by prompting the player to make adjustments to the presentation immediately after the display switches from the demonstration display to the background display, it is possible to encourage the player to play in a suitable gaming environment, and further, by displaying the information immediately after the display switches from the demonstration display to the background display using the same animation as when the information display is displayed after the change has ended, it is possible to appeal to the player that the information display has been displayed without incurring any costs, and as a result, it is possible to perform suitable customer waiting control.
[0057] [Form 36] The gaming machine of type 36-1 is A gaming machine capable of playing games, A display means is provided, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means is In the normal state, after the variable display is ended, a demonstration display is displayed when a first specific period has elapsed; In the special state, after the variable display is ended, the demonstration display is displayed when the first specific period has elapsed; In the normal state, a power outage occurs, and then the power is turned on. Then, a second specific period of time elapses, and the demonstration display is displayed. In the special state, a power outage occurs, and after the power is turned on, the second specific period has elapsed, and the demonstration display is displayed; The first specific period is longer than the second specific period (FIGS. 39, 42, 47, 49, 123, etc.). It is characterized by the following. According to this feature, if the demonstration display is displayed immediately after the fluctuation has ended, there is a possibility that the player has not yet been replaced, which would be annoying, so a longer time is set, and since an arcade attendant, not a player, is present after the power is turned on, a shorter time is set so that the arcade attendant can immediately check the demonstration display, resulting in optimal customer waiting control.
[0058] [Form 37] The gaming machine of type 37-1 is A gaming machine capable of playing games, A display means is provided, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means is In the normal state, after the variable display is ended, a demonstration display is displayed when a first specific period has elapsed; In the special state, after the variable display is ended, the demonstration display is displayed when the first specific period has elapsed; In the normal state, a power outage occurs, and then power-on involving initialization is performed. Then, a second specific period of time elapses, and the demonstration display is displayed; In the special state, a power outage occurs, and then power-on with initialization is performed. Then, the second specific period elapses, and the demonstration display is displayed. The first specific period is longer than the second specific period (FIGS. 39, 42, 45, 123, etc.). It is characterized by the following. According to this feature, if the demonstration display is displayed immediately after the fluctuation has ended, there is a possibility that the player has not yet changed, which would be annoying, so a longer time is set, and since a cold start (power-on with initialization) is the first starting method that must be performed when a gaming machine is introduced to an amusement store, by making the demonstration display appear immediately, gaming store staff can immediately check the demonstration display and become more familiar with the introduced machine, which results in optimal customer waiting control.
[0059] [Form 38] The gaming machine of type 38-1 is A gaming machine capable of playing games, A display means is provided, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means is In the normal state, a power outage occurs, and then the power is turned on. Then, a first specific period of time elapses, and a demonstration display is displayed. In the special state, a power outage occurs, and after the power is turned on, the first specific period has elapsed, and the demonstration display is displayed; In the normal state, a power outage occurs, and then power-on involving initialization is performed. Then, a second specific period has elapsed, and the demonstration display is displayed; In the special state, a power outage occurs, and then power-on with initialization is performed. Then, the second specific period elapses, and the demonstration display is displayed. The first specific period is longer than the second specific period (Figures 45, 47, 49, 123, etc.) It is characterized by the following. According to this feature, since a cold start (power-on with initialization) is the first starting method that must be performed when a gaming machine is introduced to an amusement store, by making the demonstration display appear immediately, gaming store staff can immediately check the demonstration display and become more familiar with the introduced machine, which results in optimal customer waiting control.
[0060] [Form 39] The gaming machine of type 39-1 is A gaming machine capable of playing games, A display means is provided, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means is In the normal state, after the variable display is ended, a demonstration display is displayed when a first specific period has elapsed, and after the demonstration display is ended, a predetermined period has elapsed, and the demonstration display is displayed again; In the special state, after the variable display is ended, the demonstration display is displayed when the first specific period has elapsed, and after the demonstration display is ended, the demonstration display is displayed again when the predetermined period has elapsed; In the normal state, after a power outage occurs and power is turned on with initialization, the demonstration display is displayed when a second specific period has elapsed, and after the demonstration display ends, the demonstration display is displayed again when the predetermined period has elapsed; In the special state, after a power outage occurs and power is turned on with initialization, the demonstration display is displayed when the second specific period has elapsed, and after the demonstration display ends, the demonstration display is displayed again when the predetermined period has elapsed; The first specific period is longer than the second specific period (FIGS. 39, 42, 45, 123, etc.). It is characterized by the following. According to this feature, if the demonstration display is displayed immediately after the end of the fluctuation, there is a possibility that the player has not yet changed, which would be annoying, so a longer time is set, and since a cold start (power-on with initialization) is the first starting method that must be performed when a gaming machine is introduced to an amusement store, by making the demonstration display appear immediately, gaming store staff can immediately check the demonstration display and become more familiar with the introduced machine, and further, by making the period of time until the demonstration display is displayed again after the demonstration display is displayed once the same in all situations, namely after the end of fluctuation in the normal state, after the end of fluctuation in the special state, and after a cold start, a demo movie can be shown stably, which results in ideal customer waiting control.
[0061] [Form 40] The gaming machine of type 40-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means When a specific error does not occur during the first period, the light emitting means is controlled using a background display luminance data table corresponding to the background display; If the specific error does not occur during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; When the specific error occurs during a game, the light emitting means is controlled using a specific error brightness data table corresponding to the specific error; Thereafter, if the specific error is not eliminated during the first period, the control of the light emitting means using the specific error luminance data table is continued, Thereafter, if the specific error is not eliminated during the second period, the control of the light emitting means using the specific error luminance data table is continued (FIGS. 65 to 67, etc.). It is characterized by the following. According to this feature, by continuing to use the lamp to notify of specific errors that occur during play whether the background is being displayed or the demonstration is being displayed, it is possible to provide stable notification of specific errors, thereby enabling optimal customer waiting control.
[0062] [Form 41] The gaming machine of form 41-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means is displaying a normal state background display during a first period after the game in the normal state is ended; displaying a special state background display during a first period after the game in the special state is ended; displaying a demonstration display during a second period after the first period after the end of the game in the normal state; displaying the demonstration display during a second period after a first period after a game in the special state ends; The light emission control means In a first period after the end of the game in the normal state, if no specific error occurs, the light emitting means is controlled using a normal state background display brightness data table corresponding to the normal state background display; In a first period after the game in the special state is ended, if the specific error does not occur, the light emitting means is controlled using a special state background display brightness data table corresponding to the special state background display; If the specific error does not occur during a second period after the first period after the end of the game in the normal state, the light emitting means is controlled using a luminance data table for a demonstration display corresponding to the demonstration display; In a second period after the first period after the game in the special state ends, if the specific error does not occur, the light emitting means is controlled using the brightness data table for demonstration display; When the specific error occurs during the game in the normal state, the light emitting means is controlled using a specific error brightness data table corresponding to the specific error. Thereafter, in a first period after the end of the game in the normal state, if the specific error is not resolved, the control of the light emitting means using the specific error brightness data table is continued; Thereafter, in a second period after the first period after the end of the game in the normal state, if the specific error is not resolved, the control of the light emitting means using the specific error brightness data table is continued; When the specific error occurs during a game in the special state, the light emitting means is controlled using the specific error brightness data table; Then, in a first period after the game in the special state is ended, if the specific error is not resolved, the control of the light emitting means using the specific error brightness data table is continued, Thereafter, in a second period after the first period after the game in the special state ends, if the specific error is not resolved, the control of the light emitting means using the specific error brightness data table is continued (Figures 65 to 68, etc.). It is characterized by the following. According to this feature, by allowing the lamp to continue to notify of specific errors that occur during play in both the normal and special states, whether the background is being displayed or the demonstration is being displayed, it is possible to provide stable notification of specific errors, thereby enabling optimal customer waiting control.
[0063] [Form 42] The gaming machine of type 42-1 is A gaming machine capable of variably displaying a first special identification information when a first start condition is satisfied, and variably displaying a second special identification information when a second start condition is satisfied, A display means; A light emitting means; A light emission control means, The display means is displaying a background display during a first period after the variable display of the first special identification information is completed; displaying the background display during a first period after the variable display of the second special identification information is completed; displaying a demonstration display during a second period after the first period after the variable display of the first special identification information has ended; displaying the demonstration display during the second period after the first period after the variable display of the second special identification information has ended; The light emission control means If no specific error occurs during a first period after the variable display of the first special identification information is completed, the light emitting means is controlled using a background display luminance data table corresponding to the background display; If the specific error does not occur during a first period after the variable display of the second special identification information is completed, the light emitting means is controlled using the background display brightness data table; If the specific error does not occur during a second period after the first period after the variable display of the first special identification information has ended, the light emitting means is controlled using a luminance data table for demonstration display corresponding to the demonstration display; In a second period after the first period after the variable display of the second special identification information is ended, if the specific error does not occur, the light emitting means is controlled using the brightness data table for demonstration display; When the specific error occurs during the variable display of the first special identification information, the light emitting means is controlled using a specific error luminance data table corresponding to the specific error. Then, in a first period after the variable display of the first special identification information is finished, if the specific error is not resolved, continue to control the light emitting means using the specific error brightness data table; Then, in a second period after the first period after the variable display of the first special identification information ends, if the specific error is not resolved, the control of the light-emitting means using the specific error brightness data table is continued; When the specific error occurs during the variable display of the second special identification information, the light emitting means is controlled using the specific error brightness data table; Then, in a first period after the variable display of the second special identification information is finished, if the specific error is not resolved, the control of the light-emitting means using the specific error brightness data table is continued; Thereafter, in a second period after the first period after the variable display of the second special identification information ends, if the specific error is not resolved, the control of the light-emitting means using the specific error brightness data table is continued (Figures 65 to 68, etc.). It is characterized by the following. According to this feature, by continuing to execute the lamp notification of a specific error that occurs during the variable display of the first special identification information and the variable display of the second special identification information during both background display and demonstration display, it is possible to provide stable notification of specific errors, and as a result, it is possible to carry out optimal customer waiting control.
[0064] [Form 43] The gaming machine of type 43-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means When a specific error does not occur during the first period, the light emitting means is controlled using a background display luminance data table corresponding to the background display; If the specific error does not occur during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; When the specific error occurs during a game, the light emitting means is controlled using a specific error brightness data table corresponding to the specific error; Thereafter, if the specific error is not eliminated during the first period, the control of the light emitting means using the specific error luminance data table is continued; Thereafter, if the specific error is not eliminated during the second period, the control of the light emitting means using the specific error luminance data table is continued, The luminance data constituting the luminance data table for displaying the demonstration and the luminance data constituting the luminance data table for specific errors have different colors that account for a large proportion of the luminance data (FIG. 35, FIGS. 78 to 89, FIGS. 110 to 112, etc.). It is characterized by the following. According to this feature, by configuring the brightness data table for a specific error and the brightness data table for a demonstration display to have different main colors in the brightness data, it is possible to indicate that a specific error has occurred based on the light emission mode during the demonstration display, thereby enabling optimal customer waiting control to be performed.
[0065] [Form 44] The gaming machine of type 44-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means When a specific error does not occur during the first period, the light emitting means is controlled using a background display luminance data table corresponding to the background display; If the specific error does not occur during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; When the specific error occurs during a game, the light emitting means is controlled using a specific error brightness data table corresponding to the specific error; Thereafter, if the specific error is not eliminated during the first period, the control of the light emitting means using the specific error luminance data table is continued, Thereafter, if the specific error is not eliminated during the second period, the control of the light emitting means using the specific error luminance data table is continued, The luminance data constituting the luminance data table for background display and the luminance data constituting the luminance data table for specific errors have different colors (FIG. 35, FIGS. 78 to 89, FIGS. 110 to 112, etc.). It is characterized by the following. According to this feature, by configuring the brightness data table for specific errors and the brightness data table for background display to have different main colors in the brightness data, it is possible to indicate that a specific error has occurred based on the light emission mode during background display, resulting in optimal customer waiting control.
