Game machine
Patent Information
- Application Number
- JP2023129875
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-09
- Publication Date
- 2025-02-21
- Estimated Expiration
- 2043-08-09
AI Technical Summary
【0010】 なお、演出用可動物の動作は、大入賞口または普電の動作と同期して動作させることが望ましい。大入賞口または普電が入球した遊技球を取込むまでに時間がかかる構成ならば、大入賞口または普電が動作してから所定時間経過後に演出用可動物を動作させてもよい。 また、特別演出として特図の当選による大当り遊技に合わせて行う場合、大当り遊技は複数のラウンド遊技で構成されていることから、全てのラウンド遊技での大入賞口の動作に応じて演出用可動物を動作させても良いし、特定のラウンド遊技時のみ特別演出として演出用可動物を動作させても良い。全てのラウンド遊技で動作させる場合、演出用可動物で大当り遊技を演出するため、本物の大入賞口はアピールする必要は無く、目立たない位置や大きさで設けることができる。 特定のラウンド遊技のみ動作させる場合は、例えば大入賞口内に設けられた確変口に入球可能なラウンド遊技時のみ演出用可動物でアピールして確変口に入るか否か演出することが考えられる。その場合、演出用の確変口を設けて演出することも考えられる。遊技者は本物と比較して大きな演出用可動物で確変口に入球したか否かを示してくれるので把握も容易となる。
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Figure 2025025259000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine, and more particularly to a gaming machine that has a performance movable object that is actuated when a predetermined condition of the game is met, and produces a performance effect by actuating the performance movable object. [Background technology]
[0002] Conventionally, the mainstream of pachinko machines, which are gaming machines, judge whether or not a jackpot has been hit when a game ball enters a starting hole, and if the result of the judgment is a jackpot, a big prize hole is opened, and a jackpot game that is advantageous for winning prize balls is started. In this type of pachinko machine, the result of the judgment is notified by changing a special symbol in accordance with the judgment of whether or not a jackpot has been hit, and later displaying the special symbol as a confirmed symbol. In this case, since the special symbol is displayed small in the corner of the play area, a pseudo-performance display corresponding to the special symbol is performed by a performance symbol display device provided in the center of the play area, and the pseudo-performance display increases the player's expectation of a jackpot and notifies the result of the judgment of whether or not a jackpot has been hit.
[0003] Furthermore, some conventional pachinko machines are provided with movable objects for performance purposes in order to heighten the player's sense of anticipation of a jackpot along with the pseudo-performance display, and the anticipation of a jackpot is further heightened by operating the movable objects for performance purposes (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2016-028723 A Summary of the Invention [Problem to be solved by the invention]
[0005] Incidentally, in recent years, there has been a tendency for the display devices and movable objects for the performance to become larger, and as a result, the playing area through which the game balls flow is becoming smaller, and the original fun of pachinko gaming, which is to be entertained by the irregular movement of the game balls, is becoming diluted.
[0006] In view of the above circumstances, the present invention has been made with the objective of providing a gaming machine that allows players to fully enjoy the effects of the movable objects used for the effects, while also allowing them to enjoy the movement of the gaming ball. [Means for solving the problem]
[0007] The gaming machine of the present invention is a gaming machine that can be controlled to an advantageous state that is advantageous to a player, A special game state in which it is easy to put a game ball into a ball entry hole arranged in the game area as the advantageous state; A movable object for use in the performance; A special effect execution means capable of executing a special effect using the performance movable object, The special effect is an effect that can be executed in the special game state, and is characterized in that the movable object for the effect is displaced to a first state and an effect is performed using the game ball that has entered the ball entrance. This allows the audience to enjoy the movement of the game ball along with the movements of the movable objects used for the performance.
[0008] In this invention, the advantageous state refers to a state in which it is easier to obtain a game ball as a prize, and a special game state is defined as an advantageous state in which a normal electric device (also referred to as a normal power) is opened when a normal pattern (also referred to as a normal pattern) is won, making it easier for the game ball to enter the lottery, or an advantageous state in which a special electric device (also referred to as a large prize opening or special power) is opened when a special pattern (also referred to as a special pattern) is won, making it easier for the game ball to enter the lottery.
[0009] In the present invention, the movable object for presentation is preferably an enlarged shape and movement that imitates a large prize winning opening or a regular electric power. By making it move as if a huge large prize winning opening or regular electric power is opening, it can be made to look to the player as if an extraordinarily large large prize winning opening or regular electric power is opening, which can create a big impact. Furthermore, by throwing a detected game ball that has actually entered a real big prize opening or regular electric ball into the area of the movable object for presentation, it can be made to look as if the movable object for presentation catches the game ball flowing down and takes it into the machine, making it look to the player like a real big prize opening or regular electric ball.
[0010] In addition, it is desirable to operate the movable object for performance in synchronization with the operation of the big prize opening or the regular power. If it takes time for the big prize opening or the regular power to take in the game ball that has entered, the movable object for performance may be operated a predetermined time after the big prize opening or the regular power operates. In addition, when a special effect is performed in conjunction with a jackpot game resulting from a special drawing, since the jackpot game is made up of multiple rounds of play, the movable object for effect may be operated in accordance with the operation of the large prize winning hole in all rounds of play, or the movable object for effect may be operated as a special effect only during a specific round of play. When the movable object for effect is operated in all rounds of play, the real large prize winning hole does not need to be appealing, and it can be installed in an inconspicuous position and size, since the jackpot game is produced using the movable object for effect. In the case of operating only in a specific round game, for example, it is conceivable to use a special moving object to appeal to the player only during round games in which the ball can enter a special winning hole provided in the large prize hole, to show whether or not the ball will enter the special winning hole. In that case, it is conceivable to set up a special special winning hole for the purpose of the performance. The player can easily grasp whether or not the ball has entered the special winning hole because the special moving object, which is larger than the real thing, shows the player whether or not the ball has entered the special winning hole.
[0011] In addition, the movable object for the performance may be operated as a special performance in accordance with the opening of the large prize opening in the small prize game. In the case where the large prize opening is provided with a specific area and the large prize game starts when the ball can enter the specific area in the small prize game, the enlarged movable object for the performance is used to perform whether or not the large prize will be won, which can liven up the game. In this case, it is also possible to provide a specific area for the performance and have the game ball enter or miss the specific area for the performance depending on the result.
[0012] In the present invention, it is also possible to provide multiple movable objects for presentation. In this case, the movable object for presentation used can be changed according to the type of special game, or multiple movable objects for presentation can move at the same time, allowing players to enjoy movements that are not possible with a real big prize opening or regular electricity. [Brief description of the drawings]
[0013] [Figure 1] 1 is a front view of a gaming machine to which the present invention is applied. [Diagram 2] FIG. 2 is a front view of a game board used in the gaming machine. [Diagram 3] FIG. 13 is an explanatory diagram showing a single title reel used as a movable object in the gaming machine. [Figure 4] FIG. 13 is an explanatory diagram showing a single sword device used as a movable object in the gaming machine. [Diagram 5] FIG. 13 is an explanatory diagram showing a single shield device used as a movable object in the gaming machine. [Figure 6] FIG. [Figure 7] FIG. 2 is an electrical block diagram of the gaming machine. [Figure 8] FIG. 2 is an explanatory diagram regarding the gaming specifications of the gaming machine. [Figure 9] 4 is a flowchart showing the control contents of the "start-up process" executed by the main control device of the gaming machine. [Figure 10] 4 is a first flowchart showing the control contents of the "interrupt process" executed by the main control device. [Figure 11] 11 is a second flowchart showing the control contents of the "interrupt process" executed by the main control device. [Figure 12] 10 is a flowchart showing the control content of an "input determination process" executed in the interrupt process. [Figure 13] This is a flowchart showing the control contents of the "special ball entry confirmation process" executed during the input judgment process. [Figure 14] This is a flowchart showing the control contents of the "pass / fail determination process" executed during the interrupt process. [Figure 15] This is the first flowchart showing the control contents of the ``first special chart win / loss determination process'' executed during the win / loss determination process. [Figure 16] This is a second flowchart showing the control contents of the ``first special chart win / loss determination process'' executed during the win / loss determination process. [Figure 17] This is the first flowchart showing the control contents of the ``second special chart win / loss determination process'' executed during the win / loss determination process. [Figure 18] This is a second flowchart showing the control contents of the ``second special chart win / loss determination process'' executed during the win / loss determination process. [Figure 19] This is a third flowchart showing the control contents of the ``first special chart win / loss determination process'' and ``second special chart win / loss determination process'' executed in the win / loss determination process. [Figure 20] This is the fourth flowchart showing the control contents of the ``first special chart win / loss determination process'' and ``second special chart win / loss determination process'' executed in the win / loss determination process. [Figure 21] This is the fifth flowchart showing the control contents of the ``first special chart hit / miss judgment processing'' and ``second special chart hit / miss judgment processing'' executed in the hit / miss judgment processing. [Figure 22] 4 is a flowchart showing the control contents of the "presentation pattern setting process" executed by the sub-integrated control device of the gaming machine. [Diagram 23] 13 is an explanatory diagram regarding the movable gimmick presentation pattern used in the gaming machine. FIG. [Figure 24] 4 is a flowchart showing the control contents of the "title character pseudo image processing" executed by the sub-integrated control device. [Diagram 25] 10 is a flowchart showing the control contents of "pseudo sword image processing" executed by the sub integrated control device. [Figure 26] 13 is a flowchart showing the control contents of the "shield object pseudo image processing" executed by the sub-integrated control device. [Figure 27] A diagram showing the display mode of the presentation display corresponding to the special pattern implemented in the gaming machine. [Figure 28] A figure showing a first movable mode of the movable gimmick performance implemented in the gaming machine. [Figure 29] A figure showing a second movable mode of the movable gimmick performance implemented in the gaming machine. [Diagram 30] A figure showing a third movable mode of the movable gimmick performance implemented in the gaming machine. [Diagram 31] A figure showing the fourth movable mode of the movable gimmick performance implemented in the gaming machine. [Diagram 32] A figure showing the fifth movable mode of the movable gimmick performance implemented in the gaming machine. [Diagram 33] A figure showing the sixth movable mode of the movable gimmick performance implemented in the gaming machine. [Diagram 34] A figure showing the seventh movable mode of the movable gimmick performance implemented in the gaming machine. [Diagram 35] FIG. 1 is an explanatory diagram 1 of a game board surface on which a special big prize opening device 65 for performance purposes is arranged. [Diagram 36] FIG. 2 is an explanatory diagram 2 of a game board surface on which a special big prize opening device 65 for performance purposes is arranged. [Figure 37] 13 is a diagram showing the positional relationship between the second large prize opening 25b and the large prize opening device 65 for performance. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0014] (First embodiment) Hereinafter, a gaming machine (pachinko machine) according to an embodiment of the present invention will be described with reference to the drawings. First, the external configuration of a pachinko machine 1 according to this embodiment will be described with reference to Figs.
[0015] (1. General configuration of pachinko machine 1) As shown in FIG. 1, a pachinko machine 1 is a gaming machine that can be played by a player and is installed in a gaming facility.
[0016] (1-1. Front structure of pachinko machine 1) The pachinko machine 1 has a structure in which each component is held by an outer frame 10 that forms a vertically long fixed outer shell holding frame. A front frame (glass frame) 11 into which a glass plate 110 is fitted and an inner frame 30 (see FIG. 6) are provided so as to be openable and closable via hinges 101, 101 provided at upper and lower positions on the left side of the outer frame 10. The front frame 11 and the inner frame 30 are locked to the outer frame 10 by a cylinder lock 18. By inserting a specified key into the cylinder lock 18 and turning the key clockwise to open the inner frame 30, the front frame 11 can be opened by turning it counterclockwise. Behind the glass plate 110 of the front frame 11, a game board 2 (see FIG. 2) held by an inner frame 30 is provided.
[0017] Speakers 112, 112 are installed on both the left and right sides of the upper part of the front frame 11, which output game sounds to enhance the entertainment value of the game. The front frame 11 is also provided with frame side decorative lamps 113 that emit light according to the game status, as well as LEDs that notify of abnormalities in the game.
[0018] An upper tray 12 and a lower tray 13 are integrally formed in the lower half of the front frame 11. A launching handle 14 is provided on the right side of the lower tray 13, and by operating the launching handle 14 clockwise, the launching device is activated and game balls supplied from the upper tray 12 are launched toward the game board 2. Prize balls are also paid out onto the upper tray 12. The lower tray 13 is configured to receive prize balls that overflow from the upper tray 12, and by operating a ball removal lever, the game balls that have accumulated on the lower tray 13 can be transferred to a separate box (dollar box) provided in the gaming facility.
[0019] This pachinko machine 1 is a so-called CR machine, and is adjacent to a prepaid card unit (CR unit) CR that reads and writes prepaid cards. The pachinko machine 1 is provided with a ball loan switch 171, a settlement switch 172, and a settlement display of a settlement display device 170 (see FIG. 7) on the right side of the upper tray 12. In addition, in the center of the upper tray 12, a performance button 15 that can be operated by the player is provided, and a jog dial 16 is provided around the outer periphery of the button.
[0020] (1-2. Configuration of the game board of pachinko machine 1) As shown in FIG. 2, the game board 2 is detachably attached to the inner frame, and is a structure including a transparent synthetic resin plate so that the back side can be seen, and various parts attached to the plate. The game board 2 has a substantially circular game area 20 surrounded by an outer rail 201 and an inner rail 202. Near the center of the game area 20, a performance pattern display device 46 having an LCD panel that enables the variable display of pseudo performance patterns for performance corresponding to the special pattern, and a display device having a smaller LCD panel are provided on the back side of the game board 2 so that they can be seen through the transparent game board 2. In addition, a windmill and many game nails are planted in the game area 20.
[0021] In the game area 20, a normal symbol operation gate 22 is provided to the left of the center case 200, through which game balls can pass and which, when the game balls pass through, executes a lottery for a normal symbol (hereinafter simply referred to as a normal symbol).
[0022] Directly below the center of the center case 200, there is a first special symbol start hole 23 where a game ball can always enter and a first special symbol (hereinafter referred to as the first special symbol) is judged as a result of the ball entering the hole. Directly below the first special symbol start hole 23, there is a second special symbol start hole 24 where a second special symbol (hereinafter referred to as the second special symbol) is judged as a result of the ball entering the hole. The second special symbol start hole 24 is configured to be openable by a tulip-type opening member. When the regular symbol is selected as a winning symbol and the regular electric role (also referred to as the regular electric role) is activated, the opening member is opened in a specified opening mode for a specified time, and the ball can enter (win) only when the opening member is open.
[0023] Directly below the second special pattern starting hole 24 is a large prize hole 25 that can be opened and closed by an opening and closing plate and is opened for a big win game. The large prize hole 25 is opened in a predetermined opening manner for a predetermined time by the operation of a special electric device, and a ball can enter (win) only when the opening plate is open. When the first or second special pattern is judged to be a big win, a device continuous operation device is operated, and the special electric device is operated continuously. This causes the large prize hole 25 to be opened continuously.
[0024] A plurality of (four) general prize openings 27 are arranged at a diagonally lower left position of the center case 200, at a position to the left of the first special prize starting opening 23 to the large prize opening 25. Also, an outlet 203 is provided at the bottom of the board directly below the large prize opening 25. The outlet 203 takes in game balls that have been shot out but have not entered (won) any of the first special prize starting opening 23, the second special prize starting opening 24, the large prize opening 25, or the general prize opening 27.
[0025] At the lower right end of the game board 2, outside the outer rail 201, a first special chart display device 281, a first special chart reserved number display device 282, a second special chart display device 283, a second special chart reserved number display device 284, a regular chart display device 285 and a regular chart reserved number display device 286 are arranged.
[0026] (1-3. Configuration of moving objects for performance of pachinko machine 1) A title reel 60 is disposed on the game board 2 along the upper edge of the center case 200 as a movable object for performance that operates according to the performance. The title reel 60 is usually in an initial position along the upper edge of the center case 200. The title reel 60 is provided movable to an operating position where it descends from the initial position and protrudes forward of the display area of the performance pattern display device 46 to block the display area when it is activated.
