Game machine
By implementing dynamic icon movements and form changes in pachinko gaming machines, the excitement and engagement of players are enhanced through innovative display effects.
Patent Information
- Application Number
- JP2023113894
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-11
- Publication Date
- 2025-01-24
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing pachinko gaming machines lack excitement in their icon display methods, necessitating improvements to enhance player engagement.
The gaming machine introduces dynamic icon image changes through movements of varying distances and forms, including first and second change effects that alter the display form of icons, enhancing visual appeal and player interaction.
This approach significantly enhances the excitement and engagement of players by providing dynamic and visually appealing icon displays, improving the overall gaming experience.
Smart Images

Figure 2025011660000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] Conventionally, as an example of a pachinko game machine, a game machine that displays a reserved icon in a predetermined display area when a start winning occurs, as described in the following Patent Document 1, is known. In this game machine, the display mode of the reserved icon is changed from the normal white to a special blue or red, making the player expect a big win. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2016-112132 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, the method of performing effects using icons as described in the above Patent Document 1 is now commonly seen, and there is room for improvement in order to provide players with an interesting experience. [Means for solving the problem]
[0005] The gaming machine of the present invention is Executing an icon display effect of displaying a predetermined icon image; It is possible to execute a change performance that can change the display mode of the icon image, The above-mentioned change performance includes: A first change effect that can change the display state of the icon image by moving the icon image displayed in a normal display area by a first distance; and a second change effect in which the icon image displayed in the normal display area is moved a second distance different from the first distance to change the display state of the icon image, This is a gaming machine characterized in that the icon image can be changed to the same display mode whether in the first change presentation or the second change presentation. Effect of the Invention
[0006] According to the gaming machine of the present invention, it is possible to increase the interest in the game through the presentation. [Brief description of the drawings]
[0007] [Figure 1] FIG. [Diagram 2] FIG. [Diagram 3] A front view showing the second large prize device and other details. [Figure 4] FIG. [Diagram 5] 1A is a front view of the performance unit when the above-board movable device and the below-board movable device are in standby state, and FIG. 1B is a front view of the performance unit when the above-board movable device and the below-board movable device are in operation. [Figure 6] FIG. 4 is a block diagram showing the electrical configuration of the main control board. [Figure 7] FIG. 4 is a block diagram showing the electrical configuration of the sub-control board. [Figure 8] 2 is an oblique view showing the back side of the gaming machine. [Figure 9] FIG. 2 is a front view showing a 7-segment display. [Figure 10] (A) is a table showing random numbers related to the general map, and (B) is a table showing random numbers related to the special map. [Figure 11] (A) is an example of a winning determination table, (B) is an example of a normal game fluctuation pattern determination table, and (C) is an example of an auxiliary game control table. [Figure 12](A) is an example of a big win determination table, (B) is an example of a big win symbol type determination table, and (C) is an example of a reach determination table. [Figure 13] This is an example of a special chart 1 fluctuation pattern determination table. [Figure 14] This is an example of a special chart 2 fluctuation pattern determination table. [Figure 15] 13 is an example of a look-ahead determination table. [Figure 16] 1 is an example of a jackpot game control table. [Figure 17] FIG. [Figure 18] FIG. 2 is an explanatory diagram showing specific examples of presentation modes. [Figure 19] An explanatory diagram showing a specific example of normal fluctuations in the special chart fluctuation performance. [Figure 20] This is an explanatory diagram showing a specific example of N Reach in the special chart change performance. [Figure 21] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 22] An explanatory diagram showing a specific example of a hold effect. [Figure 23] An explanatory diagram showing a specific example of a movable object performance. [Figure 24] FIG. 11 is an explanatory diagram showing a specific example of an operation presentation. [Diagram 25] 4 is a flowchart of a main control process. [Figure 26] 13 is a flowchart of a main-side timer interrupt process. [Figure 27] 13 is a flowchart of a sub-control main process. [Figure 28] 13 is a flowchart of a 1 ms timer interrupt process. [Figure 29] 13 is a flowchart of a 10 ms timer interrupt process. [Diagram 30] This is a jackpot game control table relating to a characteristic part of the pachinko game machine PY1. [Diagram 31] This is a special chart 1 fluctuation pattern determination table for the non-time-saving state related to the characteristic parts of the pachinko game machine PY1. [Diagram 32] This is a special chart 1 pre-reading judgment table for the non-time-saving state related to the characteristic part of the pachinko game machine PY1. [Diagram 33] This is a diagram to explain the types of icons (reserved icons, applicable icons) that are displayed based on the starting winning. [Diagram 34] A figure showing a specific example of an icon display presentation when starting winnings occur non-consecutively. [Diagram 35] A figure showing a specific example of an icon display presentation when starting winnings occur consecutively. [Diagram 36] This is a timing chart showing the status of the first start gate sensor 11a, the door image GD, and the hold icon HA when start winnings occur discontinuously. [Figure 37] This is a timing chart showing the status of the first start gate sensor 11a, the door image GD, and the hold icon HA when start winnings occur consecutively. [Figure 38] (A) is an execution lottery table for the pending icon change effect, (B) is an execution lottery table for the pending icon change prompting, (C) is an execution lottery table for the icon change effect, and (D) is an execution lottery table for the icon change prompting. [Figure 39] A figure showing a specific example of a downward sword stabbing provocation against a hold icon HA. [Diagram 40] A figure showing a specific example of an upward sword stabbing provocation against a hold icon HA. [Diagram 41] A figure showing a specific example of a downward sword stabbing movement toward the icon TA. [Diagram 42] A figure showing a specific example of an upward sword stabbing movement toward the icon TA. [Diagram 43] This is a figure showing a specific example of an upward sword stabbing attack on the icon TA, and shows a different presentation pattern from the presentation pattern shown in Figure 42. [Diagram 44] 13 is a diagram showing a specific example of icon grabbing and tilting the icon TA. FIG. [Diagram 45]45 is a diagram showing a specific example of icon grabbing and pushing the icon TA, and shows a different presentation pattern from the presentation pattern shown in FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] Hereinafter, an embodiment of the gaming machine of the present invention will be specifically described with reference to the drawings. In each of the drawings, the same parts are given the same reference numerals, and duplicated descriptions of the same parts are omitted as a rule. In this specification, for the sake of simplicity, a symbol or code referring to information, signal, physical quantity, member, etc. may be written, and the name of the information, signal, physical quantity, member, etc. corresponding to the symbol or code may be omitted or abbreviated. In addition, in any of the flowcharts described below, the execution order of multiple processes in any of the steps may be arbitrarily changed or executed in parallel, as long as no contradiction occurs in the process contents.
[0009] 1. Structure of the gaming machine A pachinko game machine PY1 of the first embodiment will be described. First, the structure of the pachinko game machine PY1 will be described with reference to Figs. 1 to 5. In the following description, the left, right, up and down directions of each part of the pachinko game machine PY1 refer to the left, right, up and down directions (as viewed from the front) of a player facing the pachinko game machine PY1. In addition, "forward" refers to the direction approaching the player facing the pachinko game machine PY1 from the pachinko game machine PY1, and "rearward" refers to the direction approaching the pachinko game machine PY1 from the player facing the pachinko game machine PY1. In this specification, the pachinko game machine PY1 will first be described in terms of a conventionally general configuration, and then its characteristic configuration (characteristic parts) will be described. For this reason, the configuration explained before the section "7. Characteristic Parts of the Pachinko Game Machine PY1" may also be explained in the section "7. Characteristic Parts of the Pachinko Game Machine PY1" and subsequent sections, but in this case, the pachinko game machine PY1 is deemed to be configured with the contents explained in the section "7. Characteristic Parts of the Pachinko Game Machine PY1" and subsequent sections.
[0010] As shown in FIG. 1, the pachinko game machine PY1 includes a game machine frame 2. The game machine frame 2 includes a game board mounting frame 2A to which a game board unit YU (described later) is attached, and a front frame 23m rotatably supported by the game board mounting frame 2A via a hinge 2B. The front frame 23m can be opened and closed relative to the game board mounting frame 2A. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the game board 1 attached to the game board mounting frame 2A and the transparent plate 23t face each other. Therefore, when the pachinko game machine PY1 is installed in a game arcade, a player in front of the pachinko game machine PY1 can view the game area 6 formed on the game board 1 through the transparent plate 23t. The transparent plate 23t can be a transparent glass plate, a transparent synthetic resin plate, or the like. The transparent plate 23t may be any plate that allows the playing area 6 to be viewed from the front of the pachinko gaming machine PY1.
[0011] A handle 72k that can be rotated to launch the game balls is provided at the lower right of the front of the front frame 23m. The amount by which the handle 72k is operated (rotation angle) corresponds to the magnitude (launch strength) of the force (the amount by which the launching device 72, described later, drives the launch solenoid) applied to the game balls to launch them. Thus, the game balls are launched with a launch strength according to the rotation of the handle 72k. In addition, a lower decorative body 36 that protrudes greatly toward the front is provided at the lower center of the front of the front frame 23m. An upper tray 34 is formed on the upper surface of the lower decorative body 36 to store the game balls supplied to the handle 72k. In addition, a lower tray 35 is provided at the lower center of the front of the lower decorative body 36 to store surplus game balls that cannot be accommodated in the upper tray 34.
[0012] A first input device (hereinafter, "normal button") 40 that can be pressed downward is provided on the front side of the upper tray 34 on the upper surface of the lower decorative body 36. A second input device (hereinafter, "special button") 41 that can be pressed downward is provided on the right decorative body 32 that is formed by protruding forward from the right edge of the surface of the front frame 23m. The normal button 40 is configured to be vibrated. That is, the normal button 40 has a built-in vibration mechanism for vibrating the normal button 40, and when a vibration motor included in this vibration mechanism is driven, the normal button 40 vibrates so that the player can see it. Note that a known configuration can be appropriately adopted for the vibration mechanism for vibrating the normal button 40. The normal button 40 is an example of an operation unit and an example of a vibrating body.
[0013] In addition, a speaker 52 capable of outputting sound is provided on the bottom surface of the upper decorative body 31 formed by protruding forward from the upper part of the surface of the front frame 23m. The speaker 52 is composed of a left speaker 52L arranged on the left side and a right speaker 52R arranged on the right side. In addition, a frame lamp 53 capable of emitting light is provided on the right edge of the front frame 23m and on the left and right sides of the lower plate 35 on the front of the lower decorative body 36. Furthermore, a movable frame movable device 58 is attached to the upper side of the left and right edges of the front frame 23m as a performance device for the purpose of increasing the interest in the game. The frame movable device 58 is composed of a left frame movable device 58L arranged on the left side and a right frame movable device 58R arranged on the right side.
[0014] The positions and number of components and devices provided in the game machine frame 2 can be changed as appropriate as long as it does not interfere with play.
[0015] Next, the game board unit YU will be described mainly with reference to Figs. 2 to 5. The game board unit YU has a game board 1 and a performance unit 1U attached to the back side of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. An opening 1A that is approximately circular when viewed from the front is formed in the approximate center of the game board 1. Along the opening 1A, an approximately ring-shaped inner wall portion 1B for partitioning a game area 6 in which game balls can flow down is formed so as to protrude forward. In addition, an approximately ring-shaped outer wall portion 1C for partitioning the game area 6 is also formed so as to protrude forward on the outside of the inner wall portion 1B.
[0016] A play area 6 surrounded by an inner wall portion 1B, an outer wall portion 1C, etc. is formed on the front surface of the play board 1. That is, the front surface of the play board 1 is divided into the play area 6 and the other area by the inner wall portion 1B and the outer wall portion 1C.
[0017] The game area 6 is an area where game balls released by operating the handle 72k can flow down, and is provided for playing games on the pachinko game machine PY1. A large number of game nails (not shown) are protruding from the game area 6. The game nails form a path that appropriately guides game balls that enter the game area 6 and flow down the game area 6 to the first start port 11, the second start port 12, the general winning port 10, the gate 13, the first large winning port 14, and the second large winning port 15, which will be described later. The start ports such as the first start port 11 and the second start port 12 are called ball entry ports, the large winning ports such as the first large winning port 14 and the second large winning port 15 are called special winning ports or specific winning ports, and the gates can be called passage ports or passage areas.
[0018] A center frame (center decoration) 61 that decorates the periphery of the opening 1A is provided near the center of the game area 6. The center frame 61 is provided with a stage that can guide the game ball to the first starting hole 11 described later, and a warp that can guide the game ball to the stage.
[0019] In addition, the game area 6 is provided with a first start winning device 11D having a first start hole 11 through which a game ball can enter, and a second start winning device (a so-called "electric chute") 12D which makes it possible or impossible for the ball to enter the second start hole 12.
[0020] The first start winning device 11D is immovable. Therefore, the ease with which the game ball can enter the first start hole 11 is constant (unchanging). The entry of the game ball into the first start hole 11 triggers the drawing of a first special symbol (hereinafter referred to as "special symbol 1") (obtaining and determining a random number related to special symbol 1, described below: hereinafter also referred to as "special symbol 1 drawing") and the variable display of special symbol 1. In addition, when the game ball enters the first start hole 11, a predetermined number of game balls (four in this embodiment) are paid out as prize balls.
[0021] The electric chute 12D is provided with an operable electric chute opening / closing member 12k. The electric chute opening / closing member 12k is usually (in a normal state) in a closed position where the game ball cannot enter the second starting hole 12. Then, when the special state is reached, it moves to an open position where the game ball can enter the second starting hole 12. In this way, the movement of the electric chute opening / closing member 12k to the open position is also called the "open state" of the second starting hole 12 or the electric chute 12D, and the game ball can enter the second starting hole 12 only when it is in the open state. On the other hand, the electric chute opening / closing member 12k in the closed position is also called the "closed state" of the second starting hole 12 or the electric chute 12D. In addition, the second starting hole 12 or the electric chute 12D being in the "open state" is also called "the electric chute 12D opens," and the electric chute 12D being in the "closed state" is also called "the electric chute 12D closes."
[0022] The entry of a game ball into the second starting hole 12 triggers the drawing of a second special symbol (hereinafter referred to as "special symbol 2") (obtaining and determining a random number related to special symbol 2, described below; hereinafter also referred to as "special symbol 2 drawing") and the variable display of special symbol 2. When a game ball enters the second starting hole 12, a predetermined number of game balls (four in this embodiment) are paid out as prize balls. The game area 6 is provided with a guide stage 12g that guides the game ball to the second starting hole 12.
[0023] In addition, the game area 6 is provided with a general winning opening (normal winning opening) 10 into which game balls can enter. When a game ball enters the general winning opening 10, a predetermined number of game balls (three in this embodiment) are paid out as prize balls.
[0024] In addition, the game area 6 is provided with a gate 13 through which the game ball can pass. The passage of the game ball through the gate 13 triggers the drawing of a normal symbol (hereinafter referred to as a "normal symbol") (i.e., obtaining and determining a normal symbol random number: hereinafter referred to as a "normal symbol drawing") and the variable display of the normal symbol. The electric chute 12D is opened by the execution of the auxiliary game. In other words, the auxiliary game is a game accompanied by the opening of the electric chute 12D.
[0025] In addition, the game area 6 is provided with a first large prize winning device 14D (hereinafter, also referred to as "normal AT 14D") in which a first large prize winning opening 14 into which a game ball can enter is formed. The first large prize winning device 14D is provided with a normal AT opening / closing member 14k that can be operated in an open state and a closed state. The first large prize winning opening 14 is opened and closed by the operation of the normal AT opening / closing member 14k. The normal AT opening / closing member 14k is normally in a closed state that blocks the first large prize winning opening 14, and it is impossible for a game ball to enter the first large prize winning opening 14. When the normal AT opening / closing member 14k is operated to an open state, it becomes possible for a game ball to enter the first large prize winning opening 14. In this way, a game ball can enter the first large prize winning opening 14 only when the normal AT opening / closing member 14k is in an open state. When a gaming ball enters the first large winning port 14, a predetermined number of gaming balls (15 in this embodiment) are paid out as prize balls.
[0026] In addition, the game area 6 is provided with a second large prize winning device 15D (hereinafter also referred to as "VAT 15D") in which a second large prize winning opening 15 into which a game ball can enter is formed. The second large prize winning device 15D is provided with an operable VAT opening / closing member 15k. The VAT opening / closing member 15k normally blocks the second large prize winning opening 15. The VAT opening / closing member 15k can be in an open state. Only when the VAT opening / closing member 15k is in an open state, a game ball can enter the second large prize winning opening 15. On the other hand, the state in which the VAT opening / closing member 15k blocks the second large prize winning opening 15 is also referred to as a "closed state." In this way, the second large prize winning opening 15 is opened and closed by the operation of the VAT opening / closing member 15k. When a game ball enters the second large prize winning opening 15, a predetermined number of game balls (15 in this embodiment) are paid out as prize balls.
[0027] Here, the second large prize winning device 15D will be described in detail with reference to Fig. 3. Inside the second large prize winning device 15D, a gate-shaped second large prize winning port sensor 15a is provided which detects a game ball that has entered the second large prize winning port 15 and allows the game ball to pass downward.
[0028] A specific area 16 and a non-specific area 17 through which game balls can pass (enter) are provided downstream of the second large prize opening sensor 15a. Game balls that pass through the second large prize opening sensor 15a are sorted by a sorting device 16D into the specific area 16 or the non-specific area 17. The sorting device 16D includes a sorting member 16k made of a substantially rectangular flat plate, and a sorting solenoid 16s that drives the sorting member 16k. The sorting member 16k is configured to be slidable left and right by the drive of the sorting solenoid 16s.
[0029] When the distribution solenoid 16s is not energized, the distribution member 16k is in a first state (passage prevention state: in a front view of FIG. 3(A), the left end of the distribution member 16k is located slightly to the right of the left end of the specific area 16, and the distribution member 16k covers the specific area 16 directly above) in which the distribution member 16k prevents the game ball from passing through to the specific area 16. When the distribution member 16k is in the first state, after a game ball enters the second large prize opening 15 passes through the second large prize opening sensor 15a, it is unable to pass through the specific area 16, and passes through the non-specific area 17. The route of the game ball flowing down from the second large prize opening 15 to the non-specific area 17 is called the first route.
[0030] On the other hand, when the distribution solenoid 16s is energized, the distribution member 16k is in a second state that allows the game ball to pass (enter) the specific area 16 (passage-permitting state: when viewed from the front in FIG. 3(B), the left end of the distribution member 16k is located slightly to the left of the right end of the specific area 16, the distribution member 16k does not cover the specific area 16 directly above, and the area directly above the specific area 16 is open). When the distribution member 16k is in the second state, a game ball that has entered the second large prize opening 15 can easily pass through the specific area 16 after passing through the second large prize opening sensor 15a. The route of the game ball flowing down from the second large prize opening 15 to the specific area 16 is called the second route.
[0031] Basically, the distribution member 16k is held in the first state. In other words, the first state is the normal state of the distribution member 16k. Then, only in a predetermined round of play (for example, 16R), the distribution solenoid 16s is energized and the distribution member 16k can be changed to the second state. The operating mode of the distribution member 16k can be changed as appropriate.
[0032] The specific area 16 and the non-specific area 17 are provided with a specific area sensor 16a and a non-specific area sensor 17a, which detect a gaming ball that has passed through (entered) each area 16, 17 and allow the gaming ball to pass downward.
[0033] It is possible to provide only one of the first large prize winning device 14D and the second large prize winning device 15D, as long as it does not interfere with the game. It is also possible to provide two large prize winning devices, such as the first large prize winning device 14D, that do not have a specific area or a distribution device, depending on the gameplay. Although the first large prize winning device 14D and the second large prize winning device 15D are provided, it is possible to use only the first large prize winning device 14D or only the second large prize winning device 15D depending on the gameplay. It is to be noted that, when the configuration is such that only the first large prize winning device 14D is used, the processing related to the second large prize winning device 15D is not performed, and when the configuration is such that only the second large prize winning device 15D is used, the processing related to the first large prize winning device 14D is not performed.
[0034] 2, two outlets 19 are provided at the approximate bottom of the game area 6 for discharging game balls that have been shot into the game area 6 but have not won in any of the winning holes to the outside of the game area 6. Also, the game board 1 is provided with an emitting board lamp 54.
[0035] Incidentally, the game area 6 through which the game balls can flow can be divided into a left game area 6A (first game area) on the left side of the center in the left-right direction, and a right game area 6B (second game area) on the right side. The operation mode of the handle 72k that launches the game ball so that it flows down the left game area 6A is called "left hit". On the other hand, the operation mode of the handle 72k that launches the game ball so that it flows down the right game area 6B is called "right hit". In the pachinko game machine PY1, the flow path through which the game ball can flow when the game ball is launched by a left hit is called the first flow path R1, and the flow path through which the game ball can flow when the game ball is launched by a right hit is called the second flow path R2. The first flow path R1 and the second flow path R2 are also formed by a large number of game nails, etc.
[0036] A first start port 11 and two general winning ports 10 are provided on the first flow path R1. Therefore, a player can aim to win the first start port 11 or the general winning port 10 by shooting a game ball so that it flows down the first flow path R1 with a left hit. On the other hand, a second start port 12, a general winning port 10, a gate 13, a first large winning port 14, and a second large winning port 15 are provided on the second flow path R2. Therefore, a player can aim to pass through the gate 13 or win the second start port 12, the general winning port 10, the first large winning port 14, or the second large winning port 15 by shooting a game ball so that it flows down the second flow path R2 with a right hit.
[0037] In addition, game balls that do not enter any of the winning holes (first start hole 11, second start hole 12, general winning hole 10, first large winning hole 14, and second large winning hole 15) are guided and discharged to the outlet hole 19. In addition, the number of winning balls that enter each winning hole can be set appropriately.
[0038] In addition, the display devices 8 are arranged on the lower left side of the play area 6 formed on the front of the game board 1 (part other than the play area 6). As shown in FIG. 4, the display devices 8 include a special chart 1 display device 81a that variably displays special chart 1, a special chart 2 display device 81b that variably displays special chart 2, and a general chart display device 82 that variably displays general chart. In addition, the display devices 8 include a special chart 1 reserved number (U1: the number of reserved variable displays of special chart 1 by the special chart 1 display device 81a) to be described later, and a special chart 2 reserved number (U2: the number of reserved variable displays of special chart 2 by the special chart 2 display device 81b) to be described later.
[0039] The variable display of the special chart 1 is executed when the special chart 1 lottery is performed triggered by the entry of a game ball into the first starting hole 11. The variable display of the special chart 2 is executed when the special chart 2 lottery is performed triggered by the entry of a game ball into the second starting hole 12. In the following explanation, the special chart 1 and the special chart 2 are collectively referred to as the special chart or special pattern, and the special chart 1 lottery and the special chart 2 lottery are collectively referred to as the special chart lottery. The special chart 1 display 81a and the special chart 2 display 81b are collectively referred to as the special chart display 81. Furthermore, the special chart 1 reserve display 83a and the special chart 2 reserve display 83b are collectively referred to as the special chart reserve display 83.
[0040] The variable display of the special chart notifies the result of the special chart lottery. In the variable display of the special chart, the special chart is displayed variably and then displayed still. The special chart that is displayed still (the stopped special chart, the special pattern that is derived and displayed as the display result of the variable display) is one special chart selected from multiple types of special charts by the special chart lottery. If the stopped special chart is a predetermined specific special chart (a special chart with a specific stopping mode, i.e., a jackpot pattern), a jackpot game (an example of a special game) is played in which the jackpot openings (first jackpot opening 14 and second jackpot opening 15) are opened. The game state in which the jackpot game is being played is called a jackpot game state. The jackpot game state is an example of a special game state that is advantageous to the player.
[0041] The special chart display 81 is composed of, for example, eight LEDs (Light Emitting Diodes) arranged side by side, and displays a special chart according to the result of the special chart lottery according to the lighting state of the LEDs. For example, if the result of the special chart lottery is a big win (one of the multiple types of big wins described later), the special chart display 81 displays a big win pattern consisting of the lighting of the first, second, fifth, and sixth LEDs from the left, such as "□□■■□□■■" (□: lit, ■: unlit). Also, if the result of the special chart lottery is a loss, the special chart display 81 displays a loss pattern consisting of only the lighting of the rightmost LED, such as "■■■■■■■□". Note that the lighting state of the LEDs corresponding to the result of the special chart lottery is not limited and can be set appropriately. Therefore, for example, all LEDs may be turned off as a loss pattern.
[0042] In addition, in the variable display of the special chart, the special chart is displayed for a predetermined variable time before the special chart is displayed in a stopped state. The mode of the variable display of the special chart is, for example, a mode in which each LED lights up so that light flows repeatedly from left to right. Note that the mode of the variable display of the special chart is not particularly limited, and if each LED is not displayed in a stopped state (lighting display in a specific mode), it may be appropriately set so that all LEDs flash at the same time.
[0043] In the pachinko game machine PY1, when a game ball enters the first start hole 11 or the second start hole 12, various random numbers (one example of judgment information) for performing a special drawing lottery or the like may be obtained. These various random numbers are temporarily stored as special drawing reservations in the special drawing reservation memory unit 105 described later. In the following, the various random numbers obtained by the game ball entering the first start hole 11 are referred to as "special drawing 1 related random numbers", and the various random numbers obtained by the game ball entering the second start hole 12 are referred to as "special drawing 2 related random numbers". Here, the special drawing 1 related random numbers are stored as special drawing 1 reservations in the special drawing 1 reservation memory unit 105a in the special drawing reservation memory unit 105. On the other hand, the special drawing 2 related random numbers are stored as special drawing 2 reservations in the special drawing 2 reservation memory unit 105b in the special drawing reservation memory unit 105. The number of reserved special drawings 1 (reserved number of special drawings 1) that can be stored in the reserved special drawing 1 storage unit 105a and the number of reserved special drawings 2 (reserved number of special drawings 2) that can be stored in the reserved special drawing 2 storage unit 105b are set to an upper limit (four in this embodiment). The upper limit of the number of reserved special drawings 1 and the number of reserved special drawings 2 can be changed as appropriate, and the upper limit may be set to "none." In the following, reserved special drawings 1 and reserved special drawings 2 are collectively referred to as "reserved special drawings," and the number of reserved special drawings 1 and the number of reserved special drawings 2 are collectively referred to as "number of reserved special drawings." In addition, the random numbers related to the special drawings 1 and the random numbers related to the special drawings 2 are collectively referred to as "random numbers related to the special drawings."
[0044] In the pachinko game machine PY1, if the variable display of the special chart is not performed immediately after the game ball enters the first start port 11 or the second start port 12, specifically, if a prize is won during the execution of the variable display of the special chart or during the execution of a jackpot game, the variable display of the special chart (or the right to draw a special chart) for that prize can be reserved. The reserved special chart stored in the reserved special chart storage unit 105 is consumed when the variable display of the special chart based on that reserved special chart becomes possible. In other words, the consumption of the reserved special chart means determining the special chart-related random number, etc. corresponding to that reserved special chart and executing the variable display of the special chart to show the result of the determination.
[0045] The number of reserved special drawings is displayed on the reserved special drawing display 83. Each of the reserved special drawing 1 display 83a and the reserved special drawing 2 display 83b is composed of, for example, four LEDs, and the number of reserved special drawings can be displayed by turning on the LEDs corresponding to the number of reserved special drawings.