[0066] [Form 45] The gaming machine of type 45-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means is displaying a normal state background display during a first period after the game in the normal state is ended; displaying a special state background display during a first period after the game in the special state is ended; displaying a demonstration display during a second period after the first period after the end of the game in the normal state; displaying the demonstration display during a second period after a first period after a game in the special state ends; The light emission control means In a first period after the end of the game in the normal state, if no specific error occurs, the light emitting means is controlled using a normal state background display brightness data table corresponding to the normal state background display; In a first period after the game in the special state is ended, if the specific error does not occur, the light emitting means is controlled using a special state background display brightness data table corresponding to the special state background display; If the specific error does not occur during a second period after the first period after the end of the game in the normal state, the light emitting means is controlled using a luminance data table for a demonstration display corresponding to the demonstration display; In a second period after the first period after the game in the special state ends, if the specific error does not occur, the light emitting means is controlled using the brightness data table for demonstration display; When the specific error occurs during the game in the normal state, the light emitting means is controlled using a specific error brightness data table corresponding to the specific error. Thereafter, in a first period after the end of the game in the normal state, if the specific error is not resolved, the control of the light emitting means using the specific error brightness data table is continued; Thereafter, in a second period after the first period after the end of the game in the normal state, if the specific error is not resolved, the control of the light emitting means using the specific error brightness data table is continued; When the specific error occurs during a game in the special state, the light emitting means is controlled using the specific error brightness data table; Then, in a first period after the game in the special state is ended, if the specific error is not resolved, the control of the light emitting means using the specific error brightness data table is continued, Then, in a second period after the first period after the game in the special state ends, if the specific error is not resolved, the control of the light emitting means using the specific error brightness data table is continued; the luminance data constituting the normal state background display luminance data table and the luminance data constituting the specific error luminance data table have different colors that account for a large proportion of the luminance data, The luminance data constituting the special status background display luminance data table and the luminance data constituting the specific error luminance data table have different colors that account for a large proportion of the luminance data (FIG. 35, FIG. 78 to FIG. 89, FIG. 110 to FIG. 112, etc.). It is characterized by the following. According to this feature, the luminance data table for a specific error and the luminance data table for normal status background display are configured to have different main colors in the luminance data, and the luminance data table for a specific error and the luminance data table for special status background display are configured to have different main colors in the luminance data, so that regardless of which background is being displayed, it is possible to suggest that a specific error has occurred based on the light emission mode during the background display, and as a result, optimal customer waiting control can be performed.
[0067] [Form 46] The gaming machine of type 46-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, The light emitting means includes a first light emitting means and a second light emitting means, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means When a specific error does not occur during the second period, controlling the first light-emitting means and the second light-emitting means using luminance data for demonstration display corresponding to the demonstration display; If the specific error occurs during the second period, controlling the first light-emitting means using specific error luminance data corresponding to the specific error; controlling the second light-emitting means using the luminance data for the demonstration display; The color that accounts for a large proportion of the luminance data for the demonstration display and the luminance data for the specific error are different (FIG. 35, FIGS. 78 to 89, FIGS. 110 to 112, etc.) It is characterized by the following. According to this feature, by configuring the brightness data for a specific error and the brightness data for a demonstration display to have different main colors in the brightness data, it is possible to indicate that a specific error has occurred based on the light emission mode during the demonstration display, thereby enabling optimal customer waiting control to be performed.
[0068] [Form 47] The gaming machine of type 47-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, The light emitting means includes a first light emitting means and a second light emitting means, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means When a specific error does not occur during the first period, the first light-emitting means and the second light-emitting means are controlled using background display luminance data corresponding to the background display; If the specific error occurs during the first period, controlling the first light-emitting means using specific error luminance data corresponding to the specific error; controlling the second light-emitting means using the background display luminance data; The color that occupies a large proportion in the luminance data for background display and the luminance data for specific errors is different (FIG. 35, FIG. 78 to FIG. 89, FIG. 110 to FIG. 112, etc.) It is characterized by the following. According to this feature, by configuring the luminance data for a specific error and the luminance data for background display to have different main colors, it is possible to indicate that a specific error has occurred based on the light emission mode during background display, thereby enabling optimal customer waiting control.
[0069] [Form 48] The gaming machine of type 48-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means is displaying a normal state background display during a first period after the game in the normal state is ended; displaying a special state background display during a first period after the game in the special state is ended; displaying a demonstration display during a second period after the first period after the end of the game in the normal state; displaying the demonstration display during a second period after a first period after a game in the special state ends; The light emission control means In a first period after the end of the game in the normal state, if a specific error does not occur, the first light-emitting means and the second light-emitting means are controlled using normal state background display luminance data corresponding to the normal state background display; In a first period after the game in the special state is ended, if the specific error does not occur, the first light-emitting means and the second light-emitting means are controlled using special state background display luminance data corresponding to the special state background display; If the specific error occurs during the first period after the game in the normal state is ended, controlling the first light-emitting means using specific error luminance data corresponding to the specific error; controlling the second light-emitting means using the normal state background display luminance data; If the specific error occurs during the first period after the game in the special state ends, controlling the first light-emitting means using specific error luminance data corresponding to the specific error; Controlling the second light-emitting means using the luminance data for the special status background display; The normal state background display luminance data and the specific error luminance data have different colors that occupy a large proportion of the data, The color that occupies a large proportion of the luminance data for the special state background display and the luminance data for the specific error are different (FIG. 35, FIG. 78 to FIG. 89, FIG. 110 to FIG. 112, etc.) It is characterized by the following. According to this feature, by configuring the luminance data for a specific error and the luminance data for normal status background display to have different main colors in the luminance data, and by configuring the luminance data for a specific error and the luminance data for special status background display to have different main colors in the luminance data, it is possible to indicate that a specific error has occurred based on the light emission mode during background display in either the normal status or the special status, and as a result, optimal customer waiting control can be performed.
[0070] [Form 49] The gaming machine of type 49-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means When a specific error does not occur during the first period, the light emitting means is controlled using a background display luminance data table corresponding to the background display; If the specific error does not occur during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; When the specific error occurs during a game, the light emitting means is controlled using a specific error brightness data table corresponding to the specific error; Thereafter, if the specific error is not eliminated during the first period, the control of the light emitting means using the specific error luminance data table is continued, Thereafter, if the specific error is not eliminated during the second period, the control of the light emitting means using the specific error luminance data table is continued, The luminance data constituting the luminance data table for demonstration display and the luminance data constituting the luminance data table for specific errors are configured so that the light emitting operation mode of the light emitting means visually recognized by the player is different (FIG. 35, FIG. 78 to FIG. 89, FIG. 110 to FIG. 112, etc.). It is characterized by the following. According to this feature, by configuring the movement of the light-emitting means shown to the player to be different between the brightness data table for a specific error and the brightness data table for a demonstration display, it is possible to suggest that a specific error has occurred based on the light-emitting mode during the demonstration display, and as a result, it is possible to carry out optimal customer waiting control.
[0071] [Form 50] The gaming machine of the form 50-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means When a specific error does not occur during the first period, the light emitting means is controlled using a background display luminance data table corresponding to the background display; If the specific error does not occur during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; When the specific error occurs during a game, the light emitting means is controlled using a specific error brightness data table corresponding to the specific error; Thereafter, if the specific error is not eliminated during the first period, the control of the light emitting means using the specific error luminance data table is continued; Thereafter, if the specific error is not eliminated during the second period, the control of the light emitting means using the specific error luminance data table is continued, The luminance data constituting the background display luminance data table and the luminance data constituting the specific error luminance data table are configured so that the light emitting operation mode of the light emitting means visually recognized by the player is different (FIG. 35, FIG. 78 to FIG. 89, FIG. 110 to FIG. 112, etc.). It is characterized by the following. According to this feature, by configuring the movement of the light-emitting means shown to the player to be different between the brightness data table for a specific error and the brightness data table for background display, it is possible to indicate that a specific error has occurred based on the light-emitting state during background display, resulting in optimal customer waiting control.
[0072] [Form 51] The gaming machine of the form 51-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means is displaying a normal state background display during a first period after the game in the normal state is ended; displaying a special state background display during a first period after the game in the special state is ended; displaying a demonstration display during a second period after the first period after the end of the game in the normal state; displaying the demonstration display during a second period after a first period after a game in the special state ends; The light emission control means In a first period after the end of the game in the normal state, if no specific error occurs, the light emitting means is controlled using a normal state background display brightness data table corresponding to the normal state background display; In a first period after the game in the special state is ended, if the specific error does not occur, the light emitting means is controlled using a special state background display brightness data table corresponding to the special state background display; If the specific error does not occur during a second period after the first period after the end of the game in the normal state, the light emitting means is controlled using a luminance data table for a demonstration display corresponding to the demonstration display; In a second period after the first period after the game in the special state ends, if the specific error does not occur, the light emitting means is controlled using the brightness data table for demonstration display; When the specific error occurs during the game in the normal state, the light emitting means is controlled using a specific error brightness data table corresponding to the specific error. Thereafter, in a first period after the end of the game in the normal state, if the specific error is not resolved, the control of the light emitting means using the specific error brightness data table is continued; Thereafter, in a second period after the first period after the end of the game in the normal state, if the specific error is not resolved, the control of the light emitting means using the specific error brightness data table is continued; When the specific error occurs during a game in the special state, the light emitting means is controlled using the specific error brightness data table; Then, in a first period after the game in the special state is ended, if the specific error is not resolved, the control of the light emitting means using the specific error brightness data table is continued, Then, in a second period after the first period after the game in the special state ends, if the specific error is not resolved, the control of the light emitting means using the specific error brightness data table is continued; The luminance data constituting the normal state background display luminance data table and the luminance data constituting the specific error luminance data table are configured so that the light emitting operation state of the light emitting means visually recognized by the player is different, The luminance data constituting the luminance data table for displaying the special state background and the luminance data constituting the luminance data table for specific errors are configured so that the light emitting operation mode of the light emitting means visually recognized by the player is different (FIG. 35, FIG. 78 to FIG. 89, FIG. 110 to FIG. 112, etc.). It is characterized by the following. According to this feature, the movement of the light emitting means shown to the player is configured to differ between the brightness data table for a specific error and the brightness data table for normal state background display, and by configuring the movement of the light emitting means shown to the player to differ between the brightness data table for a specific error and the brightness data table for special state background display, it is possible to suggest that a specific error has occurred based on the light emitting state during the background display regardless of which background is being displayed, and as a result, optimal customer waiting control can be performed.
[0073] [Form 52] The gaming machine of the form 52-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, The light emitting means includes a first light emitting means and a second light emitting means, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means When a specific error does not occur during the second period, controlling the first light-emitting means and the second light-emitting means using luminance data for demonstration display corresponding to the demonstration display; If the specific error occurs during the second period, controlling the first light-emitting means using specific error luminance data corresponding to the specific error; controlling the second light-emitting means using the luminance data for the demonstration display; The luminance data for the demonstration display and the luminance data for the specific error are configured so that the light emitting operation mode of the first light emitting means and the light emitting operation mode of the second light emitting means visually recognized by the player are different (FIG. 35, FIG. 78 to FIG. 89, FIG. 110 to FIG. 112, etc.). It is characterized by the following. According to this feature, by configuring the movement of the light-emitting means shown to the player to be different between the brightness data for a specific error and the brightness data for a demonstration display, it is possible to suggest that a specific error has occurred based on the light-emitting state during the demonstration display, thereby enabling optimal customer waiting control to be performed.
[0074] [Form 53] The gaming machine of the form 53-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, The light emitting means includes a first light emitting means and a second light emitting means, The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means When a specific error does not occur during the first period, the first light-emitting means and the second light-emitting means are controlled using background display luminance data corresponding to the background display; If the specific error occurs during the first period, controlling the first light-emitting means using specific error luminance data corresponding to the specific error; controlling the second light-emitting means using the background display luminance data; The light emitting operation mode of the first light emitting means and the light emitting operation mode of the second light emitting means visually recognized by the player are configured to be different from each other by the background display luminance data and the specific error luminance data (FIG. 35, FIG. 78 to FIG. 89, FIG. 110 to FIG. 112, etc.). It is characterized by the following. According to this feature, by configuring the movement of the light-emitting means shown to the player to be different between the brightness data for a specific error and the brightness data for the background display, it is possible to indicate that a specific error has occurred based on the light-emitting state during the background display, resulting in optimal customer waiting control.