[0027] In addition, on the game board 2, a sword role object 61 is arranged along the left edge of the center case 200 as a movable object for performance that operates according to the performance. The sword role object 61 is usually in an initial position along the left edge of the center case 200 (a state in which the sword role object 61 is stored in the center case 200). When activated, the sword role object 61 is provided so as to be movable to an operating position (imaginary line) that rotates clockwise from the initial position and protrudes in front of the display area so as to block the display area of the performance pattern display device 46.
[0028] Furthermore, on the game board 2, a shield role object 62 is arranged along the right edge of the center case 200 as a movable object for performance that operates according to the performance. The shield role object 62 is usually in an initial position along the right edge of the center case 200. The shield role object 62 is provided movable to an operating position where, when activated, it rotates leftward from the initial position and protrudes in front of the display area to block the display area of the performance pattern display device 46.
[0029] Fig. 3 shows the title reel 60 and its drive mechanism. The title reel 60 is installed on the upper edge of the center case 200 so that it can be raised and lowered vertically. The title reel 60 is driven by a title gear 603 rotated using a title reel motor 601 as a power source, so that a rack 602 moves vertically and raises and lowers the title reel 60. Note that reference numeral 604 in the figure indicates a title reel sensor. The title reel sensor 604 detects that the rack 602 is in the initial position (a state in which the title reel 60 is stored in the upper edge of the center case 200 shown in Fig. 2).
[0030] FIG. 4 shows the sword role object 61 and its drive mechanism. The lower end 615 of the sword role object 61 is axially attached to the left edge of the center case 200 so as to be rotatable in the vertical direction. The sword gear 613 of the sword role object 61 is driven to rotate by a sword role object motor 611 as a power source. The sword role object 61 is configured to be swingable between an initial position and an operating position with the lower end 615 as a fulcrum by the operation of the sword gear 613 and the sword rack 614 linked thereto. The reference numeral 612 in the figure indicates a sword role object sensor. The sword role object sensor 612 detects that the sword role object 61 is in the initial position (a state in which it is stored in the left edge of the center case 200).
[0031] FIG. 5 shows the shield role object 62 and its drive mechanism. The lower end 626 of the arm part 623 of the shield role object 62 is axially attached to the right edge of the center case 200 so as to be rotatable in the vertical direction. The shield role object 62 is driven by a shield gear 624 driven by a shield role object motor 621 as a power source. The shield role object 62 is configured to be swingable between an initial position and an operating position with the lower end 626 as a fulcrum by the operation of the shield gear 624 and a shield rack 625 linked thereto. The symbol 622 in the figure indicates a shield role object sensor. The shield role object sensor 622 detects that the shield role object 62 is in the initial position (a state in which it is stored in the right edge of the center case 200).
[0032] (1-4. Back structure of pachinko machine 1) FIG. 6 shows the back of the pachinko machine 1, and the back side of the pachinko machine 1 houses an inner frame 30 to which the game board 2 is detachably attached. The inner frame 30 is hinged to the outer frame 10 at the top and bottom positions of one side edge (right side of FIG. 6) in the same manner as the front frame 11, and is installed so as to be openable and closable. A game ball flow passage is formed in the inner frame 30, and a ball tank 31, a tank rail 32, and a payout unit 33 are provided from the top (upstream), and a payout mechanism is provided in the payout unit 33. With this configuration, when a game ball enters a winning hole of the game board 2, a predetermined number of game balls (prize balls) are paid out from the ball tank 31 through the tank rail 32 by the payout unit 33 through the payout ball flow passage to the upper tray 12. In addition, the payout unit 33, which pays out prize balls, also pays out loan balls that are paid out by operating the ball loan switch 171.
[0033] On the back side of the pachinko machine 1, there are provided a main control device 40, a payout control device 41, a sub-integrated control device 42, a performance symbol control device 43, a launch control device 44, and a power supply board 45. The main control device 40, the sub-integrated control device 42, and the performance symbol control device 43 are provided on the game board 2, and the payout control device 41, the launch control device 44, and the power supply board 45 are provided on the inner frame 30. The launch control device 44 is not shown in FIG. 6, but it is provided on the back side of the power supply board 45.
[0034] The main control device 40 is provided with an RWM clear switch and a setting key switch. The RWM clear switch is mainly operated when clearing game information and the like stored in the RWM built into the main control device 40. The RWM clear switch may be disposed in the payout control device 41 or the power supply board 45.
[0035] The main control device 40 is provided with a performance display device consisting of four 7-segment LED displays. By providing the performance display device on the back side of the pachinko machine 1, the performance display device can be placed in a position that is not visible to players during play.
[0036] In addition, the payout control device 41 is provided with a fraud notification lamp that lights up an LED when the main control device 40 determines that fraud has occurred, thereby notifying employees of the gaming facility, etc., that fraud has occurred.
[0037] On the rear side of the pachinko machine 1, to the right of the ball tank 31, an external connection terminal board 38 is arranged, and signals indicating the game status and game results are sent to the hall computer 500 (see FIG. 7) by the external connection terminal board 38. Conventionally, two types of external connection terminal boards for sending signals to the hall computer 500 have been used: one for the board (terminals for outputting signals output from the game board side to the hall computer 500) and one for the frame side (terminals for outputting signals output from the outer frame 10, front frame 11, and inner frame 30 to the hall computer 500). In this embodiment, signals indicating the game status and game results are sent to the hall computer 500 via a single external connection terminal board 38.
[0038] (1-5. Operation of Pachinko Machine 1) Returning to FIG. 2, the operation of the pachinko machine 1 will be explained. The pachinko machine 1 draws a lottery to see whether the normal map is a winner or loser due to the ball entering the normal map operation gate 22, and starts the variable display of the win or lose on the normal map display device 285 described below. If the lottery result is a win, the normal map display device 285 displays a confirmed win for the normal map and opens the door of the normal power device. This allows the ball to enter the second special map start gate 24.
[0039] The opening time and number of times the normal power feature is opened is set, for example, to 0.2 seconds x 1 time in the normal state, and 2.0 seconds x 1 time in a game state that is advantageous to the player (the normal power feature support state described below).
[0040] When a game ball enters the first special symbol start hole 23, the pachinko machine 1 extracts multiple random numbers related to the hit / miss judgment of the first special symbol, and stores a predetermined number of the extracted random numbers as reserved memory of the first special symbol. Then, the pachinko machine 1 judges whether the first special symbol is a hit or a miss based on the reserved random number value, and judges whether the first special symbol is a hit or a miss. Based on the result of this hit / miss judgment, the pachinko machine 1 starts the variable display of the first special symbol on the first special symbol display device 281, and displays the final result after a predetermined time has passed. The pachinko machine 1 also starts the variable display of the pseudo performance symbol 700 (see FIG. 27) corresponding to the first special symbol on the performance symbol display device 46, and displays the final result after a predetermined time has passed.
[0041] Similarly, when a game ball enters the second special symbol starting hole 24, the pachinko machine 1 extracts a plurality of random numbers related to the hit / miss judgment of the second special symbol, and stores a predetermined number of the extracted random numbers as reserved memory of the second special symbol. Then, the pachinko machine 1 performs a hit / miss judgment based on the reserved random number value of the second special symbol, and judges whether it is a big hit, a small hit, or a miss. Based on this hit / miss judgment, the pachinko machine 1 starts a variable display of the second special symbol on the second special symbol display device 283, and displays the finalized second special symbol after a predetermined time has passed. Also, the pachinko machine 1 starts a variable display of the pseudo performance symbol 700 corresponding to the second special symbol on the performance symbol display device 46, and displays the finalized symbol after a predetermined time has passed.
[0042] The first and second special symbols are displayed in small size at the corners of the game board 2. The pachinko machine 1 performs a pseudo performance display using pseudo performance symbols 700 corresponding to the first and second special symbols on the performance symbol display device 46 provided in the center of the game area 20, and notifies the player of the result of the hit / miss judgment through the pseudo performance display. The pachinko machine 1 performs a variable display of three pseudo performance symbols 700 in the pseudo performance display, and if the result of the hit / miss judgment is a jackpot, stops the three pseudo performance symbols 700 with the same symbol. In addition, the pachinko machine 1 performs a reach performance in which two pseudo performance symbols 700 are stopped with the same symbol in the pseudo performance display, and the remaining one pseudo performance symbol 700 is displayed with a variable display, thereby giving the player a sense of expectation that the hit / miss judgment will be a jackpot.
[0043] In addition, the pachinko machine 1 is configured to be capable of executing a notice performance that notifies the result of the hit / miss judgment of the first or second special chart during the change in the predetermined reach performance among the pseudo performance displays accompanying the change in the first or second special chart before the confirmed display of the first or second special chart. The notice performance includes a "movable role performance" and indicates the expectation of a big win by moving the title role 60, the sword role 61, and the shield role 62 from the initial position to the operating position and from the operating position to the initial position in a predetermined operating mode.
[0044] In addition, the "movable role effect" is not limited to the reach effect, but may be implemented prior to the change of the pseudo effect display, and the change may start after the "movable role effect". Furthermore, the "movable role effect" is not limited to the expectation of a jackpot, but may also inform the player of useful information other than the expectation of a jackpot, such as whether or not to transition to the probability state described below.
[0045] Furthermore, in the "movable role performance", when the movable role is actuated to the actuated position, the pachinko machine 1 displays a movable object pseudo image similar to that of the movable role at a position corresponding to the actuated position of the display area of the performance pattern display device 46. Then, even after the movable role is moved from the actuated position to the initial position, the display of the movable object pseudo image continues for a predetermined period of time.
[0046] For example, in the pachinko machine 1, when the title reel 60 is operated to the operating position, the performance pattern display device 46 displays a title reel pseudo image of the same shape as the title reel 60 at a position corresponding to the operating position of the display area. Then, even after the title reel 60 returns to the initial position, the display of the title reel pseudo image continues for a predetermined period of time at the position corresponding to the operating position of the display area.
[0047] For example, when the sword role object 61 is actuated to the actuated position, the pachinko machine 1 displays a pseudo sword role object image of the same shape as the sword role object 61 at a position corresponding to the actuated position of the display area on the performance pattern display device 46. Then, even after the sword role object 61 returns to the initial position, the display of the pseudo sword role object image is continued for a predetermined period of time at the position corresponding to the actuated position of the display area.
[0048] For example, in the pachinko machine 1, when the shield role object 62 is operated to the operating position, a shield role object pseudo image of the same shape as the shield role object 62 is displayed in a position corresponding to the operating position of the display area on the performance pattern display device 46. Then, even after the shield role object 62 returns to the initial position, the display of the shield role object pseudo image is continued for a predetermined period of time in the position corresponding to the operating position of the display area.
[0049] Furthermore, the pachinko machine 1 is configured such that the judgment of whether the first special chart is a hit or not and the judgment of whether the second special chart is a hit or not are performed according to the ball entering the first special chart starting hole 23 and the second special chart starting hole 24, respectively, and the first special chart and the second special chart can be changed simultaneously.
[0050] In the pachinko machine 1, when the first special symbol and the second special symbol are fluctuating simultaneously, the pseudo performance display performed by the performance symbol display device 46 is configured to perform a pseudo performance display targeting either the first special symbol or the second special symbol, which is the main symbol, depending on the current game situation. For example, in a game state in which a left-handed play is recommended in which it is more advantageous to aim at the first special symbol start hole 23 depending on the game situation, a pseudo performance display corresponding to the first special symbol is performed by the performance symbol display device 46. On the other hand, in a game state in which a right-handed play is recommended in which it is more advantageous to aim at the second special symbol start hole 24, a pseudo performance display corresponding to the second special symbol is performed by the performance symbol display device 46.
[0051] In addition, when the first special chart and the second special chart change simultaneously, it is preferable that the pachinko machine 1 displays only the pseudo performance display of the main special chart on the performance pattern display device 46. In addition, without being limited to this, when the change of the other special chart starts and ends while the pseudo performance display of the main special chart is being performed, a small performance display corresponding to the start of the change of the other special chart and a performance display corresponding to the end of the change of the other special chart may be displayed in the corner of the display screen.
[0052] If the result of the hit / miss determination is a jackpot, a jackpot pattern (pseudo-performance jackpot pattern) is definitively displayed on the first special chart display device 281 or the second special chart display device 283, and the performance pattern display device 46, and a jackpot game (special game) is played involving the opening of the large prize opening 25.
[0053] The big win game is configured to play multiple rounds, for example 12 rounds, of a round game in which the opening and closing operation of the big prize opening 25 in a predetermined opening mode is one round. Each round game is ended on the condition that the opening time of the big prize opening 25 reaches a predetermined time (for example, 29 seconds) or the number of balls entering the big prize opening 25 reaches a predetermined number (for example, 9 balls).
[0054] If the result of the second special symbol hit / miss judgment is a small hit according to the state of the confirmed display of the second special symbol, the pachinko machine 1 executes a small hit game. In this small hit game, the pachinko machine 1 opens and closes the large prize winning hole 25. In the small hit game, for example, an opening operation that opens the large prize winning hole 25 for 6.0 seconds, or an opening operation until the number of balls entering the large prize winning hole 25 reaches a predetermined number (for example, 4 balls) is executed once.
[0055] In the pachinko machine 1, when the first special chart and the second special chart are simultaneously changing, for example, if the second special chart judgment result is a small win and the second special chart is displayed to indicate a small win, the display of the first special chart is interrupted. The display of the first special chart is interrupted during the small win game of the second special chart, and is resumed after the small win game ends.
[0056] In addition, in the pachinko machine 1, when the first special chart and the second special chart are simultaneously changing, for example, if the judgment result of either the first special chart or the second special chart is a jackpot and the first special chart or the second special chart is displayed to indicate a jackpot, the variable display of the other second special chart or the first special chart is stopped. In this case, even if a hit / miss judgment is performed while one special chart is changing to a jackpot, it is forcibly judged to be a miss, so the variable display of the other special chart is stopped with a miss pattern and is confirmed.
[0057] The pachinko machine 1 is a so-called probability variable machine, and is roughly divided into two game states: a game state in which the large prize opening 25 is closed, and a game state in which the large prize opening 25 is open. Furthermore, the game state in which the large prize opening 25 is closed includes two game states: a normal state (low probability state) and a probability variable state (high probability state) that is more advantageous to the player than the normal state. The probability variable state is a game state in which the probability of a jackpot in the hit / miss judgment of the first special chart and the second special chart is set higher than in the normal state. For example, the probability variable state continues until the next jackpot occurs.
[0058] The pachinko machine 1 also includes two types of jackpots: a probability jackpot and a normal jackpot. When the first or second special pattern is determined to be a probability jackpot, the pachinko machine 1 selects a probability jackpot pattern as the jackpot pattern. In this case, the pachinko machine 1 transitions to a probability jackpot state after the jackpot game.
[0059] In addition, when the pachinko machine 1 transitions to the probability of winning state, the probability of winning when the normal figure is judged to be a hit or a miss is increased, the time for the normal figure to change is shortened, and the opening time of the normal figure is extended. This normal figure support function (normal figure support function) continues until the number of pattern changes accompanying the judgment of the hit or miss of the first special figure and the second special figure reaches a predetermined number (for example, 100 times) or until a jackpot occurs during this period. During the operation of this normal figure support function, the pachinko machine 1 can increase the number of changes of the second special figure and the normal figure that are performed within a certain period of time.
[0060] On the other hand, the pachinko machine 1 selects a normal pattern as the jackpot pattern when the first or second special pattern is judged to be a normal jackpot. In this case, the pachinko machine 1 transitions to a normal power support state in which a normal power support function is provided after the jackpot game. For example, in the normal power support state, the pattern change time associated with the judgment of the first and second special patterns is shortened, and a normal pattern probability change function, a normal pattern time reduction function, a normal pattern opening extension function, etc. are provided. The normal power support state continues until the number of pattern changes associated with the judgment of the first and second special patterns reaches a predetermined number (for example, 100 times) or until a jackpot occurs during this period.