[0046] Furthermore, the variable display of the regular map notifies the result of the regular map lottery. In the variable display of the regular map, the regular map is displayed variably and then stopped. The regular map that is stopped and displayed (stop regular map, regular map derived and displayed as a display result of the variable display) is one regular map selected from multiple types of regular maps by the regular map lottery. If the regular map that is stopped and displayed is a specific regular map that has been determined in advance (a regular map with a predetermined stopping pattern, i.e. a winning pattern), an auxiliary game is played in which the second starting hole 12 (electric chute 12D) is opened.
[0047] The regular map display 82 is composed of, for example, two LEDs, and displays a regular map according to the result of the regular map lottery depending on the lighting state of the LEDs. If the result of the regular map lottery is a win, the regular map display 82 displays a winning pattern consisting of both LEDs lit, such as "□□" (□: lit, ■: off). If the result of the regular map lottery is a loss, it displays a losing pattern consisting of only the right LED lit, such as "■□". A mode in which all LEDs are off may also be adopted as a losing pattern. The lighting state of the LEDs corresponding to the result of the regular map lottery is not limited, and can be set as appropriate.
[0048] In addition, before the normal map is displayed in a stopped state, the normal map is displayed in a variable manner for a predetermined variable time. The variable display of the normal map is, for example, a manner in which both LEDs are alternately lit. Note that the variable display of the normal map is not particularly limited, and may be appropriately set, such as all LEDs flashing at once, unless each LED is displayed in a stopped state (illuminated in a specific manner).
[0049] In the pachinko game machine PY1, when the game ball passes through the gate 13, a normal pattern random number (an example of judgment information) for performing a normal pattern lottery may be obtained. This random number is stored in the normal pattern reserve memory unit 106 described below, on the condition that the variable display of the normal pattern or the auxiliary game is not being executed. The number of normal patterns reserved (normal pattern reserve number) that can be stored in the normal pattern reserve memory unit 106 is set to an upper limit (four in this embodiment). The upper limit of the number of normal patterns reserved can be changed as appropriate, and the upper limit may be set to "none". In the following, the normal pattern random number obtained by the game ball passing through the gate 13 is also referred to as a "normal pattern related random number". In addition, in this embodiment, a normal pattern reserve display that displays the normal pattern reserve number is not provided, but a normal pattern reserve display may be added to the display unit 8. As the normal pattern reserve display, for example, one with a configuration similar to that of the special pattern reserve display unit 83 can be adopted.
[0050] Next, the presentation unit 1U attached to the back of the game board 1 will be described with reference to Fig. 5. The presentation unit 1U is a unit made up of multiple devices that mainly perform presentations. The presentation unit 1U is equipped with an image display device 50, a first board movable device (hereinafter "above-board movable device") 55, and a second board movable device (hereinafter "below-board movable device") 56.
[0051] The image display device 50 is, for example, configured with a 20-inch 3D liquid crystal display, and includes a display unit (display screen) 50a capable of displaying 3D images. Note that the image display device 50 may be another display device, such as one configured with multiple liquid crystal displays or one configured with an EL (Electro Luminescence) display, as long as it is capable of displaying images.
[0052] The above-board movable device 55 is configured to be movable along the display unit 50a and includes a decorated above-board movable body 55k. The below-board movable device 56 is configured to be movable along the display unit 50a and includes a decorated below-board movable body 56k.
[0053] 5(A) shows a schematic diagram of the above-board movable body 55k and the below-board movable body 56k being held in a normal standby state (initial position) in which they are not in operation. When the drive source of the above-board movable device 55 is driven, the above-board movable body 55k moves downward (descends), and when the drive source of the below-board movable device 56 is driven, the below-board movable body 56k moves upward (rises). At this time, the image display device 50 is covered by the lowered above-board movable body 55k or the raised below-board movable body 56k, making it difficult to see the image display device 50.
[0054] Furthermore, the positions and numbers of components and devices provided on the game board unit YU can be changed as appropriate as long as it does not interfere with gameplay.
[0055] 2. Electrical configuration of the gaming machine Next, the electrical configuration of the pachinko game machine PY1 will be described based on Fig. 6 to Fig. 7. As shown in Fig. 6 to Fig. 7, the pachinko game machine PY1 is equipped with a game control board (hereinafter referred to as "main control board") 100 that controls game profits such as special chart lottery, variable display of special chart, big win game, setting of game state described later, regular chart lottery, variable display of regular chart, and auxiliary game (progress of game), a performance control board (hereinafter referred to as "sub control board") 120 that controls game performances (special chart variable performance, reserved performance, operation performance, big win game performance, etc.) according to the progress of the game by the main control board 100 and customer waiting performance, and a payout control board 170 that controls payout of game balls, etc., on the rear side of the image display device 50 of the game board 1. The main control board 100 can be positioned as a game control unit (main control unit) that controls the game. The sub-control board 120 can be positioned as a performance control section (sub-control section) that controls the performance together with the image control board 140, the lamp control circuit 151, and the sound control circuit 161 described later. Note that the performance control section only needs to have at least the sub-control board 120 and be capable of controlling various performances using the performance means (image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, 58, etc.).
[0056] The pachinko game machine PY1 also includes a power supply board 190. The power supply board 190 supplies power to the main control board 100, the sub-control board 120, and the payout control board 170, and also supplies necessary power to other devices through these boards. The power supply board 190 is provided with a RAM clear switch 191 that can be pressed. The RAM clear switch 191 (specific operation means) is for causing the gaming CPU 102 to clear (hereinafter referred to as "RAM clear") game information (such as game state information such as high probability state, number of reserved special figures, and jackpot win / loss judgment result) stored in the gaming RAM 104 of the gaming control microcomputer 101 described later when the power is turned on. As shown in FIG. 8, the RAM clear switch 191 is provided on the power supply board 190 arranged on the back side of the pachinko game machine PY1. Therefore, only employees of the gaming facility who can open and close the front door 23 can operate the RAM clear switch 191. In other words, the RAM clear switch 191 can be said to be an operating means that cannot be operated by a player. When the RAM clear switch 191 is pressed, a detection signal indicating that the RAM clear switch 191 is ON is input to the game control microcomputer 101. Note that in this embodiment, the RAM clear switch 191 is provided on the power supply board 190, but the location of the RAM clear switch 191 can be changed as appropriate, and it may be provided, for example, on the main control board 100 or on a dedicated board.
[0057] The power supply board 190 is provided with a backup power supply circuit 192. When power is not supplied to the pachinko game machine PY1, the backup power supply circuit 192 supplies power to the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120, which will be described later. Therefore, information stored in the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120 is retained even when the power to the pachinko game machine PY1 is cut off. In addition, a power switch 193 is connected to the power supply board 190. The power supply is turned on and off by turning the power switch 193 on and off. Note that a backup power supply circuit for the game RAM 104 of the main control board 100 may be provided in the main control board 100, and a backup power supply circuit for the performance RAM 124 of the sub-control board 120 may be provided in the sub-control board 120.
[0058] As shown in Fig. 6, a one-chip microcomputer for game control (hereinafter referred to as "microcomputer for game control") 101 that controls the progress of the game of the pachinko game machine PY1 according to a program is mounted on the main control board 100. The microcomputer for game control 101 includes a game ROM (Read Only Memory) 103 that stores programs and tables for controlling the progress of the game, a game RAM (Random Access Memory) 104 used as a work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.
[0059] The game ROM 103 stores programs for performing main control main processing and main timer interrupt processing, which will be described later. The game ROM 103 also stores a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a look-ahead determination table, a jackpot game control table, a win determination table, a normal symbol variation pattern determination table, an auxiliary game control table, and the like, which will be described later. The game ROM 103 may be external.
[0060] The gaming RAM 104 is also provided with the special game reserve memory section 105 and the regular game reserve memory section 106. The gaming RAM 104 is also provided with a non-deleting memory section 107, which is provided with a total number of winning balls memory section 107a, a total number of shot balls memory section 107b, and a difference number of balls memory section 107c. The non-deleting memory section 107 is designed so that the gaming CPU 102 does not erase the stored contents even if the RAM is cleared.
[0061] The game control microcomputer 101 counts the total number of winning balls at any time after the power is turned on, and the information on the counted total number of winning balls is stored in the total number of winning balls memory unit 107a. The total number of winning balls is the number of winning balls that the player acquires (is paid out to the player) in all game states (normal game state, big win game state, high probability high base state, low probability high base state, etc.). The game control microcomputer 101 also counts the total number of shot balls at any time after the power is turned on, and the information on the counted total number of shot balls is stored in the total number of shot balls memory unit 107b. The total number of shot balls is the number of shot balls that the player shot in all game states. The game control microcomputer 101 also calculates the difference in the number of balls by subtracting the total number of shot balls from the total number of winning balls at any time after the power is turned on, and the information on the calculated difference in the number of balls is stored in the difference in the number of balls memory unit 107c. The game control microcomputer 101 makes the game unplayable when the difference in number of balls (an example of a specific measured number) becomes equal to or exceeds a reference number (e.g., "80,000"). This function is called the over-award ball prevention function. The over-award ball prevention function may be activated when the maximum difference in number of balls (also called the maximum number of balls held, MY, etc.) becomes a predetermined reference number. The maximum difference in number of balls is the difference between the minimum difference in number of balls, which is the lowest value of the measured difference in number of balls, and the peak (highest value) of the difference in number of balls after the minimum difference in number of balls is measured. In this case, the maximum difference in number of balls corresponds to the specific measured number.
[0062] The main control board 100 is also provided with a 7-segment display 300, a setting key cylinder 180, and a special reset switch 181 (special operation means) (see FIG. 8). As shown in FIG. 9, the 7-segment display 300 is a so-called 4-segment 7-segment display, and has a total of 32 lighted (light-emitting) parts. Specifically, the 7-segment display 300 has a first display area 310, a second display area 320, a third display area 330, and a fourth display area 340, in that order from left to right. The four display areas 310, 320, 330, and 340 each have eight lighted parts (LED elements) LB1 to LB8, LB9 to LB16, LB17 to LB24, and LB25 to LB32 so as to be able to display the numbers from "0" to "9". The display control of the 7-segment display 300 is performed by the game control microcomputer 101.
[0063] The setting key cylinder 180 functions as an operating means when setting a setting value corresponding to the probability of determining a big win. With a setting key (not shown) inserted inside the setting key cylinder 180, the cylinder is rotated between an initial position and a rotation position. Thus, in this pachinko game machine PY1, the setting key cylinder 180 is rotated to the rotation position, and the RAM clear switch 191 is pressed while the power is turned on, thereby shifting to a setting mode in which a setting value can be set. In this setting mode, the setting value can be set to "1". However, in this pachinko game machine PY1, only one setting value, "1", is provided. Therefore, the setting value cannot be changed from "1". When the setting mode is set, if the setting key cylinder 180 is rotated from the rotation position to the standby position, the setting mode ends and RAM clear is executed.
[0064] The main control board 100 is also provided with a special reset switch 181 that can be pressed down. As shown in FIG. 8, the special reset switch 181 is provided on the main control board 100 arranged on the back side of the present pachinko game machine PY1. Therefore, only an arcade employee who can open and close the front door 23 can operate the special reset switch 181. In other words, the special reset switch 181 can be said to be an operating means that is substantially impossible for a player to operate. The function of the special reset switch 181 will be described in detail later. The main control board 100 is also provided with a game I / O (Input / Output) port section 118 for inputting and outputting data and signals.
[0065] In addition, various sensors MS and actuators MA are connected to the main control board 100 via a predetermined relay board (not shown). Therefore, signals output by the various sensors MS are input to the main control board 100. In addition, the main control board 100 outputs signals to the various actuators MA.
[0066] The various sensors MS connected to the main control board 100 include a first start port sensor 11a, a second start port sensor 12a, a general prize port sensor 10a, a gate sensor 13a, a first large prize port sensor 14a, a second large prize port sensor 15a, a specific area sensor 16a, and a non-specific area sensor 17a.
[0067] The first start opening sensor 11a detects a game ball that has entered the first start opening 11. The second start opening sensor 12a detects a game ball that has entered the second start opening 12. The general prize opening sensor 10a detects a game ball that has entered the general prize opening 10. The general prize opening sensor 10a is provided for each general prize opening 10. The gate sensor 13a is provided at the gate 13 and detects a game ball that has passed through the gate 13. The first large prize opening sensor 14a detects a game ball that has entered the first large prize opening 14. The second large prize opening sensor 15a detects a game ball that has entered the second large prize opening 15. The specific area sensor 16a detects a game ball that has passed through the specific area 16 (entered the specific area 16). The non-specific area sensor 17a detects a gaming ball that has passed through (entered) the non-specific area 17. When each sensor detects a gaming ball, it outputs to the main control board 100 a signal according to the detection content.
[0068] Although not shown in FIG. 6, the various sensors MS include an outlet sensor that detects all game balls (total number of shot balls) flowing down the game area 6. Here, the game balls that flow down to the outside of the game area 6 are discharged to the outside of the pachinko game machine PY1 through an outlet path (not shown) provided at the bottom of the game board mounting frame 2A. For this reason, the outlet sensor is provided in the outlet path. The various sensors MS also include a magnetic sensor that detects illegal magnetism. The magnetic sensor detects the magnetic field generated when a player illegally causes a game ball to enter the various winning holes 10, 11, 12, 14, and 15 using a magnet or the like. When each of the above-mentioned sensors detects a game ball, it outputs a signal according to the detection content to the main control board 100.
[0069] The various sensors MS also include a front door open sensor that detects the opening of the front door 23 relative to the outer frame 22, and a front frame sensor that detects the opening of the front frame 23m relative to the game board mounting frame 2A. When the front door open sensor detects the opening of the front door 23, it outputs a signal according to the detection content to the main control board 100. When the front frame sensor detects the opening of the front frame 23m, it outputs a signal according to the detection content to the main control board 100. The type and number of sensors connected to the main control board 100 can be changed as appropriate as long as it does not interfere with gameplay.
[0070] In addition, the various actuators MA connected to the main control board 100 include an electric chute solenoid 12s, a first large prize opening solenoid 14s, a second large prize opening solenoid 15s, and a distribution solenoid 16s. The electric chute solenoid 12s drives the electric chute opening / closing member 12k of the electric chute 12D. The first large prize opening solenoid 14s drives the normal AT opening / closing member 14k of the first large prize device 14D. The second large prize opening solenoid 15s drives the VAT opening / closing member 15k of the second large prize device 15D. The distribution solenoid 16s drives the distribution member 16k of the distribution device 16D.
[0071] The type and number of actuators connected to the main control board 100 can be changed as appropriate as long as it does not interfere with gameplay.
[0072] Furthermore, displays 8 (special display 81, ordinary display 82, and special display hold display 83) are connected to the main control board 100. The display control of these displays 8 is performed by a game control microcomputer 101.
[0073] The main control board 100 also transmits various commands to the payout control board 170, and receives signals from the payout control board 170 to monitor payouts. The payout control board 170 is connected to a card unit CU (installed adjacent to the pachinko game machine PY1, which enables ball lending based on information such as an inserted prepaid card) and a prize ball payout device 73, and is also connected to a launching device 72 via a launching control circuit 175. The launching device 72 includes a handle 72k (see FIG. 1).
[0074] The payout control board 170 drives the prize ball motor 73m of the prize ball payout device 73 to pay out prize balls or pay out loan balls based on signals from the game control microcomputer 101 and signals from the connected card unit CU. The paid-out game balls are detected by a prize ball sensor 73a for counting, and a detection signal from the prize ball sensor 73a is output to the payout control board 170.
[0075] The launching device 72 is also provided with a touch switch 72a capable of detecting contact with the handle 72k (see FIG. 1) by a person such as a player. When the handle 72k is operated by the player, the touch switch 72a detects the touch of the player with the handle 72k and outputs a detection signal to the payout control board 170. The launching device 72 is also connected to a launch volume knob 72b capable of detecting the rotation angle (operation amount) of the handle 72k. The launching device 72 drives the launch solenoid 72s so that the game ball is launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob 72b. In the pachinko game machine PY1, when the rotation operation of the handle 72k is maintained, one game ball is launched approximately every 0.6 seconds.
[0076] The payout control board 170 is also connected to the external terminal board 160. That is, the external terminal board 160 is connected to the main control board 100 via the payout control board 170. The external terminal board 160 transmits the external end signal transmitted from the main control board 100 to an external unit GU (such as a data counter or hall computer) provided outside the pachinko game machine PY1. The information contained in the external end signal includes, for example, information indicating whether a jackpot has been won, information on the game status, and information indicating an error or fraud (abnormality). The external terminal board 160 transmits the external end signal to the external unit GU by parallel communication, but the external end signal may also be transmitted by asynchronous serial communication (a common asynchronous serial communication port). In addition, although the main control board 100 is connected to the external terminal board 160 via the dispensing control board 170, the main control board 100 may be connected to the external terminal board 160 via a board other than the dispensing control board 170 (e.g., a relay board), or the main control board 100 and the external terminal board 160 may be directly connected to each other.
[0077] Furthermore, the main control board 100 transmits various commands, including information related to the game, to the sub-control board 120 according to the progress of the game. The sub-control board 120 can grasp the progress of the game (control contents of the game) by the main control board 100 based on the various commands sent from the main control board 100. The connection between the main control board 100 and the sub-control board 120 is a unidirectional communication connection that allows only the transmission of signals from the main control board 100 to the sub-control board 120. In other words, a unidirectional circuit (not shown, for example, a circuit using a diode) is interposed between the main control board 100 and the sub-control board 120 as a communication direction restricting means.
[0078] 7, a one-chip microcomputer for performance control (hereinafter referred to as "microcomputer for performance control") 121 that controls the performance of the pachinko game machine PY1 according to a program is mounted on the sub-control board 120. The microcomputer for performance control 121 includes a ROM for performance 123 that stores programs for controlling the performance in accordance with the progress of the game by the main control board 100, a RAM for performance 124 used as a work memory, and a CPU for performance 122 that executes the programs stored in the ROM for performance 123.
[0079] In addition, the performance ROM 123 stores programs for performing sub-control main processing, reception interrupt processing, 1 ms timer interrupt processing, 10 ms timer interrupt processing, etc., which will be described later. The performance ROM 123 may be external.
[0080] In addition, the sub-control board 120 is equipped with a performance I / O port unit 138 for inputting and outputting data and signals, and an RTC (Real Time Clock) 139. The RTC 139 measures the current date and time (date and time). When power is supplied to the pachinko game machine PY1 from a predetermined island power supply device (not shown), the RTC 139 operates on the power, and when power is not supplied from the island power supply device, the RTC 139 operates on the power supplied from a backup power circuit 192 provided in the power supply board 190. Therefore, the RTC 139 can measure the current date and time even when the power of the pachinko game machine PY1 is not turned on. A backup power circuit for the RTC 139 may be provided in the sub-control board 120. A circuit including a capacitor and an internal battery (such as a button battery) can be used as the backup power circuit.
[0081] An image control board 140 is connected to the sub-control board 120. The performance control microcomputer 121 of the sub-control board 120 causes the image CPU 141 of the image control board 140 to control the display of the image display device 50 based on commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100. The connection between the sub-control board 120 and the image control board 140 is a two-way communication connection that allows both transmission of signals from the sub-control board 120 to the image control board 140 and transmission of signals from the image control board 140 to the sub-control board 120.
[0082] The image control board 140 includes an image ROM 142 storing programs for image control, an image RAM 143 used as a work memory, and an image CPU 141 for executing the programs stored in the image ROM 142. The image control board 140 also includes a CGROM 145 storing data of images to be displayed on the image display device 50, a VRAM 146 used for developing the image data stored in the CGROM 145, and a VDP (Video Display Processor) 144. Of course, all or part of these electronic components may be configured on a single chip. The CGROM 145 stores, for example, image data for displaying images to be displayed on the image display device 50 (still image data and video data, specifically, image data of characters, items, figures, letters, numbers, symbols, etc. (including performance patterns), background images, etc.).
[0083] The VDP 144 reads image data from the CGROM 145 and displays it in a display area in the VRAM 146 according to a display list created by the image CPU 141 based on a command from the performance control microcomputer 121. The VDP 144 then appropriately synthesizes the displayed image data and draws an image in a frame buffer in the VRAM 146. The image drawn in the frame buffer is then output to the image display device 50 as an RGB signal. As a result, various performance images are displayed on the display unit 50a.
[0084] The display list is made up of commands for instructing the execution of drawing on a frame-by-frame basis, and includes various parameter information such as the type of image to be drawn, the position at which the image is drawn, the display priority, the display magnification, and the transparency of the image.
[0085] Based on the commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100, the performance control microcomputer 121 outputs voice, music, sound effects, etc. from the speaker 52 via the voice control circuit 161.
[0086] Audio data such as sound output from speaker 52 is stored in performance ROM 123 of sub-control board 120. Note that audio control circuit 161 may be a board on which a CPU is mounted. In this case, the CPU may be made to execute audio control. Furthermore, in this case, a ROM may be mounted on the board and audio data may be stored in the ROM. Speaker 52 may also be connected to image control board 140 and audio control may be executed by image CPU 141 of image control board 140. Furthermore, in this case, audio data may be stored in image ROM 142 of image control board 140.
[0087] The sub-control board 120 is also connected to various switches serving as input units, various actuators SA serving as drive sources, and various lamps SL via a predetermined relay board (not shown). Signals output by the various switches are input to the sub-control board 120. The sub-control board 120 also outputs signals to the various actuators SA. The sub-control board 120 also controls the lighting of the various lamps SL via a lamp control circuit 151 based on commands received from the main control board 100.
[0088] The various switches connected to the sub-control board 120 include a normal button detection switch 40a and a special button detection switch 41a. The normal button detection switch 40a detects that the normal button 40 has been pressed. The special button detection switch 41a detects that the special button 41 has been pressed. Each detection switch 40a, 41a outputs a signal according to the detection content to the sub-control board 120. The type and number of switches connected to the sub-control board 120 can be changed as appropriate as long as it does not interfere with gameplay.
[0089] The various actuators SA connected to the sub-control board 120 include an on-board driving motor 55m for driving the on-board movable device 55, a below-board driving motor 56m for driving the below-board movable device 56, and a frame driving motor 58m for driving the frame movable device 58. The performance control microcomputer 121 can drive these motors to cause each movable device to perform a predetermined operation. In detail, the performance control microcomputer 121 creates operation pattern data that determines the operation mode of each movable device, and controls the operation of each movable device via the lamp control circuit 151. The sub-control board 120 is also connected to a vibration motor (not shown) for vibrating the normal button 40. The type and number of actuators connected to the sub-control board 120 can be changed as appropriate within a range that does not interfere with the game.
[0090] The various lamps SL connected to the sub-control board 120 include a frame lamp 53, a board lamp 54, etc. The performance control microcomputer 121 is capable of lighting each lamp. In detail, the performance control microcomputer 121 creates light-emitting pattern data (data determining on / off, light color, etc., also called lamp data) that determines the light-emitting mode of each lamp, and controls the light emission of each lamp according to the light-emitting pattern data. Note that data stored in the performance ROM 123 of the sub-control board 120 is used to create the light-emitting pattern data.
[0091] A CPU may be mounted on the lamp control circuit 151 as a substrate. In this case, the CPU may be made to execute lighting control of each lamp and operation control of each movable device. Furthermore, in this case, a ROM may be mounted on the substrate and data related to light emission patterns and operation patterns may be stored in the ROM. Also, the type and number of lamps connected to the sub-control substrate 120 may be changed as appropriate within the range that does not interfere with gameplay.
[0092] 3. Main games played on gaming machines Next, the main games played by the pachinko gaming machine PY1 will be described with reference to Figures 10 to 17. The tables shown in Figures 10 to 17 are general ones for the purpose of the description of this section, and if a different table is shown in the description of "Characteristics of the Pachinko Gaming Machine PY1" described later, it is assumed that the table is used in the pachinko gaming machine PY1. However, for configurations that do not show a different table in the description of "Characteristics of the Pachinko Gaming Machine PY1" described later, it is assumed that the table shown in this section is used, and also for configurations that show a different table in the description of "Characteristics of the Pachinko Gaming Machine PY1" described later, it is assumed that the table shown in this section can be changed to the table shown in this section.
[0093] 3-1. Games related to regular games First, the game related to the normal map will be explained. When the launched game ball passes through the gate 13, the pachinko game machine PY1 performs a normal map lottery. When the normal map lottery is performed, the normal map display 82 performs a variable display of the normal map (a static display after a variable display). Here, the statically displayed normal map includes a winning pattern and a losing pattern. The losing pattern of the normal map is also called a "losing normal map" to distinguish it from the losing pattern of the special map described later. When the winning pattern is statically displayed, the auxiliary game is executed and the game related to the passage of the gate 13 is ended. On the other hand, when the losing normal map is statically displayed, the auxiliary game is not executed and the game related to the passage of the gate 13 is ended. In addition, hereinafter, the passing of the game ball through the gate 13 is called "establishment of the normal map start condition."
[0094] When the pachinko game machine PY1 performs this series of games (regular game lottery, variable display of regular games, auxiliary games), it acquires regular game-related random numbers when the regular game start conditions are met. The acquired regular game-related random numbers include regular game pattern random numbers, as shown in FIG. 10(A). Regular game pattern random numbers are random numbers used to determine whether a game has been won. Random numbers are also called determination information. Appropriate ranges are set for the random numbers.
[0095] 3-1-1. Hit detection The hit determination is a determination for determining whether or not a win has occurred (whether or not to execute an auxiliary game) according to a hit determination table as shown in FIG. 11(A). The hit determination table is associated with a game state described later. That is, the hit determination table includes a hit determination table used in a non-time-saving state (a hit determination table for non-time-saving) and a hit determination table used in a time-saving state (a hit determination table for time-saving). In each hit determination table, a determination value (a normal pattern random number value) of the normal pattern random number is allocated to a hit or a miss, which is a result of the hit determination. Therefore, the pachinko game machine PY1 performs a hit determination of whether or not a win has occurred by determining the acquired normal pattern random number according to the hit determination table. Then, based on the result of the hit determination, a normal pattern variation pattern determination is performed for performing a variable display of the normal pattern. If the result of the hit determination is a hit, a winning pattern is basically displayed in a stop state in the variable display of the normal pattern. On the other hand, if the result of the hit determination is a miss, a miss normal pattern is basically displayed in a stop state in the variable display of the normal pattern. The probability of winning may be changed as appropriate. Also, the win determination table does not need to be divided for each game state.
[0096] 3-1-2. Changes in map The general map fluctuation pattern determination is a determination for determining the general map fluctuation pattern according to the general map fluctuation pattern determination table as shown in Fig. 11 (B). The general map fluctuation pattern is identification information regarding predetermined items related to the variable display of the general map, such as the general map fluctuation time.
[0097] The normal map fluctuation pattern determination table is associated with the game state (non-time-saving state / time-saving state). That is, the normal map fluctuation pattern determination table includes a normal map fluctuation pattern determination table (non-time-saving normal map fluctuation pattern determination table) used in the non-time-saving state and a normal map fluctuation pattern determination table (time-saving normal map fluctuation pattern determination table) used in the time-saving state. Note that the normal map fluctuation pattern determination table does not have to be divided for each game state.