[0075] [Form 54] The gaming machine of the form 54-1 is A gaming machine capable of playing games, A display means; A light emitting means; A light emission control means, There is a normal state and a special state that is more advantageous to the player than the normal state, The display means is displaying a normal state background display during a first period after the game in the normal state is ended; displaying a special state background display during a first period after the game in the special state is ended; displaying a demonstration display during a second period after the first period after the end of the game in the normal state; displaying the demonstration display during a second period after a first period after a game in the special state ends; The light emission control means In a first period after the end of the game in the normal state, if a specific error does not occur, the first light-emitting means and the second light-emitting means are controlled using normal state background display luminance data corresponding to the normal state background display; In a first period after the game in the special state is ended, if the specific error does not occur, the first light-emitting means and the second light-emitting means are controlled using special state background display luminance data corresponding to the special state background display; If the specific error occurs during the first period after the game in the normal state is ended, controlling the first light-emitting means using specific error luminance data corresponding to the specific error; controlling the second light-emitting means using the normal state background display luminance data; If the specific error occurs during the first period after the game in the special state ends, controlling the first light-emitting means using specific error luminance data corresponding to the specific error; Controlling the second light-emitting means using the luminance data for the special status background display; The normal state background display luminance data and the specific error luminance data are configured so that the light emitting operation mode of the first light emitting means and the light emitting operation mode of the second light emitting means visually recognized by a player are different from each other; The light emitting operation mode of the first light emitting means and the light emitting operation mode of the second light emitting means visually recognized by the player are configured to be different from each other by the luminance data for the special state background display and the luminance data for the specific error (FIG. 35, FIG. 78 to FIG. 89, FIG. 110 to FIG. 112, etc.). It is characterized by the following. According to this feature, the movement of the light-emitting means shown to the player is configured to differ between the brightness data for a specific error and the brightness data for normal state background display, and by configuring the movement of the light-emitting means shown to the player to differ between the brightness data for a specific error and the brightness data for special state background display, it is possible to suggest that a specific error has occurred based on the light-emitting mode during background display, regardless of whether the state is normal or special, and as a result, optimal customer waiting control can be performed.
[0076] [Form 55] The gaming machine of type 55-1 is A gaming machine capable of playing games, A payout unit that pays out game media; A detection means provided in the payout unit for detecting game media; A display means; A light emitting means; A light emission control means, When the payout condition of the game media is satisfied, and the detection means does not detect the game media, and unpaid game media occurs, a specific error occurs. The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means When the specific error does not occur during the first period, the light emitting means is controlled using a background display luminance data table corresponding to the background display; If the specific error does not occur during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; When the specific error occurs during a game, the light emitting means is controlled using a specific error brightness data table corresponding to the specific error; Thereafter, if the specific error is not eliminated during the first period, the control of the light emitting means using the specific error luminance data table is continued; Thereafter, if the specific error is not eliminated during the second period, the control of the light emitting means using the specific error luminance data table is continued, When the specific error occurs during the second period, in either case where game media exceeding the unpaid number are distributed to the dispensing section or game media not exceeding the unpaid number are distributed to the dispensing section, the light emitting section switches from the specific error brightness data table to the demonstration display brightness data table at a timing related to the detection of the first game medium distributed by the detection section (Figures 35, 64, 65, 78 to 89, 110 to 112, etc.). It is characterized by the following. According to this feature, regardless of the number of gaming balls dispensed to the payout section, the light emission mode of the light emitting means is switched to a light emission mode corresponding to the demonstration display at the timing when the detection sensor detects the first gaming ball, so that the demonstration display can be made to look natural and the processing can be standardized, resulting in optimal customer waiting control.
[0077] [Form 56] The gaming machine of type 56-1 is A gaming machine capable of playing games, A payout unit that pays out game media; A detection means provided in the payout unit for detecting game media; A display means; A light emitting means; A light emission control means, When the payout condition of the game media is satisfied, and the detection means does not detect the game media, and unpaid game media occurs, a specific error occurs. The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means When the specific error does not occur during the first period, the light emitting means is controlled using a background display luminance data table corresponding to the background display; If the specific error does not occur during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; When the specific error occurs during a game, the light emitting means is controlled using a specific error brightness data table corresponding to the specific error; Thereafter, if the specific error is not eliminated during the first period, the control of the light emitting means using the specific error luminance data table is continued; Thereafter, if the specific error is not eliminated during the second period, the control of the light emitting means using the specific error luminance data table is continued, When the specific error occurs during the first period, in either case where game media exceeding the unpaid number are distributed to the dispensing unit or game media not exceeding the unpaid number are distributed to the dispensing unit, the light emitting unit is controlled by switching from the specific error brightness data table to the background display brightness data table at a timing related to the detection of the first game medium distributed by the detection unit (Figures 35, 64, 65, 78 to 89, 110 to 112, etc.). It is characterized by the following. According to this feature, regardless of the number of gaming balls dispensed to the payout section, the light emission mode of the light emitting means is switched to a light emission mode corresponding to the background display at the timing when the detection sensor detects the first gaming ball, so that the background display can be quickly made to look natural and the processing can be standardized, resulting in optimal customer waiting control.
[0078] [Form 57] The gaming machine of type 57-1 is A gaming machine capable of playing games, A payout unit that pays out game media; A detection means provided in the payout unit for detecting game media; A display means; A light emitting means; A light emission control means, When the payout condition of the game media is satisfied, and the detection means does not detect the game media, and unpaid game media occurs, a specific error occurs. The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means When the specific error does not occur during the first period, the light emitting means is controlled using a background display luminance data table corresponding to the background display; If the specific error does not occur during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; during the second period, if a condition for paying out game media is established and a period during which the detection means does not detect game media continues for a predetermined period, switching from the demonstration display brightness data table to a specific error brightness data table corresponding to the specific error to control the light emitting means; When the specific error occurs during the second period, when a specific period shorter than the predetermined period has elapsed since the detection means detected the game medium, the luminance data table for the specific error is switched to the luminance data table for the demonstration display to control the light emitting means (FIGS. 35, 64, 65, 78 to 89, 110 to 112, etc.). It is characterized by the following. According to this feature, when the detection means does not detect a ball, this may be due to a specific error, but it may also be due to a delayed ball, etc., so the light emission mode of the light emitting means is not immediately switched. When a game ball is detected, the light emission mode of the light emitting means is immediately switched to a light emission mode corresponding to the demonstration display, so that the demonstration display can be displayed without any sense of incongruity, and as a result, ideal customer waiting control can be performed.
[0079] [Form 58] The gaming machine of type 58-1 is A gaming machine capable of playing games, A payout unit that pays out game media; A detection means provided in the payout unit for detecting game media; A display means; A light emitting means; A light emission control means, When the payout condition of the game media is satisfied, and the detection means does not detect the game media, and unpaid game media occurs, a specific error occurs. The display means is In a first period after the game ends, a background display is displayed; displaying a demonstration display during a second period after the first period has ended; The light emission control means When the specific error does not occur during the first period, the light emitting means is controlled using a background display luminance data table corresponding to the background display; If the specific error does not occur during the second period, controlling the light emitting means using a luminance data table for demonstration display corresponding to the demonstration display; during the first period, when a condition for paying out game media is established and a period during which the detection means does not detect game media continues for a predetermined period, switching from the background display brightness data table to a specific error brightness data table corresponding to the specific error, and controlling the light emitting means; When the specific error occurs during the first period, when a specific period shorter than the predetermined period has elapsed since the detection means detected the game medium, the specific error luminance data table is switched to the background display luminance data table to control the light emitting means (Figures 35, 64, 65, 78 to 89, 110 to 112, etc.). It is characterized by the following. According to this feature, when the detection means does not detect a ball, this may be due to a specific error, but it may also be due to a delayed ball, etc., so the light emission mode of the light emitting means is not immediately switched. When a game ball is detected, the light emission mode of the light emitting means is immediately switched to a light emission mode corresponding to the background display, so that the background display can be made to look natural, and as a result, ideal customer waiting control can be performed.
[0080] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.
[0081] Next, an embodiment for implementing the gaming machine according to the present invention will be described below with reference to the drawings. In the following, the near side of FIG. 1 is the front (front, front face) side of the pachinko gaming machine 1, and the far side is the rear (rear, back face) side, and the description will be based on the up, down, left and right directions when the pachinko gaming machine 1 is viewed from the front side. Note that the front side of the pachinko gaming machine 1 in this embodiment is the surface facing the player who plays the pachinko gaming machine 1. In addition, in the description of each step of the flowchart, for example, a portion written as "Step S1" may be abbreviated as "S1" or "004SGS1", a "normal reach" may be abbreviated as "N reach", and a "super reach" may be abbreviated as "SP reach".
[0082] (Configuration of Pachinko Machine 1, etc.) Fig. 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that constitutes the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls as gaming media are shot into this gaming area by a predetermined ball shooting device.
[0083] In addition, the "variable display" of the special symbol means, for example, displaying multiple types of special symbols in a variable manner (the same applies to other symbols described later). The variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. In the variation of the special symbol or the normal symbol described later, multiple types of special symbols or normal symbols are updated and displayed. In the variation of the decorative symbol described later, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. In addition, the variation also includes a mode in which a certain symbol is displayed in a flashing manner. At the end of the variable display, a predetermined special symbol is displayed stationarily (also called derived or derived display) as a display result (the same applies to the variable display of other symbols described later). In addition, the variable display may be expressed as a variable display or a variation.
[0084] In addition, the special pattern variably displayed on the first special pattern display device 4A is also called the "first special pattern", and the special pattern variably displayed on the second special pattern display device 4B is also called the "second special pattern". In addition, a special pattern game using the first special pattern is also called the "first special pattern game", and a special pattern game using the second special pattern is also called the "second special pattern game". In addition, there may be only one type of special pattern display device that variably displays the special pattern.
[0085] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may be composed of a projector and a screen. The image display device 5 displays various effect images.
[0086] For example, on the screen of the image display device 5, in synchronization with the first special game or the second special game, a plurality of types of decorative patterns (such as patterns showing numbers, etc.) different from the special pattern are variably displayed as decorative identification information. Here, in synchronization with the first special game or the second special game, decorative patterns are variably displayed (for example, scrolled up and down or updated) in each of the "left", "center", and "right" decorative pattern display areas 5L, 5C, and 5R. The special game and the variable display of decorative patterns executed in synchronization are collectively referred to simply as variable display.
[0087] In addition, a display area 5S is provided in the upper left corner of the display screen (display area) of the image display device 5 for displaying a first reserved memory number (for example, the number "0"), a second reserved memory number (for example, the number "4") and a small pattern corresponding to the decorative pattern, and the small pattern is variably displayed in response to the variable display of the decorative pattern.
[0088] In addition, the first reserved memory number, the second reserved memory number, the reserved display, the small pattern, the error display (not shown) indicating an error state that has occurred in the pachinko game machine 1, the right-hit notification image 004SG201 (see Figure 21) that encourages the player to perform a right-hit operation, and the remaining time-saving display 004SG202 (see Figure 21) that indicates the number of remaining time-saving plays, may be displayed in front of the performance images such as characters (upper layer), thereby preventing the performance images from overlapping and reducing the visibility of the first reserved memory number, the second reserved memory number, the small pattern, and the error display, while the decorative patterns may be displayed behind the performance images (lower layer), thereby preventing the decorative patterns from overlapping and reducing the visibility of the performance images.
[0089] The small symbol is also called the fourth symbol. The fourth symbol is displayed variably by a certain operation in a manner that is always visible on a display device such as the image display device 5 as a symbol indicating that the special symbols (first special symbol, second special symbol) are variably displayed. By variably displaying the fourth symbol, it becomes possible to recognize whether or not the decorative symbol is currently being variably displayed even if the decorative symbol is difficult to recognize, such as when a performance content including the variable display of the decorative symbol disappears from the screen for a moment, or when a performance is performed in which the movable body 32 covers all or part of the screen of the image display device 5. The performance control CPU 120 performs the variably display of the fourth symbol corresponding to the first special symbol by operating the image display device 5 based on receiving the first variable display start command. Also, the performance control CPU 120 performs the variably display of the fourth symbol corresponding to the second special symbol by operating the image display device 5 based on receiving the second variable display start command.