[0061] (2. Electrical Configuration of Pachinko Machine 1) Next, the electrical configuration of the pachinko machine 1 will be described with reference to Fig. 7. The pachinko machine 1 is configured with a main control device 40 that controls the game, and sub-control devices such as a payout control device 41, a sub-integrated control device 42, and a performance pattern control device 43. The main control device 40, the payout control device 41, the sub-integrated control device 42, and the performance pattern control device 43 all have a CPU, a ROM, a RAM, an input port, an output port, etc., and each of these control devices starts a program consisting of a main routine and a subroutine loaded in the ROM by the CPU in response to an interrupt signal with a 2 ms or 4 ms cycle, and various controls are executed. The main control device 40 also has a random number counter that extracts various random numbers, etc.
[0062] In this embodiment, the launch control device 44 is not provided with a CPU, a ROM, a RAM, etc. However, this is not limited thereto, and the launch control device 44 may be provided with a CPU, a ROM, a RAM, etc.
[0063] (2-1. Main control device 40) As shown in Fig. 7, the electrical configuration of the pachinko machine 1 is centered around a main control device 40 that mainly controls the game. The main control device 40 is electrically connected to a hall computer 500 or a test firing device (not shown) via a back wiring relay terminal board 530 and an external connection terminal board 38. An output signal from the main control device 40 is sent to the hall computer 500 or the test firing device via the back wiring relay terminal board 530 and the external connection terminal board 38.
[0064] A glass frame opening switch 501 that detects whether the front frame 11 (see FIG. 1) is open or not, and an inner frame opening switch 502 that detects whether the inner frame 30 (see FIG. 6) is open or not are connected to the main control device 40 via a rear wiring relay terminal board 530. In the figure, the switches are simply referred to as SW. The glass frame opening switch 501 and the inner frame opening switch 502 output their respective detection signals to the main control device 40.
[0065] In addition, the main control device 40 is connected, via the game board relay terminal board 531, to a first special symbol start port SW 503 which detects a ball entering the first special symbol start port 23, a second special symbol start port SW 504 which detects a ball entering the second special symbol start port 24, a normal symbol operation SW 505 which detects a ball entering the normal symbol operation gate 22, a general prize port SW 506 which detects a ball entering the general prize port 27, and a count SW 507 which detects a ball entering the large prize port 25.
[0066] The first special symbol start port SW 503, the second special symbol start port SW 504, the normal symbol operation SW 505, the general winning port SW 506, and the count SW 507 output their respective detection signals to the main control device 40.
[0067] Furthermore, the main control device 40 is connected to the large prize opening SOL (solenoid) 510 and the normal power role SOL511 via the game board relay terminal board 531. The main control device 40 controls the large prize opening SOL510 to open and close the large prize opening 25, and controls the normal power role SOL511 to open and close the normal power role (second special chart start opening 24).
[0068] The main control unit 40 also operates according to the installed program, generates various commands related to the progress of the game based on the above-mentioned detection signals, and outputs commands to the payout control unit 41 and, via the performance relay terminal board 532, the sub integrated control unit 42 and the performance pattern control unit 43.
[0069] Furthermore, the main control device 40 controls the display of the first special pattern display device 281, the first special pattern reservation number display device 282, the second special pattern display device 283, the second special pattern reservation number display device 284, the regular pattern display device 285, and the regular pattern reservation number display device 286, etc., via the pattern display device relay terminal board 533.
[0070] The MPU (Micro Processing Unit) mounted on the main control device 40 mainly comprises a CPU, a ROM, a RAM, a counter circuit, a timer circuit, and a random number circuit. The CPU, ROM, RAM, counter circuit, timer circuit, and random number circuit are each connected via an internal bus, and the internal bus is communicatively connected to various switches and various devices provided in the pachinko machine 1 via an external bus interface.
[0071] (2-2. Dispensing control device 41) Next, the payout control device 41 will be described. The payout control device 41 is connected to the main control device 40 so as to be capable of two-way communication. The payout control device 41 is connected to the glass frame opening switch 501 and the inner frame opening switch 502 via the payout relay terminal board 534 and the back wiring relay terminal board 530. The payout control device 41 transmits information about the winning balls, information about the open / closed state of the front frame 11 and the inner frame 30, etc. to the hall computer 500 or the test shot test device (not shown) via the external connection terminal board 38. In addition, the payout control device 41 transmits a firing stop signal to the firing control device 44 to stop the firing of the game balls as necessary.
[0072] In addition, the dispensing control device 41 is connected to a bulb-out switch 520 that detects when the bulb tank 31 (see FIG. 6) is empty via the rear wiring relay terminal board 530. When the bulb-out switch 520 detects that the bulb tank 31 is empty, it outputs a detection signal to the dispensing control device 41.
[0073] Furthermore, the payout control device 41 is connected to a payout motor 521 that pays out game balls and a payout switch 522 that detects that game balls have been paid out via a payout relay terminal board 534. The payout control device 41 drives the payout motor 521 in response to a command sent from the main control device 40 to pay out game balls. When the payout switch 522 detects that game balls have been paid out, it outputs a detection signal to the payout control device 41. Furthermore, the payout control device 41 is connected to a full switch 523 that detects that the lower tray 13 is full. When the full switch 523 detects that the lower tray 13 is full, it outputs a detection signal to the payout control device 41.
[0074] The payout control device 41 stops the payout motor 521 when a detection signal is input from the out-of-ball switch 520 and when a detection signal is input from the full switch 523. This stops the payout operation of the payout unit 33. The out-of-ball switch 520 continues to output a detection signal until the out-of-ball state is resolved, and the full switch 523 continues to output a detection signal until the full state of the lower tray 13 is released. Then, when the input of the detection signals from the out-of-ball switch 520 and the full switch 523 stops, the payout control device 41 resumes driving the payout motor 521.
[0075] In addition, when the present invention is applied to an enclosed type gaming machine in which game balls enclosed in the machine are circulated to play, one-way communication may be used from the main control device 40 to the payout control device 41 (in the case of an enclosed type gaming machine, since game balls are not paid out, it is preferable to call it a frame control device). In this case, the gaming machine can be configured to be difficult to be fraudulently used.
[0076] Furthermore, the payout control device 41 is connected to the CR unit CR and the settlement display device 170 via the CR unit terminal board 535 so as to be capable of two-way communication. A ball lending switch 171 and a settlement switch 172 operated by a player are connected to the settlement display device 170. The ball lending switch 171 is a switch that is operated when a player requests the lending of game balls, and the settlement switch 172 is a switch that is operated when a player requests settlement.
[0077] When the ball lending switch 171 detects an operation by a player, it outputs an operation signal for a lending request. The lending request signal output by the ball lending switch 171 is input to the CR unit CR via the settlement display device 170, and a lending request signal is sent from the CR unit CR to the payout control device 41. Then, when the payout control device 41 receives the lending request signal from the CR unit CR, it drives the payout motor 521 to pay out game balls and controls the display of the balance of the prepaid card inserted in the CR unit CR.
[0078] When the settlement switch 172 detects an operation by a player, it outputs an operation signal requesting settlement. The settlement request signal output by the settlement switch 172 is input to the CR unit CR via the settlement display device 170, and the CR unit CR performs control related to balance management and balance display of the prepaid card inserted into the CR unit CR in response to the settlement request signal.
[0079] The payout control device 41 is also provided with a fraud notification lamp, which is an LED that lights up when it is determined that the frequency of balls entering the general winning port 27 is abnormal. When the payout control device 41 receives a fraud command from the main control device 40, it lights up the fraud notification lamp, thereby notifying employees of the gaming facility that fraud may have occurred.
[0080] (2-3. Sub-integrated control device 42 and performance pattern control device 43) The sub integrated control device 42 is connected to the main control device 40 via the performance relay terminal board 532, and enables communication from the main control device 40 to the sub integrated control device 42. The sub integrated control device 42 controls performance based on commands received from the main control device 40. The performance button 15 and jog dial 16 are connected to the sub integrated control device 42. The performance button 15 and jog dial 16 each input their respective detection signals to the sub integrated control device 42 when operated.
[0081] The sub-integrated control device 42 is connected to a title role sensor 604, a sword role sensor 612, and a shield role sensor 622. The title role sensor 604, the sword role sensor 612, and the shield role sensor 622 input their respective detection signals to the sub-integrated control device 42.
[0082] To the sub integrated control device 42, a speaker 112, various LEDs, lamps 113, a title role motor 601, a sword role motor 611, and a shield role motor 621 are connected.
[0083] The sub integrated control device 42 controls the output of sound by driving the speaker 112, and also controls the turning on and off of various LEDs and lamps including the frame side decorative lamp 113. The sub integrated control device 42 is provided with a volume adjustment switch for adjusting the volume of the sound output from the speaker 112. The sub integrated control device 42 controls the volume of the sound output from the speaker 112 based on an operation signal input from the volume adjustment switch.
[0084] Furthermore, the sub integrated control device 42 drives the title role motor 601, the sword role motor 611, and the shield role motor 621 to control the operation of the title role 60, the sword role 61, and the shield role 62.
[0085] In addition, if the sub-integrated control device 42 determines that the frequency of balls entering the general winning port 27 is abnormal, it will issue an error alert via the speaker 112, the frame side decorative lamp 113 and the performance pattern display device 46.
[0086] The effect symbol control device 43 is connected to the sub-integrated control device 42 so as to be capable of bidirectional communication. The sub-integrated control device 42 transmits commands to the effect symbol control device 43 regarding the display mode of the pseudo effect that displays characters and the pseudo pattern of the special chart. On the other hand, the effect symbol control device 43 displays the pseudo effect symbol 700 corresponding to the command sent from the sub-integrated control device 42 on the LCD panel of the effect symbol display device 46.
[0087] (2-4. Launch control device 44) The launch control device 44 is connected to the payout control device 41 and enables communication from the payout control device 41 to the launch control device 44. The launch control device 44 controls the launch motor 526 based on commands sent from the main control device 40 via the payout control device 41 and rotation signals of the launch handle 14, and launches and stops the launch of game balls.
[0088] In addition, a launch stop switch 524 provided on the launch handle 14 and a touch switch 525 that detects the player's contact with the launch handle 14 are connected to the launch control device 44. When the touch switch 525 detects the player's contact with the launch handle 14, it inputs a detection signal to the launch control device 44. When the detection signal is input from the touch switch 525, the launch control device 44 launches the game ball. On the other hand, when the player operates the launch stop switch 524, the launch control device 44 inputs a detection signal to the launch control device 44. When the detection signal is input from the launch stop switch 524, the launch control device 44 stops the launch of the game ball even when a detection signal is input from the touch switch 525.
[0089] (2-5. Power supply board 45) Although not shown, the power supply board 45 includes a power supply circuit, a power receiving circuit, a power failure detection circuit, and a backup power supply circuit. The power supply circuit converts AC voltage supplied from an external AC power supply (main power supply AC24V) to generate DC voltage. A power switch is provided in the power receiving circuit, and the power supply circuit is connected to the AC power supply via the power receiving circuit. When the power switch is turned ON, the power supply circuit is connected to the AC power supply, and the main power supply AC24V is supplied to the power supply circuit. The power supply circuit then supplies the necessary DC voltage to various control devices, actuators, etc.
[0090] The power failure detection circuit monitors the voltage supplied from the power supply circuit. When the supplied voltage falls below a predetermined voltage, the power failure detection circuit determines that the power switch has been switched OFF or that a power outage has occurred, and sets the power failure detection signal output to the main control device 40 and the dispensing control device 41 to a high level (ON). On the other hand, when the voltage supplied from the power supply circuit rises above the predetermined voltage, the power failure detection circuit sets the power failure detection signal to a low level (OFF).
[0091] In this embodiment, the power failure detection circuit is described as transmitting a power failure detection signal to the main control device 40 and the dispensing control device 41, but this is not necessarily limited to this. For example, the power failure detection circuit may be configured to transmit a power failure detection signal to only one of the main control device 40 and the dispensing control device 41, and transmit a power failure command from the main control device 40 to the dispensing control device 41, or from the dispensing control device 41 to the main control device 40.
[0092] The backup power supply circuit is composed of a capacitor, etc. The backup power supply circuit charges the DC 5V power generated while the power supply circuit supplies power from the AC power supply, and in the event of a power outage, supplies the backup power (DC 5V) to the RWM of the main control device 40 and the RWM of the dispensing control device 41, etc.
[0093] In this embodiment, the backup power supply is supplied to the RWM of the main control device 40 and the RWM of the payout control device 41. Therefore, even after the power supply is cut off, the pachinko machine 1 can hold the contents stored in the main control device 40 and the payout control device 41 at the time of the power outage, such as the game status of the pachinko machine 1 and the number of game balls to be paid out as prize balls, for a certain period of time.
[0094] On the other hand, the backup power supply is not supplied to the RWM of the sub-integrated control device 42. Therefore, when the power supply to the pachinko machine 1 is stopped, the contents stored in the RWM of the sub-integrated control device 42 are erased.
[0095] (3. Specifications of Pachinko Machine 1) Next, the basic specifications of the pachinko machine 1 will be described. As shown in Fig. 8, the probability of a jackpot in the normal game state of the pachinko machine 1 is set to 1 / 260 for both the first special chart and the second special chart. The probability of a jackpot in the probability variation game state is set to 1 / 70 for both the first special chart and the second special chart.
[0096] In the pachinko machine 1, the small win is not judged in the hit / miss judgment of the first special chart. On the other hand, the winning probability of the small win of the second special chart is set to 1 / 40 regardless of the normal game state or the probability game state. Not limited to this, the winning probability of the small win may be different for each normal game state, probability game state, and setting value.
[0097] In the pachinko machine 1, the probability of winning the normal map is 1 / 6 in the normal game mode. In the normal game mode, the normal map fluctuation time is set to about 30 seconds. In the normal power support mode, the probability of winning the normal map is 5 / 6, and the normal map fluctuation time is set to about 1 second.
[0098] In the pachinko machine 1, the maximum number of reserved memories that can be stored is four for both the first special chart and the second special chart.
[0099] In the pachinko machine 1, the probability of entering the special probability state after the end of a jackpot game is set to 40% for the first special symbol. On the other hand, the probability of entering the special probability state after the end of a jackpot game is set to 60% for the second special symbol. The special probability state continues until the next jackpot occurs or until the number of changes in the first special symbol and the second special symbol (= the number of times the hit / miss judgment is performed) reaches 100 times.
[0100] In the pachinko machine 1, the electric support entry rate at which the normal power support state is entered after the end of a jackpot game is set to 100% for both the first special chart and the second special chart. The normal power support state continues until the next jackpot occurs or until the number of changes in the first special chart and the second special chart (= the number of times the hit / miss judgment is performed) reaches 100 times.
[0101] When a jackpot occurs on the first or second special design of the pachinko machine 1, a jackpot game is played at the jackpot opening 25. In the jackpot game, a round game in which the jackpot opening 25 is opened is played for, for example, 12 rounds. In each round game, the jackpot opening 25 is opened until the opening time reaches 29 seconds or until the number of balls entering the jackpot opening 25 reaches a specified number of nine.
[0102] When a small win occurs on the second special chart, the pachinko machine 1 executes a small win game at the large prize winning hole 25. In the small win game, the large prize winning hole 25 is opened once for 6.0 seconds. The specified number of small win games is four.
[0103] In the pachinko machine 1, the operation mode of the normal power accessory is different in the normal game state (non-electric support) and the electric support state. When a normal figure is won in the non-normal power support state, the normal power accessory is opened once for 0.2 seconds. In the electric support state, the normal power accessory is opened once for 2.0 seconds.
[0104] Next, the prize balls will be explained. The number of prize balls in the first special prize starting hole 23 and the second special prize starting hole 24 is set to three per ball that enters the hole. The number of prize balls in the large prize hole 25 is set to 13 per ball that enters the hole. The number of prize balls in the other general prize holes 27 and the like is set to 10 per ball that enters the hole.