[0098] In each normal map variation pattern determination table, a normal map variation pattern, which is the result of the normal map variation pattern determination, is stored for each normal map to be stopped. That is, the pachinko game machine PY1 can make the normal map variation time different in the non-time-saving state and the time-saving state. For example, in the non-time-saving state, for the variable display of the normal map when a losing normal map (losing normal map) is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 30 seconds is determined, and for the variable display of the normal map when a winning pattern is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 30 seconds is determined. Also, in the time-saving state, for the variable display of the normal map when a losing normal map is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 5 seconds is determined, and for the variable display of the normal map when a winning pattern is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 5 seconds is determined. The variable display of the normal map with the normal map variation time corresponding to the normal map variation pattern determined by this determination is performed by the normal map display device 82. In addition, the time for these map fluctuations can be changed as appropriate. In this way, the hit judgment and the map fluctuation pattern judgment are performed, and the map display 82 displays the map in a variable manner.
[0099] 3-1-3. Supplementary games The auxiliary game is executed when a winning symbol is displayed (derived) as a static display result (result of the regular symbol lottery) during the variable display of the regular symbol.
[0100] The elements that make up the auxiliary game (auxiliary game components) include various elements such as the number of times the electric chute 12D opens and the opening time for each opening. Each of these elements is associated with a game state (non-time-saving state / time-saving state). The pachinko game machine PY1 controls the auxiliary game according to an auxiliary game control table as shown in FIG. 11(C) based on the game state (non-time-saving state / time-saving state). The auxiliary game control table is associated with the game state (non-time-saving state / time-saving state). Auxiliary game components are stored in each auxiliary game control table. The number of times the electric chute 12D opens and the opening time for each opening can be changed as appropriate.
[0101] The pachinko game machine PY1 has different opening times of the electric chute 12D for the auxiliary game in the non-time-shortening state and the auxiliary game in the time-shortening state. For example, in the auxiliary game in the non-time-shortening state, the electric chute 12D is opened for a first opening time (a time during which it is difficult to make the game ball enter the electric chute 12D (for example, 0.08 seconds)). In the following, the auxiliary game in the non-time-shortening state is also referred to as a "short opening auxiliary game". In addition, in the auxiliary game in the time-shortening state, the electric chute 12D is opened for a second opening time (a time during which it is easy to make the game ball enter the electric chute 12D (for example, 3.0 seconds)) that is longer than the first opening time. In the following, the auxiliary game in the time-shortening state is also referred to as a "long opening auxiliary game". Note that the opening times of the electric chute 12D may be the same for the auxiliary game in the non-time-shortening state and the auxiliary game in the time-shortening state.
[0102] 3-2. Games related to special charts Next, a game related to the special chart will be explained. When the launched game ball enters the first starting hole 11, the pachinko game machine PY1 performs a special chart 1 lottery. When the special chart 1 lottery is performed, the special chart 1 display 81a performs a variable display of the special chart 1 (a static display after a variable display) to notify the result of the special chart 1 lottery. Here, the statically displayed special chart 1 has a jackpot pattern and a losing pattern. That is, the results of the special chart 1 lottery include a jackpot pattern and a losing pattern. When the jackpot pattern is statically displayed, a jackpot game is executed, a new game state is set, and the game based on the winning is terminated. On the other hand, when a losing pattern is statically displayed, the jackpot game is not performed, and the game based on the winning is terminated.
[0103] Similarly, the pachinko game machine PY1 performs a special drawing for the 2nd drawing when the launched game ball enters the second starting hole 12. When the special drawing for the 2nd drawing is performed, the special drawing for the 2nd drawing is variably displayed (variably displayed and then stopped) on the special drawing for the 2nd drawing in the special drawing for the 2nd drawing, and the result of the special drawing for the 2nd drawing is notified. Here, the special drawing for the 2nd drawing that is stopped includes a jackpot pattern and a losing pattern. That is, the results of the special drawing for the 2nd drawing include a jackpot pattern and a losing pattern. When the jackpot pattern is stopped, a jackpot game is executed, a new game state is set, and the game based on the winning is terminated. On the other hand, when a losing pattern is stopped, a jackpot game is not performed, and the game based on the winning is terminated.
[0104] In the following, the entry of a game ball into the first start hole 11 is referred to as the "fulfillment of the first start condition," and the entry of a game ball into the second start hole 12 is referred to as the "fulfillment of the second start condition." In addition, the "fulfillment of the first start condition" and the "fulfillment of the second start condition" are collectively referred to as the "fulfillment of the start condition." In addition, the losing special pattern is also referred to as the "losing special pattern" to distinguish it from the losing regular pattern described above.
[0105] When the pachinko game machine PY1 performs such a series of games (special symbol lottery, variable display of special symbols, jackpot game, and game state setting), it acquires special symbol-related random numbers when the start conditions are met, and performs various judgments on the random numbers. The acquired special symbol-related random numbers include special symbol random numbers (jackpot random numbers), jackpot symbol type random numbers, reach random numbers, and special symbol change pattern random numbers, as shown in FIG. 10(B). The special symbol random numbers are random numbers used to make jackpot judgments. The jackpot symbol type random numbers are random numbers used to make jackpot symbol type judgments. The reach random numbers are random numbers used to make reach judgments. The special symbol change pattern random numbers are random numbers used to make special symbol change pattern judgments. The random numbers are also called judgment information. An appropriate range is set for each random number.
[0106] 3-2-1. Jackpot determination The jackpot determination is a determination for determining whether or not a jackpot has occurred (whether or not a jackpot game is executed) according to a jackpot determination table as shown in Fig. 12(A). The jackpot determination table is associated with the game state, specifically, whether it is a normal probability state or a high probability state. That is, the jackpot determination table includes a jackpot determination table used in the normal probability state (normal probability jackpot determination table) and a jackpot determination table used in the high probability state (high probability jackpot determination table).
[0107] In each jackpot determination table, a special symbol random number determination value (special symbol random number value) is assigned to the jackpot and miss results of the jackpot determination. The pachinko game machine PY1 determines whether the acquired special symbol random number is a jackpot or a miss by determining whether it is a jackpot or a miss according to the jackpot determination table. As shown in FIG. 12(A), the high probability jackpot determination table has more special symbol random number determination values that are determined to be a jackpot than the normal probability jackpot determination table. Also, the probability of winning a jackpot can be changed as appropriate.
[0108] 3-2-2. Jackpot symbol type determination The jackpot symbol type determination is a determination for determining the type of the jackpot symbol (jackpot symbol type) according to a jackpot symbol type determination table as shown in Fig. 12(B) when the result of the jackpot determination is a jackpot. Each type of jackpot symbol is associated with the contents of the jackpot, in other words, the components of the jackpot that are composed of the game benefits given to the player.
[0109] The jackpot symbol type determination table is associated with the type of special symbol (special symbol 1 / special symbol 2) that is variably displayed, in other words, the type of start port (first start port 11 / second start port 12) where the winning (winning that caused the jackpot symbol type determination) that caused the jackpot symbol type determination was performed. That is, the jackpot symbol type determination table includes a jackpot symbol type determination table (first jackpot symbol type determination table) used when performing the variable display of special symbol 1 and a jackpot symbol type determination table (second jackpot symbol type determination table) used when performing the variable display of special symbol 2.
[0110] There are multiple types of jackpot symbols, and in each jackpot symbol type determination table, the determination value of the jackpot symbol type random number (jackpot symbol type random number value) is assigned to the jackpot symbol type, which is the result of the jackpot symbol type determination. Therefore, the pachinko game machine PY1 determines the type of the jackpot symbol by determining the acquired jackpot symbol type random number according to the jackpot symbol type determination table. Then, in the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random number value is appropriately assigned to various jackpot symbols. The allocation rate of the jackpot symbol type can be appropriately changed. Also, the types of the jackpot symbols can be appropriately increased or decreased.
[0111] For example, as shown in Fig. 12(B), the distribution rate of the jackpot pattern type determined by the jackpot pattern type determination for special chart 1 can be set to 50% for jackpot pattern A and 50% for jackpot pattern B, and the distribution rate of the jackpot pattern type determined by the jackpot pattern type determination for special chart 2 can be set to 100% for jackpot pattern C. In this way, it is possible to make the distribution rate of the jackpot pattern type different between the special chart 1 lottery performed when the game ball enters the first starting hole 11 and the special chart 2 lottery performed when the game ball enters the second starting hole 12.
[0112] 3-2-3. Reach Judgment The reach judgment is a judgment to determine whether or not to generate a reach in the special chart change presentation described later, in accordance with a reach judgment table such as that shown in Figure 12 (C) when the result of the jackpot judgment is a miss.
[0113] The reach judgment table is associated with the game state (non-time-saving state / time-saving state). That is, the reach judgment table includes a reach judgment table used in the non-time-saving state (non-time-saving reach judgment table) and a reach judgment table used in the time-saving state (time-saving reach judgment table). Note that the reach judgment table does not have to be divided for each game state.
[0114] In each reach judgment table, the reach random number judgment value (reach random number value) is assigned to the reach judgment result of "reach (reach occurs)" and "no reach (reach does not occur)". Therefore, the pachinko game machine PY1 judges the acquired reach random number according to the reach judgment table to judge whether the reach is reached or not (whether the reach occurs or not). As shown in FIG. 12(C), the number of reach random number values judged as "reach is reached (reach occurs)" is different between the non-time-saving reach judgment table and the time-saving reach judgment table. Note that the probability of judging as "reach is reached" can be changed appropriately. In the following, "reach is reached (reach occurs)" performed on the premise that the result of the jackpot judgment is "miss" is referred to as "reach with miss", and "no reach (no reach occurs)" is sometimes referred to as "no reach miss".
[0115] 3-2-4. Special chart change pattern judgment The special pattern change pattern determination is a determination for determining the change pattern (special pattern change pattern) of the variable display of the special pattern using a change pattern determination table (special pattern change pattern determination table) of the special pattern as shown in Figures 13 to 14, and is performed in both cases where the result of the jackpot determination is a jackpot or a miss. The special pattern change pattern is identification information for identifying predetermined items related to the special pattern change time and the performance flow (performance content) of the special pattern change performance described later. The special pattern change pattern includes identification information related to the result of the jackpot determination and the reach determination, in addition to the special pattern change time and the performance flow (performance content) of the special pattern change performance. The identification information included in the special pattern change pattern can be changed as appropriate. In addition, it is possible to use multiple types of special pattern change patterns with different identification information as the special pattern change pattern, and the number of them can be changed as appropriate.
[0116] The special pattern variation pattern judgment table is associated with the type of special pattern (special pattern 1 / special pattern 2) that performs the variable display to be judged, in other words, the type of start port (first start port 11 / second start port 12) where the winning that causes the special pattern variation pattern judgment was made. That is, the special pattern variation pattern judgment table includes a special pattern variation pattern judgment table (special pattern 1 variation pattern judgment table: Figure 13) used when performing the variable display of special pattern 1, and a special pattern variation pattern judgment table (special pattern 2 variation pattern judgment table: Figure 14) used when performing the variable display of special pattern 2. Note that the special pattern variation pattern judgment table does not have to be divided according to the type of special pattern (special pattern 1 / special pattern 2).
[0117] Each special chart fluctuation pattern determination table is also associated with the game state (non-time-saving state / time-saving state). That is, the special chart 1 fluctuation pattern determination table includes a special chart 1 fluctuation pattern determination table (non-time-saving special chart 1 fluctuation pattern determination table) used in the non-time-saving state, and a special chart 1 fluctuation pattern determination table (time-saving special chart 1 fluctuation pattern determination table) used in the time-saving state. On the other hand, the special chart 2 fluctuation pattern determination table also includes a special chart 2 fluctuation pattern determination table (non-time-saving special chart 2 fluctuation pattern determination table) used in the non-time-saving state, and a special chart 2 fluctuation pattern determination table (time-saving special chart 2 fluctuation pattern determination table) used in the time-saving state. Note that the special chart fluctuation pattern determination table does not have to be divided for each game state.
[0118] In addition, each special chart fluctuation pattern determination table associated with the game state (non-time-saving state / time-saving state) is further associated with the jackpot determination result and the reach determination result. That is, the non-time-saving special chart 1 fluctuation pattern determination table and the non-time-saving special chart 2 fluctuation pattern determination table each have a jackpot, a reach-with miss, and a reach-without miss. Similarly, the time-saving special chart 1 fluctuation pattern determination table and the time-saving special chart 2 fluctuation pattern determination table each have a jackpot, a reach-with miss, and a reach-without miss. Note that the special chart fluctuation pattern determination table does not have to be divided according to the jackpot determination result and the reach determination result.
[0119] Furthermore, each special chart 1 variation pattern determination table for a miss without a reach is also associated with the reserved number of special charts. For example, there is a special chart 1 variation pattern determination table for a miss without a reach that is used when the reserved number of special charts 1 (U1) is 0 to 2, and a special chart 1 variation pattern determination table for a miss without a reach that is used when the reserved number of special charts 1 (U1) is 3 to 4. In addition, each special chart 2 variation pattern determination table for a miss without a reach is also associated with the reserved number of special charts. Specifically, there is a special chart 2 variation pattern determination table for a miss without a reach that is used when the reserved number of special charts 2 (U2) is 0 to 2, and a special chart 2 variation pattern determination table for a miss without a reach that is used when the reserved number of special charts 2 (U2) is 3 to 4. Note that the special chart variation pattern determination table does not have to be divided according to the reserved number of special charts.
[0120] Then, the special chart is displayed in a variable manner in the special chart display device 81 during the special chart change time according to the special chart change pattern determined by each special chart change pattern determination. When the jackpot pattern is displayed as a display result (a result of the special chart lottery) in the variable display of the special chart, the next special chart is not displayed immediately, and the jackpot game is played.
[0121] In addition, each special chart variation pattern is associated with a special chart variation performance flow as shown in the second column from the right in the table of Figures 13 to 14. Note that it is not necessary to associate a special chart variation pattern with a special chart variation performance flow.
[0122] Also, as shown in the rightmost column of the table in Fig. 13-Fig. 14, the special chart variation pattern may be called by a name related to the special chart (jackpot determination result) and the performance content of the special chart variation performance. For example, a special chart variation pattern related to a jackpot is called a "jackpot variation," and a special chart variation pattern related to a miss is called a "miss variation." Among the jackpot variations, a special chart variation pattern in which an SP reach, which is a type of reach, is performed is called an "SP jackpot variation," a special chart variation pattern in which an L reach is performed is called an "L jackpot variation," a special chart variation pattern in which the special chart variation performance ends with an N reach is called an "N jackpot variation," and a special chart variation pattern in which the same numbers are lined up as soon as a reach is established is called an "immediate jackpot variation." On the other hand, among misses with reach, the special chart change pattern in which an SP reach, which is a type of reach, is performed is called "SP miss change", the special chart change pattern in which an L reach, which is a type of reach, is performed is called "L miss change", the special chart change pattern in which the special chart change performance ends with an N reach, which is a type of reach, is called "N miss change", and the special chart change pattern related to misses without reach is called "normal miss change". There are three types of normal miss changes with different change times (normal A miss change, normal B miss change, normal C miss change). In addition, the special chart change pattern related to misses without reach that has a shorter change time than the "normal miss change" is called "shortened miss change". There are two types of shortened miss changes with different change times (shortened A miss change, shortened B miss change). In addition, when SP jackpots and SP miss changes are collectively referred to as SP changes or SP reach changes.
[0123] 3-2-5.Look-ahead judgment The pachinko game machine PY1 performs a look-ahead judgment according to a look-ahead judgment table as shown in FIG. 15 based on the acquired special symbol-related random number. The look-ahead judgment is performed before the jackpot judgment (specifically, for example, at the time of winning in the start hole). The look-ahead judgment includes, for example, a judgment of whether or not the special symbol random number is judged as a jackpot in the jackpot judgment, a judgment of which jackpot symbol type random number is determined to be a type of jackpot symbol in the jackpot symbol type judgment, and a judgment of which special symbol variation pattern random number is determined to be a special symbol variation pattern in the special symbol variation pattern judgment. The look-ahead judgment table is associated with the type of start hole (first start hole 11 / second start hole 12) related to the start winning. That is, the look-ahead judgment table includes a look-ahead judgment table (first look-ahead judgment table) when the first start hole 11 is won, and a look-ahead judgment table (second look-ahead judgment table) when the second start hole 12 is won. Since the first starting port 11 is the starting port that triggers the drawing of the special chart 1, the first look-ahead judgment table can also be called the special chart 1 look-ahead judgment table. Also, since the second starting port 12 is the starting port that triggers the drawing of the special chart 2, the second look-ahead judgment table can also be called the special chart 2 look-ahead judgment table. Note that the look-ahead judgment table does not have to be divided according to the type of starting port (first starting port 11 / second starting port 12). Also, a starting winning is a winning entry into a starting port.
[0124] The look-ahead judgment table is also associated with the game state (non-time-saving state / time-saving state). That is, the look-ahead judgment table includes a look-ahead judgment table used in the non-time-saving state (non-time-saving look-ahead judgment table) and a look-ahead judgment table used in the time-saving state (time-saving look-ahead judgment table).
[0125] That is, the look-ahead judgment table includes a first look-ahead judgment table used in a non-time-saving state, a second look-ahead judgment table used in a non-time-saving state, and a second look-ahead judgment table used in a time-saving state. Note that the look-ahead judgment tables do not need to be divided for each game state. Also, it is possible to appropriately change what judgments are included in the look-ahead judgment.
[0126] 3-3. Jackpot games Next, the jackpot game will be described. The jackpot game includes multiple round games involving the opening and closing of the jackpot opening (first jackpot opening 14 or second jackpot opening 15), an opening (also written as OP) from the start of the jackpot game to the start of the first round game, and an ending (also written as ED) from the end of the final round game to the end of the jackpot game. Each round game starts with the end of the opening or the end of the previous round game, and ends with the start of the next round game or the start of the ending. It is also possible not to provide an OP or an ED. In the following, a predetermined number of round games (predetermined order) is simply called a "round." For example, the first (first) round game is called "1st round (1R)," and the tenth round game is called "10th round (10R)."
[0127] The elements that make up such a jackpot game (jackpot game components) include the number of rounds, the number of times the jackpot openings (first jackpot opening 14, second jackpot opening 15) are opened in each round, the type and opening time of the jackpot openings, the time to close until the next opening (closing time or interval time), the opening time (opening time), and the ending time (ending time), etc. After the special chart is stopped and displayed, the pachinko game machine PY1 controls the jackpot game according to a jackpot game control table as shown in FIG.
[0128] As shown in FIG. 16, the jackpot game control table stores jackpot game components for each jackpot game (for example, for each jackpot game A to C). In each jackpot game, from 1R to 15R, a round game in which the first large prize opening 14 is opened for a maximum of 29.5 seconds or a round game in which the first large prize opening 14 is opened for a maximum of 0.1 seconds is played. Then, in 16R (the final round), a round game in which the second large prize opening 15 is opened for a maximum of 29.5 seconds or a round game in which the second large prize opening 15 is opened for a maximum of 0.1 seconds is played. In each round game, when a predetermined number of game balls (for example, 10 balls) are detected by the large prize opening sensors 14a and 15a, the round game is ended even before the maximum opening time of the large prize openings 14 and 15 has elapsed.
[0129] In addition, it is possible to configure the jackpot game A shown in Figure 16 to be executed when the type of the winning jackpot pattern is jackpot pattern A (see Figure 12 (B)), the jackpot game B to be executed when the type of the winning jackpot pattern is jackpot pattern B, and the jackpot game C to be executed when the type of the winning jackpot pattern is jackpot pattern C.
[0130] The number of times and the time of each jackpot game component can be changed as appropriate. The jackpot game can be played using both the first jackpot winning port 14 and the second jackpot winning port 15, or can be played using only one of them. In the case of a configuration in which only the first jackpot winning port 14 is used for the jackpot game, or in the case of a configuration in which only the second jackpot winning port 15 is used for the jackpot game, the configuration may not include the jackpot winning port that is not used. In addition, the types of jackpot games that can be played may be multiple or only one type.
[0131] Here, the specific area 16 will be described in detail. The specific area 16 is in a closed state where no prizes can be won and an open state where prizes can be won, by the distribution member 16k, so the operating mode of the distribution member 16k can be said to be the opening and closing mode of the specific area 16. Hereinafter, the operating mode of the distribution member 16k is also referred to as the "opening and closing mode of the specific area 16". In addition, the open state of the specific area 16 is also referred to as the "V open", and the closed state of the specific area 16 is also referred to as the "V closed".
[0132] The distribution member 16k is controlled in a fixed operating mode (i.e., the specific area 16 is controlled in a fixed opening / closing mode). For example, for 15 seconds after the second large prize opening 15 starts to open, the distribution solenoid 16s is energized and the distribution member 16k is controlled to the second state (FIG. 3(B)). Therefore, in a round game in which the second large prize opening 15 is open for a maximum of 29.5 seconds, the relationship between the opening time and timing of the second large prize opening 15 and the time and timing at which the distribution member 16k is controlled to the second state makes it easy for the game ball to pass through the specific area 16 (to enter the specific area 16). On the other hand, in a round game in which the second large winning opening 15 is open for a maximum of 0.1 seconds, it is almost impossible (difficult) for the game ball to pass through the specific area 16 (to make the game ball enter the specific area 16) due to the relationship between the opening time and timing of the second large winning opening 15 and the time and timing controlled to the second state of the distribution member 16k. In this way, it is possible to set the difficulty (ease) of making the game ball enter the specific area 16 in a jackpot game by combining a certain operation mode of the distribution member 16k (a certain opening and closing mode of the specific area 16) with the opening and closing mode of the second large winning opening 15 in a jackpot game. The operation mode of the distribution member 16k can be changed as appropriate. When another operation mode is shown in the description of "Characteristic parts of the pachinko game machine PY1" described later, it is assumed that the pachinko game machine PY1 adopts that operation mode.
[0133] In addition, during a jackpot game, a jackpot in which the VAT opening / closing member 15k and the distribution member 16k operate in the first opening pattern (V long opening pattern) in which it is easy for the game ball to pass through the specific area 16 (hereinafter also referred to as "V passage") is called a "V long jackpot", and a jackpot in which the VAT opening / closing member 15k and the distribution member 16k operate in the second opening pattern (V short opening pattern) in which it is impossible or difficult for the game ball to pass through the specific area 16 is called a "V short jackpot".
[0134] 3-4. Game status Next, the game state will be explained. As shown in FIG. 17, the pachinko game machine PY1 can be set to any one of the game states of "low probability low base game state", "low probability high base game state", "high probability low base game state", "high probability high base game state" and "jackpot game state". The "low probability low base game state" may be abbreviated as "low probability low base state", the "low probability high base game state" as "low probability high base state", the "high probability low base game state" as "high probability low base state", and the "high probability high base game state" as "high probability high base state". The game states include a state related to the probability of being determined as a "jackpot" in the jackpot determination and a state related to the ease of opening the electric chute 12D. The former includes a normal probability state and a high probability state. On the other hand, the latter includes a non-time-saving state and a time-saving state.
[0135] The normal probability state is set in a "low probability low base game state" or a "low probability high base game state", and the probability of being determined as a jackpot in the jackpot determination is normal. The high probability state is set in a "high probability low base game state" or a "high probability high base game state", and the probability of being determined as a jackpot in the jackpot determination is higher than the normal probability. Therefore, it can be said that the high probability state is a game state that is more advantageous to the player than the normal probability state. When the power is turned on for the first time in the pachinko game machine PY1, the normal probability state is set. Then, it is possible to switch from the normal probability state to the high probability state by winning a jackpot. For example, it is possible to switch to the high probability state by the game ball passing through the specific area 16 in a jackpot game. It is also possible to switch to the high probability state depending on the type of jackpot pattern. It is assumed that whether the trigger for switching to the high probability state is the passing of a V or the type of jackpot pattern is determined in advance according to the game characteristics to be realized. In the high probability state, a predetermined number of jackpot determinations may be made without winning a jackpot, or the high probability state may be switched to the normal probability state by winning the next jackpot.
[0136] The non-time-saving state is set in a "low probability low base game state", a "high probability low base game state", or a "jackpot game state". The time-saving state is set in a "low probability high base game state" or a "high probability high base game state", and is a game state in which the opening time of the electric chute 12D in one auxiliary game is likely to be longer than in the non-time-saving state. For example, in the time-saving state, the opening time (e.g., 3.0 seconds) is longer than the opening time (e.g., 0.08 seconds) of the electric chute 12D in the non-time-saving state. In addition, in the time-saving state, the special chart fluctuation pattern is determined according to a special chart fluctuation pattern determination table that is determined so that a special chart fluctuation pattern with a short special chart fluctuation time is selected more often than in the non-time-saving state (see Figures 13 to 14). As a result, in the time-saving state, the pace of consumption of the special chart reservation is faster, and effective winning (winning that can be stored as a special chart reservation) at the starting port is more likely to occur. Therefore, it is possible to aim for a jackpot under smooth game progress.
[0137] In addition, the time-saving state is more likely to have a shorter normal map variation time than the non-time-saving state. For example, in the time-saving state, the normal map variation time (5 seconds) is determined, which is shorter than the normal map variation time (30 seconds) determined in the non-time-saving state (Figure 11 (B)). Therefore, the time-saving state has more executions of the normal map lottery per unit time.
[0138] In addition, the time-saving state is more likely to be judged as a hit in the hit judgment than the non-time-saving state. For example, in the time-saving state, a hit is judged with a higher probability (e.g., 59936 / 65536) than the probability of being judged as a hit in the non-time-saving state (e.g., 6600 / 65536) (FIG. 11(A)). Therefore, the time-saving state is judged as a hit more times per unit time.
[0139] In this way, in the time-saving state, the electric chute 12D is open for a longer period of time per unit time than in the non-time-saving state, and it becomes easier for game balls to enter the second starting hole 12 more frequently. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, in the time-saving state with a high base, it is possible to aim for a jackpot without significantly reducing the number of game balls in possession. Therefore, it can be said that the time-saving state is a game state that is more advantageous to the player than the non-time-saving state.
[0140] When the pachinko game machine PY1 is first powered on, the non-time-saving state is set. Then, for example, the time-saving state can be set by winning a jackpot. In the time-saving state, a predetermined number of jackpot determinations can be performed without winning a jackpot, or the time-saving state can be changed to the non-time-saving state by winning the next jackpot.
[0141] In addition, in the time-saving state, compared to the non-time-saving state, it is easier to win a prize, the normal chart change time is more likely to be shorter, and the opening time of the electric chute 12D in one auxiliary game is more likely to be longer. In other words, three points are set to be advantageous for the player in the game related to the normal chart. However, the points set to be advantageous for the player may be only a part of these. In addition, the special chart change pattern determination table in the time-saving state may not be one that is more likely to select a special chart change pattern with a short special chart change time than the one in the non-time-saving state.
[0142] In addition, the game state after the power is turned on for the first time in the pachinko game machine PY1 is a "low probability low base game state" in which a normal probability state and a non-time-saving state are set. This game state is also called a "normal game state." In the "jackpot game state," a normal drawing (a hit determination for a normal drawing) is performed but a special drawing (a hit determination) is not performed, so that a non-time-saving state is set with the start of the jackpot game. In addition, it is possible to use all or only some of the game states described above for the game state. In addition, it is assumed that the various game states described in this specification can be arbitrarily expressed in the form of an "nth game state" (n is an integer of 1 or more). In addition, a low-probability, low-base game state (low-probability, low-base state) can be referred to as a low-probability, non-time-shortened state, a low-probability, high-base game state (low-probability, high-base state) as a low-probability, time-shortened state, a high-probability, low-base game state (high-probability, low-base state) as a high-probability, non-time-shortened state, and a high-probability, high-base game state (high-probability, high-base state) as a high-probability, time-shortened state.