[0090] In addition, the pattern displayed on a fourth pattern display device provided at a location other than the image display device 5 (for example, the special variable winning ball device 7, which is a specified location on the game board 2), such as the LED for the first special pattern or the LED for the second special pattern, is also referred to as the fourth pattern.
[0091] At the bottom of the screen of the image display device 5, there are provided display areas (special pattern reserved memory display area 5U, active display area 5F) for displaying reserved displays corresponding to variable displays whose execution is reserved and active displays corresponding to variable displays that are being executed. The reserved displays and active displays are also collectively referred to as variable display corresponding displays that correspond to variable displays. In this embodiment, a special pattern reserved memory display area 5U common to the first special pattern and the second special pattern is provided, but a first special pattern reserved memory display area in which a first reserved display representing a variable display whose execution of the first special pattern is reserved is displayed, and a second special pattern reserved memory display area in which a second reserved display representing a variable display whose execution of the second special pattern is reserved may be provided separately.
[0092] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the first hold memory number by the number of lit LEDs. The second hold indicator 25B displays the second hold memory number by the number of lit LEDs.
[0093] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.
[0094] The winning ball device 6A forms a first start winning hole that is always kept in a constant open state so that a game ball can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning hole, a predetermined number of prize balls (for example, three balls) are paid out and a first special game can be started.
[0095] The variable winning ball device 6B (normal electric device) forms a second start winning hole that changes between a closed state and an open state by a solenoid 81 (see FIG. 2). The variable winning ball device 6B is, for example, an electric device having a movable piece that can be opened and closed, and when the solenoid 81 is in the off state, the movable piece is in the upright position, so that the second start winning hole is in a closed state in which the game ball does not enter (also referred to as the second start winning hole being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable piece of the variable winning ball device 6B is in a tilted position, so that the second start winning hole is in an open state in which the game ball can enter (also referred to as the second start winning hole being in an open state). When a game ball enters the second start winning hole, a predetermined number of prize balls (for example, three) are paid out and the second special game can be started. It should be noted that the variable winning ball device 6B is not limited to the above, as long as it can be changed between a closed state and an open state.
[0096] At predetermined positions on the game board 2 (in the example shown in FIG. 1, three positions at the lower left of the game area and one position above the variable winning ball device 6B), general winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided. In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.
[0097] A special variable winning ball device 7 having a large winning opening is provided between the winning ball device 6A and the variable winning ball device 6B. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see FIG. 2), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.
[0098] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the OFF state, the large prize opening door closes the large prize opening, and the game ball cannot enter (pass) through the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the ON state, the large prize opening door opens the large prize opening, and the game ball can easily enter the large prize opening.
[0099] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters the first start prize opening, the second start prize opening, or the general prize opening 10, for example.
[0100] The entry of a game ball into each winning port including the general winning port 10 is also called a "winning". In particular, the winning into the start port (first start winning port, second start winning port) is also called a start winning.
[0101] A normal symbol display 20 is provided at a predetermined position on the game board 2 (the lower left of the game area in the example shown in FIG. 1). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs variable display of normal symbols as multiple types of normal identification information different from special symbols. The normal symbols are represented by numbers indicating "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.
[0102] A passing gate 41 through which the gaming ball can pass is provided to the right of the image display device 5. When the gaming ball passes through the passing gate 41, a regular game is executed.
[0103] A regular symbol reserved display 25C is provided below the regular symbol display 20. The regular symbol reserved display 25C is configured to include, for example, four LEDs, and displays the regular symbol reserved memory number, which is the number of regular symbol games that are reserved for execution, by the number of lit LEDs.
[0104] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls and numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.
[0105] Speakers 8L, 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and side lamps 9b are provided on the left and right of the main lamp 9a so as to surround the playing area, and a button lamp 9e is provided below the gaming board 2. The main lamp 9a, side lamps 9b, and button lamps 9e provided in the gaming machine frame 3 are also referred to as "frame lamps."
[0106] A movable body 32 that operates according to the performance is provided at a predetermined position on the game board 2 (above and below the image display device 5 in FIG. 1), and a movable body lamp 9d is provided on the movable body 32. An attacca lamp 9c is provided near the special variable winning ball device 7 on the game board 2, and a decorative lamp 9f is provided on the left side of the game board 2. The attacca lamp 9c, movable body lamp 9d, and decorative lamp 9f provided on the game board 2 are also called "board lamps." The main lamp 9a, side lamp 9b, attacca lamp 9c, movable body lamp 9d, button lamp 9e, and decorative lamp 9f may be collectively called the game effect lamp 9. The main lamp 9a, side lamp 9b, attacca lamp 9c, movable body lamp 9d, button lamp 9e, and decorative lamp 9f are configured to include LEDs (see FIG. 36). The various lamps will be described later.
[0107] At the lower right position of the game machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball toward the game area by the ball-hitting device.
[0108] At a predetermined position of the gaming machine frame 3 below the game area, a ball supply tray (upper tray) is provided to hold (store) gaming balls dispensed as prize balls or game balls lent by a predetermined ball lending machine so that they can be supplied to the ball launching device. In addition to the upper tray, the gaming machine frame 3 may be provided with a payout section (ball supply tray) from which prize balls are paid out when the upper tray is full.
[0109] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position of the gaming machine frame 3 below the playing area. The stick controller 31A is provided with a trigger button that can be pressed by a player. The operation of the stick controller 31A is detected by a controller sensor unit 35A (see FIG. 2).
[0110] A push button 31B that allows a player to perform a predetermined instruction operation by pressing it or the like is provided at a predetermined position of the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 2).
[0111] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.
[0112] (Outline of game progress) The game ball is launched toward the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 during the period during which the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on the passing cannot be played immediately), the normal game based on the passing is put on hold up to a predetermined upper limit number (for example, 4).
[0113] In this normal game, if a specific normal symbol (normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (normal losing symbol) is displayed as the confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second start winning port is opened).
[0114] When a game ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.
[0115] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.
[0116] Furthermore, if the game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the jackpot game state described below (if a start winning occurs but the special game based on the start winning cannot be played immediately), the execution of the special game based on that entry will be put on hold up to a specified upper limit number (for example, 4).
[0117] In special symbol games, if a specific special symbol (a jackpot symbol, for example, "7"; the actual symbol varies depending on the type of jackpot described below) is displayed as a confirmed special symbol, it is a "jackpot", and if a special symbol other than the jackpot symbol (a losing symbol, for example, "-") is displayed as a confirmed special symbol, it is a "miss".
[0118] After the display result in the special game becomes "jackpot," the game is controlled to a jackpot game state, which is an advantageous state for the player.
[0119] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period (for example, 29 seconds or 1.8 seconds) has elapsed or the number of game balls entering the large prize opening reaches a predetermined number (for example, 9), whichever comes first. The predetermined period is the upper limit period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the upper limit period of opening. Such a cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined upper limit number of times (15 times or 2 times) is reached.
[0120] In the jackpot game state, the player can get prize balls by making the game ball enter the big prize hole. Therefore, the jackpot game state is advantageous to the player. The more rounds in the jackpot game state, and the longer the upper limit period, the more advantageous it is for the player.
[0121] In addition, a jackpot type is set for a "jackpot". For example, a plurality of types of opening modes of the jackpot entrance (number of rounds or maximum opening period) and game states after the jackpot game state (normal state, time-saving state, probability change state, etc.) are prepared, and the jackpot type is set according to these. As the jackpot type, a jackpot type in which many prize balls can be obtained, a jackpot type in which few prize balls can be obtained, or a jackpot type in which almost no prize balls can be obtained may be provided.
[0122] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.
[0123] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (period during which the special symbol fluctuates) more than in the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average regular symbol fluctuation time (period during which the regular symbol fluctuates) more than in the normal state and by improving the probability of a "regular symbol hit" in the regular symbol game more than in the normal state. The time-saving state is an advantageous state for the player because it is a state in which the fluctuation efficiency of the special symbols (especially the second special symbol) is improved.
[0124] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed to make the probability of the display result being a "jackpot" higher than in the normal state. The probability variable state is an even more advantageous state for the player, since it is a state in which the fluctuation efficiency of special symbols is improved and it is easier to get a "jackpot".
[0125] The time-saving state or the probability of winning state continues until one of the end conditions is met first, such as the execution of a specified number of special games or the start of the next big win game state. The end condition of the state in which a specified number of special games have been executed is also called the number-cut (number-cut time-saving, number-cut probability of winning, etc.).
[0126] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in the normal game will be a "normal hit" and the probability that the display result in the special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when a system reset is performed and the specified return process is not executed after the power is turned on).
[0127] The state in which the probability variable control is being executed is also called the high probability state, and the state in which the probability variable control is not being executed is also called the low probability state. The state in which the time-saving control is being executed is also called the high base state, and the state in which the time-saving control is not being executed is also called the low base state. Combining these, the time-saving state is also called the low probability high base state, the probability variable state is the high probability high base state, and the normal state is the low probability low base state. The high probability state and the low base state are also called the high probability low base state.
[0128] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize hole) during the big win game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variable state after the big win game state.
[0129] (Progress of the performance, etc.) In the pachinko game machine 1, various effects (effects to notify the progress of the game or to liven up the game) are executed according to the progress of the game. The effects are described below. The effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of the display, the effects may be performed as sound output from the speakers 8L and 8R, turning on or off the game effect lamp 9, operating the movable body 32, or using any effect device including some or all of these.
[0130] As an effect executed according to the progress of the game, in response to the start of the first special symbol game or the second special symbol game, the variable display of the decorative symbols is started in the "left", "center" and "right" decorative symbol display areas 5L, 5C and 5R provided in the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is stopped and displayed, the determined decorative symbol (combination of three decorative symbols) which is the display result of the variable display of the decorative symbols is also stopped and displayed (derived).
[0131] During the period from when the variable display of the decorative symbols starts to when it ends, the state of the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have been stopped and displayed form part of a jackpot combination described later.
[0132] In addition, when the reach state is reached during the variable display of the decorative symbols, a reach effect is executed. In the pachinko game machine 1, a plurality of types of reach effects are executed, each of which has a different probability (also called the probability of a big win or the probability of a big win) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "big win" according to the performance mode. The reach effects include, for example, a normal reach and a super reach, which has a higher probability of a big win than a normal reach.
[0133] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as a display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on a predetermined effective line in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.
[0134] In the case of a "probability jackpot" that is controlled to a probability jackpot state after the end of the jackpot game state, odd numbered decorative symbols (e.g., "7") are displayed in a line, and in the case of a "non-probability jackpot (normal jackpot)" that is not controlled to a probability jackpot state after the end of the jackpot game state, even numbered decorative symbols (e.g., "6") may be displayed in a line. In this case, odd numbered decorative symbols are also called probability jackpot symbols, and even numbered decorative symbols are also called non-probability jackpot symbols (normal symbols). After a reach state is reached with a non-probability jackpot symbol, a promotion effect that finally results in a "probability jackpot" may be executed.
[0135] When the display result of the special game is a "miss," the state of the variable display of the decorative pattern does not become a reach state, and a fixed decorative pattern of a non-reach combination (also called a "non-reach miss") may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative pattern becomes a reach state, a fixed decorative pattern of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "reach miss").
[0136] The effects that the pachinko game machine 1 can execute include displaying the variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative pattern. The preview effects include a preview effect that predicts the jackpot reliability in the variable display being executed, and a pre-reading preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-reading preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from the normal mode may be executed.
[0137] In addition, in the image display device 5, a pseudo consecutive performance may be executed in which a single variable display appears to be multiple variable displays by temporarily stopping the decorative pattern during the variable display and then resuming the variable display.
[0138] During the jackpot game state, a jackpot game performance is executed to notify the player of the jackpot game state. As the jackpot game performance, a performance to notify the player of the number of rounds or a promotion performance to show that the value of the jackpot game state is increasing may be executed.
[0139] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo performance is executed).
[0140] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 2. In addition, various boards, such as a payout control board 004SG030, an information terminal board, and a launch control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 is also equipped. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on electronic circuit boards.
[0141] A power switch 91 is connected to the power supply board 17, and by operating the power supply switch 91 (turning it ON), power from an AC power source such as an external power source of AC 100V, such as a commercial power source, can be supplied from the power supply board 17 to electrical components including various control boards such as the main board 11 and the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).