[0105] (4. Startup process) Next, the "start-up process" executed by the main control device 40 will be described with reference to the flowchart shown in Fig. 9. The start-up process is a process executed when the power of the pachinko machine 1 is turned on.
[0106] 9, as the first process of the startup process, the main control unit 40 sets a stack pointer to a stack address (process S1). Next, the main control unit 40 sets an interrupt vector address of the interrupt vector table to a corresponding register (process S2) and also sets a built-in register (process S3). Note that the interrupt vector address is used to specify a start address in the address space (memory space) related to a program for interrupt processing, which will be described later.
[0107] Next, the main control device 40 reads the register of the input port (process S4) and judges whether the power failure stop signal is OFF or not (process S5). If the power failure detection signal remains ON and the judgment is negative (process S5: No), the main control device 40 judges that the voltage supplied from the power supply board 45 has not reached the predetermined voltage. In this case, the main control device 40 returns to process S4 and repeatedly executes processes S4 and S5 until the power failure stop signal is turned OFF.
[0108] On the other hand, if the power outage detection signal switches to OFF and the judgment is positive (process S5: Yes), the main control unit 40 determines that the voltage supplied from the power supply board 45 has reached a predetermined voltage or higher and a stable voltage supply has been achieved, and allows writing to the RWM 630 (process S6).
[0109] After process S6, the main control device 40 executes an initial setting process (process S7). This initial setting process (process S7) mainly sets the transition mode. After that, the main control device 40 prohibits interrupts (process S8) and executes register save (process S9). Furthermore, the main control device 40 executes a game performance calculation process (process S10) that calculates game performance such as a base value. In other words, the main control device 40 performs calculations related to game performance outside the area of the RWM 630.
[0110] After process S10, the main control device 40 executes register restoration (process S11) and also permits interrupts (process S12), and returns to process S8. Thus, the main control device 40 repeatedly executes processes S8 to S12 in the startup process. Meanwhile, the main control device 40 periodically (e.g., at 4 ms intervals) executes an interrupt process (see FIG. 10) described below, between the time when process S12 is executed and the time when process S8 is executed again.
[0111] (5. Interrupt Processing) Next, the "interrupt process" executed by the main control device 40 will be described with reference to the flowchart shown in Fig. 10. As shown in Fig. 10, the main control device 40 sets a timer and a watchdog timer as the first process executed in the interrupt process (process S21). In process S21, the main control device 40 sets various timers provided in the main control device 40, and clears and restarts the watchdog timer.
[0112] After process S21, the main control device 40 judges whether the mode value stored in the mode value storage area is "3" or not (process S22). As a result, if the mode value is "3" (process S22: Yes), it can be determined that the pachinko machine 1 is set to the game stop mode as the transition mode. In other words, it can be determined that the pachinko machine 1 is in a state in which it is not possible to start playing, and is waiting for the power switch to be switched to OFF. Therefore, in this case, the main control device 40 performs interrupt permission (process S36) and returns to the start-up process (see FIG. 9).
[0113] On the other hand, if the mode value stored in the mode value storage area is not "3" (Process S22: No), the main control device 40 executes a timer update process for updating various timers provided in the main control device 40 (Process S23). Next, the main control device 40 executes an input determination process (Process S24) which is a process related to the entry of game balls into various starting holes and various winning holes. Details of the input determination process (Process S24) will be described later with reference to the flowchart shown in FIG. 12. After Process S24, the main control device 40 executes a win / loss determination process (Process S25) which is a process related to win / loss determination and jackpot play. Details of the win / loss determination process (Process S25) will be described later with reference to the flowchart shown in FIG. 14.
[0114] After the process S25, the main control device 40 executes a game state setting process (process S26) in which, when the game state has changed, a signal to that effect is sent to the hall computer 500. In the process S26, the main control device 40 sends a signal to the hall computer 500 after a predetermined time has elapsed after the big win game (special game) or winning game (normal game) has ended in the hit / miss determination process (process S25) described above.
[0115] Furthermore, when the pachinko machine 1 is connected to a test firing test device (not shown), the main control device 40 transmits a test signal indicating that the game state has shifted to the test firing test device (not shown) in process S26.
[0116] After process S26, the main control device 40 performs an error monitoring process (process S27) for monitoring whether an error has occurred. Examples of errors that the main control device 40 monitors for in the error monitoring process (process S27) include an open error indicating that the front frame 11 or the inner frame 30 is open, a radio wave error indicating that an abnormal radio wave has been detected by a radio wave sensor (not shown), and a vibration error indicating that an abnormal vibration has been detected by a vibration sensor (not shown).
[0117] After the process S27, the main control device 40 executes a prize ball command transmission process (process S28) for transmitting a prize ball command to the payout control device 41. Then, the payout control device 41 executes the payout of the prize balls set for each of the various starting holes or various winning holes into which the balls entered, based on the received prize ball command.
[0118] After process S28, the main control device 40 executes a performance data output process (process S29) in which image data, audio data, etc. corresponding to the game content are created during execution, and output to the sub-integrated control device 42. Furthermore, when the main control device 40 detects the occurrence of an error in the error monitoring process (process S27) described above, it appropriately notifies the error by displaying an error on the performance symbol display device 46, lighting or blinking the frame side decorative lamp 113, outputting audio from the speaker 112, etc., according to the content of the detected error.
[0119] After process S29, the main control device 40 executes an external output process (process S30) to the hall computer 500 via the external connection terminal board 38. In process S30, the main control device 40 transmits data related to the large prize opening solenoid 510 and the normal power accessory solenoid 511 to the hall computer 500 based on the processing contents of the hit / miss determination process (process S25) described above. Also, in process S30, the main control device 40 transmits a security signal to the hall computer 500 if it detects the occurrence of an error in the error monitoring process (process S27) described above. Note that, if a test firing device is connected to the pachinko machine 1, the main control device 40 transmits data related to the large prize opening solenoid 510 and the normal power accessory solenoid 511 and a security signal to the test firing device in process S30.
[0120] As shown in Fig. 11, after process S30, the main control unit 40 performs register save (process S31) and executes performance display data creation process (process S32). In process S32, the main control unit 40 creates data for displaying on the performance display device the calculation results of the performance display calculation process (process S10) executed outside the area of the RWM 630 during the startup process (see Fig. 9) and the test results of the test firing test. After process S31, the main control unit 40 executes register restore (process S33).
[0121] After process S33, the main control device 40 executes a segment data creation process (process S34). In process S34, the main control device 40 creates segment data for controlling the light emission of each common (display area in 8-bit units related to LED segments) of various LEDs provided on the performance display device in preparation for displaying the data created in process S31 on the performance display device.
[0122] After process S34, the main control device 40 displays game performance and test firing data on the performance display device as a display process (process S35) for various display devices. In process S35, the main control device 40 also performs variable display and final display of various symbols on the first special symbol display device 281, the second special symbol display device 283, and the normal symbol display device 285 according to the game situation being played. After process S35, the main control device 40 permits an interrupt (process S36) and returns to the start-up process (see FIG. 9).
[0123] The main control device 40 executes the performance display calculation process (process S10) in the startup process (FIG. 9), while performing the process related to displaying the calculation results of the performance display calculation process (process S10) in the interrupt process. In this regard, the main control device 40 performs the performance display calculation process (process S10), which involves a large amount of processing, in the startup process, thereby preventing interrupt prohibition (process S8, see FIG. 9) from being executed before the performance display calculation process (process S10) is completed. Meanwhile, the main control device 40 can improve the efficiency of display control by executing the display process for the performance display device at the same timing as the display process for the first special chart display device 281, etc.
[0124] (6. Input Determination Processing) Next, the "input judgment process" (process S24) executed in the interrupt process (see FIG. 10) will be described with reference to the flowchart shown in FIG. 12. As shown in FIG. 12, the main control device 40 executes a special ball entry confirmation process (process S101) as the first process of the input judgment process (process S24). The special ball entry confirmation process (process S101) is a process executed when a game ball enters the first special ball start hole 23 or the second special ball start hole 24. The details of the special ball entry confirmation process (process S101) will be described later with reference to the flowchart shown in FIG. 13.
[0125] After the process S101, the main control device 40 executes a normal ball entry confirmation process (process S102). The normal ball entry confirmation process (process S102) is a process that is executed when a game ball enters the normal ball operation gate 21.
[0126] After process S102, the main control device 40 executes a winning number count process (process S103). The winning number count process (process S103) is a process executed when a gaming ball enters the large prize opening 25 or the general prize opening 27. Specifically, in process S103, the main control device 40 adds 1 to the value of a counter that counts the number of gaming balls that have entered the large prize opening 25 or the general prize opening 27 when the count switch 507 or the general prize opening switch 506 detects a gaming ball.
[0127] After process S103, the main control device 40 executes a process for counting the number of outs (process S104). The process for counting the number of outs (process S104) is a process for tallying up the number of outs to be used in calculating game performance. Specifically, in process S104, the main control device 40 adds 1 to the value of a counter that counts the number of outs when the first special symbol start port switch 503, the second special symbol start port switch 504, the normal symbol activation switch 505, the general winning port switch 506, the count switch 507, and a switch provided at the discharge port (not shown) detect a game ball.
[0128] After process S104, the main control device 40 judges whether the frequency of balls entering the general winning opening 27 is abnormal (process S105). Specifically, in process S105, the main control device 40 judges that cheating has occurred if the number of game balls entering the general winning opening 27 within a predetermined time (e.g., 60 seconds) exceeds a specified number of winnings (e.g., 10 balls). As a result, if the ball entry frequency is normal and the judgment is negative (process S105: No), the main control device 40 ends this process as it is and returns to the interrupt process (see FIG. 10).
[0129] On the other hand, if the ball entry frequency is abnormal and the judgment is positive (Process S105: Yes), the main control unit 40 sends a fraud notification command to the payout control unit 41 and the sub integrated control unit 42 (Process S106), and ends this process. In Process S106, the payout control unit 41, which has received the fraud notification command from the main control unit 40, turns on the fraud notification lamp provided on the payout control unit 41.
[0130] Furthermore, the sub-integrated control device 42, which has received a fraud notification command from the main control device 40, issues an error notification by turning on or blinking the frame side decorative lamp 113, outputting a voice from the speaker 112, etc. Furthermore, the performance pattern control device 43, which has received a fraud notification command from the sub-integrated control device 42, displays a warning that fraud has occurred on the performance pattern display device 46. The error notification by voice output from the speaker 112 ends 30 seconds after the error notification starts, and the warning display on the performance pattern display device 46 and the error notification by the frame side decorative lamp 113 end 5 minutes after the error notification starts.
[0131] (7. Special drawing entry confirmation process) Next, the special ball entry confirmation process (process S101) executed in the input judgment process (process S24, see FIG. 12) will be described with reference to the flowchart shown in FIG. 13. The special ball entry confirmation process (process S101) extracts and reserves a plurality of first special random numbers according to the entry into the first special starting hole 23, and extracts and reserves a plurality of second special random numbers according to the entry into the second special starting hole 24. Then, it is a process of transmitting various commands resulting from the entry into the first special starting hole 23 and the second special starting hole 24 to the sub-integrated control device 42.
[0132] As shown in Fig. 13, the "special drawing entry confirmation process" first determines in process S110 whether or not the first special drawing start port switch 503 detects an entry into the first special drawing start port 23. If the determination is negative (process S110: No), the process proceeds to process S115.
[0133] If the result is positive (process S110: Yes), in process S111, it is determined whether the number of reserved memories of the first special symbol stored in the reserved memory area for the first special symbol is full (whether the upper limit number has been reached). If the result is positive (process S111: Yes), the process proceeds to process S115.
[0134] If the judgment in the process S111 is negative (process S111: No), in process S112, the random numbers for determining the jackpot of the first special chart, the random numbers for determining the jackpot pattern, the random numbers for reaching the target, the random numbers for determining the variation pattern, etc. are extracted. The various extracted random numbers are stored in a temporary storage area of the reserved storage area for the first special chart. Furthermore, the various random numbers stored in the temporary storage area are stored in the main storage area of the reserved storage area for the first special chart as reserved storage for the first special chart. Note that even if the reserved storage number of the first special chart is "0", various random numbers such as the win / lose random number extracted when the game ball enters the first special chart start hole 23 are stored in the same way as when there is a storage number less than the maximum value.
[0135] Next, the first special chart pre-reading judgment process of process S113 is executed. In this pre-reading judgment process, before the judgment of whether or not it will be a jackpot, the random number for determining the jackpot and the random number for determining the jackpot pattern stored in the temporary storage area of the reserved storage area for the first special chart are confirmed to be specific numerical values. For example, as the specific numerical values, whether or not it is a numerical value determined to be a jackpot, a numerical value determined to be a super reach or a reach, and further, in the case of a jackpot, whether or not it is a jackpot that is given a probability variable state or a normal power support state, etc. are confirmed. In this process, a pre-reading command indicating the judgment result of the pre-reading judgment of the first special chart is transmitted to the sub-integrated control device 42. After that, in process S114, the reserved memory counter indicating the reserved memory number is incremented, and a reserved number instruction command indicating the value of the reserved memory counter of the first special chart that has been incremented is transmitted to the sub-integrated control device 42.
[0136] It is preferable that the read-ahead command is sent to the sub-integrated control device 42 when there is a possibility of a jackpot, a reach, or the like. Of course, it may be configured to send a read-ahead command to the sub-integrated control device 42 every time, regardless of the judgment content. In response to the read-ahead command, the sub-integrated control device 42 performs a read-ahead performance on the reserved memory patterns of the performance pattern display device 46, suggesting that there is a possibility of a jackpot or a reach.
[0137] In the next process S115, the second special pattern start port switch 504 determines whether or not a ball has entered the second special pattern start port 24. If the determination is negative (process S115: No), the process returns to the input determination process (see FIG. 12) and ends this process.
[0138] If the determination is affirmative (process S115: Yes), in process S116, it is determined whether the number of reserved memories of the second special figures stored in the reserved memory area for the second special figures is full (whether the upper limit number has been reached). If the determination is affirmative (process S116: Yes), it returns.
[0139] If the judgment in the process S116 is negative (process S116: No), in process S117, the random numbers for determining the big win of the second special chart, the random numbers for determining the big win pattern, the random numbers for determining the small win pattern, the random numbers for reaching the limit, the random numbers for determining the variation pattern, etc. are extracted. The various extracted random numbers are stored in a temporary memory area of the reserved memory area for the second special chart. Furthermore, the various random numbers stored in the temporary memory area are stored in the main memory area of the reserved memory area for the second special chart as reserved memory for the second special chart. Furthermore, the random numbers stored in the predetermined memory area are stored as reserved memory. Note that even if the reserved memory number of the second special chart is "0", various random numbers such as the win / lose random number extracted when the game ball enters the second special chart start hole 24 are stored in the same way as when there is a memory number less than the maximum value.
[0140] Next, in process S118, a pre-reading judgment process for the second special chart is executed. In this pre-reading judgment process, before the judgment of whether or not it will be a jackpot, the random number for determining the jackpot and the random number for determining the jackpot pattern stored in the temporary storage area of the reserved storage area for the second special chart are confirmed to be specific numerical values. For example, as the specific numerical values, whether or not it is a numerical value determined to be a jackpot, a numerical value determined to be a super reach or a reach, and further, in the case of a jackpot, whether or not it is a jackpot that is given a probability variable state or a normal power support state, etc. are confirmed. In this process, a pre-reading command indicating the judgment result of the pre-reading judgment of the second special chart is transmitted to the sub-integrated control device 42. After that, in process S119, the reserved memory counter indicating the reserved memory number is incremented, and a reserved number instruction command indicating the value of the reserved memory counter of the first special chart that has been incremented is transmitted to the sub-integrated control device 42.