[0143] 4. Main effects of gaming machines Next, the main effects performed by the pachinko gaming machine PY1 will be described with reference to FIGS.
[0144] 4-1.Performance mode First, the presentation mode will be explained. The presentation mode is a category of presentation (or a higher-level conceptual attribute). The pachinko game machine PY1 can set the following presentation modes: a customer waiting presentation mode, a normal presentation mode, a probability variation presentation mode, a time-saving presentation mode, and a big win presentation mode.
[0145] The customer waiting performance mode can be set when the special chart change performance is not performed in the "low probability low base game state", "low probability high base game state", "high probability low base game state" and "high probability high base game state", and is a performance mode indicating a standby state in which the special chart change performance is not performed. When the customer waiting performance mode is set, the customer waiting performance is performed. In the customer waiting performance, for example, as shown in FIG. 18 (A-1), a customer waiting demo video G100 introducing the pachinko game machine PY1 is displayed on the display unit 50a. In addition, when the normal button 40 is operated while the customer waiting demo video G100 is displayed, a setting screen G101 for setting the performance of the pachinko game machine PY1 is displayed as shown in FIG. 18 (A-2). The performance settings include the volume setting of the sound output from the speaker 52, the brightness setting of the display unit 50a, and the frequency setting of the performance to be executed.
[0146] The normal presentation mode can be set when the special chart variation presentation is being performed in the "low probability low base game state" or the "high probability low base game state", and is a presentation mode that indicates a non-time-saving state. The normal presentation modes include, for example, a first normal presentation mode in which a background image (daytime normal background image G102) showing a daytime mountain scene is displayed on the display unit 50a as shown in FIG. 18 (B-1), a second normal presentation mode in which a background image (evening normal background image G103) showing an evening mountain scene is displayed on the display unit 50a as shown in FIG. 18 (B-2), and a third normal presentation mode in which a background image (nighttime normal background image G104) showing a nighttime mountain scene is displayed on the display unit 50a as shown in FIG. 18 (B-3), and can be switched under one condition that the special chart variation presentation is performed once or multiple times without winning a jackpot. Furthermore, each of the first to third normal presentation modes has a normal pre-stage presentation mode before the reach is established in the special chart variation presentation, and a normal post-stage presentation mode after the reach is established. In the normal pre-stage presentation mode, one of the daytime normal background image G102, the evening normal background image G103, and the nighttime normal background image G104 is displayed on the display unit 50a, while in the normal post-stage presentation mode, a dedicated background image according to the type of reach is displayed. In addition, a special presentation mode that is set only in the "high probability low base game state" may be provided.
[0147] The probability variation presentation mode is a presentation mode that can be set when the special chart variation presentation is being performed in the "high probability high base game state", and is a presentation mode that indicates a high probability state and a time-saving state. In the probability variation presentation mode, for example, as shown in FIG. 18 (B-4), a background image (probability variation background image G105) representing the universe is displayed on the display unit 50a. Furthermore, the probability variation presentation mode includes a probability variation pre-stage presentation mode before the reach is established in the special chart variation presentation, and a probability variation post-stage presentation mode after the reach is established. In the probability variation pre-stage presentation mode, the probability variation background image G105 is displayed on the display unit 50a, while in the probability variation post-stage presentation mode, a dedicated background image according to the type of reach is displayed.
[0148] The time-saving presentation mode is a presentation mode that can be set when the special chart variation presentation is being performed in the "low probability high base game state", and is a presentation mode that indicates that the state is in the normal probability state and the time-saving state. In the time-saving presentation mode, for example, as shown in FIG. 18 (B-5), a background image showing the sky (time-saving background image G106) is displayed on the display unit 50a. Furthermore, the time-saving presentation mode includes a time-saving early presentation mode before the reach is established in the special chart variation presentation, and a time-saving late presentation mode after the reach is established. In the time-saving early presentation mode, the time-saving background image G106 is displayed on the display unit 50a, while in the time-saving late presentation mode, a dedicated background image according to the type of reach is displayed.
[0149] The jackpot presentation mode is a presentation mode that can be set when a jackpot game is being played in the "jackpot game state", and is a presentation mode that indicates that a jackpot game is being played. In the jackpot presentation mode, for example, during the opening of the jackpot game, as shown in FIG. 18(C-1), a jackpot opening presentation is performed in which an opening image G107 suggesting the start of the jackpot game and a right-hit image G108 encouraging "right hit" are displayed on the display unit 50a. During the round of the jackpot game, as shown in FIG. 18(C-2), a round presentation is performed in which a round image G109 indicating the number of rounds and a prize ball number image G110 suggesting the number of prize balls paid out are displayed on the display unit 50a. During the ending of the jackpot game, as shown in FIG. 18(C-3), a jackpot ending presentation is performed in which an ending image G111 suggesting the presentation mode to be set after the jackpot game and a total prize ball number image G112 suggesting the total prize ball number paid out are displayed on the display unit 50a.
[0150] The types of presentation modes can be changed or added as appropriate.
[0151] 4-2. Special chart change performance Next, the special chart change performance (also simply called "change performance") will be explained. When the pachinko game machine PY1 starts the changeable display of the special chart, it executes the special chart change performance based on the special chart change pattern related to the changeable display of the special chart and the special chart lottery result (jackpot determination result, jackpot pattern type determination result, reach determination result, and special chart change pattern determination result). In the special chart change performance, the display unit 50a displays the change of the performance pattern superimposed on a predetermined background image. In the change display of the performance pattern, the performance pattern stops after changing. That is, after the change display of the performance pattern is performed for the special chart change time, the change stops and the performance pattern is displayed stationary. Then, the result of the special chart lottery is announced by the stationary display of the performance pattern.
[0152] In addition, in the special chart variation performance, in addition to the variation display of the performance pattern, it is possible to perform other performances using various performance devices such as the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the movable devices 55, 56, 58, the normal button 40, and the special button 41. In this case, it is possible to continue other performances even after the stop display of the performance pattern.
[0153] 4-2-1.Performance pattern display area As shown in Fig. 19(A), the display unit 50a of the image display device 50 can be provided with a left performance pattern area 50b1, a middle performance pattern area 50b2, and a right performance pattern area 50b3 on the left side, center, and right side of the display unit 50a, which are divided horizontally into three approximately equal parts. The left performance pattern area 50b1 is an area that displays the left performance pattern EZ1 when the performance pattern is stopped in the special chart variable performance. Similarly, the middle performance pattern area 50b2 and the right performance pattern area 50b3 are areas that display the middle performance pattern EZ2 and the right performance pattern EZ3.
[0154] Also, as shown in Fig. 19(A), a small pattern area 50c can be provided in one section at the left end (upper left corner) of the upper end of the display unit 50a. The small pattern area 50c is an area that variably displays small patterns KZ1, KZ2, and KZ3 when the special pattern is variably displayed.
[0155] In FIG. 19(A), the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c are indicated by two-dot chain lines, but this is written to indicate the range of the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c, and is not actually displayed. In addition, the range of each area can be changed as appropriate. In addition, not only the performance patterns EZ1, EZ2, and EZ3 (left performance pattern EZ1, middle performance pattern EZ2, and right performance pattern EZ3), but also the small patterns KZ1, KZ2, and KZ3 are examples of "performance patterns" because they are patterns displayed on the display unit 50a for performance.
[0156] 4-2-2.Normal fluctuation The pachinko game machine PY1 can perform a normal variation first in the special chart variation performance. The normal variation functions as a performance that suggests that the variable display of the special chart has started.
[0157] When the variable display of the special chart is started, for example, as shown in Figure 19 (A), on the display unit 50a, the left performance pattern EZ1, the middle performance pattern EZ2 and the right performance pattern EZ3 are displayed frozen, and the left small pattern KZ1, the middle small pattern KZ2 and the right small pattern KZ3 are displayed frozen, and the variable display of the special chart is not being performed and the state is waiting for the variable display of the special chart.As shown in Figure 19 (B), with the start of the variable display, the variable display of the performance patterns EZ1, EZ2 and EZ3 is started, and the variable display of the small patterns KZ1, KZ2 and KZ3 is started. Then, when the special pattern of the variable display of the special pattern is, for example, "normal miss variation", as shown in FIG. 19(C-1), the left performance pattern EZ1 and the right performance pattern EZ3 temporarily stop in different stop modes, and then, as shown in FIG. 19(D), the performance patterns EZ1, EZ2, and EZ3 stop in a stop mode suggesting a miss (so-called barake eyes). At this time, the small patterns KZ1, KZ2, and KZ3 also stop all at once in a stop mode suggesting a miss. On the other hand, when the special pattern of the variable display of the special pattern is, for example, a special pattern with a reach such as "N miss variation", as shown in FIG. 19(C-2), the left performance pattern EZ1 and the right performance pattern EZ3 temporarily stop in the same stop mode, and a reach is established. At this time, the small patterns KZ1, KZ2, and KZ3 continue to be displayed, and a reach performance according to the special pattern is performed. In addition, the stopping order and stopping manner of the performance patterns EZ1, EZ2, and EZ3 can be changed as appropriate.
[0158] 4-2-3.N Reach The pachinko game machine PY1 can perform N-reach when a reach is achieved in normal variation. N-reach is a presentation that suggests that the result of the jackpot determination may be a "jackpot" and functions as a presentation to make the player expect a jackpot.
[0159] In the N reach, as shown in FIG. 20(A), the state where the reach is established is maintained for a predetermined time (for example, 10 seconds), and as shown in FIG. 20(B), the fluctuation speed of the middle performance pattern EZ2 gradually slows down. Then, when the special pattern fluctuation pattern of the variable display of the special pattern is, for example, "N miss fluctuation", the performance patterns EZ1, EZ2, and EZ3 are stopped and displayed in a stop mode (so-called barake eyes) that suggests a miss, as shown in FIG. 20(C-1). At this time, the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stop mode that suggests a miss. On the other hand, when the special pattern fluctuation pattern of the variable display of the special pattern is, for example, "N big win fluctuation", as shown in FIG. 20(C-2), the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stop mode that suggests a big win (so-called double numbers). At this time, the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stop mode that suggests a big win. In addition, the content of the N Reach performance is not limited to the middle performance pattern EZ2 gradually slowing down, and can be changed or added as appropriate.
[0160] In addition, with regard to the stopping state of the performance symbols EZ1, EZ2, and EZ3 that indicate a miss, the spread when the reach is not established is called a "non-reach spread" or a "non-reach miss" and the spread when the reach is established is called a "reach spread" or a "reach miss". The combination of each of the performance symbols EZ1, EZ2, and EZ3 that constitute the non-reach spread (for example, "2·3·1" or "5·8·6") and the combination of each of the performance symbols EZ1, EZ2, and EZ3 that constitute the reach spread (for example, "2·1·2" or "5·4·5") are selected by the performance control microcomputer 121. In addition, the combination of each of the performance patterns EZ1, EZ2, and EZ3 that make up the stopping pattern (double number) indicating a jackpot (for example, "2·2·2" or "7·7·7") is selected by the performance control microcomputer 121 based on the type of jackpot pattern that has been won.
[0161] 4-2-4. SP Reach The pachinko game machine PY1 can perform an SP reach after an N reach. The SP reach is a presentation that suggests that the result of the jackpot determination is more likely to be a "jackpot" than the N reach, and functions as a presentation to make the player expect a jackpot.
[0162] In the SP reach, after the N reach, for example, as shown in FIG. 21(A), a background image (background image G113 for SP reach) dedicated to the SP reach is displayed on the display unit 50a, and an image (title image G1 for the start of the SP reach) indicating that the SP reach has started is displayed in the center of the display unit 50a. After that, as shown in FIG. 21(B), a performance dedicated to the SP reach (for example, a battle performance) is performed. Then, when the final stage of the performance dedicated to the SP reach is reached, in the case where the special chart variation pattern of the variable display of the special chart is, for example, "SP big win variation", as shown in FIG. 21(C-1), a performance suggesting a big win (for example, a display in which the main character (one of the ally characters) wins the battle and stands with his / her arms crossed) is performed on the display unit 50a, and the performance patterns EZ1, EZ2, and EZ3 are stopped and displayed in a stopping mode suggesting a big win (so-called double numbers). At this time, the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stopping mode suggesting a big win. On the other hand, when the special chart change pattern of the variable display of the special chart is, for example, "SP miss change," as shown in FIG. 21 (C-2), a performance suggesting a miss (for example, a display in which the enemy character wins the battle and stands with his legs crossed) is performed, and the performance symbols EZ1, EZ2, and EZ3 are displayed stopped in a stopping state suggesting a miss (so-called barake eyes). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a stopping state suggesting a miss. The performance contents of the SP reach can be changed or added as appropriate.
[0163] Here, we will explain in detail the possibility (jackpot expectation) that the performance symbols EZ1, EZ2, EZ3 for each reach will stop in a manner indicating a jackpot. The jackpot expectation for each reach is determined by the execution probability based on the result of the jackpot determination. For example, if the execution probability of the N reach is set to 10% when the result of the jackpot determination is a "miss" and 100% when the result of the jackpot determination is a "jackpot," and the execution probability of the SP reach is set to 4% when the result of the jackpot determination is a "miss" and 100% when the result of the jackpot determination is a "jackpot," it is possible to set the jackpot expectation for the SP reach higher than that for the N reach. Also, by making SP reach A and SP reach B executable as SP reaches, and setting the execution probability of SP reach A to 2% when the result of the jackpot determination is a "miss" and 30% when the result of the jackpot determination is a "jackpot," and setting the execution probability of SP reach B to 2% when the result of the jackpot determination is a "miss" and 20% when the result of the jackpot determination is a "jackpot," it is possible to set the jackpot expectation of SP reach A higher than that of SP reach B. In this way, it is possible to set the jackpot expectation by appropriately setting the execution probability according to the result of the jackpot determination.
[0164] 4-2-5.L reach The pachinko game machine PY1 can perform an L reach after an N reach. The L reach is an effect that suggests that the possibility that the result of the special chart lottery was a "jackpot" is lower than that of the SP reach but higher than that of the N reach, and functions as an effect that makes the player expect a jackpot. The execution time of the L reach reach effect is shorter than that of the SP reach reach effect (FIGS. 13 and 14). Therefore, in the L reach reach effect, for example, a video shorter than that of the SP reach reach effect is displayed on the display unit 50a. The content of the L reach reach effect can be changed as appropriate. A special chart variation pattern in which the SP reach reach effect is executed in a progressive manner after the L reach reach effect may be provided.
[0165] 4-3. Hold icon display area As shown in FIG. 22(A), the display unit 50a of the image display device 50 can be provided with a reservation icon display area 50d consisting of four display areas. The reservation icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4, and a reservation icon HA can be displayed in each display area 50d1, 50d2, 50d3, and 50d4 according to the number of reserved special figures 1 or the number of reserved special figures 2. For example, when the number of reserved special figures 1 is "1", the reservation icon HA is displayed in the first display area 50d1, and when the number of reserved special figures 1 is "2", the reservation icon HA is displayed in the first display area 50d1 and the second display area 50d2. In addition, when the number of reserved special charts 1 is "3", a reserved icon HA is displayed in the first display area 50d1, the second display area 50d2, and the third display area 50d3, and when the number of reserved special charts 1 is "4", a reserved icon HA is displayed in the first display area 50d1, the second display area 50d2, the third display area 50d3, and the fourth display area 50d4.
[0166] In addition, near the reserved icon display area 50d, as shown in Fig. 22 (A), it is possible to provide the icon display area 50e consisting of one display area. The icon display area 50e can display the icon TA (also called the reserved icon TA) that is the same as the reserved icon HA in response to the start of the special chart variation performance. Note that the icon TA may be an icon different from the reserved icon HA.
[0167] The number of display areas constituting the reserved icon display area 50d can be changed as appropriate. The reserved icon display area 50d can be a display area that displays both the reserved number of special chart 1 and the reserved number of special chart 2, or a display area that displays only one of them. It is also possible to provide the reserved icon display area 50d but not provide the icon display area 50e, or to provide neither.
[0168] 4-3-1.Holding effect The pachinko game machine PY1 can perform a reserved performance in response to the game ball entering the first start hole 11 or the second start hole 12. The reserved performance can notify the player of the number of reserved special figures 1 or reserved special figures 2.
[0169] In the reserved performance, when the number of reserved special charts 1 is "0" and a game ball enters the first starting hole 11, the special chart change performance starts, and for example, as shown in Fig. 22 (B), the icon TA is displayed in the icon display area 50e. Then, when two more game balls enter the first starting hole 11 during the special chart change performance, the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d, as shown in Fig. 22 (C), and the player is notified that the number of reserved special charts 1 is "2". After that, when the special chart change performance ends and a new special chart change performance starts, as shown in Fig. 22 (D), the reserved icon HA displayed in the first display area 50d1 of the reserved icon display area 50d moves to the icon display area 50e and is displayed as the icon TA, and the reserved icon HA displayed in the second display area 50d2 of the reserved icon display area 50d moves to the first display area 50d1 and is displayed, and the player is notified that the number of reserved special charts 1 is "1". Note that the performance of displaying the reserved icon HA in the reserved icon display area 50d (the first display area 50d1, the second display area 50d2, the third display area 50d3, or the fourth display area 50d4) or displaying the icon TA in the icon display area 50e is also called an icon display performance.
[0170] 4-4. Preview performance The pachinko game machine PY1 can perform a notice performance at any timing during the special chart change performance. The notice performance is a performance using the image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, 58, input devices (normal button 40, special button 41), etc., and can suggest the result of the jackpot judgment or the result of the special chart change pattern judgment.
[0171] 4-4-1. Movable object production The pachinko game machine PY1 can perform a movable body effect as a preview effect using the movable devices 55, 56, and 58. The movable body effect is an effect in which the movable devices 55, 56, and 58 are operated, and functions as an effect that makes the player expect a big win.
[0172] In the movable body performance, for example, when the N reach develops into the SP reach, as shown in FIG. 23(A), the movable device on the board 55 and the movable device below the board 56 are operated, and the movable body on the board 55k and the movable body below the board 56k move so as to overlap on the display unit 50a, suggesting the development into the SP reach. At this time, an effect image is displayed in the space on the display unit 50a that does not overlap with the movable body on the board 55k and the movable body below the board 56k. After that, as shown in FIG. 23(B), the movable body on the board 55k and the movable body below the board 56k return to the normal standby state (initial position) and develop into the SP reach. This movable body performance is an example of a development performance. Note that the movable body performance is not limited to the suggestion of development into the SP reach, and can be changed or added as appropriate. Also, the operation contents of the movable device in the movable body performance can be changed or added as appropriate. Also, the movable device operated in the movable body performance can be changed as appropriate. In addition, when the performance does not progress (for example, in the case of N miss fluctuation), it is also possible to perform a moving body performance as a so-called false performance. The moving body performance is also called a moving body drive performance.
[0173] 4-4-2. Operation direction The pachinko game machine PY1 can perform an operation performance using the normal button 40 or the special button 41 as a preview performance. The operation performance is a performance that makes the player operate the normal button 40 or the special button 41, and functions as a performance that makes the player expect a big win.
[0174] In the operation presentation, for example, in the SP reach, a period (operation valid period) occurs during which the pressing operation of the input device (special button 41) is valid, and with the occurrence of this operation valid period, as shown in FIG. 24(A), a presentation (operation promotion presentation) is performed to encourage the operation of the special button 41. In the operation promotion presentation, an operation promotion image G30 is displayed on the display unit 50a. The operation promotion image G30 includes an image (special button image G31) imitating the special button 41, an image (operation method instruction image G32) showing the operation method of the special button 41 (i.e., pressing operation), and an image (valid period image G33) showing the remaining time of the operation valid period. The valid period image G33 is composed of a roughly curved progress bar, and changes over time so that the player can easily understand the remaining time of the operation valid period. Thereafter, in response to the special button 41 being pressed during the operation valid period, or after the operation valid period has elapsed without the special button 41 being operated during the operation valid period, the on-board movable device 55 is actuated, and the on-board movable body 55k moves to overlap the display unit 50a, as shown in FIG. 24(B), suggesting the likelihood of a big win. Note that the operation presentation is not limited to the actuation of the on-board movable device 55, and can be changed or added as appropriate. Also, the operation promotion presentation that encourages the operation of the operation means (operation unit) such as the special button 41 or the normal button 40 is also called an operation instruction presentation.
[0175] 4-4-3. Predictive performance The pachinko game machine PY1 can perform a pre-reading performance for the special chart 1 reserve or the special chart 2 reserve for which the special chart lottery has not been performed as a notice performance. The pre-reading performance functions as a performance to suggest in advance the lottery result of the special chart lottery for the special chart 1 reserve or the special chart 2 reserve.
[0176] In the pre-reading performance, for example, when the result of the pre-reading judgment for the special chart 1 reservation is a "jackpot", the reservation icon HA, which is usually displayed as a "◯" in the reservation icon display area 50d, may be displayed as a "☆" as shown in FIG. 22(C). Also, when the result of the pre-reading judgment is a "miss", the reservation icon HA may be displayed as a "☆" as a so-called false performance. In this way, the pre-reading performance in which the reservation icon HA or the icon TA is displayed in a special mode (for example, "☆" in this embodiment, also called a special display mode) rather than in a normal mode ("◯" in this embodiment, also called a normal display mode) is called a reservation change performance or an icon change performance. Also, the reservation icon HA and the icon TA are collectively called a reservation display or an icon. In this embodiment, the reservation icon HA and the icon TA are displayed as a reservation display, but it is also possible to configure the reservation icon HA and the icon TA to be displayed only without displaying the icon TA. In addition, the timing of the special mode of the reserved display in the reserved change performance may be when the start winning occurs, which is the trigger for the reserved display, or when the reserved display shifts (when the display area of the reserved icon HA is changed), or when the special chart change (so-called the change) corresponding to the reserved display is being executed (when it is displayed as the icon TA). Also, there may be multiple types of special modes of the reserved display.
[0177] In addition, the pre-reading performance can be performed on both or either of the special chart 1 and special chart 2 reserves. In addition, the pre-reading performance is not limited to the change in the display mode of the reserve icon HA or the icon TA, and can be changed or added as appropriate. Examples of pre-reading performances other than the reserve change performance include so-called continuous notices.
[0178] 5. Game control by the game control microcomputer 101 Next, the control of a game by the game control microcomputer 101 will be described with reference to Figures 25 and 26. Note that counters, timers, buffers, etc. that appear in the control of a game by the game control microcomputer 101 described below are provided in the game RAM 104.
[0179] [1. Main control main processing] When the pachinko game machine PY1 is powered on, the game control microcomputer 101 provided on the main control board 100 reads out the main control main processing program shown in Fig. 25 from the game ROM 103 and executes it. As shown in the figure, the main control main processing first performs power-on processing (S001). In the power-on processing, settings for permission to access the game RAM 104, settings for the game CPU 102, settings for the SIO, PIO, and CTC (circuit for managing interrupt time), etc. are performed.
[0180] In the power-on process (S001), the game control microcomputer 101 executes RAM clear when a signal based on a pressing operation on the RAM clear switch 191 is input. When RAM clear is executed, game information stored in the game RAM 104 (for example, information on the game state such as a high probability state, information such as the number of reserved special figures and the result of the jackpot hit / miss judgment) is erased. This sets the game state to a normal game state (low probability low base state, low probability non-time shortening state). However, even if RAM clear is executed, the information on the total number of winning balls stored in the total number of winning balls memory unit 107a, the information on the total number of shot balls stored in the total number of shot balls memory unit 107b, and the information on the difference in the number of balls stored in the difference in the number of balls memory unit 107c are not cleared.
[0181] Following the power-on process, interrupts are prohibited (S002), and normal and special symbol main random number update process (S003) is executed. In this normal and special symbol main random number update process (S003), the counter values of the various random numbers shown in Fig. 10(A) and Fig. 10(B) are updated by incrementing them by 1. When the counter value of each random number reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, at least a part of each random number may be so-called hardware random numbers generated using a known random number generation circuit consisting of a counter IC or the like.
[0182] When the normal symbol / special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main side timer interrupt process (S005) can be executed. The main side timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the gaming CPU 102, for example, at a 4 msec cycle. That is, the main side timer interrupt process (S005) is executed at a 4 msec cycle. Then, from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005), the update process of the counter values of various random numbers by the normal symbol / special symbol main random number update process (S003) is repeatedly executed. Note that, if an interrupt pulse is input to the gaming CPU 102 when the interrupt is prohibited, the main side timer interrupt process (S005) is not started immediately, but is started after the interrupt is permitted (S004).
[0183] [2. Main timer interrupt processing] Next, the main timer interrupt process (S005) will be described. As shown in Fig. 26, in the main timer interrupt process (S005), first, input process (S102) is executed. In the input process (S102), the game control microcomputer 101 takes in, for example, a detection signal from a lower tray full switch that detects whether the lower tray 35 is full, and stores it in the output buffer of the game RAM 104 as lower tray full data.
[0184] The normal and special symbol main random number update process (S103) that is performed next is the same as the normal and special symbol main random number update process (S003) that is performed in the main control main process of Fig. 25. That is, the update process of the counter values of various random numbers shown in Fig. 10(A) and Fig. 10(B) is performed both during the execution period of the main side timer interrupt process (S005) and during other periods (the period from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005)).
[0185] Following the normal symbol / special symbol main random number update process (S103), the game control microcomputer 101 performs a sensor detection process (S104), then a normal action process (S105), and then a special action process (S107). The sensor detection process, the normal action process, and the special action process will be described later.
[0186] Following the special operation process (S107), a sorting device control process (S108) is performed to control the sorting device 16D. The sorting device 16D is operated when a special game using the second big prize winning device 15D is played. However, the sorting device 16D may be operated in a constant manner from the time the power is turned on.
[0187] Next, the gaming control microcomputer 101 executes an output process (S112). In the output process (S112), the commands and the like set in the output buffer provided in the gaming RAM 104 of the main control board 100 in each of the above processes are output to the sub-control board 120, the payout control board 170, and the like.
[0188] Thereafter, the game control microcomputer 101 executes other processes (S113) and ends the main timer interrupt process (S005). As other processes (S113), a power off monitoring process when the power is turned off, updating of a timer provided in the game RAM 104, etc. are performed. As other processes (S113), a payout control process is performed to pay out prize balls to a player. In the payout control process, a prize ball request signal is sent to the payout control board 170 in response to the entry of a game ball into each winning slot. In other words, the payout control board 170 pays out prize balls based on the prize ball request signal.
[0189] Then, the game control microcomputer 101 repeatedly executes steps S002 to S004 of the main control main processing (see FIG. 25) until the next interrupt pulse is input to the game CPU 102, and when the interrupt pulse is input (approximately 4 msec later), it again executes the main side timer interrupt processing (S005).
[0190] [2-1. Sensor detection process] In the sensor detection process (S104), the general winning hole sensor process, the gate sensor process, the second starting hole sensor process, the first starting hole sensor process, the first large winning hole sensor process, the second large winning hole sensor process, the specific area sensor process, and the outlet sensor process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0191] In the general winning hole sensor process, it is determined whether or not a gaming ball has been detected by the general winning hole sensor 10a. Also, depending on the result of the process, a command for the general winning hole sensor is generated.