[0142] The main board 11 is the main control board, and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special games (including reserved management), execution of regular games (including reserved management), jackpot game status, game status, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, an output circuit 111, etc.
[0143] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, an I / O (Input / Output port) 105, and a real-time clock 106.
[0144] The CPU 103 executes the program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (variation patterns described below, performance control commands described below, data on various tables referenced when making various decisions described below, etc.) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the stored contents are saved for a predetermined period of time even if the power supply to the pachinko game machine 1 is stopped in part or in whole. Incidentally, all or part of the program stored in the ROM 101 may be expanded in the RAM 102 and executed on the RAM 102.
[0145] The random number circuit 104 counts numerical data indicating various random numbers (game random numbers) used when controlling the progress of a game in an updatable manner. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0146] I / O 105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).
[0147] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (the gate switch 21, the start port switch (the first start port switch 22A and the second start port switch 22B), and the count switch 23) and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.
[0148] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, a watchdog timer built-in IC, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on in response to, for example, a pressing operation on a clear switch 92 provided on the power supply board 17.
[0149] The output circuit 111 transmits solenoid drive signals (for example, signals to turn on the solenoid 81 and the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric role and the solenoid 82 for the big prize opening door.
[0150] The payout control board 004SG030 is connected to a payout device 004SG031 which is driven to pay out a predetermined number of game balls (e.g., 3, 5, 10, 15, etc.) to a player based on receiving a payout signal, and a game ball detection sensor 004SG032 which is provided in a payout passage (not shown) through which the game balls paid out by the payout device 004SG031 pass, and it is possible to stop the operation of the payout device 004SG031 depending on the state of the game ball detection signal received from the game ball detection sensor 004SG032.
[0151] Also, the payout control board 004SG030 is connected to a handle sensor 004SG034 for detecting the amount of operation by the player, and a touch ring 004SG035 (touch sensor) for detecting that the player is gripping the ball-hitting operation handle 30, and based on signals input from these sensors, the payout control board 004SG030 controls a launching device 004SG033 capable of launching game balls onto the game board 2. Also, a signal indicating whether the touch ring 004SG35 is detected or not and a signal indicating that the game ball has been launched by the launching device 004SG033 are input from the payout control board 004SG030 to the game control microcomputer 100 of the main board 11.
[0152] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results in the main board 11 (for example, the display results of the special game (including the type of big win), the variable pattern used when executing the special game (described in detail later)), the status of the game (for example, the start or end of the variable display, the opening status of the big win port, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.
[0153] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, notifying errors, and notifying of power outage recovery) based on the received performance control commands.
[0154] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0155] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing a performance (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0156] The performance control CPU 120 may instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).
[0157] The display control unit 123 includes a video display processor (VDP), a character generator ROM (CGROM), a video RAM (VRAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.
[0158] The display control unit 123, based on an instruction to execute a performance from the performance control CPU 120, supplies a video signal corresponding to the performance to the image display device 5, thereby displaying a performance image on the image display device 5. The display control unit 123 also performs a display process to output image data in the display image creation area of the VRAM area specified by the display register as a video signal. In this embodiment, the display image creation area and the drawing area are switched for each V blank. For this reason, drawing is performed in the area assigned as the drawing area in a certain V blank, and in the next V blank, it is switched to the display image creation area, so that the image data drawn in the previous V blank is displayed and output, and drawing is performed in the other area during that time.
[0159] Moreover, since the display control unit 123 generates an image to be displayed on the image display device 5 by superimposing (compositing) a plurality of layers, the VRAM area is provided with a layer image drawing area for drawing and arranging the images of each layer, and a display image creation area for further superimposing (compositing) the images drawn and arranged in each layer image drawing area to generate an image to be displayed on the image display device 5. Note that there is a concept of upper, middle, and lower for each layer, and the higher the layer image, the higher the display priority is set in the image display device 5, and the lower the layer image, the lower the display priority is set in the image display device 5.
[0160] The VRAM area contains the layer 1 image drawing area for drawing and placing images of layer 1, the layer 2 image drawing area for drawing and placing images of layer 2, and the layer 3 image drawing area for drawing and placing images of layer 3. The VRAM area also contains a displacement image creation area for creating displacement images, and a display image creation area.
[0161] The displacement image creation area is an area where an image drawn and placed in the layer 2 image drawing area is superimposed (synthesized) on an image drawn and placed in the layer 3 image drawing area to create a displacement target image, and where a displacement image is created by applying a displacement image to the displacement target image.
[0162] The display image creation area is an area in which an image obtained by superimposing (compositing) an image drawn and placed in the layer 1 image drawing area, an image drawn and placed in the layer 2 image drawing area, or an image obtained by superimposing (compositing) an image drawn and placed in the layer 1 image drawing area and a displacement image created in the displacement image creation area is created as a display image to be displayed on the image display device 5.
[0163] The image drawn and placed in the layer 1 image drawing area is set as the image with the highest display priority (display priority: high) in the image display device 5, the image drawn and placed in the layer 2 image drawing area is set as the image with a lower display priority (display priority: medium) than the image drawn and placed in the layer 1 image drawing area in the image display device 5, and the image drawn and placed in the layer 3 image drawing area is set as the image with the lowest display priority (display priority: low) in the image display device 5. In other words, layer 1 is the upper layer with the highest image display priority, layer 2 is a middle layer with a lower image display priority than layer 1, and layer 3 is the lower layer with the lowest image display priority.
[0164] The layer 1 image drawing area is a drawing area for drawing these images to display a first interface image including a special chart reserved memory display area 5U which identifiably displays the first special chart reserved memory number and the second special chart reserved memory number at the bottom of the display screen of the image display device 5, and a second interface image including a small pattern which is smaller on the display screen than the decorative pattern and a reserved memory number display at the upper left of the display screen of the image display device 5.
[0165] The layer 2 image drawing area is a drawing area in the center of the display screen of the image display device 5 where the left, center, and right decorative patterns are drawn to execute variable display of the decorative patterns.
[0166] The layer 3 image drawing area is a drawing area in which the background display is drawn in order to display the background display over the entire display screen of the image display device 5.
[0167] In this embodiment, it is possible to generate an image to be displayed on the display screen of the image display device 5 by superimposing the image drawn and arranged in the layer 1 image drawing area (layer 1 image), the image drawn and arranged in the layer 2 image drawing area (layer 2 image), and the image drawn and arranged in the layer 3 image drawing area (layer 3 image). In particular, as described above, the images drawn in the layer 1 image drawing area (first interface image and second interface image) are set to have the highest display priority, and are therefore displayed as the topmost image in the image display device 5, the image drawn in the layer 2 image drawing area (decorative design) is set to have a lower display priority than the image drawn in the layer 1 image drawing area, and is therefore displayed as the middle image in the image display device 5, and the image drawn in the layer 3 image drawing area (background display) is set to have the lowest display priority, and is therefore displayed as the lower image in the image display device 5.
[0168] In this embodiment, the transmittance (transparency) of the images drawn and placed in each image drawing area is set to 0% so that when superimposed, the upper image makes the overlapping area of the lower image invisible to the player; however, the present invention is not limited to this, and depending on the situation, the transmittance (transparency) of the images drawn and placed in each image drawing area may be set to a value higher than 0%, and images may be displayed transparently on the display screen of the image display device 5 or images may be temporarily hidden.
[0169] The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off mode of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the performance image and to turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0170] The audio control board 13 is equipped with various circuits for driving the speakers 8L, 8R, and drives the speakers 8L, 8R based on the sound designation signal, causing the speakers 8L, 8R to output the sound designated by the sound designation signal.
[0171] The lamp control board 14 is equipped with various circuits for driving the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signal, turning the game effect lamps 9 on and off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the on / off of the lamps.
[0172] In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.
[0173] The random number circuit 124 counts numerical data indicating various random numbers (random numbers for performance) used to execute various performances in an updatable manner. The random numbers for performance may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).
[0174] The I / O 125 mounted on the performance control board 12 is composed of an input port for inputting performance control commands transmitted, for example, from the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0175] Sub-substrates include the performance control substrate 12, the sound control substrate 13, and the lamp control substrate 14, other than the main substrate 11. As in the pachinko game machine 1, multiple sub-substrates may be provided for different functions, or one sub-substrate may be configured to have multiple functions.
[0176] FIG. 3(A) is an explanatory diagram showing an example of the contents of a performance control command used in this embodiment. The performance control command is, for example, a two-byte configuration, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). The first bit (bit 7) of the MODE data is always set to "0", and the first bit of the EXT data is set to "0". Note that the command format shown in FIG. 3(A) is only an example, and other command formats may be used. Also, in this example, the control command is composed of two control signals, but the number of control signals constituting the control command may be one, or may be three or more.
[0177] In the example shown in FIG. 3(A), the command 8001H is a first variable display start command that specifies the start of variable display in a special symbol game using the first special symbol in the first special symbol display device 4A. The command 8002H is a second variable display start command that specifies the start of variable display in a special symbol game using the second special symbol in the second special symbol display device 4B. The command 81XXH is a variable pattern designation command that specifies the variable pattern (variable time (variable display time)) of the decorative symbols (also called performance symbols) that are variably displayed in the "left", "middle", and "right" decorative symbol display areas 5L, 5C, and 5R in the image display device 5 in response to the variable display of the special symbol in the special symbol game. Here, XXH indicates an unspecified hexadecimal number, and may be any value that is arbitrarily set according to the instruction contents by the performance control command. In addition, in the variable pattern designation command, different EXT data is set according to the specified variable pattern, etc.
[0178] Command 8CXXH is a variable display result designation command, which is a presentation control command that designates a variable display result such as a special pattern or a decorative pattern. In the variable display result designation command, as shown in FIG. 3(B), for example, different EXT data is set according to the determination result (predetermined result) of whether the variable display result (also called the variable display result) is a "miss" or a "jackpot", and the determination result (jackpot type determination result) of which of several types of jackpot types the variable display result will be when the variable display result is a "jackpot".
[0179] In the variable display result designation command, for example, as shown in FIG. 3(B), command 8C00H is a first variable display result designation command indicating a pre-determined result that the variable display result is "miss". Command 8C01H is a second variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "variable jackpot A". Command 8C02H is a third variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "variable jackpot B". Command 8C03H is a fourth variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "variable jackpot C". Command 8C04H is a fifth variable display result designation command that notifies the pre-determined result that the variable display result is "jackpot" and the jackpot type is "non-variable jackpot" and the jackpot type determined result.
[0180] Command 8F00H is a symbol determination command that specifies the stop (determination) of the change of the decorative symbols in each of the decorative symbol display areas 5L, 5C, and 5R of "left", "middle", and "right" in the image display device 5. Command 9000H is a power-on designation command that specifies that the pachinko gaming machine 1 has been cold started (the power has been turned on with the clear switch 92 pressed (power-on with initialization)). Note that, a cold start refers to a state in which the data is initialized without restoring the data before the power-on when the power is turned on, and various processes of the gaming machine can be executed. Command 9200H is a power failure recovery designation command that specifies that the pachinko gaming machine has been hot started (the power has been turned on with the clear switch 92 not pressed (power-on without initialization)). Note that, a hot start refers to a state in which various processes of the gaming machine can be executed based on the backed-up data when the power is turned on. When a hot start is performed, initialization is not performed, so it is also called power-on without initialization. The command 95XXH is a game state designation command that designates the current game state in the pachinko game machine 1. In the game state designation command, different EXT data is set according to the current game state in the pachinko game machine 1, for example. As a specific example, the command 9500H is a first game state designation command corresponding to a game state in which neither time-saving control nor probability variable control is performed (low probability low base state, normal state), and the command 9501H is a second game state designation command corresponding to a game state in which time-saving control is performed but probability variable control is not performed (low probability high base state, time-saving state). In addition, the command 9502H is a third game state designation command corresponding to a game state in which both time-saving control and probability variable control are performed (high probability high base state, time-saving with probability variable state). The time-saving with probability variable state may be simply called the "probability variable state". The command 96XXH is an error designation command that designates that an error has occurred in the pachinko game machine 1 and that the error has been released.