[0141] It is preferable that the read-ahead command is sent to the sub-integrated control device 42 when there is a possibility of a jackpot, a reach, or the like. Of course, it may be configured to send a read-ahead command to the sub-integrated control device 42 every time, regardless of the judgment content. In response to the read-ahead command, the sub-integrated control device 42 performs a read-ahead performance on the reserved memory patterns of the performance pattern display device 46, suggesting that there is a possibility of a jackpot or a reach.
[0142] In the special ball entry confirmation process (process S101), if the number of reserved memories is not full, the extracted random number is stored in a pre-set temporary storage area, and then the random number stored in the temporary storage area is stored in the subject reserved storage area. Not limited to this, if the number of reserved memories is not full, the extracted random number may be stored in the temporary storage area and the subject reserved storage area, respectively. Furthermore, when a random number is extracted due to a ball entering the first special ball start hole 23 or the second special ball start hole 24, the extracted random number is stored in the temporary storage area. Then, it is confirmed whether the number of reserved memories is full, and if it is not full, the random number stored in the temporary storage area may be stored in the subject reserved storage area. In this case, if the number of reserved memories is full, the random number stored in the temporary storage area is erased.
[0143] In addition, in the special ball entry confirmation process (process S101), the look-ahead judgment process looks ahead and judges the random numbers stored in the temporary memory area, but it is not limited to this, and it is also possible to look ahead and judge the random numbers stored in the subject's reserved memory area.
[0144] (8. Correctness determination process) Next, the winning / loosening process (process S25) executed in the interrupt process will be described with reference to the flowchart shown in Fig. 14. As shown in Fig. 14, the main control device 40 executes a regular winning / loosening process (process S200), which is a process related to the winning / loosening of a regular drawing, as the first process executed in the regular winning / loosening process (process S25).
[0145] Next, the main control device 40 executes a normal game process (process S250), which is a process related to a normal winning game (normal game) according to a win / loss determination of the normal game.
[0146] Next, the main control device 40 executes a special chart win / loss determination process (process S300), which is a process related to determining whether the first special chart or the second special chart is a win / loss.
[0147] Next, the main control device 40 executes a big win game process (process S400) which is a process related to a big win game (special game) according to the win / loss determination of the first special design or the second special design.
[0148] (8-1. Special drawing validity determination process) Next, the "special drawing hit / miss judgment process" (process S300) executed in the hit / miss judgment process (process S25, see FIG. 10) will be described with reference to the flowcharts shown in FIG. 15 to FIG. 21. The special drawing hit / miss judgment process (process S300) sequentially executes the "first special drawing hit / miss judgment process" shown in FIG. 15 to FIG. 16 and the "second special drawing hit / miss judgment process" shown in FIG. 17 to FIG. 21.
[0149] In the "special drawing hit / miss judgment process" (process S300), the hit / miss judgment of the first special drawing and the hit / miss judgment of the second special drawing are performed separately in the "first special drawing hit / miss judgment process" and the "second special drawing hit / miss judgment process".
[0150] (8-2. First special drawing pass / fail judgment process) As shown in Fig. 15, the "first special symbol hit / miss judgment process" first checks whether the special electric device is not in operation in process S301 and judges whether the player is not in a big hit game or a small hit game. If the judgment is negative (process S301: No), the process is terminated and the process returns to the special symbol hit / miss judgment process.
[0151] If the result is positive (process S301: Yes), it is determined in process S302 whether the first special symbol is stopped changing. If the result is positive (process S302: Yes), it is determined in process S303 whether the determined symbol of the first special symbol is not yet displayed.
[0152] If the determination is affirmative in the process S303 (process S303: Yes), it is determined in process S304 whether or not there is a reserved memory of the first special drawing. If the determination is negative (process S304: No), it returns. If the determination is affirmative (process S304: Yes), the number of reserved memories of the first special drawing is subtracted in process S305, and a shift process of the reserved memories is performed. By the shift process, the oldest reserved memory among the reserved memories of the first special drawing becomes the target of the judgment of whether or not it is correct.
[0153] Next, in process S310 shown in FIG. 16, it is determined whether the current game state is a special symbol's high probability state. Specifically, it is determined whether the high probability flag is "1". The high probability flag is a flag that indicates that the game state is in a high probability state, and when it is set (the flag value is "1"), it is in a high probability state. On the other hand, when it is released (the flag value is "0"), it is in a normal (low probability) state.
[0154] If the judgment is affirmative in the process S310 (S310: Yes), the judgment is made in process S311 by comparing the winning / losing judgment table during the probability change with the random number for determining the winning / losing of the reserved memory of the first special chart that is the subject of the winning / losing judgment. If the judgment is negative in the process S310 (S310: No), the judgment is made in process S312 by comparing the winning / losing judgment table for low probability with the random number for determining the winning / losing of the reserved memory of the first special chart that is the subject of the winning / losing judgment.
[0155] Next, in process S313, it is determined whether the second special chart is fluctuating to a jackpot. If the determination is positive (process S313: Yes), the hit / miss determination of the first special chart is forcibly determined to be a miss, and the process proceeds to process S320. If the determination is negative (process S313: No), in process S314, it is determined whether the hit / miss determination of the process S311 or the process S312 is a jackpot or not. If the determination is negative (process S314: No), the hit / miss determination of the first special chart is determined to be a miss, and the process proceeds to process S320.
[0156] If the judgment in the process S314 is affirmative (process S314: Yes), in process S315, the jackpot pattern is determined based on the jackpot pattern determination random number in the reserved memory of the first special pattern that is the subject of the hit / miss judgment.
[0157] Next, in process S316, a variation pattern such as the variation time of the jackpot pattern of the first special symbol is determined from the variation table based on the variation pattern determination random number of the reserved memory of the first special symbol that is the target of the hit / miss judgment. In this case, in the pachinko machine 1, the variation table is determined according to the previous jackpot pattern and the game state at the time of the hit / miss judgment. Then, the variation pattern is determined from the determined variation table based on the variation pattern determination random number.
[0158] After the variation pattern is determined, a jackpot setting process is performed in process S317. In this process, based on the determined jackpot pattern, the contents of the jackpot game, such as performing a 10R jackpot game, the transition to a certain probability state or a normal power support state after the jackpot game ends, the number of times these continue, the setting of the time of the jackpot start performance of the jackpot game performed by the performance pattern display device 46, the time of the jackpot end performance, etc. are set.
[0159] Next, in process S318, a process is performed to transmit information on the reserved memory of the first special chart after the win / loss determination (for example, information indicating a decrease in the reserved memory after the win / loss determination is executed) to the sub-integrated control device 42.
[0160] Furthermore, in process S319, the first special symbol display device 281 performs symbol variation start control, and transmits a symbol variation start command and a symbol designation command to the sub-integrated control device 42. Then, it returns. The variation start command and the symbol designation command include the variation pattern of the first special symbol, the result of the hit / miss judgment of the first special symbol, and the like. Depending on the configuration, a symbol determination command may be sent to indicate the end of the variation time. However, this is not essential since the variation time is designated in advance by the variation pattern, etc.
[0161] If the determination in the process S313 is affirmative (process S313: Yes) or the determination in the process S314 is negative (process S314: No), the first special symbol is determined to be a miss, so in process S320, a miss symbol is determined, and in process S321, a miss symbol variation pattern is determined based on the random number for determining the variation pattern of the reserved memory of the first special symbol that is the subject of the hit / miss determination. Furthermore, a miss setting process is performed in process S322. After that, the process S318 and the process S319 are performed in the same manner as when a big hit is determined. Then, return is made.
[0162] (8-3. Processing to determine whether the second special drawing is correct or not) Next, as shown in Fig. 17, the "second special symbol hit / miss judgment process" first checks whether the special electric device is not in operation in process S331 and judges whether the big hit or small hit is not in progress. If the judgment is negative (process S331: No), this process is terminated and the process returns to the special symbol hit / miss judgment process.
[0163] If the result is positive (process S331: Yes), it is determined in process S332 whether the second special symbol is stopped changing. If the result is positive (process S332: Yes), it is determined in process S333 whether the fixed symbol of the second special symbol is not yet displayed.
[0164] If the determination is affirmative in the process S333 (process S333: Yes), it is determined in process S334 whether or not there is a reserved memory of the second special drawing. If the determination is negative (process S334: No), it returns. If the determination is affirmative (process S334: Yes), the number of reserved memories of the second special drawing is subtracted in process S335, and a shift process of the reserved memories is performed. By the shift process, the oldest reserved memory among the reserved memories of the second special drawing becomes the target of the judgment of correctness.
[0165] Next, in process S340 shown in Fig. 18, it is determined whether the current game state is in a special symbol probability variable state. If the determination is positive (process S340: Yes), a determination is made in process S341 by comparing a winning / losing determination table during a probability variable with a random number for determining a winning / losing of the second special symbol that is the target of the winning / losing determination. If the determination is negative (process S340: No), a determination is made in process S342 by comparing a winning / losing determination table with a low probability and a random number for determining a winning / losing of the second special symbol that is the target of the winning / losing determination.
[0166] Next, in process S343, it is determined whether the first special chart is fluctuating to be a jackpot. If the result is positive (process S343: Yes), the hit / miss determination of the second special chart is forcibly determined to be a miss, and the process proceeds to process S355. If the result is negative (process S343: No), in process S344, it is determined whether the hit / miss determination of process S341 or process S342 is a jackpot.
[0167] If the judgment in the process S344 is affirmative (process S344: Yes), in process S345, the jackpot pattern is determined based on the random number for determining the jackpot pattern of the second special chart that is the subject of the hit / miss judgment.
[0168] Next, in process S346, a variation pattern such as the variation time of the jackpot pattern of the second special symbol is determined from the variation table based on the variation pattern determination random number of the second special symbol that is the target of the hit / miss judgment. In this case, as in process S316, the variation table is determined according to the previous jackpot pattern and the game state at the time of the hit / miss judgment. Then, a variation pattern is determined from the determined variation table based on the variation pattern determination random number.
[0169] After the variation pattern is determined, a jackpot setting process is performed in process S347. In this process, the content of the jackpot game, for example, a 10R jackpot game, is set based on the determined jackpot pattern. In addition, the transition to the probability variable state or the normal power support state after the jackpot game ends, the number of times these will continue, the time of the jackpot start performance of the jackpot game performed by the performance pattern display device 46, the time of the jackpot end performance, etc. are set.
[0170] Next, in process S348, information on the reserved memory after the hit / miss judgment of the second special chart (for example, information indicating a decrease in the reserved memory after the hit / miss judgment is executed) is transmitted to the sub-integrated control device 42.
[0171] In the next process S349, the second special symbol display device 283 performs symbol variation start control, and transmits a symbol variation start command and a symbol designation command to the sub-integrated control device 42. Then, it returns. The variation start command and the symbol designation command include the variation pattern of the second special symbol, the result of the hit / miss judgment of the second special symbol, and the like. Furthermore, depending on the configuration, a symbol determination command may be sent to indicate the end of the variation time. However, this is not essential since the variation time is specified in advance by the variation pattern, etc.
[0172] If the result of the process S344 is negative (process S344: No), the process S350 determines whether the result of the process S341 or the process S342 is a small win. If the result of the process S350 is positive (process S350: Yes), the process S351 determines the small win pattern based on the random number for determining the small win pattern of the second special pattern that is the subject of the win / loss determination.
[0173] Next, in process S352, a variation pattern such as the variation time of the small win pattern of the second special chart is determined based on the random number for determining the variation pattern of the second special chart that is the subject of the hit / miss judgment.
[0174] Next, in process S353, a small win setting process is performed. In this process, the contents of the small win game, the time of the small win start performance of the small win game performed by the performance pattern display device 46, the time of the small win end performance, etc. are set based on the small win symbol determined above. After that, the process S348 and the process S349 are executed, and the process returns.
[0175] If the result of the process S343 is positive (Yes in process S343) or negative (No in process S350), the second special symbol is a loss judgment, so the loss symbol of the second special symbol is determined in process S355, and the change pattern such as the change time of the loss symbol is determined based on the random number for determining the change pattern of the second special symbol that is the subject of the win / loss judgment in process S356. Next, a loss setting process is performed in process S357. After that, the process S348 and the process S349 are executed, and then the process returns.
[0176] If the determination is negative in the process S302 (FIG. 15) or the process S332 (FIG. 17) (process S302 or process S332: No), as shown in FIG. 19, in process S360, it is determined whether the pattern change time of the first special pattern or the second special pattern has elapsed (process S360). If the determination is positive (process S360: Yes), in process S361, the control is performed to end the change display of the first special pattern display device 281 and to display the first special pattern, or the control is performed to end the change display of the second special pattern display device 283 and to display the second special pattern. Furthermore, a command is sent to the sub-integrated control device 42 and the performance pattern control device 43 to display the pseudo performance pattern corresponding to the special pattern. Since the change time is specified by the change start command, a configuration may be adopted in which the pattern determination command is not sent. With this configuration, the performance display can be performed equally while suppressing the number of commands.
[0177] Next, in process S362, it is determined whether the special symbol determined and displayed in the process S361 is a small winning symbol. If the determination is affirmative (process S362: Yes), the interruption flag is set to "1" in process S363. Then, the process proceeds to "big winning game process".
[0178] If the determination is negative in the process S362 (process S362: No), it is determined in process S364 whether or not the special symbol is a jackpot symbol. If the determination is negative (process S364: No), the process proceeds to "jackpot game process". If the determination is positive (process S364: Yes), the stop flag is set to "1" in process S365. After that, the process returns to the win / loss determination process (see FIG. 14) and proceeds to "jackpot game process".
[0179] If the result of the process S360 is negative (process S360: No), the process S366 determines whether the interruption flag is set to "1". If the result of the process S360 is positive (process S366: Yes), the process S367 performs special chart variation interruption processing. After that, the process returns to the big win game processing.
[0180] The special chart change interruption process is a process for interrupting the change of the other special chart (first special chart) that is changing because one of the first special chart or the second special chart (second special chart) is displayed as a small win pattern. Furthermore, this process is a process for stopping the measurement of the change time of the other special chart, and when the small win game based on the display of one special chart is finished, the change of the other special chart is resumed.
[0181] If the determination is negative in the process S366 (process S366: No), it is determined in process S368 whether or not the stop flag is set to "1". If the determination is negative (process S368: No), the process returns and proceeds to "jackpot game process". If the determination is positive (process S368: Yes), the process performs special chart variation stop processing in process S369, and then returns and proceeds to "jackpot game process".
[0182] The special chart change stopping process is a process for stopping the change of the other special chart, which is currently changing, at a losing pattern because one of the first special chart or the second special chart has been confirmed and displayed as a winning pattern.
[0183] If the determination is negative in the process S303 or the process S333 (process S303 or process S333: No), it is determined in process S370 whether the determined symbol display time of the first special symbol or the second special symbol has elapsed, as shown in Fig. 20. If the determination is negative (process S370: No), the process returns and proceeds to "jackpot game process".
[0184] On the other hand, if the judgment is positive (process S370: Yes), in process S371, control is performed to terminate the display of the confirmed pattern of the first special pattern by the first special pattern display device 281 or the display of the confirmed pattern of the second special pattern by the second special pattern display device 283, and a command is sent to the sub-integrated control device 42 to terminate the confirmed display of the pseudo performance pattern corresponding to the first special pattern or the second special pattern.
[0185] Next, in process S372, it is determined whether the symbols on the first special chart or the second special chart are a combination that will result in a jackpot. If the determination is positive (process S372: Yes), it is determined in process S373 whether the probability variable flag indicating the probability variable state is "1". If the determination is negative (process S373: No), the process proceeds to process S375. If the determination is positive (process S373: Yes), the probability variable flag is reset to "0" in process S374.
[0186] In process S375, it is determined whether the electric support flag indicating the normal electric support state is "1". If the determination is negative (process S375: No), the process proceeds to process S377. If the determination is positive (process S375: Yes), the electric support flag is reset to "0" in process S376.
[0187] The power support flag is a flag that indicates that the game state is in a normal power support state, and when it is set (the flag value is "1"), the game state is normal power support state. On the other hand, when it is released (the flag value is "0"), the game state is non-normal power support state.