[0192] In the gate sensor process, it is determined whether or not a gaming ball has been detected by the gate sensor 13a. If it is determined that a gaming ball has been detected, a normal symbol random number indicated by the counter value of the normal symbol random number counter is acquired, and the acquired normal symbol random number is stored in the normal symbol reserve memory unit 106 provided in the gaming RAM 104. Note that if a predetermined number of normal symbol random numbers (e.g., four) are stored in the normal symbol reserve memory unit 106, the newly acquired normal symbol random number is not stored. Also, a command for the gate sensor is generated according to the result of the process.
[0193] In the second start hole sensor process, it is determined whether or not a game ball is detected by the second start hole sensor 12a. When it is determined that a game ball is detected, a special pattern 2 related random number consisting of a special pattern random number counter, a big win pattern type random number counter, a reach random number counter, and a special pattern variation pattern random number counter is acquired, and the acquired special pattern 2 related random number is stored in the special pattern 2 reserved memory unit 105b provided in the gaming RAM 104. The special pattern 2 reserved memory unit 105b has a plurality of memory areas from the first area to the nth area (n is an integer of 2 or more, for example, "4"), and the acquired special pattern 2 related random numbers are stored in order from the first area. Note that, if the special pattern 2 related random numbers are stored up to the nth area, the newly acquired special pattern 2 related random number is not stored. In addition, a second look-ahead judgment is performed using the acquired special pattern 2 related random number and the second look-ahead judgment table. In addition, depending on the result of the processing, a command for the second start port sensor is generated, which includes a special chart 2 reserved number command representing the number of special chart 2 related random numbers (special chart 2 reserved number) stored in the special chart 2 reserved memory unit 105b and a second start winning command representing the result of the second pre-reading judgment.
[0194] In the first start hole sensor process, it is determined whether or not a game ball is detected by the first start hole sensor 11a. When it is determined that a game ball is detected, a special pattern 1 related random number consisting of a special pattern random number counter, a big win pattern type random number counter, a reach random number counter, and a special pattern variation pattern random number counter is acquired, and the acquired special pattern 1 related random number is stored in the special pattern 1 reserved memory unit 105a provided in the gaming RAM 104. The special pattern 1 reserved memory unit 105a has a plurality of memory areas from the first area to the nth area (n is an integer of 2 or more, for example, "4"), and the acquired special pattern 1 related random numbers are stored in order from the first area. Note that, if the special pattern 1 related random numbers are stored up to the nth area, the newly acquired special pattern 1 related random number is not stored. In addition, a first look-ahead judgment is performed using the acquired special pattern 1 related random number and the first look-ahead judgment table. In addition, depending on the result of the processing, a command for the first start port sensor is generated, which includes a special chart 1 reserved number command representing the number of special chart 1 related random numbers (special chart 1 reserved number) stored in the special chart 1 reserved memory unit 105a and a first start winning command representing the result of the first pre-reading judgment.
[0195] In the first large prize opening sensor process, it is determined whether or not a gaming ball has been detected by the first large prize opening sensor 14a. Also, a command for the first large prize opening sensor according to the result of the process is generated.
[0196] In the second large prize opening sensor process, it is determined whether or not a gaming ball has been detected by the second large prize opening sensor 15a. Also, a command for the second large prize opening sensor according to the result of the process is generated.
[0197] In the specific area sensor process, it is determined whether or not a gaming ball has been detected by the specific area sensor 16a. Also, depending on the result of this process, a command for the specific area sensor is generated.
[0198] In the outlet sensor process, it is determined whether or not a gaming ball has been detected by the outlet sensor.
[0199] [2-2. Normal operation process] In the normal operation process (S105), normal symbol standby process, normal symbol variation process, normal symbol determination process, and auxiliary game control process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0200] The normal symbol standby process is a process that is performed during standby when the variable display of the normal symbol and auxiliary play are not being performed. In the normal symbol standby process, a win determination is performed based on the normal symbol random number stored in the normal symbol reserve memory unit 106. In addition, a normal symbol variation pattern determination is performed based on the current game state to determine the normal symbol variation pattern. Then, a normal symbol variation start command is generated that includes information regarding the results of the win determination and the normal symbol variation pattern. Then, the normal symbol display device 82 is caused to start variable display of the normal symbol based on the normal symbol variation time associated with the determined normal symbol variation pattern.
[0201] The normal pattern change process is a process performed during the variable display of the normal pattern. In the normal pattern change process, the normal pattern is stopped based on the winning judgment result according to the lapse of the normal pattern change time from the start of the variable display of the normal pattern being executed. Then, a normal pattern change stop command indicating the end of the variable display of the normal pattern is generated.
[0202] The normal symbol determination process is a process performed when the normal symbol is displayed. In the normal symbol determination process, it is determined whether the normal symbol displayed is a winning symbol or not depending on the lapse of a predetermined stop time (for example, 0.8 seconds) from the start of the display of the normal symbol being executed. If the winning symbol is displayed, the auxiliary game is started based on the current game state and the auxiliary game control table, and an auxiliary game start command indicating the start of the auxiliary game is generated.
[0203] The auxiliary game control process is a process that is performed when an auxiliary game is being played. In the auxiliary game control process, the auxiliary game is controlled based on the current game state and the auxiliary game control table. In addition, a command for controlling the auxiliary game is generated according to the result of the process.
[0204] [2-3. Special Action Processing] In the special operation process (S107), the following processes are sequentially performed: special symbol waiting process, special symbol variation process, special symbol determination process, big win game control process, and game state setting process. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0205] [2-3-1. Special pattern waiting process] The special symbol standby process is a process that is performed during standby when the special symbol is not being displayed variably, not in a jackpot game state. In the special symbol standby process, a special symbol 2 determination process and a special symbol 2 variation pattern determination process are performed based on the special symbol 2 related random number stored in the special symbol 2 reserved memory unit 105b, and a special symbol 2 reserved memory unit shift process is performed. In addition, a special symbol 1 determination process and a special symbol 1 variation pattern determination process are performed based on the special symbol 1 related random number stored in the special symbol 1 reserved memory unit 105a, and a special symbol 1 reserved memory unit shift process is performed.
[0206] In the special chart 2 determination process, a jackpot determination is performed to determine whether the jackpot is a jackpot or a miss, using the special pattern random number among the special chart 2 related random numbers stored in the first area of the special chart 2 reserved memory unit 105b and a jackpot determination table according to the current game state. If the result of the jackpot determination is a jackpot, a jackpot pattern type determination is performed to determine the type of the jackpot pattern, using the jackpot pattern type random number among the special chart 2 related random numbers and the special chart 2 jackpot pattern type determination table. Then, a pattern designation command representing the determined jackpot pattern type is generated. Also, if the result of the jackpot determination is a miss, a pattern designation command representing a miss is generated. Note that multiple types of misses may be provided, and if the result of the jackpot determination is a miss, the type of the miss pattern may be determined. In this case, the pattern designation command may include information indicating the type of the miss pattern.
[0207] The special chart 2 variation pattern determination process is a process performed after the special chart 2 determination process. In the special chart 2 variation pattern determination process, the special chart 2 variation pattern is determined using the special chart variation pattern random number among the special chart 2 related random numbers stored in the first area of the special chart 2 reservation storage unit 105b and the special chart 2 variation pattern determination table according to the current game state. In the special chart 2 variation pattern determination process when the result of the jackpot determination is a miss, a reach determination is made, and the special chart 2 variation pattern is determined according to the result of the reach determination. Note that the determination of the special chart 2 variation pattern is also associated with the number of special chart 2 related random numbers (special chart 2 reservation number) stored in the special chart 2 reservation storage unit 105b. Then, a special chart 2 variation start command representing the determined special chart 2 variation pattern is generated. The special chart 2 variation start command includes information that it is a special chart 2, information about the result of the jackpot determination, information about the result of the jackpot pattern type determination, information about the result of the reach determination, information about the special chart variation time associated with the special chart 2 variation pattern, and the like. Then, the special chart 2 display 81b starts variable display of the special chart 2 based on the special chart change time associated with the determined special chart 2 change pattern.
[0208] The special chart 2 reserved memory shift process is a process that is performed when the special chart 2 determination process and the special chart 2 variation pattern determination process are performed. In the special chart 2 reserved memory shift process, the special chart 2 related random numbers stored in the special chart 2 reserved memory 105b are shifted by one to the first area side, and the special chart 2 related random numbers in the first area are cleared from the special chart 2 reserved memory 105b. In this way, the special chart 2 related random numbers are consumed in the order in which they were obtained. Then, a special chart 2 reserved number command that represents the special chart 2 reserved number after the process is generated.
[0209] In the special chart 1 determination process, a jackpot determination is performed to determine whether the jackpot is a jackpot or a miss, using the special pattern random number among the special chart 1 related random numbers stored in the first area of the special chart 1 reserved memory unit 105a and a jackpot determination table according to the current game state. If the result of the jackpot determination is a jackpot, a jackpot pattern type determination is performed to determine the type of the jackpot pattern, using the jackpot pattern type random number among the special chart 1 related random numbers and the special chart 1 jackpot pattern type determination table. Then, a pattern designation command representing the determined jackpot pattern type is generated. Also, if the result of the jackpot determination is a miss, a pattern designation command representing a miss is generated. Note that multiple types of misses may be provided, and if the result of the jackpot determination is a miss, the type of the miss pattern may be determined. In this case, the pattern designation command may include information indicating the type of the miss pattern.
[0210] The special chart 1 variation pattern determination process is a process performed after the special chart 1 determination process. In the special chart 1 variation pattern determination process, the special chart 1 variation pattern is determined using the special chart variation pattern random number among the special chart 1 related random numbers stored in the first area of the special chart 1 reservation storage unit 105a and the special chart 1 variation pattern determination table according to the current game state. In the special chart 1 variation pattern determination process when the result of the jackpot determination is a miss, a reach determination is made, and the special chart 1 variation pattern is determined according to the result of the reach determination. Note that the determination of the special chart 1 variation pattern is also associated with the number of special chart 1 related random numbers (special chart 1 reservation number) stored in the special chart 1 reservation storage unit 105a. Then, a special chart 1 variation start command representing the determined special chart 1 variation pattern is generated. The special chart 1 variation start command includes information regarding the special chart 1, information regarding the result of the jackpot determination, information regarding the result of the jackpot pattern type determination, information regarding the result of the reach determination, information regarding the special chart variation time associated with the special chart 1 variation pattern, and the like. Then, the special chart 1 display 81a starts variable display of the special chart 1 based on the special chart change time associated with the determined special chart 1 change pattern.
[0211] The special drawing 1 reserved memory shift process is a process that is performed when the special drawing 1 determination process and the special drawing 1 variation pattern determination process are performed. In the special drawing 1 reserved memory shift process, the special drawing 1 related random numbers stored in the special drawing 1 reserved memory 105a are shifted one to the first area side, and the special drawing 1 related random numbers in the first area are cleared from the special drawing 1 reserved memory 105a. In this way, the special drawing 1 related random numbers are consumed in the order in which they were obtained. Then, a special drawing 1 reserved number command is generated that represents the special drawing 1 reserved number after the process.
[0212] In addition, when both the number of reserved special figures 2 and the number of reserved special figures 1 exist, the special figure 2 determination process is performed with priority, and the variable display of the special figure 2 and the variable display of the special figure 1 are not performed in parallel. In other words, when there is a reserved special figure 2, the game control microcomputer 101 does not perform the special figure 1 determination process even if there is a reserved special figure 1. In addition, the variable display of the special figure 2 and the variable display of the special figure 1 may be configured to be performed in the order of winning, or to be performed simultaneously.
[0213] [2-3-2. Special pattern change processing] The special symbol variation process is a process performed during the variable display of the special symbol. In the special symbol variation process, as the special symbol variation time elapses, the special symbol display device 81 ends the variable display of the special symbol and stops displaying the special symbol according to the result of the jackpot determination. If the result of the jackpot determination is a jackpot, the jackpot symbol indicating a jackpot is stopped and displayed, and if the result of the jackpot determination is a miss, the miss symbol indicating a miss is stopped and displayed. Then, a special symbol variation stop command is generated to indicate the end of the variable display of the special symbol.
[0214] [2-3-3. Special design confirmation process] The special pattern determination process is a process performed when the special pattern is stopped. In the special pattern determination process, if the currently stopped special pattern is a jackpot pattern, the game is transitioned to a jackpot game state. Then, an opening command indicating the start of a jackpot game is generated. The opening command includes information regarding the result of the jackpot pattern type determination. If the currently stopped special pattern is a losing pattern and the high probability state is to be terminated, a normal probability state is set. Then, a high probability end command indicating a transition to a normal probability state is generated. If the currently stopped special pattern is a losing pattern and the time-saving state is to be terminated, a non-time-saving state is set. Then, a time-saving end command indicating a transition to a non-time-saving state is generated. Note that if the currently stopped special pattern is a losing pattern and the number of reserved special patterns 2 and the number of reserved special patterns 1 are "0", a customer waiting command indicating that the pachinko game machine PY1 is in a standby state is generated.
[0215] [2-3-4. Jackpot game control processing] The jackpot game control process is a process carried out in the jackpot game state. In the jackpot game control process, a jackpot game is played according to a jackpot game control table. After transition to the jackpot game state, each round of play is started according to the passage of the opening time or closing time. Then, a round game command indicating the start of the round game is generated. Also, an ending is started according to the end of the final round game. Then, an ending command indicating the end of the jackpot game is generated. The ending command includes information regarding the result of the jackpot symbol type determination.
[0216] [2-3-5. Game status setting process] The game state setting process is a process performed when the jackpot game state ends. In the game state setting process, when changing from a normal probability state to a high probability state, the high probability state is set when the jackpot game state ends. When limiting the duration of the high probability state, the duration of the high probability state (for example, the number of times the special chart can be displayed in a variable manner in which the high probability state can continue without winning a jackpot) is also set. Then, a high probability setting command is generated that indicates the setting of the high probability state. Also, when changing from a non-time-saving state to a time-saving state, the time-saving state is set when the jackpot game state ends. When limiting the duration of the time-saving state, the duration of the time-saving state (for example, the number of times the special chart can be displayed in a variable manner in which the time-saving state can continue without winning a jackpot) is also set. Then, a time-saving setting command is generated that indicates the setting of the time-saving state.
[0217] In addition, the commands generated by the game control microcomputer 101 in each process can be added or changed as appropriate.
[0218] 6. Control of the performance by the performance control microcomputer 121 Next, the control of the performance by the performance control microcomputer 121 will be described with reference to Fig. 27 to Fig. 29. Note that counters, timers, flags, buffers, etc. that appear in the following description of the control of the performance by the performance control microcomputer 121 are provided in the performance RAM 124.
[0219] [1. Sub-control main processing] When the pachinko game machine PY1 is powered on, the performance control microcomputer 121 provided on the sub-control board 120 reads out the program of the sub-control main process shown in Fig. 27 from the performance ROM 123 and executes it. As shown in the figure, the sub-control main process first performs power-on processing in response to power-on (S4001). In the power-on processing, for example, the settings of the performance CPU 122, SIO, PIO, CTC (circuit for managing interrupt time), etc. are performed.
[0220] Next, interrupts are prohibited (S4002), and a random number update process is executed (S4003). In the random number update process (S4003), the values of various random number counters for determining various effects are updated to make decisions regarding various effects. As an example, a method for updating the random number counters for determining various effects can be the same as the random number update process performed by the main control board 100 described above. When updating, the random number values may be incremented by 2 instead of by 1. This is also the case with the random number update process performed by the main control board 100 described above.
[0221] When the random number update process is completed, a command transmission process is executed (S4004). In the command transmission process, various commands stored in the output buffer in the performance RAM 124 of the sub-control board 120 are transmitted to the image control board 140. The image control board 140 that has received the command displays an image on the display unit 50a according to the received command (executes various performances by image). In addition to the various performances performed by the image control board 140, the sub-control board 120 outputs sound from the speaker 52 via the sound control circuit 161 (executes various sound performances by sound), causes the frame lamp 53 and the board lamp 54 to emit light via the lamp control circuit 151 (executes various light emission performances by light emission), and operates the movable devices 55, 56, and 58 (executes various movable body performances by operation). In this way, various performances (special chart change performance, reserved performance, operation performance, pre-reading performance, other notice performances, big win game performance, customer waiting performance, control of performance mode, etc.) are realized.
[0222] The performance control microcomputer 121 then enables interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While the interrupts are enabled, it becomes possible to execute reception interrupt processing (S4010), 1 ms timer interrupt processing (S4011), and 10 ms timer interrupt processing (S4012).
[0223] The reception interrupt process (S4010) is executed each time various commands sent from the main control board 100 are input to the performance control microcomputer 121. In the reception interrupt process (S4010), the performance control microcomputer 121 stores the various commands sent and received by the output process (S112) of the main control board 100 in a reception buffer of the performance RAM 124. This reception interrupt process is executed with priority over other interrupt processes (S4011, S4012).
[0224] [2.1ms timer interrupt processing] The 1 ms timer interrupt process (S4011) is executed every time an interrupt pulse with a 1 msec period is input to the sub-control board 120. In the 1 ms timer interrupt process (S4011), as shown in Fig. 28, input process (S4101), light emission data output process (S4102), movable device control process (S4103), and watchdog timer process (S4104) are performed in that order.
[0225] In the input process, the operation of the operation unit that can be operated by the player, such as the normal button detection switch 40a and the special button detection switch 41a, is detected, and commands are set and performance data is created according to the detection result. In the light emission data output process, based on the performance data created in the input process or the performance data creation process described later, the light emission data is output to the lamp control circuit 151 so as to light up lamps such as the frame lamp 53 and the board lamp 54 at a timing that matches the performance by the image. In other words, the performance control microcomputer 121 causes the frame lamp 53 and the board lamp 54 to light up in a predetermined light emission mode according to the light emission data. In the movable device control process, the drive data is output so as to perform a movable body performance in which the movable devices 55, 56, 58, etc. are operated at a predetermined timing based on the performance data created in the input process or the performance data creation process described later. In other words, the performance control microcomputer 121 performs a movable body performance in which the movable devices 55, 56, 58, etc. are operated in a predetermined operation mode according to the drive data. In the watchdog timer process, the reset setting of the watchdog timer is performed.
[0226] [3.10ms timer interrupt processing] The 10 ms timer interrupt process (S4012) is executed each time an interrupt pulse with a 10 msec period is input to the sub-control board 120. As shown in Fig. 29, the 10 ms timer interrupt process (S4012) sequentially executes a received command analysis process (S4201), a performance timer update process (S4202), a sound control process (S4203), and a performance data creation process (S4204).
[0227] In the received command analysis process, the command stored in the receive buffer of the performance RAM 124 by the receive interrupt process (S4010) is analyzed, and processing according to the command (for example, selecting a performance, setting a performance mode, setting a command, etc.) is performed. In the performance timer update process, a timer for measuring the time related to each performance is updated. For example, in the performance timer update process, the start timing and end timing of the effective operation period of an operation part such as the normal button 40 and the special button 41 are measured. In the voice control process, voice data (data for controlling the output of voice from the speaker 52) is created and output to the voice control circuit 161 based on the processing results of the input process and the received command analysis process. In the performance data creation process, performance data is created based on the processing results of the received command analysis process.
[0228] Here, an example of processing when the performance control microcomputer 121 receives a command from the game control microcomputer 101 will be described. The command received by the performance control microcomputer 121 is a special chart fluctuation start command (special chart 1 fluctuation start command or special chart 2 fluctuation start command). When the performance control microcomputer 121 determines in the received command analysis process (S4201) that it has received a special chart fluctuation start command, it selects a special chart fluctuation performance performance pattern (sub-fluctuation pattern) based on the special chart fluctuation pattern indicated by the command as a processing at the time of receiving the fluctuation start command, sets information on the sub-fluctuation pattern, and sets a fluctuation performance start command including information on the sub-fluctuation pattern in the output buffer. For example, when the special chart fluctuation pattern indicated by the special chart fluctuation start command is SP fluctuation (SP big win fluctuation or SP miss fluctuation), it selects a sub-fluctuation pattern for performing SP reach, and sets a fluctuation performance start command corresponding to the sub-fluctuation pattern in the output buffer. After that, each process (such as command transmission process (S4004), light emission data output process (S4102), movable device control process (S4103), and voice control process (S4203)) is executed to realize a special chart change performance corresponding to the selected sub-change pattern. The process flow for realizing such a performance is basically the same for other performances such as big win game performance, customer waiting performance, pre-reading performance, and so-called advance notice performance associated with the change.
[0229] 7. Features of the PY1 Pachinko Machine The following is a detailed description of the features of the pachinko game machine PY1. One of the features of the pachinko game machine PY1 is the icon display effect that displays the icon A such as the reserved icon HA or the icon TA, and the icon change effect that displays the icon A in a special mode different from the normal mode (reserved icon change effect, icon change effect).
[0230] First, a description will be given of the jackpot games that can be executed by the game control microcomputer 101 of the pachinko game machine PY1. The game control microcomputer 101 can execute various jackpot games (jackpot games 1 to 4) shown in the jackpot game control table of FIG.
[0231] As shown in FIG. 30, the game control microcomputer 101 can determine either "jackpot pattern 1" or "jackpot pattern 2" in the jackpot pattern type determination in the special pattern 1 determination process (special pattern determination process based on winning the first starting hole 11). More specifically, the game control microcomputer 101 determines "jackpot pattern 1" at a rate of 60% and determines "jackpot pattern 2" at a rate of 40%. Also, the game control microcomputer 101 can determine either "jackpot pattern 3" or "jackpot pattern 4" in the jackpot pattern type determination in the special pattern 2 determination process (special pattern determination process based on winning the second starting hole 12). More specifically, the game control microcomputer 101 determines "jackpot pattern 3" at a rate of 60% and determines "jackpot pattern 4" at a rate of 40%.
[0232] Then, the game control microcomputer 101 executes a jackpot game according to the type of the determined jackpot symbol. Specifically, in the "jackpot game 1" executed when the "jackpot symbol 1" is determined, and the "jackpot game 2" executed when the "jackpot symbol 2" is determined, 10 round games are played. Then, from the 1st round to the 4th round, the first jackpot winning hole 14 is opened for a maximum of 29.5 seconds per round game, and from the 5th round to the 10th round, the first jackpot winning hole 14 is opened for a maximum of 0.1 seconds per round game. From the 5th round to the 10th round of this jackpot game, the opening time of the first jackpot winning hole 14 is extremely short, and it is a round in which winning in the first jackpot winning hole 14 is not expected in reality. In other words, although the total number of round games in this jackpot game is 10, the actual number of round games is 4.
[0233] In the "jackpot game 3" which is executed when the "jackpot symbol 3" is determined, and in the "jackpot game 4" which is executed when the "jackpot symbol 4" is determined, 10 rounds of play are played. In all of the 1st round to the 10th round, the first big prize winning port 14 is opened for a maximum of 29.5 seconds per round. In other words, the total number of rounds and the actual number of rounds in this jackpot game are 10.
[0234] Therefore, it can be said that "jackpot game 3" and "jackpot game 4", which have an actual number of rounds of play of 10, are jackpot games that are more advantageous to the player than "jackpot game 1" or "jackpot game 2", which have an actual number of rounds of play of 4, and it can be said that the jackpot game state in which "jackpot game 3" or "jackpot game 4" is played is a game state that is more advantageous to the player than the jackpot game state in which "jackpot game 1" or "jackpot game 2" is played.
[0235] Next, the game states that can be controlled by the game control microcomputer 101 will be described. The game control microcomputer 101 sets the game state after the jackpot game to a time-saving state (high base state) regardless of whether the jackpot game is "jackpot game 1", "jackpot game 2", "jackpot game 3", or "jackpot game 4". In addition, when the jackpot game is "jackpot game 1" or "jackpot game 3", the game state after the jackpot game is set to a high probability state, whereas when the jackpot game is "jackpot game 2" or "jackpot game 4", the game state after the jackpot game is set to a normal probability state. In other words, after "jackpot game 1" or "jackpot game 3", the game state is controlled to a high probability high base game state (high probability state and time-saving state), and after "jackpot game 2" or "jackpot game 4", the game state is controlled to a low probability high base game state (normal probability state and time-saving state).
[0236] In this embodiment, when a jackpot (called a probability-variant jackpot) that is controlled to a high-probability, high-base game state upon the end of a jackpot game is won, a double number of odd-numbered symbols (1, 3, 5, 7, or 9 symbols) or a double number of even-numbered symbols (2, 4, 6, or 8 symbols) is displayed as the final stop mode of the performance symbols EZ1, EZ2, and EZ3 in the variable performance. On the other hand, when a jackpot (called a normal jackpot or a time-limited jackpot) that is controlled to a low-probability, high-base game state upon the end of a jackpot game is won, a double number of even-numbered symbols is displayed as the final stop mode of the performance symbols EZ1, EZ2, and EZ3 in the variable performance, and a double number of odd-numbered symbols is not displayed. In other words, a double number of odd-numbered symbols confirms a probability-variant jackpot. Therefore, odd-numbered symbols are also called probability-variant symbols. In addition, even numbers with the same number as the previous number usually have the potential to be a jackpot. Therefore, even numbers are also called normal numbers.
[0237] In this embodiment, the "high probability high base game state" can be continued until the next big win game is executed. On the other hand, the "low probability high base game state" can be continued until the number of times the special chart is displayed in a variable manner reaches 100 times (a predetermined upper limit number of times).
[0238] Therefore, it can be said that "jackpot game 1" or "jackpot game 3", in which a high probability state is set thereafter, is a jackpot game that is more advantageous to the player than "jackpot game 2" or "jackpot game 4", in which a high probability state is not set thereafter. Also, it can be said that the jackpot game state in which "jackpot game 1" or "jackpot game 3" is executed is a game state that is more advantageous to the player than the jackpot game state in which "jackpot game 2" or "jackpot game 4" is executed.
[0239] In addition, the jackpot gaming state can be said to be a gaming state that is more advantageous to the player than the normal gaming state, regardless of the type of jackpot symbol. Also, the "high probability high base gaming state," which is one of the high probability states, can be said to be a gaming state that is more advantageous to the player than the "low probability high base gaming state," which is one of the normal probability states. In this specification, a gaming state that is advantageous to the player may be referred to as an advantageous gaming state or an advantageous state.
[0240] Next, the variation pattern determination of the special chart 1 in the non-time-saving state will be described. In the non-time-saving state, the game control microcomputer 101 determines the variation pattern of the special chart 1 using the variation pattern determination table of the special chart 1 shown in FIG.
[0241] In the special chart 1 variation pattern determination process when the time-saving state is set, the game control microcomputer 101 determines the special chart 1 variation pattern based on the result of the jackpot determination (special chart determination) performed in the special chart 1 determination process, the result of the reach determination, and the special chart variation pattern random number. More specifically, as shown in FIG. 31, when the game control microcomputer 101 determines that the jackpot has been won in the jackpot determination, it can determine one of "THP001" to "THP002" as the special chart 1 variation pattern, whether it is "jackpot pattern 1" or "jackpot pattern 2". The special chart 1 variation pattern to be determined is allocated by the special chart variation pattern random number. The allocation rate is as shown in FIG. 31. The allocation rate (selection rate) of the special chart variation pattern can be changed as appropriate within a range that does not interfere with the game. This is the same for special chart variation patterns other than "THP001" to "THP002".