[0181] Command A0XXH is a start of jackpot designation command (also called a "fanfare command") that designates the display of a presentation image indicating the start of a jackpot game. Command A1XXH is a large prize opening open notification command that notifies the player that the large prize opening is in an open state during a jackpot game state. Command A2XXH is a large prize opening post-open notification command that notifies the player that the large prize opening has changed from an open state to a closed state during a jackpot game state. Command A3XXH is a end of jackpot designation command that designates the display of a presentation image at the end of a jackpot game.
[0182] In the hit start designation command and the hit end designation command, for example, the same EXT data as the variable display result designation command may be set, so that different EXT data may be set according to the pre-determined result and the big win type determination result. Alternatively, in the hit start designation command and the hit end designation command, the correspondence between the pre-determined result and the big win type determination result and the set EXT data may be made different from the correspondence in the variable display result designation command. In the big win opening notification command and the big win opening after notification command, for example, different EXT data is set according to the number of rounds executed in the big win state (for example, "0" to "10") described later.
[0183] The command B100H is a first start port winning designation command that notifies that a first start condition for executing a special symbol game using a first special symbol in the first special symbol display device 4A has been established based on the occurrence of a start winning (first start winning) caused by a game ball passing through (entering) the first start winning port formed by the winning ball device 6A being detected by the first start port switch 22A. The command B200H is a second start port winning designation command that notifies that a second start condition for executing a special symbol game using a second special symbol in the second special symbol display device 4B has been established based on the occurrence of a start winning (second start winning) caused by a game ball passing through (entering) the second start winning port formed by the variable winning ball device 6B being detected by the second start port switch 22B.
[0184] The command C1XXH is a first reserved memory number notification command that notifies the first reserved memory number so that the reserved memory number of special figures can be specified. The command C2XXH is a second reserved memory number notification command that notifies the second reserved memory number so that the reserved memory number of special figures can be specified. The first reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when the first start port winning designation command is transmitted based on, for example, the first start condition being established by the game ball passing (entering) the first start winning port. The second reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when the second start port winning designation command is transmitted based on, for example, the second start condition being established by the game ball passing (entering) the second start winning port. In addition, the first reserved memory number notification command and the second reserved memory number notification command may be transmitted in response to the start of the special game when either the first start condition or the second start condition is met (when the reserved memory number is reduced). Command E100H is a customer waiting demo designation command that designates the execution of a customer waiting demo (demo performance). Command F100H is a frame status display designation command that designates the status of each input port (including on / off of the touch ring 004SG35).
[0185] Instead of the first pending memory number notification command or the second pending memory number notification command, a total pending memory number notification command that notifies the total pending memory number may be sent. In other words, a total pending memory number notification command for notifying an increase (or decrease) in the total pending memory number may be used.
[0186] 3(A) are merely examples, and some of these commands may not be included, or different commands may be used instead of these commands, or different commands may be added. For example, a prize ball number notification command for specifying the number of prize balls to be paid out based on the game balls entering each winning port, a gate passage notification command for notifying that the game balls have passed through the passage gate 41, a notification command for notifying the remaining number of variable display times for which the probability variation control or time reduction control is executed, etc. may be provided.
[0187] 4 is an explanatory diagram illustrating the random number values counted on the main board 11 side. As shown in FIG. 4, on the main board 11 side, the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the jackpot type, the random number value MR3 for determining the variation pattern, and the random number value MR4 for determining the normal chart display result are controlled so that they can be counted. In addition, random number values other than these may be used to enhance the game effect. Such random numbers used to control the progress of the game are also called game random numbers.
[0188] The random number circuit 104 may count numerical data indicating a part or all of these random number values MR1 to MR4. The CPU 103 may count numerical data indicating a part of the random number values MR1 to MR4 by updating various numerical data by software using a random counter different from the random number circuit 104, such as a random counter provided in a game control counter setting unit (not shown).
[0189] The random number value MR1 for determining the special symbol display result is a random number value used to determine whether or not to control the variable display result such as the special symbol in the special symbol game to a "jackpot" and to a jackpot game state, and takes a value in the range of, for example, "0" to "65536". The random number value MR2 for determining the jackpot type is a random number value used to determine the jackpot type when the variable display result is a "jackpot" as one of "probable jackpot A", "probable jackpot B", "probable jackpot C", and "non-probable jackpot", and takes a value in the range of, for example, "0" to "100".
[0190] The random number value MR3 for determining the variation pattern is a random number value used to determine the variation pattern in the variable display of special patterns and decorative patterns to one of several types prepared in advance, and takes a value in the range of "0" to "997", for example.
[0191] The random number value MR4 for determining the normal symbol display result is a random number value used to determine whether the variable display result in a normal symbol game by the normal symbol display device 20 is a "normal symbol hit" or a "normal symbol miss", and takes a value in the range of "3" to "13", for example.
[0192] 5 shows an example of the configuration of the display result determination table stored in the ROM 101. In the present embodiment, a display result determination table common to the first special chart and the second special chart is used as the display result determination table, but the present invention is not limited to this, and individual display result determination tables may be used for the first special chart and the second special chart.
[0193] The display result determination table is a table which is referenced to determine whether or not to control the variable display result to a jackpot game state as a "jackpot" before a determined special pattern which is a variable display result is derived and displayed in a special pattern game using a first special pattern by the first special pattern display device 4A or a special pattern game using a second special pattern by the second special pattern display device 4B, based on a random number value MR1 for determining the special pattern display result.
[0194] In the display result determination table, a numerical value (determination value) to be compared with the random number value MR1 for determining the special chart display result is assigned to the special chart display result of "jackpot" or "miss" depending on whether the game state of the pachinko game machine 1 is a normal state or a time-saving state (low probability state), or a probability change state (high probability state).
[0195] In the display result judgment table, the table data indicating the judgment value to be compared with the random number value MR1 for judging the special chart display result is judgment data assigned to the decision result of whether or not to control the special chart display result to a jackpot game state as a "jackpot". In the display result judgment table, when the game state is a probability variable state (high probability state), more judgment values are assigned to the special chart display result of a "jackpot" than when the game state is a normal state or a time-saving state (low probability state). As a result, in the probability variable state (high probability state) in which the probability variable control is performed in the pachinko game machine 1, the probability of determining that the special chart display result is a "jackpot" and controlled to a jackpot game state is higher (about 1 / 30 in this embodiment) than the probability of determining that the special chart display result is a "jackpot" and controlled to a jackpot game state when the game state is a normal state or a time-saving state (low probability state) (about 1 / 300 in this embodiment). That is, in the display result judgment table, judgment data is assigned to the decision result of whether or not to control to a jackpot game state so that when the game state in the pachinko game machine 1 is in a probability variable state (high probability state), the probability of deciding to control to a jackpot game state is higher than when it is in a normal state or a time-saving state.
[0196] FIG. 6(A) shows an example of the configuration of a jackpot type determination table stored in the ROM 101. The jackpot type determination table in this embodiment is a table that is referenced to determine the jackpot type as one of a plurality of types based on the random number value MR2 for jackpot type determination when it is determined that the special symbol display result is a "jackpot" and the jackpot game state is controlled. In the jackpot type determination table, a value (determination value) compared with the random number value MR2 for jackpot type determination is assigned to a plurality of types of jackpot types such as "non-variable jackpot", "variable jackpot A", "variable jackpot B", and "variable jackpot C" depending on whether the special symbol that is variably displayed (variably displayed) in the special symbol game is the first special symbol (special symbol game by the first special symbol display device 4A) or the second special symbol (special symbol game by the second special symbol display device 4B).
[0197] Here, the types of jackpots in this embodiment will be explained using Figure 6 (B).In this embodiment, the jackpot types are set to "certain variable jackpot A", "certain variable jackpot B", and "certain variable jackpot C", in which after the jackpot game state ends, special variable control and time-saving control are executed, resulting in a transition to a high-probability, high-base state, and "non-certain variable jackpot", in which after the jackpot game state ends, only time-saving control is executed, resulting in a transition to a low-probability, high-base state.
[0198] The jackpot game state by "probable jackpot A" is a normal opening jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 10 times (so-called 10 rounds). On the other hand, the jackpot game state by "probable jackpot B" is a normal opening jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 5 times (so-called 5 rounds). The jackpot game state by "probable jackpot C" is a normal opening jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 2 times (so-called 2 rounds). Also, the jackpot game state by "non-probable jackpot" is a normal opening jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 5 times (so-called 5 rounds). Therefore, "Chance jackpot A" is sometimes referred to as a 10-round (10R) chance jackpot, "Chance jackpot B" is sometimes referred to as a 5-round (5R) chance jackpot, and "Chance jackpot C" is sometimes referred to as a 2-round (2R) chance jackpot.
[0199] The variable probability control and time-saving control that are started after the end of the jackpot game state of the variable probability jackpot A to the variable probability jackpot C are ended on the condition that the state is controlled to the jackpot game state. In addition, the time-saving control that is started after the end of the non-variable probability jackpot game state is ended on the condition that the variable display is ended 100 times, or the state is controlled to the jackpot game state before the variable display is ended 100 times. Therefore, if the jackpot that occurs again is any of the variable probability jackpot A to the variable probability jackpot C, the variable probability control and time-saving control are executed again after the jackpot game state ends, so that the jackpot game state occurs continuously without going through the normal state, which is called a consecutive state. In other words, the variable probability state in this embodiment is a game state that continues until the variable display result becomes a jackpot regardless of the number of variable displays, while the time-saving state in this embodiment is a game state that is controlled to the normal state by executing the variable display 100 times unless the variable display result becomes a jackpot. For this reason, the time-saving state is also a gaming state that is controlled when a winning streak state may end.
[0200] In the example of the jackpot type determination table shown in Fig. 6(A), the allocation of the determination values to the jackpot types "probable jackpot A", "probable jackpot B", "probable jackpot C", and "non-probable jackpot" differs depending on whether the variably displayed special chart is the first special chart or the second special chart. That is, when the variably displayed special chart is the first special chart, a predetermined range of determination values (values in the range of "81" to "100") are assigned to the jackpot types "probable jackpot B" and "probable jackpot C" with fewer rounds, while when the variably displayed special chart is the second special chart, no determination value is assigned to the jackpot types "probable jackpot B" and "probable jackpot C". By such a setting, the ratio of determining the jackpot type to "probable jackpot B" or "probable jackpot C" with fewer rounds can be made different between the case where the jackpot type is determined to be one of a plurality of types based on the establishment of the first start condition for starting a special game using the first special symbol by the first special symbol display device 4A and the case where the jackpot type is determined to be one of a plurality of types based on the establishment of the second start condition for starting a special game using the second special symbol by the second special symbol display device 4B. In particular, in the special game using the second special symbol, the jackpot type is not determined to be "probable jackpot B" or "probable jackpot C" to control to a jackpot state with fewer rounds, so that, for example, in a game state where a game ball is likely to enter the second start winning hole formed by the variable winning ball device 6B due to the high opening control accompanying the time reduction control, frequent occurrence of a jackpot state with fewer winning balls can be avoided, and a decrease in the interest in the game can be prevented.
[0201] In addition, in the example of the setting of the jackpot type determination table shown in Figure 6 (A), the allocation of the determination value for the "non-probability variable" jackpot type is the same regardless of whether it is the first special chart special chart game or the second special chart game, so the probability of a non-probability variable jackpot and the probability of a probability variable jackpot are the same regardless of whether it is the first special chart special chart game or the second special chart game.
[0202] Therefore, as mentioned above, just as the allocation of judgment values for "Special Variable Jackpot B" and "Special Variable Jackpot C" differs depending on whether it is the first special chart game or the second special chart, the allocation of judgment values for "Special Variable Jackpot A" also differs depending on whether it is the first special chart game or the second special chart, and for "Special Variable Jackpot A", which has a larger number of rounds, it is set up so that it is easier to determine in the second special chart game than in the first special chart game.
[0203] In addition, in the case of the special chart game of the second special chart, a predetermined range of judgment values different from that in the case of the special chart game of the first special chart may be assigned to the jackpot type of "probable jackpot B" or "probable jackpot C". For example, in the case of the special chart game of the second special chart, a smaller judgment value than that in the case of the special chart game of the first special chart may be assigned to the jackpot type of "probable jackpot B" or "probable jackpot C". Alternatively, regardless of whether it is the special chart game of the first special chart or the second special chart, the jackpot type may be determined by referring to common table data.