[0188] Through these processes, the game status regarding the special probability state and the normal power support state during a jackpot game is reset to the normal game status.
[0189] Next, in process S377, the operation of the condition device is started. The condition device is operated when the first or second special symbol is judged to be a jackpot and the jackpot symbol is displayed to establish the start condition of the jackpot game, and is a device necessary for the operation of the accessory continuous operation device in the jackpot game.
[0190] In the next process S378, the accessory continuous operation device is operated. Furthermore, the special electric accessory is operated in response to the operation of the accessory continuous operation device. This makes it possible to start a big win game, and in the next process S379, a big win game start process is performed.
[0191] In the jackpot game start process, a command to start the jackpot game and information related to the jackpot game (opening time of the jackpot, opening pattern, ending time of the jackpot, number of rounds, etc.) are transmitted to the sub-integrated control device 42. After that, it returns and transitions to "jackpot game process".
[0192] If the determination is negative in the process S372 (process S372: No), as shown in FIG. 21, it is determined in process S380 whether or not the symbols on the second special chart are a combination that will result in a small win. If the determination is negative (process S380: No), the process proceeds to process S383 described below. If the determination is positive (process S380: Yes), the process starts the operation of the special electric device in process S381. In the following process S382, a process to start the small win game is performed. In this process, a command to start the small win game and information related to the small win game (opening time of the small win, opening pattern, ending time of the small win, etc.) are sent to the sub-integrated control device 42.
[0193] In process S383, which is a continuation from process S382 or a result of a negative judgment in process S380 (process S380: No), it is determined whether the high probability flag is "1". If the judgment is negative (process S383: No), the process proceeds to process S386. If the judgment is positive (process S383: Yes), a process is performed in process S384 to determine whether the condition for ending the high probability state has been met.
[0194] In this process, it is determined whether or not the number of times the first special chart and the second special chart have changed after the transition to the probability change state has reached 100. If the determination is negative in process S384 (process S384: No), the process proceeds to process S386.
[0195] If the result of the process S384 is affirmative (Yes in process S384), the probability flag is reset to "0" in process S385. This causes the game state to transition to a non-probability state (low probability).
[0196] Next, in process S386, it is determined whether the electric power support flag is "1". If the determination is negative (process S386: No), the process proceeds to process S389. If the determination is positive (process S386: Yes), the process proceeds to process S387, where it is determined whether the end condition for the normal power support state is satisfied.
[0197] In this process, it is determined whether or not the number of times the first special chart and the second special chart have changed since the transition to the normal power support state has reached 100. If the determination is negative in process S387 (process S387: No), the process proceeds to process S389.
[0198] If the determination in the process S387 is affirmative (process S387: Yes), the electric support flag is reset to "0" in process S388. This causes the game state to transition to a non-normal electric support state.
[0199] Next, in process S389, a state designation command indicating whether the current game state is a probability variable state or a normal power support state or the like is transmitted to the sub integrated control device 42. Then, the process returns and proceeds to "big win game process".
[0200] (9. Movable role production) Next, the pseudo performance (variable performance) associated with the hit / miss judgment of the first or second special chart, and the advance notice performance (movable role performance) performed in the reach performance of the big hit will be described. In the movable role performance, when the movable role is actuated to the actuated position, the pachinko machine 1 displays a movable object pseudo image similar to the movable role at a position corresponding to the actuated position of the display area of the performance pattern display device 46. Then, even after the movable role is moved from the actuated position to the initial position, the display of the movable object pseudo image is continued for a predetermined period of time.
[0201] (9-1. Performance pattern setting process) 22 shows the "performance pattern setting process" executed by the sub-integrated control device 42. The "performance pattern setting process" is a process for setting a performance pattern, including whether or not to implement a movable role object performance, in response to a variation start command sent from the main control device 40, and starting a performance based on the set performance pattern. The "performance pattern setting process" is a subroutine that branches off from the main routine executed by the sub-integrated control device 42.
[0202] As shown in Fig. 22, the "performance pattern setting process" first judges whether or not a fluctuation start command has been received from the main control device 40 in process S501. The fluctuation start command is a command sent by the main control device 40 in process S319 (see Fig. 16) of the first special chart hit / miss judgment process or process S349 (see Fig. 18) of the second special chart hit / miss judgment process. The fluctuation start command includes information such as whether or not it is a jackpot, whether or not it is a sure win if it is a jackpot, and the fluctuation time of the special chart.
[0203] If the determination in step S501 is negative (step S501: No), the “effect pattern setting process” is terminated and the process returns to the main routine executed by the sub-integrated control device 42.
[0204] If the determination in the process S501 is affirmative (process S501: Yes), a performance pattern determination process is executed in process S502. In process S502, a performance having the same time as the variation time of the special symbol included in the variation start command is selected.
[0205] Next, in process S503, a reel initial position confirmation process is executed. Process S503 confirms that the title reel 60, the sword reel 61, and the shield reel 62 are each in their initial positions. For example, the title reel 60 confirms that it is in its initial position by the title reel sensor 604. The sword reel 61 confirms that it is in its initial position by the sword reel sensor 612. The shield reel 62 confirms that it is in its initial position by the shield reel sensor 622.
[0206] Next, in process S504, a reel initial position movement process is executed. Process S504 is a process for moving the title reel 60, the sword reel 61, and the shield reel 62 to their initial positions. For example, the title reel 60 drives the title reel motor 601, and moves the title reel 60 until the title reel sensor 604 detects that it is in its initial position. The sword reel 61 drives the sword reel motor 611, and moves the sword reel 61 until the sword reel sensor 612 detects that it is in its initial position. The shield reel 62 drives the shield reel motor 621, and moves the shield reel 62 until the shield reel sensor 622 detects that it is in its initial position.
[0207] Next, in process S505, it is determined whether the title role object 60, the sword role object 61, and the shield role object 62 are operating normally. That is, if the initial values are the initial values in the role object initial position confirmation process (process S503) and the role object initial position movement process (process S504), they are determined to be normal.
[0208] If the result of the process S505 is positive (Yes in the process S505), a process S506 is executed to determine a movable role performance pattern. In the process S502, it is determined whether the performance pattern determined in the process S502 includes a movable role performance pattern, and if it includes a movable role performance pattern, one of the performance patterns is selected from "role performance pattern 1" to "role performance pattern 7" shown in FIG.
[0209] Here, the role presentation patterns will be described with reference to Fig. 23. As shown in Fig. 23, seven types of role presentation patterns are provided, namely, "role presentation pattern 1" to "role presentation pattern 7". Each role presentation pattern has a different movable role to be operated, and has a different expectation of a big win.
[0210] The "gimmick performance pattern 1" is a pattern in which the sword gimmick 61 is activated, and the jackpot expectation is set to "small." The "gimmick performance pattern 2" is a pattern in which the shield gimmick 62 is activated, and the jackpot expectation is set to "small." "Gem performance pattern 3" is a pattern in which the title gem 60 is activated, and the probability of winning is set to "medium."
[0211] The "Feature Presentation Pattern 4" is a pattern in which the sword feature 61 is activated followed by the shield feature 62, and the probability of a big win is set to "large." "Feature performance pattern 5" is a pattern in which the sword feature 61 is activated followed by the title feature 60, and the probability of a big win is set to "large." "Gem performance pattern 6" is a pattern in which the shield gem 62 is activated and then the title gem 60 is activated, and the probability of a big win is set to "large."
[0212] "Gem performance pattern 7" is a pattern in which all movable gem performances are activated. For example, a pattern in which the sword gem performance 61 is activated, followed by the title gem performance 60, and then the title gem performance 60 is activated, followed by the shield gem performance 62 is possible. "Gem performance pattern 7" is also the setting with the highest jackpot expectation.
[0213] Returning to FIG. 22, the explanation of the "performance pattern setting process" will be continued. Following the process S506, the performance start process is executed in process S507. In the performance start process, the performance pattern display device 46 starts to display the variation of the pseudo performance pattern corresponding to the variation of the special pattern via the performance pattern control device 43. Furthermore, the movable role is appropriately operated according to the movable role performance pattern. After that, the "performance pattern setting process" is ended and the process returns.
[0214] If the result of the process S505 is negative (S505: No), it is determined that there is some abnormality in the title role object 60, the sword role object 61, or the shield role object 62, and the performance start process is executed in S507 without determining the movable role object performance pattern. After that, the "performance pattern setting process" is ended and the process returns.
[0215] In this case, the performance will start in a state where there is an abnormality in either the title role 60, the sword role 61 or the shield role 62, but the performance will be carried out with the movable roles other than the movable roles without operating the movable roles.
[0216] (9-2. Title role pseudo image processing) Fig. 24 shows the "title reel pseudo image processing" executed by the sub-integrated control device 42. The "title reel pseudo image processing" is a process in which, in response to the operation of the title reel 60 to its operating position, the title reel pseudo image 800 (see Fig. 30) is displayed on the performance pattern display device 46 at a position corresponding to the operating position of the display area of the performance pattern display device 46. The "title reel pseudo image processing" is a subroutine that branches off from the main routine executed by the sub-integrated control device 42.
[0217] As shown in Fig. 24, the "title reel pseudo video processing" first determines whether the title video flag is "0" in process S601. The title video flag is a flag that is set to "1" when the title reel pseudo video 800 is displayed in this "title reel pseudo video processing".
[0218] If the pseudo title image has already been displayed and the determination in step S601 is negative (step S601: No), the process proceeds to step S605.
[0219] If the title reel pseudo image is not displayed and the determination in step S601 is affirmative (step S601: Yes), then in step S602 it is determined whether the title operation flag is "1." The title operation flag is a flag that is set to "1" when the title reel 60 is operated to the operating position.
[0220] If the title reel 60 has not been moved to the operating position and a negative judgment is made in step S602 (step S602: No), the “title reel pseudo image processing” is terminated and the process returns to the main routine executed by the sub-integrated control device 42.
[0221] If the title reel 60 has been moved to the operating position and the judgment in step S602 is affirmative (step S602: Yes), a title reel pseudo image start process is performed in step S603. By executing this title reel pseudo image start process, the title reel pseudo image 800 starts to be displayed at a position corresponding to the operating position of the title reel 60 in the display area of the performance pattern display device 46. In the following step S604, the title image flag is set to "1".
[0222] The process proceeds, and in step S605, the title action flag is referenced to determine whether the title reel 60 that was actuated to the action position has returned to its initial position. If the determination is negative (step S605: No), the "title reel pseudo image process" is terminated and the process returns.
[0223] If the title reel 60 has returned from its operating position to its initial position and the judgment in step S605 is affirmative (step S605: Yes), then in step S606 it is judged whether or not the condition for terminating the display of the title reel pseudo image 800 has been met. For example, the title reel pseudo image 800 is made to continue to be displayed for a predetermined period (predetermined time, e.g., 3 seconds) after the title reel 60 has returned from its operating position to its initial position. Thus, in step S606 it is judged, as the termination condition, whether or not a predetermined period has elapsed after the title reel 60 has returned from its operating position to its initial position. If the judgment is negative (step S606: No), then this "title reel pseudo image processing" is terminated and the process returns.
[0224] If the determination in step S606 is affirmative (step S606: Yes), a title reel pseudo video end process is executed in step S607, and the display of the title reel pseudo video 800 is ended. Then, in step S608, the title video flag is reset to "0". After that, this "title reel pseudo video process" is ended, and the process returns.
[0225] (9-3. Sword role pseudo image processing) Fig. 25 shows the "sword role object pseudo image processing" executed by the sub-integrated control device 42. The "sword role object pseudo image processing" is a process in which, in response to the operation of the sword role object 61 to its operating position, the performance pattern display device 46 displays a sword role object pseudo image 810 (see Fig. 28) at a position corresponding to the operating position of the display area of the performance pattern display device 46. The "sword role object pseudo image processing" is a subroutine branched off from the main routine executed by the sub-integrated control device 42.
[0226] As shown in Fig. 25, the "sword role object pseudo video processing" first determines whether the sword role object video flag is "0" in process S631. The sword role object video flag is a flag that is set to "1" when the sword role object pseudo video 810 is displayed in this "sword role object pseudo video processing".
[0227] If the pseudo sword image has already been displayed and the determination in step S631 is negative (step S631: No), the process proceeds to step S635.
[0228] If the pseudo sword role object image is not displayed and the determination is affirmative in process S631 (process S631: Yes), it is determined in process S632 whether the sword role object operation flag is "1." The sword role object operation flag is a flag that is set to "1" when the sword role object 61 is operated to the operation position.
[0229] If the sword role object 61 has not been moved to the operating position and the determination in step S632 is negative (step S632: No), the “sword role object pseudo image processing” is terminated and the process returns to the main routine executed by the sub integrated control device 42.
[0230] If the sword role object 61 is operated to the operating position and the judgment is affirmative in process S632 (process S632: Yes), a sword role object pseudo image start process is performed in process S633. By executing this sword role object pseudo image start process, the display of the sword role object pseudo image 810 is started at a position corresponding to the operating position of the sword role object 61 in the display area of the performance pattern display device 46. In the following process S634, the sword role object image flag is set to "1".
[0231] The process proceeds, and in step S635, the sword role object operation flag is referenced to determine whether the sword role object 61 that was operated to the operation position has returned to the initial position. If the determination is negative (step S635: No), the "sword role object pseudo image process" is terminated and the process returns.
[0232] If the sword role object 61 has returned to its initial position from its operating position and the determination is affirmative in process S635 (process S635: Yes), then in process S636, it is determined whether or not a condition for terminating the display of the sword role object pseudo video 810 has been established. For example, the sword role object pseudo video 810 is configured to continue displaying for a predetermined period (predetermined time, for example, 3 seconds) after the sword role object 61 has returned to its initial position from its operating position. Thus, in process S636, it is determined as an end condition whether or not a predetermined period has elapsed after the sword role object 61 has returned to its initial position from its operating position. If the determination is negative (process S636: No), this "sword role object pseudo video processing" is terminated and the process returns.
[0233] If the determination in process S636 is affirmative (process S636: Yes), a sword role object pseudo video end process is executed in process S637, and the display of the sword role object pseudo video 810 is ended. Then, in process S638, the sword role object video flag is reset to "0". After that, this "sword role object pseudo video process" is ended, and the process returns.
[0234] (9-4. Shield-like pseudo-image processing) Fig. 26 shows the "shield role pseudo image processing" executed by the sub-integrated control device 42. The "shield role pseudo image processing" is a process in which, in response to the operation of the shield role 62 to its operating position, the performance pattern display device 46 displays a shield role pseudo image 820 (see Fig. 29) at a position corresponding to the operating position of the display area of the performance pattern display device 46. The "shield role pseudo image processing" is a subroutine branched off from the main routine executed by the sub-integrated control device 42.
[0235] As shown in Fig. 26, the "shield role pseudo video processing" first judges whether the shield role video flag is "0" in the process S661. The shield role video flag is a flag that is set to "1" when the display of the shield role pseudo video 820 is performed in this "shield role pseudo video processing".
[0236] If the shield object pseudo image is already being displayed and the determination in process S661 is negative (process S661: No), the process proceeds to process S665.
[0237] If the pseudo shield image is not displayed and the determination is affirmative in step S661 (step S661: Yes), the process determines whether the shield operation flag is "1" in step S662. The shield operation flag is set to "1" when the shield 62 is operated to the operation position.
[0238] If the shield object 62 has not been moved to the operating position and a negative judgment is made in step S662 (step S662: No), the “shield object pseudo image processing” is terminated and the process returns to the main routine executed by the sub-integrated control device 42.
[0239] If the shield role object 62 is operated to the operating position and the judgment is affirmative in process S662 (process S662: Yes), a shield role object pseudo image start process is performed in process S663. By executing this shield role object pseudo image start process, the display of the shield role object pseudo image 820 is started at a position corresponding to the operating position of the shield role object 62 in the display area of the performance pattern display device 46. In the following process S664, the shield role object image flag is set to "1".