[0242] In addition, when the game control microcomputer 101 judges that the jackpot is a miss in the jackpot judgment and the result of the reach judgment is "reach", it is possible to determine one of "THP021" to "THP022" as the special chart 1 variation pattern.
[0243] In addition, when the game control microcomputer 101 judges that the jackpot is a miss in the jackpot judgment and the result of the reach judgment is "no reach", it is possible to determine one of the two types of special chart 1 variation patterns, "THP041" to "THP042". Which of these two types of special chart 1 variation patterns is determined is allocated according to the number of reserved special charts 1. When the number of reserved special charts 1 is 0 to 2, a special chart variation pattern with a relatively long special chart variation time is likely to be determined, and when the number of reserved special charts 1 is 3 to 4, a special chart variation pattern with a relatively short special chart variation time is likely to be determined.
[0244] Here, the special chart 1 variation pattern "THP001" is a variation (SP jackpot variation) in which, when the display of the performance patterns EZ1, EZ2, and EZ3 begins to change, it progresses through N reach to SP reach, and as a result of that SP reach, a successful performance (winning announcement performance) is executed, and the special chart 1 variation pattern "THP002" is a variation (N jackpot variation) in which a winning is announced in N reach, and the variation ends without progressing to SP reach.
[0245] In addition, special chart 1 variation pattern "THP021" is a variation (SP miss variation) in which, when the display of the performance patterns EZ1, EZ2, and EZ3 begins, it develops into an SP reach via an N reach, and as a result of the SP reach, a failure performance (losing announcement performance) is executed, and special chart 1 variation pattern "THP022" is a variation (N miss variation) in which a loss is announced in the N reach, and the pattern ends without developing into an SP reach.
[0246] In addition, the special chart 1 variation pattern "THP041" is a "normal A miss variation" in which the variation ends in 13 seconds without the performance patterns EZ1, EZ2, and EZ3 becoming reach, and "THP042" is a "normal B miss variation" in which the variation ends in 5 seconds without the performance patterns EZ1, EZ2, and EZ3 becoming reach. Note that a reach is a state in which there is only one performance pattern remaining among multiple performance patterns, and depending on which of the performance patterns displayed in a variable manner stops, it is a state in which the combination of performance patterns (for example, the "7↓7" state) indicates a game state advantageous to the player (for example, a jackpot game state).
[0247] In this embodiment, as shown in Fig. 31, when a jackpot is won (in the case of a jackpot fluctuation), a fluctuation performance that develops to SP reach is more likely to be executed than a fluctuation performance that ends with N reach. On the other hand, when a loss occurs (in the case of a loss fluctuation), a fluctuation performance that ends with N reach is more likely to be executed than a fluctuation performance that develops to SP reach. In other words, in this embodiment, the SP reach is a performance with a higher expectation of a jackpot than the N reach.
[0248] In this embodiment, a battle reach is executed as an SP reach. A battle reach is a reach effect in which a main character and an enemy character battle each other. A battle reach has a win / lose branch, and branches into a success effect (victory effect) in which the main character wins against the enemy character, or a failure effect (defeat effect) in which the main character is defeated by the enemy character. A success effect functions as an effect suggesting to the player that he or she has won a jackpot. A failure effect functions as an effect suggesting to the player that he or she has not won a jackpot. In this embodiment, the reach effect shown in FIG. 21 is executed as a battle reach based on the drawing of special chart 1 in a non-time-saving state. In addition, the performance control microcomputer 121 displays a performance image on the display unit 50a for each performance (normal variation, N reach, SP reach, etc.) that makes up the special chart variation performance, and can execute light-emitting performances using the frame lamps 53 and board lamps 54, sound performances using the speaker 52, movable body performances using movable devices 55, 56, 58, and operation performances using the input devices (normal button 40, special button 41), etc., depending on the display of the performance image.
[0249] Next, the pre-reading judgment regarding the special symbol 1 in the non-time-saving state will be explained. In the non-time-saving state, the game control microcomputer 101 performs the pre-reading judgment regarding the special symbol 1 (pre-reading judgment based on winning at the first starting hole 11) based on the special symbol 1 pre-reading judgment table (first pre-reading judgment table) shown in Fig. 32. The pre-reading judgment in the non-time-saving state includes the judgment of whether the special symbol random number is judged as a "jackpot" in the jackpot judgment, the judgment of whether the reach random number is judged as "reach" or "not reach" in the reach judgment, and the judgment of which special symbol fluctuation pattern the special symbol fluctuation pattern random number is judged as in the special symbol fluctuation pattern judgment.
[0250] Then, the game control microcomputer 101 generates a start winning command including information on the special chart fluctuation pattern determined by the pre-reading judgment, and sets it in the output buffer. Specifically, for example, as shown in FIG. 32, when the pre-reading judgment result indicates that the special chart 1 fluctuation pattern is "SP big win fluctuation", a start winning command (command 121) indicating that is generated and set in the output buffer. Also, when the pre-reading judgment result indicates that the special chart 1 fluctuation pattern is "N big win fluctuation", a start winning command (command 122) indicating that is generated and set in the output buffer. Also, when the pre-reading judgment result indicates that the special chart 1 fluctuation pattern is "SP miss fluctuation", a start winning command (command 123) indicating that is generated and set in the output buffer. Also, when the pre-reading judgment result indicates that the special chart 1 fluctuation pattern is "N miss fluctuation", a start winning command (command 124) indicating that is generated and set in the output buffer. In addition, if the result of the pre-reading judgment indicates that the special chart 1 fluctuation pattern is a "normal miss fluctuation" (normal A miss fluctuation or normal B miss fluctuation), a start winning command (command 125) indicating this is generated and set in the output buffer.
[0251] Next, the types of icons A (the icon TA, the reserved icon HA) that can be displayed by the pachinko game machine PY1 of this embodiment will be described. The pachinko game machine PY1 of this embodiment can display an icon A (icon image) based on winning the first start hole 11. The icon A may be displayed as the reserved icon HA corresponding to the reserved variable performance (in other words, the reserved special drawing lottery), or may be displayed as the icon TA corresponding to the variable performance being executed. The display as the reserved icon TA is the display in the first role of the icon A, and the display as the reserved icon HA is the display in the second role of the icon A. The icon A includes the icon A of the normal mode shown in FIG. 33(A) and the icon A of the special mode shown in FIG. 33(B) to (E). The icon A of the normal mode shown in FIG. 33(A) is a round and white icon A, and is the icon A displayed as the default. The icon A of the normal mode is called the normal icon A1.
[0252] Also, the icon A of the special mode (icon A of the first special mode) shown in FIG. 33(B) is a blue icon A with the same shape as the normal icon A1. This blue icon A is called the blue icon A2. The blue icon A2 is displayed as an icon suggesting that the expectation of winning the jackpot (expectation of winning the jackpot) in the special chart variation related to that icon is higher than that of the normal icon A1.
[0253] Also, the special mode icon A (icon A of the second special mode) shown in Fig. 33(C) is a red icon A with the same shape as the normal icon A1. This red icon A is called a red icon A3. The red icon A3 is displayed as an icon suggesting that the expectation of winning the jackpot in the special chart variation related to that icon is higher than the normal icon A1 and the blue icon A2.
[0254] Also, the special mode icon A (icon A of the third special mode) shown in Fig. 33(D) is a round icon with a sword used by the main character stuck in it. This icon A with a sword stuck in it is called a sword icon A4. The sword icon A4 (an example of the first mode) is displayed as an icon suggesting that the expectation of winning a jackpot in the special chart variation related to that icon is higher than the normal icon A1, blue icon A2, and red icon A3.
[0255] Also, the icon A of the special mode shown in FIG. 33(E) (icon A of the fourth special mode) is an icon A showing a letter such as "L" and a base in a truncated cone shape, and the letter switches in sequence from "L" ⇒ "O" ⇒ "G" ⇒ "O" ⇒ "L" . . . at predetermined short intervals. This icon A is called LOGO icon A5. LOGO icon A5 (an example of the second mode) is displayed as an icon suggesting that the expectation of winning a jackpot in the special chart variation related to that icon is higher than that of the normal icon A1, blue icon A2, red icon A3, and sword icon A4.
[0256] Of the five types of icons A shown in Fig. 33, the normal icon A1, the blue icon A2, and the red icon A3 all have the same shape and can be called the standard aspect icons A. On the other hand, the sword icon A4 and the LOGO icon A5 have shapes that are significantly different from the standard aspect icons A and can be called the non-standard aspect icons A.
[0257] Next, a specific example of the icon display performance when a start winning (winning into the start hole) occurs in the pachinko game machine PY1 will be described with reference to Figs. 34 to 37. In the following description, illustration of the small symbols KZ1, KZ2, and KZ3 will be omitted. Fig. 34(A) shows a state in which the performance symbols EZ1, EZ2, and EZ3 are displayed variably in the low probability non-time-saving state, the icon TA is displayed in the icon display area 50e, and the reserved icon HA (first reserved icon HA1) corresponding to the first special chart 1 reserved and the reserved icon HA (second reserved icon HA2) corresponding to the second special chart 1 reserved are displayed in the reserved icon display area 50d (a state in which two special chart 1 reserved are generated). Also, in Fig. 34(A), the mode is set to a castle performance mode that displays a background image including an image representing a castle (castle image GC). This castle performance mode is one of the normal performance modes corresponding to the non-time-saving state. In this example, both the icon TA and the reserved icon HA are normal icons A1 (see FIG. 33(A)). The reserved icon display area 50d and the icon display area 50e are combined to form the icon display area 50f. The icon display area 50f corresponds to the "normal display area" for the icon A, such as the reserved icon HA or the icon TA.
[0258] From the situation shown in FIG. 34(A), when a new winning occurs in the first start port 11, the performance control microcomputer 121 executes an icon display performance that additionally displays a reserved icon HA. The icon display performance of this form includes a motion display of the door image GD that moves an image (door image GD) representing a door included in the castle image GC in a predetermined manner, and a movement display of the reserved icon HA that moves the reserved icon HA (icon A) in a predetermined manner. Specifically, when a valid winning occurs in the first start port 11 (a winning that newly generates a special drawing 1 reservation), the performance control microcomputer 121 that receives a start winning command based on the winning from the game control microcomputer 101 first displays the door image GD in motion as if the castle door is open, and maintains the door in an open state (FIG. 34(B)). Next, the reserved icon HA comes out of the door and moves to the reserved icon display area 50d corresponding to the third special drawing 1 reservation, and displays the movement of the reserved icon HA (FIG. 34(C)). Then, after moving the reserved icon HA to the third display area 50d3, the operation display of the door image GD is performed to change the open door to a closed state (FIG. 34(D)). In this manner, in this embodiment, one icon display performance includes the operation display of the door image GD including the operation of opening the door (door opening operation) and the operation of closing the door (door closing operation), and the movement display of the reserved icon HA in which the reserved icon HA comes out of the open door and moves to the reserved icon display area 50d corresponding to the number of reserved special figures 1. Therefore, when a start winning occurs, the icon display performance is more interesting than a configuration in which the operation display of the door image GD is not included and only the reserved icon HA is displayed in the reserved icon display area 50d from the beginning. In addition, a valid winning in the first start port 11 is an example of a predetermined condition for executing the icon display performance. In addition, the reserved icon HA corresponding to the third reserved special figure 1 is called the third reserved icon HA3.
[0259] As shown in FIG. 33(D), in a situation where the castle door is closed and the reserved icon HA is displayed up to the third display area 50d3, a valid winning has newly occurred in the first start opening 11. In this case, the performance control microcomputer 121 performs a new icon display performance based on the start winning command corresponding to the winning received from the game control microcomputer 101. In this new icon display performance, as shown in FIG. 34(E), the door image GD in the closed state is first changed to the open state (operation display of the door image GD), and then the reserved icon HA comes out of the door and moves to the fourth display area 50d4 corresponding to the fourth special chart 1 reserved (movement display of the reserved icon HA). Then, as shown in FIG. 34(F), the reserved icon HA is displayed in the fourth display area 50d4, and then the open door image GD is changed to the closed state (operation display of the door image). The reserved icon HA corresponding to the fourth special chart 1 reserved is called the fourth reserved icon HA4.
[0260] Next, the icon display performance when effective winnings occur consecutively in the first starting hole 11 will be described based on FIG. 35. FIG. 35(A) shows the same situation as FIG. 34(A) described above. From this situation, it is assumed that two game balls enter the first starting hole 11 consecutively. In this case, the icon display performance is performed as shown in FIG. 35(B) to (E). That is, first, as an icon display performance for the previous starting winning (called the previous icon display performance), the operation display of the door image GD that changes the closed door image GD to the open state is performed (see FIG. 35(B)), and then the movement display of the reserved icon HA that moves the reserved icon HA from the open door to the third display area 50d3 corresponding to the third special chart 1 reservation is performed (FIG. 35(C)). Next, as shown in Fig. 35(D), without returning the door image GD to the closed state, as an icon display effect for the subsequent start winning (called the subsequent icon display effect), the reserved icon HA is made to appear from the open door and moved to the fourth display area 50d4 corresponding to the fourth reserved special figure 1. After that, as shown in Fig. 35(E), the operation display of the door image GD that changes the open door image GD to the closed state is performed.
[0261] In this manner, in this embodiment, when valid start winnings occur consecutively, the operation display (door closing operation display) of the door image GD that returns the open state of the door image GD to the closed state in the icon display performance based on the previous start winning is omitted (not executed), and the operation display (door opening operation display) of the door image GD that changes the door image GD to the open state in the icon display performance based on the subsequent start winning is omitted (not executed). This prevents a large deviation between the timing of the actual occurrence of the subsequent start winning and the timing of the movement display of the reserved icon HA in the subsequent icon display performance, making it possible to smoothly inform the player of the occurrence of the special figure 1 reservation. In other words, it is possible to smoothly perform the movement display of the reserved icon HA multiple times compared to a configuration in which the icon display performance based on the previous start winning is completed without omitting anything, and then the icon display performance based on the subsequent start winning is executed without omitting anything.
[0262] Consecutive start winnings refer to a period from the detection of a previous start winning to the detection of the next start winning (subsequent start winning) being within a predetermined period. In this embodiment, the predetermined period is set to a time slightly shorter than the time during which the door image GD remains open in a single icon display performance based on non-consecutive start winnings (door opening time Tx, see Figures 36 and 37). The predetermined period can be set appropriately within a range smaller than the door opening time Tx. In this embodiment, the door opening time Tx is set to about 2 seconds. The door opening time Tx can be changed appropriately.
[0263] FIG. 36 is a timing chart showing the display status of the door image GD, the third reserved icon HA3 (reserved icon HA corresponding to the third special figure 1 reserved), and the fourth reserved icon HA4 (reserved icon HA corresponding to the fourth special figure 1 reserved) in the icon display performance at the time of the non-consecutive multiple start winnings shown in FIG. 34 (at the time of the non-consecutive multiple start winnings). As shown in FIG. 36(A)-(C), when one game ball enters the first start hole 11 and the first start hole sensor 11a turns ON, the door image GD changes from a closed state to an open state (opening operation display of the door image GD), and the third reserved icon HA3 is displayed (see timing T1). After that, the door image GD is returned from an open state to a closed state according to the passage of the door opening time Tx (FIG. 36(B)), but the third reserved icon HA3 continues to be displayed in the reserved icon display area 50d even after the door image GD returns to a closed state (FIG. 36(C)).
[0264] Then, as shown in Fig. 36(A)(B)(D), when a new game ball enters the first start hole 11 and the first start hole sensor turns ON, the door image GD changes from the closed state to the open state again (opening operation display of the door image GD), and the fourth reserved icon HA4 is displayed (see timing T2). After that, the door image GD is returned from the open state to the closed state as the door opening time Tx elapses (Fig. 36(B)), but the fourth reserved icon HA4 continues to be displayed in the reserved icon display area 50d even after the door image GD returns to the closed state (Fig. 36(D)).
[0265] FIG. 37 is a timing chart showing the display status of the door image GD, the third reserved icon HA3 (reserved icon HA corresponding to the third special chart 1 reserved), and the fourth reserved icon HA4 (reserved icon HA corresponding to the fourth special chart 1 reserved) in the icon display performance at the time of successive start winning shown in FIG. 35. When two game balls consecutively enter the first start hole 11, the first start hole sensor 11a turns ON twice at a short interval as shown in FIG. 37(A). In this case, first, based on the detection of the previous start winning, the performance control microcomputer 121 changes the door image GD from a closed state to an open state and displays the third reserved icon HA3 (see timing T3). Next, the performance control microcomputer 121 displays the fourth reserved icon HA4 based on the detection of the later start winning without returning the door image GD to the closed state while keeping it in the open state (see timing T4). Then, the performance control microcomputer 121 returns the door image GD from the open state to the closed state when the door opening time Tx has elapsed since the detection of the later start winning (see timing T5). The third reservation icon HA3 and the fourth reservation icon HA4 continue to be displayed in the reservation icon display area 50d even after the door image GD is returned to the closed state.
[0266] In this manner, in this embodiment, when start winnings occur consecutively (FIGS. 35 and 37), the operation display (door opening operation display) of the door image GD that changes the door image GD from a closed state to an open state is omitted for the icon display performance based on the subsequent start winning (see FIG. 37(B)), and only the movement display of the reserved icon HA and the operation display (door closing operation display) of the door image GD that changes the door image GD from an open state to a closed state are performed. Also, for the icon display performance based on the preceding start winning, the operation display (door opening operation display) of the door image GD that changes the door image GD from a closed state to an open state and the movement display of the reserved icon HA are performed, and the operation display (door closing operation display) of the door image GD that changes the door image GD from an open state to a closed state is omitted (see FIG. 37(B)). That is, in this embodiment, when start winnings occur consecutively, once the door image GD is opened, the door image GD is not returned to the closed state until two reserved icons HA corresponding to the number of start winnings are made to appear from the door. This makes it possible to smoothly display the hold icon HA based on the subsequent starting winning, making it easier for the player to correctly recognize the number of special chart 1 holds without delay.
[0267] Next, an icon change performance that can display the display mode of the icon A (reserved icon HA, the icon TA) in a special mode will be described. The pachinko game machine PY1 of this embodiment can execute a reserved icon change performance that can display the reserved icon HA in a special mode that is not a normal mode, and when executing the reserved icon change performance, it may execute a reserved icon change prompting that prompts whether the display mode of the reserved icon HA will change. The performance control microcomputer 121 performs a lottery for executing the reserved icon change performance based on the table shown in FIG. 38(A). Also, it performs a lottery for executing the reserved icon change prompting based on the table shown in FIG. 38(B). Also, the pachinko game machine PY1 of this embodiment can execute the icon change performance that can change the display mode of the icon TA, and when executing the icon change performance, it may execute the icon change prompting that prompts whether the display mode of the icon TA will change. The performance control microcomputer 121 performs a lottery for executing the icon change performance based on the table shown in FIG. 38(C). Also, based on the table shown in FIG. 38(D), a lottery is held to determine whether the icon change prompt will be executed.
[0268] As will be described in detail later, the reserved icon change prompt includes a downward sword stabbing prompt (see FIG. 39) and an upward sword stabbing prompt (see FIG. 40). The icon change prompt also includes a downward sword stabbing prompt (see FIG. 41), an upward sword stabbing prompt (see FIG. 42, FIG. 43), and an icon grab prompt (see FIG. 44, FIG. 45). The downward sword stabbing prompt and the upward sword stabbing prompt are collectively referred to as a sword stabbing prompt.
[0269] First, the execution lottery of the reserved icon change performance will be explained. As shown in Fig. 38(A), when the result of the pre-reading judgment indicated by the start winning command received from the game control microcomputer 101 is SP big win variation (when the command 121 is received), the performance control microcomputer 121 selects the non-change pattern at a rate of 15%, the change pattern A at a rate of 15%, the change pattern B at a rate of 40%, and the change pattern C at a rate of 30%.
[0270] The non-change pattern is a pattern in which the display mode of the hold icon HA is not changed from the normal mode, that is, a pattern in which the normal icon A1 (see FIG. 33(A)) is displayed as the hold icon HA.
[0271] In addition, the change pattern A is a pattern in which the display mode of the reserved icon HA is displayed in the first special mode (blue icon A2, see FIG. 33(B)). When the change pattern A is selected, the blue icon A2 is displayed as the reserved icon HA from the beginning, or the normal icon A1 is displayed as the reserved icon HA first and then changed to the blue icon A2 at the timing of the shift display. The timing at which the blue icon A2 is displayed is determined by lottery with reference to the number of reserved items in the special chart 1.
[0272] In addition, the change pattern B is a pattern in which the display mode of the reserved icon HA is displayed in a second special mode (red icon A3, see FIG. 33(C)). When the change pattern B is selected, the red icon A3 is displayed as the reserved icon HA from the beginning, or the normal icon A1 is displayed as the reserved icon HA first and then changed to the red icon A3 at the timing of the shift display. The timing at which the red icon A3 is displayed is determined by lottery with reference to the number of reserved items in the special chart 1.
[0273] Also, the change pattern C is a pattern in which the display mode of the reserved icon HA is displayed in a fourth special mode (sword icon A4, see FIG. 33(D)). When the change pattern C is selected, the normal icon A1 is displayed as the reserved icon HA first, and then a downward sword stabbing tilt or an upward sword stabbing tilt is performed to change it into the sword icon A4. In other words, the sword icon A4 is always displayed after a tilting performance.
[0274] Also, as shown in FIG. 38(A), when the result of the pre-reading judgment indicated by the start winning command received from the game control microcontroller 101 is an N jackpot fluctuation (when command 122 is received), the performance control microcontroller 121 selects the non-change pattern (normal icon A1) at a rate of 30%, the change pattern A (blue icon A2) at a rate of 30%, the change pattern B (red icon A3) at a rate of 30%, and the change pattern C (sword icon A4) at a rate of 10%.
[0275] In addition, when the result of the pre-reading judgment indicated by the start winning command received from the game control microcontroller 101 is an SP miss variation (when command 123 is received), the performance control microcontroller 121 selects the non-change pattern (normal icon A1) at a rate of 40%, the change pattern A (blue icon A2) at a rate of 30%, the change pattern B (red icon A3) at a rate of 20%, and the change pattern C (sword icon A4) at a rate of 10%.
[0276] In addition, when the result of the pre-reading judgment indicated by the start winning command received from the game control microcontroller 101 is an N miss variation (when command 124 is received), the performance control microcontroller 121 selects the non-change pattern (normal icon A1) at a rate of 75%, selects change pattern A (blue icon A2) at a rate of 25%, and does not select change pattern B (red icon A3) or change pattern C (sword icon A4).
[0277] In addition, when the result of the pre-reading judgment indicated by the start winning command received from the game control microcontroller 101 is a normal miss variation (when command 125 is received), the performance control microcontroller 121 selects the non-change pattern (normal icon A1) at a rate of 90%, selects change pattern A (blue icon A2) at a rate of 10%, and does not select change pattern B (red icon A3) or change pattern C (sword icon A4).
[0278] In this manner, in this embodiment, the display mode of the reserved icon HA is determined by the allocation rate shown in FIG. 38(A). Therefore, the relationship of the jackpot winning expectation rate for each display mode is normal icon A1<blue icon A2<red icon A3<sword icon A4. The allocation rate of each display mode can be changed as appropriate.
[0279] When the non-change pattern (normal icon A1) is selected in the execution lottery of the reserved icon change performance, or when the change pattern C (sword icon A4) is selected, the performance control microcomputer 121 performs the execution lottery of the reserved icon change promotion. As shown in FIG. 38(B), when the lottery result of the reserved icon change performance is the "non-change pattern", the performance control microcomputer 121 decides not to execute the reserved icon change promotion with a probability of 77%, decides to execute the downward sword stabbing promotion of the failed mode with a probability of 20%, and decides to execute the upward sword stabbing promotion of the failed mode with a probability of 3%. In addition, when the lottery result of the reserved icon change performance is the "change pattern C", the performance control microcomputer 121 decides to execute the downward sword stabbing promotion of the successful mode with a probability of 20%, and decides to execute the upward sword stabbing promotion of the successful mode with a probability of 80%.
[0280] The downward sword stabbing tease for the reserved icon HA is a performance that teases whether the reserved icon HA will change to the sword icon A4 at a position where it has been moved slightly above the reserved icon display area 50d (see FIG. 39). In a failed downward sword stabbing tease, the sword (sword image GS) flying toward the reserved icon HA slips through the reserved icon HA, and the display mode of the reserved icon HA does not change. In contrast, in a successful downward sword stabbing tease, the sword flying toward the reserved icon HA pierces the reserved icon HA, and the display mode of the reserved icon HA changes to the sword icon A4.
[0281] Additionally, the upward sword stabbing promotion of the reserved icon HA is a presentation that promotes whether the reserved icon HA will change to the sword icon A4 when it is moved close to the top end of the display unit 50a (see FIG. 40). In a failed upward sword stabbing promotion, the sword (sword image GS) flying toward the reserved icon HA slips through the reserved icon HA, and the display mode of the reserved icon HA does not change. In contrast, in a successful upward sword stabbing promotion, the sword flying toward the reserved icon HA pierces the reserved icon HA, and the display mode of the reserved icon HA changes to the sword icon A4.
[0282] In this embodiment, the execution lottery for the reserved icon change prompt is performed at the allocation rate shown in FIG. 38(B). Therefore, the upward sword stabbing prompt functions as a performance with a higher expectation that the prompting performance will be successful (change to sword icon A4) than the downward sword stabbing prompt. In addition, when the reserved icon change performance is a non-change pattern (the reserved icon HA does not change from the normal icon A1), the downward sword stabbing prompt is selected with a certain probability of 20%, while the upward sword stabbing prompt is extremely difficult to select with a probability of 3%. Therefore, the downward sword stabbing prompt can be said to be a performance that is more likely to occur (a performance with a high execution probability) than the upward sword stabbing prompt, and the upward sword stabbing prompt can be said to be a performance that is less likely to occur (a performance with a low execution probability) than the downward sword stabbing prompt. Note that the various allocation rates in the lottery shown in FIG. 38(A) and FIG. 38(B) can be changed as appropriate within a range in which the role of the performance is maintained.
[0283] Next, the execution lottery of the icon change performance will be described. The performance control microcomputer 121 performs the execution lottery of the icon change performance based on the table shown in FIG. 38(C). However, if the sword icon A4 is already displayed (if the sword icon A4 is displayed as the reserved icon HA), the execution lottery of the icon change performance is not performed when the change of the sword icon A4 starts. As shown in FIG. 38(C), when the special chart change pattern indicated by the special chart change start command received from the game control microcomputer 101 is SP big win change (THP001), the performance control microcomputer 121 selects the non-change pattern at a rate of 15%, the change pattern X at a rate of 60%, and the change pattern Y at a rate of 25%. The non-change pattern is a pattern that does not change the display mode of the icon TA.
[0284] Moreover, the change pattern X is a pattern for changing the display mode of the icon TA to a sword icon A4. When the change pattern X is selected, a downward sword stabbing swing, an upward sword stabbing swing, or an icon grab swing is performed to change the display mode of the icon TA to the sword icon A4.
[0285] In addition, the change pattern Y is a pattern in which the display mode of the icon TA is changed to the LOGO icon A5. When the change pattern Y is selected, an upward sword thrust or an icon grab thrust is performed to change the display mode of the icon TA to the LOGO icon A5.
[0286] Also, as shown in FIG. 38(C), when the special chart change pattern indicated by the special chart change start command received from the game control microcontroller 101 is N jackpot change (THP002), the performance control microcontroller 121 selects the non-change pattern at a rate of 50%, selects change pattern X at a rate of 50%, and never selects change pattern Y.
[0287] In addition, when the special symbol variation pattern indicated by the special symbol variation start command received from the game control microcomputer 101 by the effect control microcomputer 121 is the SP loss variation (THP021), the non-variation pattern is selected at a rate of 80%, the variation pattern X is selected at a rate of 18%, and the variation pattern Y is selected at a rate of 2%.
[0288] In addition, when the special symbol variation pattern indicated by the special symbol variation start command received from the game control microcomputer 101 by the effect control microcomputer 121 is the N loss variation (THP022), the non-variation pattern is selected at a rate of 100%, and the variation patterns X and Y are not selected.
[0289] In addition, when the special symbol variation pattern indicated by the special symbol variation start command received from the game control microcomputer 101 by the effect control microcomputer 121 is the normal loss variation (THP041, 042), the non-variation pattern is selected at a rate of 100%, and the variation patterns X and Y are not selected.
[0290] In this way, in this embodiment, it is determined whether the display mode of the icon TA changes at the distribution rate shown in FIG. 38(C). Therefore, the display of the LOGO icon A5 functions as an effect suggesting the execution confirmation of the SP reach. In addition, since the LOGO icon A5 is only displayed at an extremely low probability of 2% in the case of the SP loss variation in the loss variation, it functions as the icon with the highest jackpot winning expectation among the icons A in each display mode. Note that the relationship of the jackpot winning expectations for the hold icon HA and the icons A in each display mode displayed as the icon TA is assumed to be the normal icon A1 < blue icon A2 < red icon A3 < sword icon A4 < LOGO icon A5. Note that the jackpot winning expectations of the icons A in each display mode can be changed as appropriate. In this embodiment, the LOGO icon A5 is configured not to be displayed as the hold icon HA, but it may also be configured to be displayed as the hold icon HA.
[0291] Following the execution lottery for the icon change effect, the performance control microcomputer 121 performs a lottery for the execution of the icon change prompt. As shown in Fig. 38(D), when the lottery result for the icon change effect is a "non-change pattern," the performance control microcomputer 121 decides not to execute the icon change prompt with a probability of 80%, decides to execute a failed downward sword stabbing prompt with a probability of 3%, decides to execute a failed upward sword stabbing prompt with a probability of 3%, and decides to execute a failed icon grabbing prompt with a probability of 14%.
[0292] Also, when the drawing result of the icon change effect is "change pattern X" and the special chart change pattern is "big win change", the performance control microcomputer 121 decides to execute the successful downward sword stabbing promotion with a probability of 9% and to execute the successful upward sword stabbing promotion with a probability of 90%, and to execute the successful icon grabbing promotion with a probability of 1%. Also, when the drawing result of the icon change effect is "change pattern X" and the special chart change pattern is "loss change", the performance control microcomputer 121 decides to execute the successful downward sword stabbing promotion with a probability of 9% and to execute the successful upward sword stabbing promotion with a probability of 91%, and does not execute the icon grabbing promotion.
[0293] Also, when the drawing result of the icon change effect is "change pattern Y" and the special chart change pattern is "big win change", the performance control microcomputer 121 decides to execute the successful upward sword stabbing promotion with a probability of 1%, and decides to execute the successful icon grabbing promotion with a probability of 99%, and does not execute the downward sword stabbing promotion. Also, when the drawing result of the icon change effect is "change pattern Y" and the special chart change pattern is "loss change", the performance control microcomputer 121 decides to execute the icon grabbing promotion with a probability of 100%, and does not execute the downward sword stabbing promotion or the upward sword stabbing promotion.
[0294] The downward sword stabbing tease for the icon TA is an effect in which the icon TA is moved slightly above the icon display area 50e, and is prompted to change to a sword icon A4 (see FIG. 41). In a failed downward sword stabbing tease, the sword (sword image GS) flying toward the icon TA passes through the icon TA, and the display mode of the icon TA does not change. In contrast, in a successful downward sword stabbing tease, the sword flying toward the icon TA stabbed into the icon TA, and the display mode of the icon TA changes to the sword icon A4.
[0295] Moreover, the upward sword stabbing projection for the icon TA is a projection for indicating whether the icon TA will change to a sword icon A4 when the icon TA is moved close to the top end of the display unit 50a (see FIG. 42). In an unsuccessful upward sword stabbing projection, the sword (sword image GS) flying toward the icon TA passes through the icon TA, and the display mode of the icon TA does not change. In contrast, in a successful upward sword stabbing projection, the sword flying toward the icon TA stabs into the icon TA, and the display mode of the icon TA basically changes to the sword icon A4. However, as a limited exception, in a successful upward sword stabbing projection, the sword flying toward the icon TA stabs into the icon TA, and as a result, the icon TA changes to a LOGO icon A5 (see FIG. 43).
[0296] Moreover, the icon grab teasing for the icon TA is a performance in which the icon TA is moved to approximately the center of the display unit 50a in the vertical and horizontal directions, and the hand (hand image GH) of the main character grabs the icon TA at that position, and teases whether it will change to the LOGO icon A5 (see FIG. 44). In an unsuccessful icon grab teasing, the hand of the main character that was gripping the icon TA disappears, and the icon TA remains with its display state unchanged. In contrast, in a successful icon grab teasing, the icon TA is crushed in the hand of the main character, and basically changes to the LOGO icon A5. However, as a limited exception, a successful icon grab teasing may result in the icon TA being crushed in the hand of the main character and changing to the sword icon A4 (see FIG. 45).
[0297] In this embodiment, the icon change prompt is executed by lottery at the allocation rate shown in Fig. 38(D). Therefore, it can be said that the downward sword stabbing prompt is the least likely to appear as a prompt to change the display mode of the icon TA, and the upward sword stabbing prompt and the icon grabbing prompt are more likely to appear as prompts to change the display mode of the icon TA than the downward sword stabbing prompt. In addition, when the lottery result of the icon change prompt is a non-change pattern (when the display mode of the icon TA is not changed), the selection rate of the failed upward sword stabbing prompt is 3%, while the selection rate of the failed icon grabbing prompt is 14%, so it can be said that the icon grabbing prompt is a relatively unsuccessful change prompt, and the upward sword stabbing prompt is a relatively easy change prompt. In addition, compared to the upward sword stabbing prompt, the downward sword stabbing prompt has the same probability of being selected in the non-change pattern (a pattern in which the display mode is not changed), but has a significantly lower probability of being selected in the change pattern X (a pattern in which the display mode is changed to the sword icon A4), so it can be said to be a change prompting effect that is less likely to succeed than the upward sword stabbing prompt. In addition, the upward sword stabbing prompt that changes to the LOGO icon A5 and the icon grabbing prompt that changes to the sword icon A4 are only performed when there is a big win change, so they function as effects that indicate a big win has been confirmed. Note that the various allocation rates in the lottery shown in Figures 38(C) and 38(D) can be changed as appropriate within the range in which the role of the effects is maintained.
[0298] Next, a specific example of an icon change effect in which the display mode of the icon A (reserved icon HA, the icon TA) can be displayed in a special mode will be described with reference to Figs. 39 to 45. In the following description, illustrations of small symbols KZ1, KZ2, and KZ3 will be omitted. First, a reserved icon change effect in which the display mode of the reserved icon HA can be changed to the sword icon A4 will be described. As described above, when the display mode of the reserved icon HA changes to the sword icon A4, a sword stabbing projection (a downward sword stabbing projection or an upward sword stabbing projection) is executed.
[0299] <Downward sword stabbing promotion for reserved icon HA> Figure 39 is a diagram showing a specific example of reserved icon change performance with downward sword stabbing promotion. Figure 39(A) shows that in the castle performance mode, a change performance related to the icon TA is executed, and the second reserved special chart 1 is generated. Here, if it is determined to execute downward sword stabbing promotion in the "reserved icon change promotion execution lottery" when the second reserved special chart 1 is generated, as shown in Figure 39(B), downward sword stabbing promotion is executed for the reserved icon HA (second reserved icon HA2) corresponding to the second reserved special chart 1. Specifically, first, the second reserved icon HA2, which is the normal icon A1, is moved to a downward non-reference position (first position) above the reference display position (reference position) in the reserved icon display area 50d by a first distance L1 (see Figure 39(B)). Then, the sword image GS representing the sword, which is the weapon of the main character, is diagonally moved and displayed so as to fly from the upper left side of the display unit 50a toward the second reserved icon HA2. In addition, the lower non-reference position is a position relatively close to the hold icon display area 50d.
[0300] When the change pattern C (sword icon A4) is selected in the execution lottery of the reserved icon change performance related to this second reserved icon HA2, and the successful downward sword stabbing promotion is selected in the execution lottery of the reserved icon change promotion, the sword image GS is stuck in the reserved icon HA at the downward non-reference position, and the state of changing to the sword icon A4 is displayed (FIG. 39(C)) following the performance shown in FIG. 39(B). Then, the sword icon A4 is returned from the downward non-reference position to the reference position (FIG. 39(D)). As a result, the sword icon A4 is displayed as the reserved icon HA in the reserved icon display area 50d corresponding to the second special chart 1 reservation. The series of performances shown in FIG. 39(B)(C) is the successful downward sword stabbing promotion for the reserved icon HA.
[0301] On the other hand, if a non-change pattern (normal icon A1) is selected in the execution lottery of the reserved icon change performance related to the second reserved icon HA2, and a failed downward sword stabbing promotion is selected in the execution lottery of the reserved icon change promotion, the sword image GS slips through the reserved icon HA in the downward non-reference position and disappears to the bottom end of the display unit 50a, and the reserved icon HA remains unchanged as the normal icon A1 (Fig. 39(E)). Then, this normal icon A1 is returned from the downward non-reference position to the reference position (Fig. 39(F)). As a result, the reserved icon HA in the same display mode (normal icon A1) as before the execution of the downward sword stabbing promotion is displayed in the reserved icon display area 50d corresponding to the second special chart 1 reserved. A series of performances shown in Fig. 39(B)(E) is a failed downward sword stabbing promotion for the reserved icon HA.
[0302] <Upward sword thrusting for reserved icon HA> Figure 40 is a diagram showing a specific example of a reserved icon change performance accompanied by upward sword thrusting. Figure 40(A) shows a state where, like Figure 39(A), in the castle performance mode, a change performance related to the icon TA is executed, and the second special chart 1 reserved is generated. Here, if it is determined to execute the upward sword thrusting in the "execution lottery for reserved icon change thrusting" when the second special chart 1 reserved is generated, as shown in Figure 40(B), the upward sword thrusting is executed for the reserved icon HA (second reserved icon HA2) corresponding to the second special chart 1 reserved. Specifically, first, the second reserved icon HA2, which is the normal icon A1, is moved to an upward non-reference position (second position, specific position) above the reference display position (reference position) in the reserved icon display area 50d by the second distance L2 (see Figure 40(B)). Then, a sword image GS representing the sword, which is the weapon of the main character, is displayed moving approximately horizontally so as to fly from the upper left side of the display unit 50a toward the second reserved icon HA2. The upper non-reference position is a position that is relatively far from the reserved icon display area 50d and close to the upper end of the display unit 50a.
[0303] When the change pattern C (sword icon A4) is selected in the execution lottery of the reserved icon change performance related to this second reserved icon HA2, and the successful upward sword stabbing promotion is selected in the execution lottery of the reserved icon change promotion, the sword image GS is stuck in the reserved icon HA at the upper non-reference position, and the appearance of changing to the sword icon A4 is displayed (FIG. 40(C)) following the performance shown in FIG. 40(B). Then, the sword icon A4 is returned from the upper non-reference position to the reference position (FIG. 40(D)). As a result, the sword icon A4 is displayed as the reserved icon HA in the reserved icon display area 50d corresponding to the second special chart 1 reservation. The series of performances shown in FIG. 40(B)(C) is the successful upward sword stabbing promotion for the reserved icon HA.
[0304] On the other hand, if a non-change pattern (normal icon A1) is selected in the execution lottery of the reserved icon change performance related to the second reserved icon HA2, and a failed upward sword thrust is selected in the execution lottery of the reserved icon change prompting, the sword image GS slips through the reserved icon HA in the upper non-reference position and disappears to the right end of the display unit 50a, and the reserved icon HA remains unchanged as the normal icon A1 (Fig. 40(E)). Then, this normal icon A1 is returned from the upper non-reference position to the reference position (Fig. 40(F)). As a result, the reserved icon HA in the same display mode (normal icon A1) as before the execution of the upward sword thrust is displayed in the reserved icon display area 50d corresponding to the second special chart 1 reserved. A series of performances shown in Fig. 40(B)(E) is a failed upward sword thrust for the reserved icon HA.
[0305] <Downward sword stabbing prompting for the icon TA> FIG. 41 is a diagram showing a specific example of the icon change performance accompanied by a downward sword stabbing prompting. FIG. 41(A) shows a scene in which the change performance for the icon TA is started in a castle performance mode under a situation where two special chart 1 reservations are occurring. Here, if it is determined to execute a downward sword stabbing prompting in the "execution lottery for the icon change prompting" at the start of the change performance for the icon TA, as shown in FIG. 41(B), a downward sword stabbing prompting is executed for the icon TA, which is a normal icon A1. Specifically, first, the icon TA is moved to a downward non-reference position (first position) that is a first distance L1 above the reference display position (reference position) in the icon display area 50e (see FIG. 41(B)). Then, a sword image GS representing a sword, which is a weapon of the main character, is diagonally moved and displayed so as to fly from the upper left side of the display unit 50a toward the icon TA. The downward non-reference position is a position relatively close to the icon display area 50e.
[0306] When the change pattern X is selected in the "execution lottery for the icon change performance" at the start of the change performance for the icon TA, and the successful downward sword stabbing teasing is selected in the "execution lottery for the icon change teasing", the performance shown in FIG. 41(B) is followed by a display showing the sword image GS stabbing the icon TA at the downward non-reference position and changing into the sword icon A4 (FIG. 41(C)). Then, the sword icon A4 is returned from the downward non-reference position to the reference position (FIG. 41(D)). As a result, the sword icon A4 is displayed as the icon TA in the icon display area 50e. The series of performances shown in FIG. 41(B)(C) is the successful downward sword stabbing teasing for the icon TA.
[0307] On the other hand, if a non-change pattern is selected in the "execution lottery for the icon change performance" at the start of the change performance for the icon TA, and a failed downward sword stabbing prompt is selected in the "execution lottery for the icon change prompt", the sword image GS slips through the icon TA in the downward non-reference position and disappears to the right end of the display unit 50a, and the icon TA remains unchanged as the normal icon A1 (FIG. 41(E)). Then, the normal icon A1 is returned from the downward non-reference position to the reference position (FIG. 41(F)). As a result, the icon TA in the same display mode (normal icon A1) as before the execution of the downward sword stabbing prompt is displayed in the icon display area 50e. The series of performances shown in FIG. 41(B)(E) is a failed downward sword stabbing prompt for the icon TA.
[0308] <Upward sword stabbing promotion for the icon TA> Figure 42 is a diagram showing a specific example of the icon change performance accompanied by upward sword stabbing promotion. Like Figure 41(A), Figure 42(A) shows a scene in which the change performance for the icon TA is started in the castle performance mode under the circumstances where two special chart 1 reservations are generated. Here, in the "execution lottery for the icon change promotion" at the start of the change performance for the icon TA, if it is determined that the upward sword stabbing promotion is to be executed, as shown in Figure 42(B), the upward sword stabbing promotion is executed for the icon TA, which is a normal icon A1. Specifically, first, the icon TA is moved to an upward non-reference position (second position) that is above the reference display position (reference position) in the icon display area 50e by a second distance L2 (see Figure 42(B)). Then, a sword image GS representing the sword, which is the weapon of the main character, is displayed moving approximately horizontally so as to fly from the upper left side of the display unit 50a toward the icon TA. The upper non-reference position is a position that is relatively far from the icon display area 50e and close to the upper end of the display unit 50a.
[0309] When the change pattern X is selected in the "execution lottery for the icon change performance" at the start of the change performance for the icon TA, and the successful upward sword stabbing teasing is selected in the "execution lottery for the icon change teasing", the performance shown in FIG. 42(B) is followed by a display showing the sword image GS stabbing the icon TA at the upper non-reference position and changing into the sword icon A4 (FIG. 42(C)). Then, the sword icon A4 is returned from the upper non-reference position to the reference position (FIG. 42(D)). As a result, the sword icon A4 is displayed as the icon TA in the icon display area 50e. The series of performances shown in FIG. 42(B)(C) is the successful upward sword stabbing teasing for the icon TA.
[0310] On the other hand, if a non-change pattern is selected in the "execution lottery for the icon change performance" at the start of the change performance for the icon TA, and a failed upward sword thrust is selected in the "execution lottery for the icon change thrust", the sword image GS slips through the icon TA in the upper non-reference position and disappears to the right end of the display unit 50a, and the icon TA remains unchanged as the normal icon A1 (FIG. 42(E)). Then, the normal icon A1 is returned from the upper non-reference position to the reference position (FIG. 42(F)). As a result, the icon TA in the same display mode (normal icon A1) as before the execution of the upward sword thrust is displayed in the icon display area 50e. The series of performances shown in FIG. 42(B)(E) is a failed upward sword thrust for the icon TA.
[0311] In addition, although the execution probability is extremely low, when the change pattern Y is selected in the "execution lottery of the icon change performance" at the start of the change performance related to the icon TA, and the successful mode of the upward sword stabbing prompt is selected in the "execution lottery of the icon change prompt", as shown in FIG. 43, the sword image GS flies in (FIG. 43(A)), and the sword image GS stabbed the icon TA at the upper non-reference position and changed to the LOGO icon A5 is displayed (FIG. 43(B)). Then, the LOGO icon A5 is returned from the upper non-reference position to the reference position (FIG. 43(C)). As a result, the LOGO icon A5 is displayed as the icon TA in the icon display area 50e. The series of performances shown in FIG. 43(A)(B) is also one type of the successful mode of the upward sword stabbing prompt for the icon TA. In this embodiment, the performance of displaying the LOGO icon A5 through the upward sword stabbing prompt is a performance indicating the confirmation of the big win.
[0312] <Icon Grab Promotion for the Icon TA> Figure 44 is a diagram showing a specific example of the icon change performance accompanied by icon grab promotion. Like Figure 41(A) and Figure 42(A), Figure 44(A) shows a scene where the change performance for the icon TA is started in the castle performance mode under the circumstances where two special chart 1 reservations are generated. Here, if it is determined to execute the icon grab promotion in the "execution lottery for the icon change promotion" at the start of the change performance for the icon TA, as shown in Figure 44(B), the icon grab promotion is executed for the icon TA, which is the normal icon A1. Specifically, first, the icon TA is moved to a position where it is moved by a third distance (a distance different from the first distance L1 and the second distance L2 described above) from the reference display position (reference position) in the icon display area 50e, and is a central non-reference position (third position, non-specific position) which is a position approximately in the center of the top, bottom, left, and right of the display unit 50a (see Figure 44(B)). Then, a hand image GH representing the hand of the main character is displayed as if it is grasping the icon TA.
[0313] When the change pattern Y is selected in the "execution lottery for the icon change performance" at the start of the change performance for the icon TA, and the successful icon grab promotion is selected in the "execution lottery for the icon change promotion", the performance shown in FIG. 44(B) is followed by the display of the icon TA being squeezed by the hand image GH at the central non-reference position and changing into the LOGO icon A5 (FIG. 44(C)). Then, the LOGO icon A5 is returned from the central non-reference position to the reference position (FIG. 44(D)). As a result, the LOGO icon A5 is displayed as the icon TA in the icon display area 50e. The series of performances shown in FIG. 44(B)(C) is the successful icon grab promotion for the icon TA.
[0314] On the other hand, if a non-change pattern is selected in the "execution lottery for the icon change performance" at the start of the change performance for the icon TA, and a failed icon grab promotion is selected in the "execution lottery for the icon change promotion", the icon TA in the central non-reference position is not crushed by the hand image GH, and the hand image GH disappears, and the icon TA remains unchanged as the normal icon A1 (FIG. 44(E)). Then, the normal icon A1 is returned from the central non-reference position to the reference position (FIG. 44(F)). As a result, the icon TA in the same display mode (normal icon A1) as before the icon grab promotion is executed is displayed in the icon display area 50e. The series of performances shown in FIG. 44(B)(E) is a failed icon grab promotion for the icon TA.
[0315] In addition, although the execution probability is extremely low, when the change pattern X is selected in the "execution lottery for the icon change performance" at the start of the change performance related to the icon TA, and the successful icon grab promotion is selected in the "execution lottery for the icon change promotion", as shown in FIG. 45, the icon TA is grabbed by the hand image GH (FIG. 45(A)), and then the icon TA is crushed by the hand image GH at the central non-reference position and changed into a sword icon A4 (FIG. 45(B)). Then, the sword icon A4 is returned from the central non-reference position to the reference position (FIG. 45(C)). As a result, the sword icon A4 is displayed as the icon TA in the icon display area 50e. The series of performances shown in FIG. 45(A)(B) is also one type of successful icon grab promotion for the icon TA. In this embodiment, the performance of displaying the sword icon A4 through the icon grab promotion is a performance indicating the confirmation of a big win.
[0316] Note that the reserved icon change effect accompanied by a downward sword stabbing provocation (FIG. 39) and the icon change effect accompanied by a downward sword stabbing provocation (FIG. 41) are examples of the first change effect. Also, the reserved icon change effect accompanied by an upward sword stabbing provocation (FIG. 40) and the icon change effect accompanied by an upward sword stabbing provocation (FIG. 42) are examples of the second change effect. Also, the icon change effect accompanied by an upward sword stabbing provocation (FIG. 42) is an example of the first position change effect, and the icon change effect accompanied by an icon grabbing provocation (FIG. 44) is an example of the second position change effect. Also, sword stabbing provocations such as a downward sword stabbing provocation and an upward sword stabbing provocation, and an icon grabbing provocation are examples of provocation effects and change provocation effects. In addition, in this embodiment, the reference position, the lower non-reference position, and the upper non-reference position are set to different positions for each of the reserve icon HA corresponding to the first special chart 1 reserve, the reserve icon HA corresponding to the second special chart 1 reserve, the reserve icon HA corresponding to the third special chart 1 reserve, the reserve icon HA corresponding to the fourth special chart 1 reserve, and the icon TA.
[0317] 8. Effects of the embodiment As described above in detail, according to the pachinko game machine PY1 of this embodiment, when valid winning (winning that generates a new special chart 1 reservation) occurs consecutively in the first start port 11, the icon display performance (movement display of icon A, and opening and closing operation display of the door image GD) based on the subsequent start winning is not executed in its entirety, but is executed in a form that omits some, specifically, in a form that omits the opening operation display of the door image GD in the icon display performance based on the subsequent start winning, so that the icon display performance can be executed smoothly in succession (see Fig. 35 and Fig. 37). As a result, it is possible to suppress a decrease in interest due to the icon display performance not being executed smoothly.
[0318] In particular, according to the pachinko game machine PY1 of this embodiment, when valid winnings occur consecutively in the first start port 11, the part omitted in the icon display performance based on the subsequent start winning is the part of the door image GD that is not the icon A (icon image), and the movement display of the icon A in the icon display performance based on the subsequent start winning is not omitted at all (see FIG. 35). Therefore, even if valid winnings occur consecutively in the first start port 11, there is no effect on the display of the icon A itself, and the icon A itself can be clearly seen by the player, so that the performance effect of the icon display performance is unlikely to be reduced.
[0319] In addition, according to the pachinko game machine PY1 of this embodiment, even if the change in the display mode of the icon A (reserved icon HA, the icon TA) is to the same display mode (sword icon A4), the length of the movement distance of the icon A to the position where the change in the display mode is performed may be different, such as the first distance L1 (FIG. 39, FIG. 41) or the second distance L2 (FIG. 40, FIG. 42). Therefore, it is possible to make the player feel novel, and it is possible to increase the interest of the icon change performance (reserved icon change performance, the icon change performance) that changes the display mode of the icon A.
[0320] Furthermore, according to this form of pachinko game machine PY1, when icon A is displayed as icon TA (displayed in the first role), the player can look forward to an icon change effect accompanied by an upward sword stabbing projection (second change effect, see Figure 42) occurring more than an icon change effect accompanied by a downward sword stabbing projection (first change effect, see Figure 41) (see Figure 38 (D)), so that the player can be given the pleasure of waiting in anticipation for the occurrence of an icon change effect accompanied by an upward sword stabbing projection, and increased interest in the game can be expected.
[0321] Furthermore, according to this form of pachinko game machine PY1, when icon A is displayed as a reserved icon HA (displayed in the second role), contrary to when it is displayed as the icon TA (displayed in the first role), it is more likely that an icon change performance accompanied by a downward sword stabbing (first change performance, see Figure 39) will occur than an icon change performance accompanied by an upward sword stabbing (second change performance, see Figure 40) (see Figure 38 (B)). Therefore, the player can be provided with the fun of the different types of performances that are likely to occur depending on the role of icon A, and this is expected to increase the player's interest in the game.
[0322] Furthermore, according to this form of pachinko game machine PY1, the expected success rate of the change in the display mode differs when icon A (the icon TA) moves to an upper non-reference position (specific position, see Figure 42) from when it moves to a central non-reference position (non-specific position, see Figure 44) (see Figure 38(D)), making it possible to give the player a sense of novelty and heightening interest in the movement position of icon A, thereby making it possible to increase the enjoyment of the icon change presentation that changes the display mode of icon A.
[0323] Furthermore, according to this embodiment of the pachinko game machine PY1, the probability of icon A (the icon TA) changing to the sword icon A4 (first mode) is different when the icon A (the icon TA) moves to an upper non-reference position (specific position, see Figure 42) and when it moves to a central non-reference position (non-specific position, see Figure 44) (see Figure 38 (D)), so it is possible to increase interest in whether icon A moves to the upper non-reference position or the central non-reference position.
[0324] Furthermore, according to this form of pachinko game machine PY1, the probability of icon A (the icon TA) changing to LOGO icon A5 (second aspect), which has a higher expectation of a jackpot than the sword icon A4, differs when the icon A (the icon TA) moves to an upper non-reference position (specific position, see Figure 42) from when it moves to a central non-reference position (non-specific position, see Figure 44) (see Figure 38 (D)), making it possible to further increase interest in whether icon A moves to an upper non-reference position or a central non-reference position.
[0325] In addition, according to this form of pachinko game machine PY1, different types of provocative effects (upward sword stabbing provocative effect, icon grabbing provocative effect) are executed when icon A moves to an upward non-reference position (specific position, see Figure 42) and when it moves to a central non-reference position (non-specific position, see Figure 44), thereby providing the excitement of different provocative effects and further increasing interest in the movement position of icon A.
[0326] In particular, according to the pachinko game machine PY1 of this embodiment, the change prompting performance when changing to the sword icon A4 representing a sword is basically a sword stabbing prompt using the sword image GS (downward sword stabbing prompt, upward sword stabbing prompt), and the change prompting performance when changing to the LOGO icon A5 representing the name (LOGO) of the main character is basically an icon grabbing prompt using the hand (part of) of the main character (see FIG. 38(D)). In other words, in this embodiment, a change prompting performance with content related to the display mode that can change is performed. This increases the interest of the performance.
[0327] 9.Example of changes Below, we will explain modified examples of the pachinko game machine PY1. Of course, the configurations of the modified examples may be combined as appropriate. In addition, the technical features in the above-mentioned embodiments and the following modified examples may be deleted as appropriate unless they are described as essential in this specification.
[0328] In the above embodiment, the icon A (icon image) was the reserved icon HA or the icon TA displayed based on winning at the first start port 11, but it may be the reserved icon HA or the icon TA displayed based on winning at the second start port 12. In this case, winning at the second start port 12 corresponds to the predetermined condition. Also, the configuration may be such that an icon display effect is executed in which a predetermined icon (icon image) is displayed based on the game ball passing through a predetermined passage area such as the gate 13. In this case, the passage of the game ball through the predetermined passage area corresponds to the predetermined condition. In addition, when the configuration is such that an icon is displayed based on the passage through the gate 13, the icon may be a normal map reserved icon indicating that there is a normal map reserved, or may be an icon for an effect unrelated to the normal map reserved. Also, the present invention may be applied to a configuration capable of executing a stock effect in which an icon (for example, an icon representing the normal button 40 or an icon representing the special button 41) suggesting a performance (for example, an operation performance) to be executed is continuously displayed on the display unit 50a until the performance is executed. In this case, the predetermined condition corresponds to the effect control microcomputer 121 deciding to execute a stock effect and the arrival of the execution timing of the stock effect.
[0329] In the above embodiment, the start winning that generates the special chart reservation is a valid start winning, and this valid start winning is a predetermined condition for executing the icon display performance. In contrast, a predetermined icon (an icon for performance other than the reserved icon HA) may be displayed when the start winning that generates the special chart reservation is performed or when the start winning that does not generate the special chart reservation is performed. In this case, the start winning corresponds to the predetermined condition regardless of whether the special chart reservation is performed or not.
[0330] In the above embodiment, the icon A displayed in the first role is the icon TA, and the icon A displayed in the second role is the reserved icon HA. In contrast, in a configuration in which it is possible to display the reserved icon HA based on the start winning and to display the regular reserved icon based on the passage to gate 13, the reserved icon HA based on the start winning may be the icon displayed in the first role, and the regular reserved icon based on the passage to gate 13 may be the icon displayed in the second role.
[0331] In the above embodiment, when consecutive start winnings occur, the opening operation display of the door image GD in the icon display performance based on the subsequent start winning and the closing operation display of the door image in the icon display performance based on the preceding start winning are omitted. In contrast, all of the operation displays of the door image GD in the icon display performance based on the subsequent start winning may be omitted (both the opening operation display and the closing operation display are omitted). In this case, the closing operation display of the door image GD in the icon display performance based on the preceding start winning is not omitted. Specifically, the moving display of the icon A based on the subsequent start winning may be inserted between the opening operation display of the door image GD in the icon display performance based on the preceding start winning and the closing operation display. According to such an execution method of the icon display performance, it is possible to set the time from opening to closing of the door image GD in the consecutive start winning to the same length as the time from opening to closing of the door image GD in the non-consecutive start winning (door opening time Tx, see FIG. 36).
[0332] In the above embodiment, when consecutive start winnings occur, the operation display of the door image GD in the icon display performance based on the subsequent start winning is partially omitted, but the movement display of the icon A is not omitted at all. In contrast, the movement display of the icon A in the icon display performance based on the subsequent start winning may also be omitted. Specifically, for example, when consecutive start winnings occur, the icon display performance based on the preceding start winning is executed without any omissions, as in the case of non-consecutive start winnings, and the icon display performance based on the subsequent start winning may simply be displayed by adding the reserved icon HA to the reserved icon display area 50d corresponding to the special chart 1 reservation (that is, not only the operation display of the door image GD is omitted, but also the display of the icon A moving out of the door to the reserved icon display area 50d may be omitted).
[0333] In the above embodiment, the contents of each effect such as the icon display effect, the icon change effect, and the change teasing effect, as well as the lottery probability, can be changed as appropriate without impairing the function of the effect. Also, the movement distance (first distance L1) of the icon A in the downward sword stabbing teasing and the movement distance (second distance L2) of the icon A in the upward sword stabbing teasing can be changed as appropriate. Also, the position (lower non-reference position) to which the icon A is moved in the downward sword stabbing teasing, the position (upper non-reference position) to which the icon A is moved in the upward sword stabbing teasing, and the position (center non-reference position) to which the icon A is moved in the icon grab teasing can be changed as appropriate.
[0334] In the above embodiment, the normal mode may be configured to be controllable to a mode other than the castle presentation mode (for example, a town presentation mode showing a town where people and cars pass by on the road), and in this town presentation mode, a background image including a manhole image showing a manhole on the road is displayed, and as an icon display performance based on a start winning, a manhole image (one example of an "image other than an icon image") may be changed to an open state, and then an icon (an icon with a different form (for example, a square shape) from the manhole pops out and moves to the reserved icon display area 50d and then the manhole image returns to a closed state. In this configuration, when consecutive start winnings occur in the town presentation mode, as in the case of the castle presentation mode (see Figs. 35 and 37), the change of the manhole image to an open state may be omitted for the icon display performance based on the subsequent start winning, and the return of the manhole image to a closed state may be omitted for the icon display performance based on the preceding start winning. By configuring in this manner, in any of the multiple presentation modes (castle presentation mode, town presentation mode) that display different icon images (circle, square), when successive starting wins occur, it is possible to smoothly execute the icon display presentation.
[0335] In the above embodiment, there are cases where the icon A (reserved icon HA, the icon TA) changes to the sword icon A4 after moving the first distance L1 (FIGS. 39 and 41), and cases where the icon A changes to the sword icon A4 after moving the second distance L2 (FIGS. 40 and 42), and the former is more likely to occur than the latter for the reserved icon HA, and the latter is more likely to occur for the icon TA. In contrast, there are cases where the icon A (reserved icon HA, the icon TA) changes to the sword icon A4 after moving the first time (e.g., 2 seconds) (in the case of the first change performance), and cases where the icon A changes to the sword icon A4 after moving the second time (e.g., 5 seconds) (in the case of the second change performance), and the reserved icon HA may be configured such that one of the two is more likely to occur than the other, and the icon TA may be configured such that the other of the two is more likely to occur than the other. In this case, the destination of the icon A (the position to which the icon A moves) may be the same for both.
[0336] In the above embodiment, the icon A may be moved to a position other than the lower non-reference position (FIGS. 39 and 41) as a first change effect in which the display mode is changed after the icon A is moved by the first distance L1. The icon A may be moved to a position other than the upper non-reference position (FIGS. 40 and 42) as a second change effect in which the display mode is changed after the icon A is moved by the second distance L2.
[0337] In the above embodiment, the first position change effect in which the display mode of the icon A is changed after it has been moved to an upper non-reference position (specific position, FIG. 42) may have a plurality of patterns with different movement distances to the upper non-reference position (in other words, a plurality of patterns with different original display positions of the icon A). Also, the second position change effect in which the display mode of the icon A is changed after it has been moved to a central non-reference position (non-specific position, FIG. 44) may have a plurality of patterns with different movement distances to the central non-reference position (in other words, a plurality of patterns with different original display positions of the icon A).
[0338] In addition, in the above-described form, the configuration is such that both the pending icon change performance and the icon change performance in question can be executed, but the display mode of icon A may be changed as an icon change performance, and the configuration may be such that only the pending icon change performance can be executed, or the configuration may be such that only the icon change performance in question can be executed.
[0339] In the above embodiment, the downward sword thrusting provocation may be performed on the reserved icon HA and the upward sword thrusting provocation may be performed on the reserved icon HA (see FIG. 38(B)). However, the downward sword thrusting provocation may be performed on the reserved icon HA but the upward sword thrusting provocation may not be performed (the execution probability of the downward sword thrusting provocation is not 0%, but the execution probability of the upward sword thrusting provocation is 0%). In the above embodiment, the execution probability and expected success rate of the downward sword thrusting provocation on the reserved icon HA and the execution probability and expected success rate of the upward sword thrusting provocation can be appropriately changed within a range that does not impair the function of the performance.
[0340] In the above embodiment, the icon TA may be configured to have a downward sword stabbing provocation and an upward sword stabbing provocation (see FIG. 38(D)), but the icon TA may be configured to have an upward sword stabbing provocation but not a downward sword stabbing provocation (a configuration in which the execution probability of the upward sword stabbing provocation is not 0%, but the execution probability of the downward sword stabbing provocation is 0%). Note that in the above embodiment, the execution probability and expected success rate of the upward sword stabbing provocation and the execution probability and expected success rate of the downward sword stabbing provocation for the icon TA may be appropriately changed within a range that does not impair the function of the presentation.
[0341] Also, in the above embodiment, the display mode of the icon TA changes to the LOGO icon A5 after the upward sword stabbing provocation in an extremely rare case, but the display mode that can change after the upward sword stabbing provocation may be only the sword icon A4, and may not change to the LOGO icon A5 (the probability of changing to the sword icon A4 is not 0%, but the probability of changing to the LOGO icon A5 is 0%). Note that in the above embodiment, the probability of executing the upward sword stabbing provocation for the icon TA, the expected success rate of changing to the sword icon A4 by the upward sword stabbing provocation, and the expected success rate of changing to the LOGO icon A5 by the upward sword stabbing provocation can be changed as appropriate within a range that does not impair the function of the presentation.
[0342] In the above embodiment, the display mode of the icon TA changes to the sword icon A4 very rarely through an icon grab teasing, but the display mode that can change through an icon grab teasing may be only the LOGO icon A5, and may not change to the sword icon A4 (the probability of changing to the LOGO icon A5 is not 0%, but the probability of changing to the sword icon A4 is 0%). In the above embodiment, the probability of executing the icon grab teasing for the icon TA, the expected success rate of changing to the LOGO icon A5 through an icon grab teasing, and the expected success rate of changing to the sword icon A4 through an icon grab teasing can be changed as appropriate within the scope of not impairing the function of the presentation.
[0343] In addition, in the above form, in the icon change performance accompanied by an upward sword stabbing prompt (see Figure 42), the icon basically changes to the sword icon A4, and in the icon change performance accompanied by an icon grabbing prompt (see Figure 44), the icon basically changes to the LOGO icon A5. However, if the expected degree of success of the change in the display mode of the icon A in both performances is different, the display mode that changes in both performances may be the same (for example, the display mode may basically change to the sword icon A4 in both performances, or the display mode may basically change to the LOGO icon A5 in both performances).
[0344] In the above embodiment, the size of the flying sword image GS is displayed in the same size whether it is a downward sword stabbing projection (Fig. 39, Fig. 41) or an upward sword stabbing projection (Fig. 40, Fig. 42), but the display size of the sword image GS may be different for both sword stabbing projections, such as making the size of the flying sword image GS larger for the upward sword stabbing projection than for the downward sword stabbing projection. Also, the design of the sword image may be different for both sword stabbing projections.
[0345] In addition, in the above embodiment, a first starting hole 11 (fixed starting hole) in which the ease with which the game ball can enter does not change, and a second starting hole 12 (variable starting hole, starting hole associated with the electric chute 12D) in which the ease with which the game ball can enter can be changed are provided, but only one of them may be provided.
[0346] In the above embodiment, the special chart 2 determination process is performed with priority over the special chart 1 determination process (the special chart 2 variable display is performed with priority over the special chart 1 variable display), but the special chart 1 determination process may be performed with priority over the special chart 2 determination process (the special chart 1 variable display is performed with priority over the special chart 2 variable display). In this case, it is preferable to make the special chart 1 lottery a lottery that is more likely to win a favorable jackpot than the special chart 2 lottery. In addition, the game machine may be a game machine that can execute the variable display of the other even while one of the special charts 2 and 1 is being displayed (so-called simultaneous variable game machine). In addition, the game machine may be a game machine that does not display the variable display of the other while one of the special charts 2 and 1 is being displayed, and executes the variable display of the special charts 2 and 1 according to the order of the start winning (so-called winning order consumption game machine).
[0347] In the above embodiment, the present invention is applied to a pachinko game machine, but it can also be applied to other pinball game machines such as an arrange ball machine and a mahjong ball game machine. When the present invention is applied to a pachinko game machine, the game characteristics of the game machine can be changed as appropriate within a range that does not interfere with the game. In other words, the present invention can be appropriately adopted in so-called pattern probability change machines (game machines in which a transition to a high probability state is determined based on the type of winning pattern), so-called V-certain machines (game machines that control a high probability state based on the passage of a specific area (V area) in a large prize winning port), so-called probability change loop type game machines (game machines that, once controlled to a high probability state, continue to be controlled to a high probability state until the start of the next big win game), so-called ST machines (game machines with a limited number of probability changes), so-called type 1 and type 2 mixed machines, and swing-type game machines, etc., as long as it does not interfere with the game.
[0348] In the above embodiment, the small symbols KZ1, KZ2, and KZ3 are displayed in a variable manner in approximately synchronization with the variable display of the special symbols. However, instead of being configured with three symbols like the small symbols KZ1, KZ2, and KZ3, they may be configured with symbols other than three, such as two. For example, two symbols may be provided, one for the special symbol 1 and the other for the special symbol 2. Also, one common symbol may be provided for the special symbol 1 and the special symbol 2. In these cases, the display may be displayed on the display unit 50a of the image display device 50, and the sub-control board 120 may control it. Also, an LED device that displays the symbols may be provided in an area other than the play area 6 of the game board 1. In this case, the LED device may be controlled by the main control board 100 or the sub-control board 120.
[0349] In the above embodiment, the main control board 100 performs basic control related to the progress of the game, and the sub-control board 120 performs basic control related to the progress of the presentation according to the progress of the game (game control), so that the game control and the presentation control are performed by different boards, but they may be configured to be performed by one board. In this case, the image control board 140 may be included in that one board, or may be provided separately from that one board.
[0350] In addition, when it is said that a "state advantageous to the player (advantageous game state, advantageous state, or special game state)" is used, it is not necessary that all jackpot game states correspond to this configuration. For example, a jackpot game state that is scheduled to be controlled to a high probability state afterwards may be configured to correspond to a "state advantageous to the player", or a jackpot game state in which a relatively large number of prize balls can be obtained, such as 10R, may be configured to correspond to a "state advantageous to the player". In addition, the "state advantageous to the player" may not be a jackpot game state, but may be a high probability state, or may be a high base state (time-saving state). When the "state advantageous to the player" refers to a high probability state or a high base state (time-saving state), various effects that make the player expect to enter a "state advantageous to the player" may be effects that are performed at other times, such as effects during a jackpot game, and are not limited to effects during the variable display of special symbols.
[0351] 10. Inventions shown in the embodiments and their modifications The above-mentioned embodiment and its modified examples include the invention of each of the following means. In the explanation of the means described below, the corresponding component names and expressions in the above-mentioned embodiment and the symbols used in the drawings are added in parentheses for reference. However, the components of each invention are not limited to these additions. Note that Means A is a general term for the following means A1 to A3. Means B is a general term for the following means B1 to B4. Means C is a general term for the following means C1 to C4.
[0352] Means A1: Based on the establishment of a predetermined condition (winning the first starting hole 11), an icon display effect (see FIG. 34) can be executed to display a predetermined icon image (icon A such as a reserved icon HA or the icon TA). The icon display effects include a movement display of the icon image (a display of going out of the castle door, see FIG. 34(C)) and a motion display of an image other than the icon image (a door image GD) (a door opening motion display shown in FIG. 34(B) and a door closing motion display shown in FIG. 34(D)). This is a gaming machine (pachinko gaming machine PY1) characterized in that when the specified conditions are met consecutively (when the next start winning occurs in a time shorter than the door opening time Tx shown in Figure 36 from the previous start winning), at least a part of the icon display performance based on the fulfillment of the subsequent condition (display of the door opening action of the door image GD based on the subsequent start winning) is omitted (see Figures 35 and 37).
[0353] According to a gaming machine of this configuration, when the conditions for executing the icon display effects are met consecutively, the icon display effects based on the subsequent condition are not executed in their entirety, but are executed in a form in which some are omitted, so that the consecutive execution of the icon display effects can be performed smoothly. As a result, it is possible to prevent a decrease in interest due to the icon display effects not being executed smoothly.
[0354] Means A2: A gaming machine according to the means A1, A gaming machine characterized in that, when the specified conditions are met consecutively, at least a part of the action display in the icon display performance based on the subsequent condition being met (door opening action display of the door image GD) is omitted (see Figures 35 and 37).
[0355] With a gaming machine of this configuration, when the conditions for executing an icon display effect are met consecutively, the portion that is omitted in the icon display effect based on the subsequent fulfillment of the condition is the portion that displays the action of an image other than the icon image. Therefore, even if the conditions for executing an icon display effect are met consecutively, it is possible to smoothly execute consecutive icon display effects with little impact on the display of the icon image itself.
[0356] Means A3: A gaming machine according to the means A2, A gaming machine characterized in that, when the specified conditions are met consecutively, the movement display (the display of the reserved icon HA going out of the castle door, see Figure 35 (D)) in the icon display performance based on the subsequent condition being met is not omitted.
[0357] With a gaming machine of this configuration, even if the conditions for executing an icon display effect are met consecutively, the movement of the icon image in the icon display effect based on the subsequent condition being met is not omitted at all, so the icon image itself can be clearly seen by the player, and the presentation effect of the icon display effect is unlikely to be reduced.
[0358] Means B1: Executing an icon display performance (see FIG. 39) that displays a predetermined icon image (icon A such as a hold icon HA or the icon TA); It is possible to execute a change effect (such as a reserved icon change effect or an icon change effect) that can change the display mode of the icon image (see FIG. 33 and FIG. 38 ); The above-mentioned change performance includes: A first change effect (icon change effect accompanied by a downward sword thrust, see Figs. 39 and 41) that can change the display mode of the icon image by moving the icon image displayed in the normal display area (icon display area 50f such as reserved icon display area 50d and icon display area 50e) a first distance (L1, see Figs. 39(B) and 41(B)); a second change effect (icon change effect accompanied by an upward sword thrust, see Figs. 40 and 42) that can change the display mode of the icon image by moving the icon image displayed in the normal display area a second distance (L2, see Figs. 40(B) and 42(B)) different from the first distance, The gaming machine (pachinko gaming machine PY1) is characterized in that the icon image can be changed to the same display mode (sword icon A4) in either the first change presentation or the second change presentation.
[0359] With a gaming machine of this configuration, even if the change in the display mode of an icon image is to the same display mode, the length of the movement of the icon image to the position where the change in display mode occurs may be different, such as a first distance or a second distance, which makes it possible to give the player a sense of novelty and to increase the interest of the change presentation that changes the display mode of the icon image.
[0360] Means B2: A gaming machine according to the means B1, A gaming machine characterized in that when the icon image is displayed in a first role (when it is displayed as the icon TA), the probability of the second change effect (icon change effect accompanied by an upward sword stabbing tactic, Figure 42) occurring is higher than the probability of the first change effect (icon change effect accompanied by a downward sword stabbing tactic, Figure 41) relating to the icon image (see Figure 38 (D)).
[0361] According to a gaming machine of this configuration, when the icon image is displayed in the first role, the player is more likely to expect the second change effect to occur than the first change effect, so that the player can enjoy the anticipation of waiting for the second change effect to occur, which is expected to increase the player's interest in the game.
[0362] Method B3: A gaming machine according to means B2, A gaming machine characterized in that, when the icon image is displayed in a second role different from the first role (when it is displayed as a pending icon HA), the probability of the first change effect (icon change effect accompanied by a downward sword stabbing tactic, Figure 39) related to the icon image occurring is higher than the probability of the second change effect (icon change effect accompanied by an upward sword stabbing tactic, Figure 40) occurring (see Figure 38 (B)).
[0363] According to a gaming machine of this configuration, when the icon image is displayed in the second role, in contrast to when it is displayed in the first role, the first change effect is more likely to occur than the second change effect, so that the player can be provided with the enjoyment of the different types of change effects that are likely to occur depending on the role of the icon image, which is expected to increase interest in the game.
[0364] Means B4: A gaming machine according to any one of means B1 to B3, It is possible to execute a change prompting effect (such as a downward sword stabbing prompting or an upward sword stabbing prompting) that prompts a change in the display mode of the icon image, A gaming machine characterized in that the change prompting effect is sometimes performed at a location where the icon image displayed within the normal display area is moved the first distance (see Figures 39 and 41), and sometimes performed at a location where the icon image displayed within the normal display area is moved the second distance (see Figures 40 and 42).
[0365] Even if the change is to the same display mode, sometimes the change prompting effect is performed after moving a first distance and sometimes the change prompting effect is performed after moving a second distance, which gives the player a sense of novelty and increases his interest in the game.
[0366] Means C1: Executing an icon display performance (see FIG. 42) that displays a predetermined icon image (icon A such as a hold icon HA or the icon TA); It is possible to execute a change effect (icon change effect) that can change the display mode of the icon image (see FIG. 33 and FIG. 38 ); The above-mentioned change performance includes: A first position change effect (the icon change effect accompanied by an upward sword thrust, see FIG. 42) that can change the display mode of the icon image by moving the icon image to a specific position (upper non-reference position, see FIG. 42(B)); a second position change effect (icon change effect accompanied by icon grabbing, see FIG. 44) that can change the display mode of the icon image by moving the icon image to a non-specific position (central non-reference position, see FIG. 44(B)) different from the specific position, A gaming machine (pachinko gaming machine PY1) characterized in that the expected success rate of the change in the display mode of the icon image differs between the first position change presentation and the second position change presentation (the expected success rate of an icon grabbing promotion is lower than that of an upward sword stabbing promotion, see Figure 38 (D)).
[0367] With a gaming machine of this configuration, the expected success rate of the change in display mode differs when the icon image moves to a specific position and when it moves to a non-specific position, making it possible to give the player a sense of novelty and heightening interest in the position to which the icon image moves, thereby making it possible to increase the enjoyment of the change presentation that changes the display mode of the icon image.
[0368] Means C2: A gaming machine according to the means C1, The display modes of the icon image that can be changed include a first mode (sword icon A4) and a second mode (LOGO icon A5) which has a different expectation of a favorable state (jackpot game state) advantageous to the player from the first mode. A gaming machine characterized in that the probability of changing to the first aspect (sword icon A4) in the first position change presentation is different from the probability of changing to the first aspect (sword icon A4) in the second position change presentation (see Figure 38 (D)).
[0369] According to a gaming machine of this configuration, the probability of the icon image changing to the first state differs when the icon image moves to a specific position and when it moves to a non-specific position, so it is possible to increase interest in whether the icon image moves to a specific position or a non-specific position.
[0370] Means C3: A gaming machine according to the means C2, A gaming machine characterized in that the probability of changing to the second aspect (LOGO icon A5) in the first position change presentation is different from the probability of changing to the second aspect (LOGO icon A5) in the second position change presentation (see Figure 38 (D)).
[0371] With a gaming machine of this configuration, the probability of the icon image changing to a second state (a state in which the expected degree of an advantageous state favorable to the player is different from the first state) differs when the icon image moves to a specific position from when it moves to a non-specific position, making it possible to further increase interest in whether the icon image moves to a specific position or a non-specific position.
[0372] Means C4: A gaming machine according to any one of means C1 to C3, It is possible to execute a change prompting effect (such as an upward sword stabbing prompting or an icon grabbing prompting) that prompts a change in the display mode of the icon image, A gaming machine characterized in that the change prompting effect includes a first change prompting effect (upward sword stabbing prompting, see Figure 42) that prompts a change in the display mode of the icon image that has moved to the specific position, and a second change prompting effect (icon grabbing prompting, see Figure 44) that prompts a change in the display mode of the icon image that has moved to the non-specific position.
[0373] According to a gaming machine of this configuration, different types of change prompting effects are executed when the icon image moves to a specific position and when it moves to a non-specific position, providing the excitement of different change prompting effects and further increasing interest in the position to which the icon image moves.
[0374] Incidentally, as an example of a gaming machine, a pachinko gaming machine has been known in the past that displays a reserved icon in a predetermined display area when a start winning occurs, as described in JP2016-112132A. In this gaming machine, the display mode of the reserved icon is changed from normal white to a special blue or red, making the player expect a big win. However, the method of executing the effect using the icon as described in JP2016-112132A is now commonly seen, and there is room for improvement in order to provide players with an interest.
[0375] The above-mentioned means A differs from the gaming machine described in JP 2016-112132 A in that "based on the establishment of a predetermined condition, it is possible to execute an icon display effect including the movement display of a predetermined icon image and the motion display of an image other than an icon image, and when the predetermined condition is consecutively established, at least a part of the icon display effect based on the establishment of the subsequent condition is omitted." As a result, the invention of the means A can solve the problem of "improving the interest of the game" (achieve the effect of doing so).
[0376] Furthermore, the above-mentioned means B differs from the gaming machine described in JP 2016-112132 A in that "the change effects that can change the display mode of a predetermined icon image include a first change effect that can change the display mode of the icon image by moving the icon image displayed in the normal display area by a first distance, and a second change effect that can change the display mode of the icon image by moving the icon image displayed in the normal display area by a second distance, and the icon image can be changed to the same display mode in both the first change effect and the second change effect." As a result, the invention of means B can solve the problem of "improving the interest of the game" (achieve the effect of doing so).
[0377] Furthermore, the above-mentioned means C differs from the gaming machine described in JP 2016-112132 A in that "the change effects capable of changing the display mode of a predetermined icon image include a first position change effect capable of changing the display mode of the icon image by moving the icon image to a specific position, and a second position change effect capable of changing the display mode of the icon image by moving the icon image to a non-specific position, and the first position change effect and the second position change effect have different expectations for the successful change in the display mode of the icon image." As a result, the invention of means C can solve the problem of "improving the interest of the game" (achieve the effect of doing so). [Explanation of symbols]
[0378] PY1...Pachinko machine 11…First starting point 50...Image display device 50a...Display section 50d…Pending icon display area (normal display area) 50e... Icon display area (normal display area) 50f...Icon display area (normal display area) A…Icon (icon image) A1: Normal icon A4…Sword icon (first aspect) A5…LOGO icon (2nd version) HA...Hold icon (icon image) TA…the icon (icon image) GD...Gate image (image other than icon image) GH…Hand image GS…Sword image
Claims
1. Executing an icon display effect of displaying a predetermined icon image; It is possible to execute a change performance that can change the display mode of the icon image, The above-mentioned change performance includes: a first change effect for changing a display mode of the icon image by moving the icon image displayed in a normal display area by a first distance; a second change effect in which the icon image displayed in the normal display area is moved a second distance different from the first distance to change the display state of the icon image; The gaming machine is characterized in that the icon image can be changed to the same display mode whether in the first change presentation or the second change presentation.
2. 2. The gaming machine according to claim 1, When the icon image is displayed in a first role, the probability of occurrence of the second change effect relating to the icon image is higher than the probability of occurrence of the first change effect relating to the icon image.
3. 3. The gaming machine according to claim 2, When the icon image is displayed in a second role different from the first role, the probability of the first change effect occurring related to the icon image is higher than the probability of the second change effect occurring.
Citation Information
Patent Citations
Game machine
JP2015084863A
Game machine
JP2015195991A
Game machine
JP2018166623A
Game machine
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Game machine
JP2025011661A
Cited By
Game machine
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