[0204] FIG. 7 shows a variation pattern in this embodiment. In this embodiment, a plurality of variation patterns are prepared in advance in correspondence with the cases where the variable display result is "miss" and the variable display mode of the decorative pattern is "non-reach" and "reach", respectively, and in correspondence with the case where the variable display result is "jackpot". In addition, a variation pattern corresponding to the case where the variable display result is "miss" and the variable display mode of the decorative pattern is "non-reach" is called a non-reach variation pattern (also called a "non-reach miss variation pattern"), and a variation pattern corresponding to the case where the variable display result is "miss" and the variable display mode of the decorative pattern is "reach" is called a reach variation pattern (also called a "reach miss variation pattern"). In addition, the non-reach variation pattern and the reach variation pattern are included in the miss variation pattern corresponding to the case where the variable display result is "miss". A variation pattern corresponding to the case where the variable display result is "jackpot" is called a jackpot variation pattern.
[0205] The jackpot variation pattern and the reach variation pattern include a normal reach variation pattern in which the reach performance of the normal reach is executed, and a super reach variation pattern in which the reach performance of the super reach is executed. In this embodiment, one normal reach variation pattern is provided, but the present invention is not limited to this, and two or more normal reach variation patterns may be provided. In this embodiment, three types of variation patterns are provided as the super reach variation pattern: super reach (no pseudo consecutive), super reach (one pseudo consecutive), and super reach (two pseudo consecutive), but the present invention is not limited to this, and four or more types of super reach variation patterns or two or less types may be provided.
[0206] In addition, the super reach variation patterns in this embodiment are as follows: as variation patterns for super reach (no pseudo-consecutive), a variation pattern (PB1-2) where the variable display result is a jackpot and a variation pattern (PA2-2) where the variable display result is a miss; as variation patterns for super reach (one pseudo-consecutive), a variation pattern (PB1-3) where the variable display result is a jackpot and a variation pattern (PA2-3) where the variable display result is a miss; and as variation patterns for super reach (two pseudo-consecutive), a variation pattern (PB1-4) where the variable display result is a jackpot and a variation pattern (PA2-4) where the variable display result is a miss.
[0207] As shown in FIG. 7, the special chart fluctuation time of the normal reach fluctuation pattern in which the reach performance of the normal reach in this embodiment is executed is set shorter than that of the super reach fluctuation pattern.
[0208] In addition, in this embodiment, the variable display result is set to have a higher probability of becoming a "jackpot" in the order of super reach, normal reach, and non-reach, so that in the normal reach variation pattern and super reach variation pattern, the longer the special chart variation time, the higher the probability of winning.
[0209] In addition, in this embodiment, as described later, these fluctuation patterns are determined using only the random number value MR3 for determining the fluctuation pattern, but the present invention is not limited to this. For example, in addition to the random number value MR3 for determining the fluctuation pattern, a random number value for determining the type of fluctuation pattern may be provided, and the type of fluctuation pattern may first be determined from these random number values for determining the type of fluctuation pattern, and then the fluctuation pattern belonging to the determined type may be determined.
[0210] 8 is an explanatory diagram of a method for determining a variation pattern in this embodiment. In this embodiment, the variation pattern determination table to be selected is changed depending on the display result of the variable display to be executed, the number of reserved memories, the game state, etc.
[0211] Specifically, as shown in Fig. 8, when the variable display result is a non-variable jackpot, the jackpot fluctuation pattern determination table A is selected, and the fluctuation pattern is determined from PB1-1 (fluctuation pattern of normal reach jackpot), PB1-2 (fluctuation pattern of super reach (no pseudo consecutive performance) jackpot), PB1-3 (fluctuation pattern of super reach (one pseudo consecutive performance) jackpot), and PB1-4 (fluctuation pattern of super reach (two pseudo consecutive performance) jackpot). More specifically, in the jackpot fluctuation pattern determination table A, PB1-1 is determined at a rate of 5%, PB1-2 is determined at a rate of 20%, PB1-3 is determined at a rate of 35%, and PB1-4 is determined at a rate of 40%.
[0212] Also, when the variable display result is a sure-variable jackpot A to C, the jackpot fluctuation pattern determination table B is selected, and the fluctuation pattern is determined from PB1-1 (fluctuation pattern of normal reach jackpot), PB1-2 (fluctuation pattern of super reach (no pseudo consecutive performance) jackpot), PB1-3 (fluctuation pattern of super reach (one pseudo consecutive performance) jackpot), and PB1-4 (fluctuation pattern of super reach (two pseudo consecutive performance) jackpot). More specifically, in the jackpot fluctuation pattern determination table B, PB1-2 is determined at a rate of 10%, PB1-3 is determined at a rate of 20%, and PB1-4 is determined at a rate of 70%.
[0213] Also, when the game state is a low base state (normal state), the variable display result is a miss, and the number of reserved memories of the variable special chart is one or less, the miss variation pattern determination table A is selected, and the miss variation pattern is determined from PA1-1 (non-reach miss variation pattern without shortening), PA2-1 (normal reach miss), PA2-2 (super reach (no pseudo consecutive performance) miss variation pattern), PA2-3 (super reach (one pseudo consecutive performance) miss variation pattern), and PA2-4 (super reach (two pseudo consecutive performance) miss variation pattern) using the miss variation pattern determination table A. More specifically, in the miss variation pattern determination table A, PA1-1 is determined at a rate of 50%, PA2-1 is determined at a rate of 40%, PA2-2 is determined at a rate of 5%, PA2-3 is determined at a rate of 3%, and PA2-4 is determined at a rate of 2%.
[0214] Also, when the game state is a low base state (normal state), the variable display result is a miss, and the number of reserved memories of the variable special chart is two, the miss variation pattern determination table B is selected, and the variation pattern is determined from PA1-2 (variation pattern of shortened non-reach miss), PA2-1 (normal reach miss), PA2-2 (variation pattern of super reach (no pseudo consecutive performance) miss), PA2-3 (variation pattern of super reach (one pseudo consecutive performance) miss), and PA2-4 (variation pattern of super reach (two pseudo consecutive performance) miss). More specifically, in the miss variation pattern determination table B, PA1-2 is determined at a rate of 60%, PA2-1 is determined at a rate of 30%, PA2-2 is determined at a rate of 5%, PA2-3 is determined at a rate of 3%, and PA2-4 is determined at a rate of 2%.
[0215] Also, when the game state is a low base state (normal state), the variable display result is a miss, and the number of reserved memories of the variable special chart is three, the miss variation pattern determination table C is selected, and the miss variation pattern is determined from PA1-3 (shortened non-reach miss variation pattern), PA2-1 (normal reach miss), PA2-2 (super reach (no pseudo consecutive performance) miss variation pattern), PA2-3 (super reach (one pseudo consecutive performance) miss variation pattern), and PA2-4 (super reach (two pseudo consecutive performance) miss variation pattern) using the miss variation pattern determination table C. More specifically, in the miss variation pattern determination table C, PA1-3 is determined at a rate of 70%, PA2-1 is determined at a rate of 20%, PA2-2 is determined at a rate of 5%, PA2-3 is determined at a rate of 3%, and PA2-4 is determined at a rate of 2%.
[0216] Also, when the game state is a high base state (time-saving state or probability-changing state), the miss fluctuation pattern determination table D is selected, and the fluctuation pattern is determined from PA1-3 (shortened non-reach miss fluctuation pattern), PA2-1 (normal reach miss), PA2-2 (super reach (no pseudo consecutive performance) miss fluctuation pattern), PA2-3 (super reach (one pseudo consecutive performance) miss fluctuation pattern), and PA2-4 (super reach (two pseudo consecutive performance) miss fluctuation pattern) using the miss fluctuation pattern determination table D. More specifically, in the miss fluctuation pattern determination table C, PA1-3 is determined at a rate of 80%, PA2-1 is determined at a rate of 10%, PA2-2 is determined at a rate of 5%, PA2-3 is determined at a rate of 3%, and PA2-4 is determined at a rate of 2%.
[0217] In this embodiment, when the variable display result is a jackpot, the variable pattern is determined according to the type of jackpot, but the present invention is not limited to this, and the selection ratio of one of the multiple jackpot variable patterns (PB1-1 to PB1-4) may be changed according to the game state, for example, regardless of the type of jackpot. By doing so, the variable display is performed with a variable pattern suitable for the game state, so that the interest in the game can be improved.
[0218] The RAM 102 provided in the game control microcomputer 100 shown in FIG. 2 may be a backup RAM, part or all of which is backed up by a backup power source created in a predetermined power supply board. In other words, even if the power supply to the pachinko game machine 1 is stopped, part or all of the contents of the RAM 102 are stored for a predetermined period (until the capacitor serving as the backup power source discharges and the backup power source is unable to supply power). In particular, at least the data corresponding to the game state, i.e., the control state of the game control means (such as a special chart process flag) and the data indicating the number of unpaid winning balls may be stored in the backup RAM. The data corresponding to the control state of the game control means is data necessary to restore the control state to before the occurrence of a power outage, etc., based on the data, when the power is restored after a power outage, etc. occurs. In addition, the data corresponding to the control state and the data indicating the number of unpaid winning balls are defined as data indicating the progress state of the game.
[0219] In such a RAM 102, as an area for storing various data used to control the progress of the game in the pachinko game machine 1, for example, a game control data storage area 004SG150 as shown in Fig. 9 is provided. The game control data storage area 004SG150 shown in Fig. 9 includes a first special chart reserve memory section 004SG151A, a second special chart reserve memory section 004SG151B, a normal chart reserve memory section 004SG151C, a game control flag setting section 004SG152, a game control timer setting section 004SG153, a game control counter setting section 004SG154, and a game control buffer setting section 004SG155.
[0220] The first special symbol reserve memory unit 004SG151A stores the reserved data of a special symbol game (a special symbol game using the first special symbol in the first special pattern display device 4A) in order of winning, in which a start winning (first start winning) has occurred when a game ball has passed (entered) the first start winning port formed by the winning ball device 6A.
[0221] The second special symbol reserve memory unit 004SG151B stores the reserved data of a special symbol game (a special symbol game using the second special symbol in the second special pattern display device 4B) in order of winning, in which a start winning (second start winning) has occurred when a game ball has passed (entered) the second start winning port formed by the variable winning ball device 6B.
[0222] As an example, the first special chart reserve memory unit 004SG151A associates the reserved number with the order of winning (the order of detection of the game ball) into the first start winning port, and stores numerical data indicating a random number value MR1 for determining the variable display result, a random number value MR2 for determining the type of win, and a random number value MR3 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104 etc. based on the establishment of the first start condition when the game ball passes (enters) as reserved data until the number of memories reaches a predetermined upper limit value (for example, "4"). In addition, the second special chart reserve memory unit 004SG151B associates the reserved number with the order of winning (the order of detection of the game ball) into the second start winning port, and stores numerical data indicating the random number value MR1 for determining the variable display result, the random number value MR2 for determining the type of winning, and the random number value MR3 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc. based on the establishment of the first start condition when the game ball passes (enters) as reserved data until the number of stored data reaches a predetermined upper limit value (for example, "4").
[0223] In this way, the reserved data stored in the first special chart reserved memory unit 004SG151A or the second special chart reserved memory unit 004SG151B indicates that the execution of a special chart game using the first special chart or a special chart game using the second special chart is reserved, and becomes reserved information that makes it possible to determine whether or not a jackpot will be reached based on the variable display result (special chart display result) in these special chart games.
[0224] In this embodiment, when the pending information (first pending information) based on the establishment of the first start condition by the game ball passing through (entering) the first start winning port and the pending information (second pending information) based on the establishment of the second start winning condition by the game ball passing through (entering) the second start winning port are stored in separate pending memory units in correspondence with the pending numbers, the variable display based on the second pending memory information is executed in priority over the variable display based on the first pending information.
[0225] The regular symbol reservation memory unit 004SG151C stores reservation information for regular symbol games that have not yet been started by the regular symbol display device 20, even though the game ball has been detected by the gate switch 21. For example, the regular symbol reservation memory unit 004SG151C associates the game ball with a reservation number in the order in which it is detected by the gate switch 21, and stores, as reservation data, numerical data indicating a random number value MR4 for determining the regular symbol display result extracted by the CPU 103 from the random number circuit 104, etc. based on the passage of the game ball, until the number reaches a predetermined upper limit value (for example, "4").