[0240] The process proceeds, and in process S665, the shield role object operation flag is referenced to determine whether the shield role object 62 that has been operated to the operating position has returned to the initial position. If the determination is negative (process S665: No), the "shield role object pseudo image process" is terminated and the process returns.
[0241] If the shield object 62 has returned to its initial position from its operating position and the judgment in process S665 is affirmative (process S665: Yes), then in process S666 it is judged whether or not a condition for terminating the display of the shield object pseudo image 820 has been established. For example, the shield object pseudo image 820 is made to continue to be displayed for a predetermined period (predetermined time, for example, 3 seconds) after the shield object 62 has returned to its initial position from its operating position. Thus, in process S666 it is judged, as an end condition, whether or not a predetermined period has elapsed after the shield object 62 has returned to its initial position from its operating position. If the judgment is negative (process S666: No), this "shield object pseudo image processing" is terminated and the process returns.
[0242] If the determination is affirmative in process S666 (process S666: Yes), a shield role object pseudo video end process is executed in process S667, and the display of the shield role object pseudo video 820 is ended. Then, in process S668, the shield role object video flag is reset to "0". After that, this "shield role object pseudo video process" is ended, and the process returns.
[0243] (9-5. Variable performance display mode) When the first special symbol display device 281 or the second special symbol display device 283 starts changing the pattern of the first or second special symbol in accordance with the win / loss judgment, the pachinko machine 1 starts changing the pseudo performance symbol corresponding to the first or second special symbol in the performance symbol display device 46. As shown in FIG. 27(a), the display screen of the performance symbol display device 46 displays a pseudo performance symbol 700 consisting of three number symbols or the like corresponding to the change of the first or second special symbol in a large manner in the lower half. Also, the upper right part of the display screen displays a character image 710 of "Tatsuyoshi the Bear", the main character of the pachinko machine 1. Then, the lower left part of the display screen displays a first reserved memory display image 731 indicating the presence of the reserved memory of the first special symbol. Similarly, the lower right part displays a second reserved memory display image 732 indicating the presence of the reserved memory of the second special symbol.
[0244] In the pachinko machine 1, if the expectation of a big win is high when the pseudo performance symbol 700 changes, it develops into a reach performance. In this case, as shown in Fig. 27(b), the display screen of the performance symbol display device 46 displays a reach suggestion display section 722 on the upper left side, and displays a large reach pseudo performance symbol 701 on the lower half of the display screen. In the reach pseudo performance symbol 701, the two symbols on both sides stop with the same symbol, and only the central symbol is changing.
[0245] If the result of the hit / miss judgment of the first or second special chart is a hit (pattern hit), the pachinko machine 1 displays a hit suggestion display section 723 on the upper left side of the display screen of the performance pattern display device 46 as shown in Fig. 27(c). Then, a large pseudo-hit performance pattern 702 consisting of three identical patterns corresponding to the hit pattern of the first or second special chart is displayed in the lower half of the display screen. Also, a smiling "Bear Tatsukichi" is displayed as a character image 710.
[0246] If the result of the hit / miss determination is a small hit, the pachinko machine 1 will display a confirmed small hit pseudo performance pattern 703 consisting of three identical small hit patterns corresponding to the small hit pattern of the second special chart in a large size in the lower half of the display screen of the performance pattern display device 46, as shown in Figure 27 (d).
[0247] Next, the operation modes of the movable role objects and the display modes of the movable role object pseudo images in "role object performance pattern 1" to "role object performance pattern 7" will be described with reference to Figs.
[0248] (9-5. Role-playing pattern 1) As shown in FIG. 28, the "gimmick performance pattern 1" is a performance in which the sword gambling object 61 is activated to indicate the expectation of a big win. The "gimmick performance pattern 1" is implemented in the reach performance of the pseudo performance pattern in the performance pattern display device 46. In the "gimmick performance pattern 1", as shown in FIG. 28(a), the sword gambling object 61 rotates clockwise (in the direction of the arrow F1) at a predetermined timing during the reach performance, and appears in an operating position where it protrudes forward from the initial position along the left edge of the center case 200 so as to block the display area of the performance pattern display device 46. The sword gambling object 61 remains stationary at the operating position for about 2 seconds. After that, the sword gambling object 61 rotates counterclockwise and returns to the initial position in the center case 200.
[0249] On the other hand, in "gimmick performance pattern 1", when the sword role object 61 is activated to the activated position, the performance pattern display device 46 starts displaying a sword role object pseudo image 810 of the same shape as the sword role object 61 at a position corresponding to the activated position of the display area. Then, as shown in FIG. 28(b), after the sword role object 61 rotates counterclockwise and returns to the initial position (the direction of the arrow R1), the display of the sword role object pseudo image 810 continues for three seconds, and then the display ends. In this way, in "gimmick performance pattern 1", even if the player misses the activation of the sword role object 61, the player can recognize that the sword role object 61 has been activated by the display of the sword role object pseudo image 810.
[0250] (9-6. Role-playing pattern 2) As shown in FIG. 29, the "gimmick performance pattern 2" is a performance in which the shield gimmick 62 is activated to indicate the expectation of a big win. The "gimmick performance pattern 2" is implemented in the reach performance of the pseudo performance pattern in the performance pattern display device 46. In the "gimmick performance pattern 2", as shown in FIG. 29(a), the shield gimmick 62 rotates counterclockwise (in the direction of the arrow F2) at a predetermined timing during the reach performance, and appears in an operating position where it protrudes forward from the initial position along the right edge of the center case 200 so as to block the display area of the performance pattern display device 46. The shield gimmick 62 remains stationary at the operating position for about 2 seconds. After that, the shield gimmick 62 rotates clockwise and returns to the initial position in the center case 200.
[0251] On the other hand, in "Gem performance pattern 2", when the shield role object 62 is activated to the activation position, the performance pattern display device 46 starts displaying a shield role object pseudo image 820 of the same shape as the shield role object 62 at a position corresponding to the activation position of the display area. Then, as shown in FIG. 29(b), after the shield role object 62 rotates clockwise and returns to the initial position (the direction of the arrow R2), the display of the shield role object pseudo image 820 continues for three seconds, and then the display ends. In this way, in "Gem performance pattern 2", even if the player misses the activation of the shield role object 62, the player can recognize that the shield role object 62 has been activated by the display of the shield role object pseudo image 820.
[0252] (9-7. Role-playing pattern 3) "Gem performance pattern 3", as shown in FIG. 30, is a performance in which the title gem 60 is activated to indicate the expectation of a big win. "Gem performance pattern 3" is implemented in the reach performance of the pseudo performance pattern in the performance pattern display device 46. "Gem performance pattern 3" is a performance in which the title gem 60 descends (in the direction of arrow F3) at a predetermined timing during the reach performance, as shown in FIG. 30(a), and appears in an operating position protruding forward from the initial position along the upper edge of the center case 200 so as to block the display area of the performance pattern display device 46. The title gem 60 remains stationary at the operating position for about 2 seconds. After that, the title gem 60 rises and returns to the initial position of the center case 200.
[0253] On the other hand, in "reel performance pattern 3", when the title reel 60 is activated to the activated position, the performance pattern display device 46 starts displaying a title reel pseudo image 800 of the same shape as the title reel 60 at a position corresponding to the activated position of the display area. Then, as shown in FIG. 30(b), after the title reel 60 rises and returns to the initial position (the direction of the arrow R3), the display of the title reel pseudo image 800 continues for three seconds, and then the display ends. In this way, in "reel performance pattern 3", even if the player misses the activation of the title reel 60, the player can recognize that the title reel 60 has been activated by the display of the title reel pseudo image 800.
[0254] (9-8. Role-playing pattern 4) As shown in FIG. 31, the "Gem performance pattern 4" is a performance in which the sword role object 61 and the shield role object 62 are activated to indicate the expectation of a big win. The "Gem performance pattern 4" is implemented in the reach performance of the pseudo performance pattern in the performance pattern display device 46. In the "Gem performance pattern 4", as shown in FIG. 31(a), at a predetermined timing during the reach performance, the sword role object 61 rotates clockwise (in the direction of the arrow F1) and appears from the initial position along the left edge of the center case 200 to the operating position so as to block the display area of the performance pattern display device 46. Then, the shield role object 62 rotates counterclockwise (in the direction of the arrow F) and appears from the initial position along the right edge of the center case 200 to the operating position protruding to the front side of the display area so as to block the display area of the performance pattern display device 46. The sword role object 61 and the shield role object 62 are arranged so that the operating periods during which they are both stationary at the operating positions overlap.
[0255] After that, the sword role object 61 stops at the operating position for about 2 seconds. After that, the sword role object 61 rotates counterclockwise and returns to the initial position in the center case 200. The shield role object 62 also stops at the operating position for about 2 seconds. After that, the shield role object 62 rotates clockwise and returns to the initial position in the center case 200.
[0256] On the other hand, in "reel effect pattern 4", when the sword reel 61 is activated to the activated position, the effect pattern display device 46 starts displaying a sword reel pseudo image 810 of the same shape as the sword reel 61 at a position corresponding to the activated position of the display area. Then, as shown in Fig. 31(b), after the sword reel 61 rotates counterclockwise and returns to the initial position (the direction of the arrow R1), the display of the sword reel pseudo image 810 continues for 3 seconds, and then the display ends.
[0257] Furthermore, in "reel effect pattern 4", when the shield reel 62 is activated to the activated position, the effect pattern display device 46 starts displaying a shield reel pseudo image 820 of the same shape as the shield reel 62 at a position corresponding to the activated position of the display area. Then, as shown in Fig. 31(b), after the shield reel 62 rotates clockwise and returns to the initial position (the direction of the arrow R2), the display of the shield reel pseudo image 820 continues for three seconds, and then the display ends. The display periods of the sword reel pseudo image 810 and the shield reel pseudo image 820 overlap each other.
[0258] In this way, in "gimmick performance pattern 4", even if the player misses the operation of the sword character 61, the player can recognize that the sword character 61 has been operated by the display of the sword character pseudo image 810. Furthermore, even if the player misses the operation of the shield character 62, the player can recognize that the shield character 62 has been operated by the display of the shield character pseudo image 820.
[0259] (9-9. Role-playing pattern 5) As shown in FIG. 32, the "Gem performance pattern 5" is a performance in which the sword role object 61 and the title role object 60 are activated to indicate the expectation of a big win. The "Gem performance pattern 5" is implemented in the reach performance of the pseudo performance pattern in the performance pattern display device 46. In the "Gem performance pattern 5", as shown in FIG. 32(a), the sword role object 61 rotates clockwise (in the direction of the arrow F1) at a predetermined timing during the reach performance, and appears in an operating position so as to block the display area of the performance pattern display device 46 from an initial position along the left edge of the center case 200. Then, the title role object 60 descends (in the direction of the arrow F3) and appears in an operating position protruding to the front side of the display area so as to block the display area of the performance pattern display device 46 from an initial position along the upper edge of the center case 200. The sword role object 61 and the title role object 60 are arranged so that the operating periods during which they are stationary at the operating positions overlap.
[0260] After that, the sword role object 61 stops at the operating position for about 2 seconds. After that, the sword role object 61 rotates counterclockwise and returns to the initial position in the center case 200. The title role object 60 also stops at the operating position for about 2 seconds. After that, the title role object 60 rises and returns to the initial position in the center case 200.
[0261] On the other hand, in "reel effect pattern 5", when the sword reel 61 is activated to the activated position, the effect pattern display device 46 starts displaying a sword reel pseudo image 810 of the same shape as the sword reel 61 at a position corresponding to the activated position of the display area. Then, as shown in Fig. 32(b), after the sword reel 61 rotates counterclockwise and returns to the initial position (the direction of the arrow R1), the display of the sword reel pseudo image 810 continues for 3 seconds, and then the display ends.
[0262] Furthermore, in "reel performance pattern 5", when the title reel 60 is activated to the activated position, the performance pattern display device 46 starts displaying a title reel pseudo image 800 of the same shape as the title reel 60 at a position corresponding to the activated position of the display area. Then, as shown in Fig. 32(b), after the title reel 60 rises and returns to the initial position (the direction of the arrow R3), the title reel pseudo image 800 is displayed for three seconds, and then the display ends. The sword reel pseudo image 810 and the title reel pseudo image 800 are displayed so that their display periods overlap.
[0263] In this way, in "reel performance pattern 5", even if the player misses the operation of the sword reel 61, the player can recognize that the sword reel 61 has been operated by the display of the sword reel pseudo image 810. Furthermore, even if the player misses the operation of the title reel 60, the player can recognize that the title reel 60 has been operated by the display of the title reel pseudo image 800.
[0264] (9-9. Role-playing pattern 6) As shown in Fig. 33, "Gem performance pattern 6" is a performance in which the shield role 62 and the title role 60 are activated to indicate the expectation of a big win. "Gem performance pattern 6" is implemented by the reach performance of the pseudo performance pattern in the performance pattern display device 46. In this case, since the shield role 62 and the title role 60 overlap in the (trajectory) of the operating area to the operating position, the shield role 62 and the title role 60 are operated individually in sequence. For example, the shield role 62 is first activated and returned to the initial position, and then the title role 60 is activated.
[0265] In "Gem performance pattern 6", as shown in Fig. 33(a), at a predetermined timing during a reach performance, the shield role object 62 rotates counterclockwise (in the direction of arrow F2) and appears from its initial position along the right edge of the center case 200 to its operating position so as to block the display area of the performance pattern display device 46. The shield role object 62 remains stationary in the operating position for about 2 seconds. After that, the shield role object 62 rotates clockwise and returns to its initial position in the center case 200.
[0266] In "Gem performance pattern 6", in response to the operation of the shield role object 62, the performance pattern display device 46 starts displaying a shield role object pseudo image 820 having the same shape as the shield role object 62 at a position corresponding to the operation position of the display area. Then, as shown in FIG. 33(b), after the shield role object 62 rotates clockwise and returns to the initial position (arrow R2 direction), the display of the shield role object pseudo image 820 continues.
[0267] In "reel performance pattern 6", after the shield reel 62 returns to its initial position, the title reel 60 then descends (in the direction of arrow F3) from its initial position along the upper edge of the center case 200 to an operating position in which it protrudes in front of the display area so as to block the display area of the performance pattern display device 46.
[0268] In this way, in "reel performance pattern 6", the display period of the shield / sword reel pseudo image 802 overlaps with the operation period of the title reel 60 stationary at the operation position. This makes it possible to make the shield reel pseudo image 820 and the title reel 60 at the operation position look as if both movable objects are operating, and allows the player to recognize the operation of the shield reel 62 and the title reel 60.
[0269] In addition, the title reel 60 stops at the operating position for a predetermined period of time, then rises and returns to the initial position of the center case 200. In this case, the performance pattern display device 46 may be configured to display the title reel pseudo image 800, or may not display the title reel pseudo image 800.
[0270] (9-10. Role-playing pattern 7) As shown in Fig. 34, "Feature performance pattern 7" is a performance in which the sword feature 61, the title feature 60, and the shield feature 62 are activated to indicate the expectation of a big win. "Feature performance pattern 7" is implemented by the reach performance of the pseudo performance pattern in the performance pattern display device 46. In this case, since the title feature 60 and the shield feature 62 overlap in the (trajectory) of the activation area to the activation position, the sword feature 61, the title feature 60, and the shield feature 62 are activated sequentially and individually. For example, the sword feature 61 is activated first, then the title feature 60 is activated and returned to the initial position, and then the shield feature 62 is activated.
[0271] In "Gem performance pattern 7", at a predetermined timing during a reach performance, as shown in Figure 34 (a), the sword gem 61 rotates clockwise (in the direction of arrow F1) and appears from its initial position along the left edge of the center case 200 to an operating position so as to block the display area of the performance pattern display device 46.
[0272] Next, the title reel 60 descends (in the direction of arrow F3) from its initial position along the upper edge of the center case 200 to its operating position where it protrudes forward of the display area of the performance pattern display device 46 so as to block the display area. The title reel 60 remains stationary in the operating position for approximately two seconds. After that, the title reel 60 rises (in the direction of arrow R3) and returns to its initial position in the center case 200.
[0273] In "reel effect pattern 7", in response to the operation of the title reel 60, the effect pattern display device 46 starts displaying a title reel pseudo image 800 of the same shape as the title reel 60 at a position corresponding to the operating position of the display area. Then, as shown in Fig. 34(b), after the title reel 60 rises and returns to the initial position (arrow R3 direction), the display of the title reel pseudo image 800 continues.
[0274] In "Gem performance pattern 7", after the title gem 60 returns to its initial position, the shield gem 62 then rotates counterclockwise (in the direction of arrow F2) and appears from its initial position along the right edge of the center case 200 to an operating position in which it protrudes in front of the display area of the performance pattern display device 46 so as to block the display area.
[0275] In this way, in "reel performance pattern 7", the operating period during which the sword reel 61 remains stationary at its operating position, the display period of the title reel pseudo image 800, and the operating period during which the shield reel 62 remains stationary at its operating position are overlapped. This makes it possible to make it appear as if all movable objects are operating with the title reel pseudo image 800 and the sword reel 61 and shield reel 62 in their operating positions, and allows the player to recognize the operation of the title reel 60, the sword reel 61, and the shield reel 62.
[0276] After the shield role object 62 moves to the operating position, the sword role object 61 and the shield role object 62 each stop at the operating position for about 2 seconds and then return to the initial position of the center case 200. In this case, the performance pattern display device 46 may be configured to display the sword role object pseudo image 810 and the shield role object pseudo image 820, or may not display the sword role object pseudo image 810 and the shield role object pseudo image 820.
[0277] (10. Effects of this embodiment) The pachinko machine 1 of this embodiment has the following configuration. That is, it is equipped with movable objects for performance (title role object 60, sword role object 61, shield role object 62) that are activated when a predetermined condition for the game is satisfied. It is equipped with a win / loss determination means (process S311, process S312, process S341, process S342) that performs a win / loss determination based on the satisfaction of the starting condition. It is equipped with a performance display means (performance pattern display device 46) that performs a performance change display corresponding to the identification information according to the result of the win / loss determination. The movable object for performance can be moved between an initial position located outside the display area of the performance display means and an operating position where the movable object operates to block the display area. The pachinko machine 1 also includes a display control means (processing S603, processing S633, processing S663) for displaying a pseudo movable object image (title role object pseudo image 800, sword role object pseudo image 810, shield role object pseudo image 820) similar to the movable object for performance at a position corresponding to the operating position within the display area. The display control means is configured to display the pseudo movable object image when the movable object for performance operates to the operating position, and to continue displaying the pseudo movable object image for a predetermined period of time even after the movable object for performance moves from the operating position to the initial position.
[0278] The pachinko machine 1 of this embodiment is also provided with a plurality of performance movable objects. And, it is configured to display a movable object pseudo image corresponding to all the performance movable objects. However, it is not limited to this, and it may be configured to display a movable object pseudo image corresponding to any one or a plurality of performance movable objects.
[0279] Furthermore, in the pachinko machine 1 of this embodiment, when multiple performance movable objects are provided, the operating areas between the initial positions and operating positions of the multiple performance movable objects intersect with each other. In this case, the multiple performance movable objects are configured to operate sequentially, and after the previous performance movable object operates and moves from the operating position to the initial position, the next performance movable object moves from the initial position to the operating position.
[0280] In this case, the movable object pseudo image is displayed when the previous movable object for performance is actuated to the operating position, and even after the movable object for performance moves from the operating position to the initial position, the movable object pseudo image of the previous movable object for performance continues to be displayed at least for the period during which the next movable object for performance is acting at the operating position.
[0281] According to the pachinko machine 1 of this embodiment, even if the player misses the operation of the movable object for effect, the pseudo image of the movable object can make the player recognize that the movable object for effect has been operated. The combination of the operation of the movable object and the image of the movable object can be fully enjoyed by the player, and the interest of the game can be improved. In addition, since it is not necessary to operate the movable object for effect in the operating position for a long time, it does not interfere with other effects. For example, even if a display that overlaps with the pseudo image of the movable object, that is, a pseudo effect pattern or a character pattern is displayed as another effect, the pseudo image of the movable object does not completely hide the pseudo effect pattern or the character pattern, unlike a real movable role object.
[0282] The present invention is not limited to the above embodiment, and can be implemented in various ways without departing from the spirit of the present invention. For example, the movable parts are not limited to a configuration in which multiple types of parts are provided. In addition, the initial position of the movable parts is not limited to the outside of the display area, and it is also possible to position them at the edge of the display area.
[0283] The "movable role performance" is not limited to the reach performance, and may be configured to be performed prior to the change of the pseudo performance display, and to start changing after the "movable role performance". Furthermore, the "movable role performance" may be capable of performing a performance in which the movable role continues to display the pseudo image of the movable object after the movable role moves from the operating position to the initial position, and a performance in which the movable role does not display the pseudo image of the movable object even if the movable role is operated, and may be used according to the situation of the game. In this case, for example, the performance in which the pseudo image of the movable object is displayed may be performed when the expectation of a jackpot is higher than that in which the pseudo image of the movable object is not displayed. Conversely, the performance in which the pseudo image of the movable object is not displayed may be performed when the expectation of a jackpot is higher than that in which the pseudo image of the movable object is displayed. This widens the range of the performance of the "movable role performance" and increases the fun.
[0284] Furthermore, the "movable role performance" is not limited to the expectation of a jackpot, and may also notify the player of useful information other than the expectation of a jackpot, such as whether or not the game will transition to a high probability state. When multiple performance movable objects are operated, they may be operated simultaneously when the operating areas of the performance movable objects do not overlap. The movable object pseudo image corresponding to the performance movable object may be displayed in a manner that allows it to be recognized as a performance movable object, such as a silhouette or outline of the performance movable object. Furthermore, the "movable role performance" may display a movable object pseudo image without the operation of the movable object.
[0285] (Variation 1) The following describes Modification 1. Note that a description of the same parts as those described in the above embodiment will be omitted. As shown in Fig. 35, the gaming machine of the modified example 1 is different from the first embodiment in that the gaming area 20 provided on the gaming board 2 is formed of a left-hand play area and a right-hand play area. The gaming balls that flow down to the left-hand play area can enter the first special prize start port 23 and the general prize port 27, and the gaming balls that flow down to the right-hand play area can enter the general prize operation gate 22, the second special prize start port 24, the first big prize port 25a, the second big prize port 25b, and the general prize port 27.
[0286] By configuring it in this way, in the normal game state, the game ball is shot into the left-hand play area, and the aim is to have the ball enter the first special chart start port 23, which is always available, to generate a big win or a small win. Even if the game ball is shot into the right-hand play area in the normal game state, the second special chart start port 24 cannot be entered because the normal electric role does not open unless the normal chart is won at the normal chart operation gate 22. In addition, the normal chart is rarely won because the winning probability is low in the normal game state. In addition, since the normal electric role is only opened for a very short time in the normal game state, it is actually difficult to win the second special chart start port 24, so it is relatively more advantageous to shoot the game ball into the left-hand play area.
[0287] However, when the game state is in the extended open state (when the open time of the normal electric role is longer than in the normal game state), it becomes easier to win the second special chart start hole 24 provided on the normal electric role, so it is advantageous to shoot the game ball into the right-hand play area in the extended open state. In addition, since the big prize hole is also located in the right-hand play area, the game ball will be shot into the right-hand play area during a small win game (first big prize hole 25a) or a big win game (second big prize hole 25b).
[0288] In the right-hand play area, a large prize opening device 65 for performance, which is a characteristic feature of the first modified example, is located next to the second large prize opening 25b. The large prize opening device 65 for performance is shaped to imitate the movable wing of the large prize opening, and is made considerably larger than the actual movable wing. Note that the opening and closing device for the large prize opening can be a sliding door or a plate-shaped door, and a device that imitates these may be used. Also, it does not need to be shaped the same as the movable wing of the actual second large prize opening 25b, and it is sufficient that the device can be made to think that the large prize opening has been opened when it is operated.
[0289] The special large prize opening device 65 for performance can move from the position shown in FIG. 35 (also referred to as the closed position) to the position shown in FIG. 36 (also referred to as the open position, first mode). It may also be equipped with an action of stopping at an intermediate position (second mode) or further collapsing (third mode). It is sufficient to perform an action according to the purpose of the performance. Since the opening width of the special large prize opening is strictly determined by rules, the opening width of the special large prize opening device 65 for performance shown in FIG. 35 and FIG. 36 is wider than an actual special large prize opening, and it gives the player the impression of a special large prize opening that opens to a size they have never seen before, creating an impact.
[0290] The large prize opening device 65 for presentation is provided near the second large prize opening 25b, and after the game ball that entered the second large prize opening 25b is detected by the count SW 507, it reaches the detected game ball presentation area 72 in which the large prize opening device 65 for presentation is built in via the presentation area entrance 70. The second large prize opening 25b is provided compactly, and if it opens at the same time as the large prize opening device 65 for presentation, attention is focused on the large prize opening device 65 for presentation, and the operation of the second large prize opening 25b is not noticeable, so that the game ball shot into the play area 20 can be made to look as if it has entered the large prize opening device 65 for presentation as it is.
[0291] The special prize opening device 65 for performance of the first modified example opens when the second prize opening 25b opens in accordance with the round play of the big win game, and closes when the second prize opening 25b closes. The special prize opening device 65 may open and close at the same timing as the second prize opening 25b, or may operate later than the second prize opening 25b.
[0292] Although not shown, when the special prize opening device 65 for performance is in the closed position (the position shown in FIG. 35), even if a game ball enters the detected game ball performance area 72 (see FIG. 37), it flows down a position that is difficult for the player to see and is discharged from the performance area exit 71 as it is, and the discharged game ball is taken into the gaming machine. In this way, when no performance is being performed using the special prize opening device 65 for performance, no unnecessary performance is performed at all, and the performance can be made more distinct.
[0293] When the performance large prize opening device 65 moves to the open position, it is largely covered by the display area of the performance pattern display device 46. At that time, by performing a performance in accordance with the operation of the performance large prize opening 65, various performances that cannot be performed with the actual large prize opening can be performed, and an impact can be given. In addition, a pattern imitating a game ball, game ball pattern B, can be displayed in accordance with the operation of the performance large prize opening 65 to make it look like more game balls have entered than actually, and a notice performance can be performed depending on the display mode of the game ball pattern B, and various other performances can be performed. In this way, various winning situations that do not occur in reality can be shown, and not only the ball entry situation can be shown, but also mini games and notice performances can be performed, thereby increasing the interest of the game.
[0294] Also, during the big win game, the number of balls won is displayed on the performance pattern display device 46, but in the case of the first modified example, it is possible to display the number of balls won based on the balls entering the second big win port 25b, instead of the number of balls won based on the balls entering the performance big win port role 65. In some cases, the number of balls won may differ from the actual number of balls won, but it is sufficient to display the accurate number of balls won after the big win game ends. In the configuration of displaying the game ball pattern B described above, there is a risk that the number of balls won may be displayed more than the actual number. In that case, it is possible to avoid displaying specific numbers by displaying the number of balls won with a level meter without writing specific numbers, or to display the number of balls won as a performance while displaying the actual number of balls won separately. In this way, the winning situation in the performance big win port can be grasped by the number of balls won. When implementing the above, it is possible to provide a detection means in the special prize opening device 65 for performance or the detected game ball performance area 72. By providing a detection means, the number of prize balls can be added at a timing different from the count SW 507 of the second special prize opening 25b, or the special prize opening device 65 for performance can be operated to the closed position. In this way, various performances can be performed at the detected timing, and deviations in the performance can be eliminated.
[0295] It is also possible to use not only the performance symbol display device 46 but also the light guide plate 73 shown in Fig. 37 for performance. While the light guide plate 73 reflects light to display symbols and makes the display area of the performance symbol display device 46 difficult to see, the performance special prize opening device 65 is operated, and when the symbol display on the light guide plate 73 ends, the special prize opening device 65 is set to the open position, so that the player feels as if a large gaming device has suddenly appeared, creating an impact.
[0296] The above is the configuration of the first modified example, which is characterized by the fact that the game ball that entered the big prize opening and the performance device are used to create a performance in which the big prize opening, which is impossible to install according to the rules, opens and takes in the game ball. This gives the player the feeling that he is playing on a gaming machine equipped with a larger gaming device than ever before, and gives the player a new gaming sensation. In addition, although the first modification has been described with respect to the configuration of the performance accessory simulating the large prize opening, it may be a performance accessory simulating a large prize opening (first large prize opening 25a in FIG. 35) with a specific area 74 inside the large prize opening. In that case, it is possible to arrange an accessory simulating the specific area 74, and to perform not only the opening operation of a large movable wing piece but also how the game ball enters the accessory simulating the specific area 74. In this case, since the ball enters the specific area 74, a large prize game is played, the performance accessory is operated during a small prize game. Of course, it may be operated during a large prize game. With this configuration, if a performance accessory that can increase the performance power and increase the possibility of a large prize being won during a small prize is used, the game can be played dramatically and the interest of the game can be improved.
[0297] Also, instead of the big prize hole, it is possible to use a special device that imitates a normal electric device (second special device start hole 24). In a game configuration that mainly involves lottery with a normal device, winning the normal electric device becomes important, so using a special device that imitates an important game device for game progress will increase the interest of the game. The so-called normal time reduction game configuration is a configuration in which the normal time of fluctuation is shorter than that of the special chart when the open extension state is reached, and the open extension state ends when the normal chart reaches a certain number of fluctuations. When the normal chart wins the long open of the normal electric device in the open extension state, the game ball can be inserted into the normal electric device, and when the game ball is inserted, a lottery for winning or losing on the second special chart is possible. Since the second special chart has an extremely high probability of small wins, the jackpot is essentially confirmed when the long open is won on the normal chart. If a reserved memory device is provided on the second special chart, the number of jackpots will be the same, making it possible to create a gameplay in which multiple jackpots are confirmed with one long open win. Even in gaming machines equipped with such standard time-saving features, it is possible to create dramatic effects within a range that matches the actual ball-scoring situation by using special effects to target the normal electric effects.
[0298] In addition, in a configuration with multiple large prize openings, it is possible to provide a corresponding performance device for each opening, or to provide performance devices corresponding to each of the large prize openings and the normal electric devices, or to provide a common performance device that is compatible with both. It is also possible to provide a special device for presentation that imitates a device for determining the number of consecutive operation times for determining the number of rounds of a jackpot game, or a special device for presentation that imitates a non-electric device that does not use power.
[0299] Furthermore, the present invention may be applied to an enclosed type gaming machine in which the launched gaming balls are collected inside the gaming machine and launched again by the launching device, and the number of balls held by the player is managed as data using a storage medium such as an IC card. Furthermore, the present invention may be applied to a reel type gaming machine. [Explanation of symbols]
[0300] 1: Pachinko machine, 2: Game board, 23: First special symbol start port, 24: Second special symbol start port, 281: First special symbol display device (variable display means), 283: Second special symbol display device (variable display means), 40: Main control device (win / lose determination means, big win game implementation means), 42: Sub-integrated control device (display control means), 46: Performance pattern display device (performance display means), 60: Title role object (movable object for performance), 61: Sword role object (movable object for performance), 62: Shield role object (movable object for performance), 25b: Second large prize opening, 65: Large prize opening role object for performance, 72: Performance-completed game ball performance area
Claims
[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A special game state in which it becomes easier to put a game ball into a ball entry hole disposed in the game area as the advantageous state; A movable object for use in the performance; A special effect execution means capable of executing a special effect using the performance movable object, The special effect is an effect that can be executed in the special game state, and is characterized in that the movable object for effect is displaced to a first state and an effect is performed using the game ball that has entered the ball entrance.
Citation Information
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