[0226] The game control flag setting unit 004SG152 is provided with a plurality of types of flags whose states can be updated according to the progress of a game in the pachinko game machine 1. For example, the game control flag setting unit 004SG152 stores data indicating the value of the flag and data indicating the ON or OFF state for each of the plurality of types of flags.
[0227] The game control timer setting unit 004SG153 is provided with various timers used to control the progress of a game in the pachinko game machine 1. For example, the game control timer setting unit 004SG153 stores data indicating timer values of each of a plurality of types of timers.
[0228] The game control counter setting unit 004SG154 is provided with multiple types of counters for counting count values used to control the progress of a game in the pachinko game machine 1. For example, the game control counter setting unit 004SG154 stores data indicating the count values of each of the multiple types of counters. Here, the game control counter setting unit 004SG154 may be provided with a random counter for counting part or all of the game random numbers in a manner that allows the CPU 103 to update them by software.
[0229] In the random counter of the game control counter setting unit 004SG154, random numbers not generated by the random number circuit 104, for example, numerical data indicating random numbers MR1 to MR4, are stored as random count values, and the numerical data indicating each random number value is updated periodically or irregularly according to the execution of software by the CPU 103. The software executed by the CPU 103 to update the random count value may be for updating the random count value separately from the updating operation of the numerical data in the random number circuit 104, or may be for updating the random count value by performing a predetermined process such as a scramble process or an arithmetic process on all or a part of the numerical data extracted from the random number circuit 104.
[0230] The game control buffer setting unit 004SG155 is provided with various buffers for temporarily storing data used to control the progress of a game in the pachinko game machine 1. For example, the game control buffer setting unit 004SG155 stores data indicating buffer values in each of a plurality of types of buffers.
[0231] In addition to the performance control program, the ROM 121 mounted on the performance control board 12 shown in Fig. 2 stores various data tables used to control performance operations. For example, the ROM 121 stores table data constituting a plurality of judgment tables prepared for the performance control CPU 120 to make various judgments, decisions, and settings, pattern data constituting various performance control patterns, and the like.
[0232] As an example, the ROM 121 stores a performance control pattern table that stores a plurality of performance control patterns that the performance control CPU 120 uses to control performance operations by various performance devices (for example, the image display device 5, speakers 8L, 8R, game effect lamp 9, decorative LEDs, performance models, etc.). The performance control patterns correspond to various performance operations executed according to the progress of the game in the pachinko game machine 1 and are composed of data indicating the control contents. The performance control pattern table may store, for example, a performance control pattern for when a special chart is displayed variably, a notice performance control pattern, various performance control patterns, etc.
[0233] The RAM 122 mounted on the performance control board 12 shown in Fig. 2 is provided with a performance control data holding area 004SG190 as shown in Fig. 10(A) as an area for holding various data used to control performance operations. The performance control data holding area 004SG190 shown in Fig. 10(A) includes a performance control flag setting unit 004SG191, a performance control timer setting unit 004SG192, a performance control counter setting unit 004SG193, and a performance control buffer setting unit 004SG194.
[0234] The performance control flag setting unit 004SG191 is provided with a plurality of types of flags whose states can be updated according to a performance operation state, such as the display state of a performance image on the screen of the image display device 5, and a performance control command transmitted from the main board 11. For example, the performance control flag setting unit 004SG191 stores data indicating the value of the flag and data indicating the on or off state for each of the plurality of types of flags.
[0235] The performance control timer setting unit 004SG192 is provided with a plurality of types of timers used to control the progress of various performance operations, such as the display operation of a performance image on the screen of the image display device 5. For example, the performance control timer setting unit 004SG192 stores data indicating timer values of each of the plurality of types of timers.
[0236] The performance control counter setting unit 004SG193 is provided with a plurality of types of counters used to control the progress of various performance operations. For example, the performance control counter setting unit 004SG193 stores data indicating count values of the respective types of counters.
[0237] The performance control buffer setting unit 004SG194 is provided with various buffers for temporarily storing data used to control the progress of various performance operations. For example, the performance control buffer setting unit 004SG194 stores data indicating buffer values in each of a plurality of types of buffers.
[0238] In this embodiment, data constituting the start winning time receiving command buffer 004SG194A as shown in Fig. 10(B) is stored in a predetermined area of the performance control buffer setting unit 004SG194. The start winning time receiving command buffer 004SG194A has a storage area (area corresponding to buffer numbers "1-1" to "1-4") corresponding to the maximum value of the total reserved memory number of the first special symbol reserved memory (for example, "4") and a storage area (area corresponding to buffer number "1-0") corresponding to the first special symbol being variably displayed. In addition, the start winning time receiving command buffer 004SG194A has a storage area (area corresponding to buffer numbers "2-1" to "2-4") corresponding to the maximum value of the total reserved memory number of the second special symbol reserved memory (for example, "4") and a storage area (area corresponding to buffer number "2-0") corresponding to the second special symbol being variably displayed. When a start winning occurs at the first start winning port or the second start winning port, two commands, a start winning port winning designation command (first start winning port winning designation command or second start winning port winning designation command) and a reserved memory number notification command (first reserved memory number notification command or second reserved memory number notification command), are sent as a set from the main board 11 to the performance control board 12. The storage area corresponding to the first special chart reserved memory and the storage area corresponding to the second special chart reserved memory in the start winning reception command buffer 004SG194A are provided with storage areas (entries) for storing these start winning port winning designation commands and reserved memory number notification commands separately into the first special chart reserved memory and the second special chart reserved memory in association with each other.
[0239] The contents of these storage areas (entries) are shifted up one by one as described below when the start condition is met and variable display of the top-level reserved memory (buffer number "1-1" or buffer number "2-1") is started, and the contents of buffer number "1-0" or buffer number "2-0", which stores the contents of the reserved memory for which the start condition is met, are cleared in the special chart hit waiting process executed when the variable display is ended.
[0240] When a start winning is made to the first start winning port, the CPU 120 for controlling the performance stores the command from the top (the entry with the lowest buffer number) of the free entry corresponding to the first special symbol reserved memory in the start winning time reception command buffer 004SG194A, and when a start winning is made to the second start winning port, the CPU 120 stores the command from the top (the entry with the lowest buffer number) of the free entry corresponding to the second special symbol reserved memory in the start winning time reception command buffer 004SG194A. When a start winning is made, the start winning port designation command to the reserved memory number notification command are transmitted in sequence. Therefore, when a command is received, the start winning port designation command and the reserved memory number notification command are stored in the storage area corresponding to the last "0" to "4" of the buffer number corresponding to the first special symbol reserved memory or the second special symbol reserved memory, in that order.
[0241] As for the commands stored in the start winning reception command buffer 004SG194A shown in FIG. 10(B), each time the variable display of the decorative pattern is started, the commands stored in the entry (entry of buffer number "1-0" or "2-0") corresponding to the reserved memory of the variable display that has just ended are deleted, and the contents stored in the entry (entry corresponding to buffer number "1-1" or "2-1") corresponding to the reserved memory of the variable display that is to start and the contents stored in the entry after the reserved memory of the variable display that is to start are shifted. For example, when the variable display of the decorative pattern of the first special pattern reserved memory is ended in the storage state shown in FIG. 10(B), each command stored in buffer number "0" is deleted, each command stored in buffer number "0" is shifted to buffer number "0", each command stored in the area corresponding to buffer number "2" is shifted to the area corresponding to buffer number "0", and each command stored in the area corresponding to buffer number "3" and "4" is shifted to the area corresponding to buffer number "2" and "3". Therefore, buffer number "0" becomes an area (entry) for storing each command related to the reserved memory that is variably displayed at that time.
[0242] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0243] (Main operations of main board 11) First, a description will be given of the main operations of the main board 11. When power supply to the pachinko game machine 1 is started, the game control microcomputer 100 is started, and the game control main process is executed by the CPU 103. Fig. 11 is a flowchart showing the game control main process executed by the CPU 103 in the main board 11.
[0244] In the game control main process shown in Fig. 11, the CPU 103 first sets interrupts to be prohibited (step S1). Then, necessary initial settings are performed (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to be accessible.
[0245] Next, it is determined whether the recovery condition is satisfied (step S3). The recovery condition can be satisfied when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When the power supply to the pachinko game machine 1 is started, if the clear switch provided on the power supply board 17 is pressed, for example, a clear signal in the ON state is input to the game control microcomputer 100. If such a clear signal in the ON state is input, it is sufficient to determine in step S3 that the recovery condition is not satisfied. The backup data may be stored in the RAM 102, which is the backup RAM for game control. In step S3, it is sufficient to check or inspect the presence or absence of backup data, the presence or absence of data errors, and the like, and determine whether the recovery condition can be satisfied.
[0246] If ...
Claims
[Claim 1] A gaming machine capable of variably displaying special identification information when a starting condition is met, A display means; Light emitting means; a light emission control means, The display means A background display can be displayed during a first period after the game is completed, A demonstration display can be displayed during a second period after the first period has ended, A variable display of effect identification information corresponding to the variable display of the special identification information can be displayed, When a start condition is satisfied, a variable display of the effect identification information can be displayed so that the transparency of the effect identification information changes from a first value to a second value higher than the first value; when a start condition is satisfied while the demonstration display is being displayed, the display can be switched from the demonstration display to a variable display of the effect identification information before the transparency of the effect identification information reaches the second value, The light emission control means During the second period, the light emitting means can be controlled using a demonstration display luminance data table corresponding to the demonstration display; when a start condition is established while the demonstration display is being displayed by the display means, before the display means switches from the demonstration display to a display corresponding to the variable display of the effect identification information, the display means can switch from the demonstration display luminance data table to a luminance data table corresponding to the variable display of the effect identification information to control the light emitting means; When a specific error occurs, the light emitting means can be controlled using a specific error luminance data table; When the specific error occurs, control of the light-emitting means using the specific error luminance data table can be started before the display means displays a display corresponding to the specific error, During the first period, the light emitting means can be controlled using a background display luminance data table corresponding to the background display, the brightness data constituting the background display brightness data table and the brightness data constituting the specific error brightness data table have different colors that account for a large proportion of the brightness data, It can be controlled to an advantageous state that is advantageous to the player, A predetermined effect can be executed that suggests that the game will be controlled to the advantageous state, The predetermined effect is an effect of displaying a crack precursor image and then displaying a fragment image corresponding to the crack precursor image, As a predetermined image after the fragment image is displayed in the predetermined performance, any one of a plurality of predetermined images including a first predetermined image and a second predetermined image suggesting that the probability of being controlled to the advantageous state is higher than that of the first predetermined image can be displayed; Before displaying the fragment image in the predetermined effect, the object image in any one of a plurality of object image modes can be displayed; Depending on the aspect of the object image, it is possible to suggest which predetermined image will be displayed after the fragment image is displayed in the predetermined effect, A performance execution means; and a reservation storage means, The reserved storage means is capable of storing information about variable display up to a predetermined number as reserved storage based on the establishment of a start condition, The performance execution means When the hold memory is stored, one of a plurality of types of hold displays including a first hold display and a second hold display having a different aspect from the first hold display can be displayed; In a situation where less than the predetermined number of reserved memories are stored, When a start condition is satisfied at a first timing, the first hold display is started to be displayed in a first start mode, and then changed to a first in-progress mode and then changed to a first completion mode, and can be displayed; When the start condition is satisfied at the first timing, the second hold display is started to be displayed in a second start mode, and after being changed to a second in-progress mode, it can be changed to a second completion mode and displayed; When a start condition is satisfied at a second timing after the first timing, the first hold display is started to be displayed in the first start mode, changed to the first in-progress mode, and can be changed to the first completion mode based on the start of the next variable display, and displayed; When the start condition is satisfied at the second timing, the second hold display is started to be displayed in the second start mode, changed to the second in-progress mode, and can be changed to the second completion mode based on the start of the next variable display, and displayed; When a start condition is satisfied at a third timing after the second timing, the first hold display can be displayed in the first completion mode without being displayed in the first start mode and the first ongoing mode, When the start condition is satisfied at the third timing, the second hold display can be displayed in the second completion mode without being displayed in the second start mode and the second in-progress mode. A gaming machine characterized by: