Game machine
The gaming machine addresses the lack of engagement in advance notice performances by using a performance control system to create variable and anticipatory preview effects, enhancing player experience and excitement.
Patent Information
- Application Number
- JP2025040209
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-13
- Publication Date
- 2025-06-05
- Estimated Expiration
- 2039-04-23
AI Technical Summary
Existing gaming machines lack innovative ways to enhance player engagement during advance notice performances, relying on simple display of effect images with specific motifs.
A gaming machine with a rear display and a front display, utilizing a performance control system to execute variable performances. The system includes displaying numerical information on the rear display and showing a first or second display image on the front display to suggest an expectation level, creating a preview effect that enhances player anticipation.
The system provides a novel gaming experience by creating a more engaging and anticipatory atmosphere for players, enhancing their sense of expectation and excitement during advance notice performances.
Smart Images

Figure 2025085717000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] Conventionally, some gaming machines execute a process to determine whether a jackpot has been reached based on the entry of a gaming ball into a starting hole (ball entry hole), and when a special symbol indicating that a jackpot has been reached is displayed in the process, the machine is controlled to a jackpot gaming state (special gaming state) advantageous to the player. In this type of gaming machine, as described in Patent Document 1 below, for example, before the special symbol is displayed, a preview effect may be executed to suggest the probability of winning (the probability of being controlled to the special gaming state). This preview effect allows the player to understand the high probability of winning, giving the player a sense of elation. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2014-131700 A Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, as in the gaming machine described in the above Patent Document 1, in advance notice performance, an effect image (display image) including a motif such as a specific character is generally displayed on the display screen of the display means. However, in advance notice performance, it is commonplace to simply allow the player to view an effect image including a specific motif, and there is room for improvement in the interest of the game in advance notice performance.
[0005] The present invention has been made in view of the above circumstances. That is, an object of the present invention is to provide a gaming machine capable of providing a novel gaming experience. [Means for solving the problem]
[0006] The gaming machine of the present invention is a rear display means having a predetermined rear display screen; a front display means arranged forward of the rear display means and capable of displaying an image; A performance control means capable of executing a variable performance; A display control means capable of controlling the display of the rear display means, the front display means has a front display screen larger than a rear display screen of the rear display means, In a gaming machine that can be controlled to a special gaming state advantageous to a player based on the establishment of a predetermined control condition, The performance control means includes: When the display control means is displaying numerical information on the rear display screen of the rear display means, a first display image is made visible on the front display screen of the front display means, thereby executing a first notice performance suggesting an expectation level controlled to the special game state; When the display control means is displaying the numerical information on the rear display screen of the rear display means, a second display image that may give an impression that the first display image is enlarged is made visible on the front display screen of the front display means, thereby executing a second advance notice performance that suggests the expectation of being controlled to the special game state, This gaming machine is characterized in that while the variable performance is being executed, the display control means may display the numerical information on the rear display screen of the rear display means, and after the first preview performance is executed, may execute the second preview performance which suggests that there is a higher expectation of being controlled to the special game state than the first preview performance. Effect of the Invention
[0007] According to the gaming machine of the present invention, it is possible to provide a novel gaming experience. [Brief description of the drawings]
[0008] [Figure 1] 1 is a perspective view of a gaming machine according to an embodiment of the present invention. [Diagram 2]2 is an exploded perspective view of a gaming machine frame provided in the gaming machine. FIG. [Diagram 3] FIG. [Figure 4] FIG. 2 is a front view of the game board of the gaming machine. [Diagram 5] FIG. 2A is a diagram showing the flow of game balls when the distribution member is in a first state, and FIG. 2B is a diagram showing the flow of game balls when the distribution member is in a second state. [Figure 6] 5 is an enlarged view of a portion A shown in FIG. 4, showing displays provided on the gaming machine. FIG. [Figure 7] FIG. 5 is a vertical cross-sectional view of the game board shown in FIG. [Figure 8] FIG. 8 is a perspective view showing the transmissive liquid crystal display device and the rear liquid crystal display device shown in FIG. [Figure 9] FIG. 9 is an exploded perspective view of the transmissive liquid crystal display device shown in FIG. [Figure 10] (A) is a diagram showing a daytime background image being displayed on the rear LCD display device when no performance image is being displayed on the transmissive LCD display device, and (B) is a diagram showing a daytime background image being displayed on the rear LCD display device when a blackout image is being displayed on the transmissive LCD display device. [Figure 11] (A) is a diagram showing a normal logo flash effect, and (B) is a diagram showing an enlarged logo flash effect. [Figure 12] (A) is a table showing the expectation of a normal logo flash image, and (B) is a table showing the expectation of an enlarged logo flash image. [Figure 13] (A) is a normal logo flash performance table, and (B) is an enlarged logo flash performance table. [Figure 14] FIG. 13 is a diagram showing an example of the presentation of this embodiment. [Figure 15] 2 is a block diagram showing the electrical configuration of the game control board of the gaming machine. FIG. [Figure 16] A block diagram showing the electrical configuration of the performance control board of the gaming machine. [Figure 17] 13 is a hit type determination table. [Figure 18]13 is a table showing various random numbers acquired by the game control microcomputer. [Figure 19] (A) is a jackpot determination table, (B) is a reach determination table, (C) is a normal symbol hit determination table, and (D) is a normal symbol variation pattern selection table. [Figure 20] This is a special chart fluctuation pattern determination table. [Figure 21] This is a table for determining the electric chute opening pattern. [Figure 22] 4 is a flowchart of a main control process. [Figure 23] 13 is a flowchart of a main-side timer interrupt process. [Figure 24] 13 is a flowchart of a sensor detection process. [Diagram 25] 13 is a flowchart of a gate passing process. [Figure 26] 13 is a flowchart of a normal operation process. [Figure 27] 13 is a flowchart of a special action process. [Figure 28] 13 is a flowchart of a special symbol waiting process. [Figure 29] 13 is a flowchart of a jackpot determination process. [Diagram 30] 13 is a flowchart of a variation pattern selection process. [Diagram 31] 13 is a flowchart of a variation pattern selection process. [Diagram 32] This is a flowchart of processing during special pattern change. [Diagram 33] 13 is a flowchart of a special symbol determination process. [Diagram 34] 13 is a flowchart of a game status management process. [Diagram 35] 13 is a flowchart of special electric device processing (jackpot game). [Diagram 36] 13 is a flowchart of a game status setting process. [Figure 37] 13 is a flowchart of a specific area sensor detection process. [Figure 38]13 is a flowchart of a sub-control main process. [Figure 39] 13 is a flowchart of a reception interrupt process. [Diagram 40] 13 is a flowchart of a 1 ms timer interrupt process. [Diagram 41] 13 is a flowchart of a 10 ms timer interrupt process. [Diagram 42] 13 is a flowchart of a received command analysis process. [Diagram 43] 13 is a flowchart of the variable performance start processing. [Diagram 44] 13 is a flowchart of a preview performance selection process. [Diagram 45] A diagram showing a reduced logo flash effect in the second form. [Figure 46] In the second form, (A) is a table showing the expectation of a reduced logo flash image, and (B) is a table showing the expectation of an enlarged logo flash image. [Figure 47] In the second form, it is a reduced logo flash performance table. [Figure 48] 13 is a flowchart of the preview performance selection process in the second form. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] 1. Configuration of the gaming machine A pachinko game machine according to an embodiment of the present invention will be described with reference to the drawings. In the following description, the left and right directions of each part of the pachinko game machine, which is an example of a game machine, will be described as being the same as the left and right directions of a player facing the pachinko game machine. Also, the front direction of each part of the pachinko game machine will be described as the direction approaching the player facing the pachinko game machine, and the rear direction of each part of the pachinko game machine will be described as the direction away from the player facing the pachinko game machine.
[0010] As shown in FIG. 1, the pachinko game machine PY1 of the embodiment includes a game machine frame 2 and a game board 1 (see FIG. 4) attached inside the game machine frame 2. The game machine frame 2 forms the outer shell of the pachinko game machine PY1, and includes an outer frame 22 arranged on the outside, an inner frame 21 assembled inside the outer frame 22, and a front door 23 (front frame) arranged on the front side of the outer frame 22 and the inner frame 21. The front door 23 is a vertical rectangular shape that protects the game board 1, and as shown in FIG. 2, it is freely rotatable with respect to the outer frame 22 and the inner frame 21. A transparent glass plate 23t (window portion) is attached to the center of the front door 23 so that the player can view the game area 6 described later.
[0011] As shown in Fig. 3, the front door 23 is provided with a handle 72k (game ball shooting means) for shooting game balls with a shooting strength according to the rotation angle, a ball supply tray (upper tray) 34 for storing game balls, and a surplus ball receiving tray (lower tray) 35 for storing game balls that cannot be accommodated in the ball supply tray 34. The front door 23 is also provided with a performance button 40k and a select button 42k that can be operated by the player during performances that are executed as the game progresses. The select button (cross key) 42k is composed of an up button, a down button, a left button, and a right button. The front door 23 is also provided with a decorative frame lamp 212 and a speaker (not shown in Fig. 1) for outputting sound.
[0012] As shown in Fig. 4, on the game board 1, a game area 6 in which game balls released by operating a handle 72k flow down is formed and surrounded by a rail member 62. The game board 1 is also provided with a number of decorative board lamps 54. The game board 1 is integrated with a plate-like member arranged on the front side and a back unit (a unit for mounting various control boards, a transmissive liquid crystal display device 7, a rear liquid crystal display device 50, harnesses, etc., described later) arranged on the rear side.
[0013] In the game area 6, a plurality of game nails for guiding the game ball are protruding. In addition, near the center of the game area 6, the translucent liquid crystal display device 7 and the rear liquid crystal display device 50 (display means) are arranged at a distance in the front-rear direction (see FIG. 8). The translucent liquid crystal display device 7 will be described later in detail. The rear liquid crystal display device 50 is a liquid crystal display device capable of displaying images, but may be another image display device such as an organic EL display device. The display screen 50a (display screen) of the rear liquid crystal display device 50 has a performance pattern display area that performs a variable display (variable display) of a performance pattern (decorative pattern) EZ synchronized with the variable display (variable display) of the first special pattern and the second special pattern described later. Note that the performance that displays the performance pattern EZ is called a performance pattern variable performance. The performance pattern variable performance may also be called a "decorative pattern variable performance" or simply a "variable performance".
[0014] The performance symbol display area is composed of three symbol display areas, for example, "left", "center", and "right". The left symbol display area displays the left performance symbol EZ1, the center symbol display area displays the center performance symbol EZ2, and the right symbol display area displays the right performance symbol EZ3. Each performance symbol EZ is composed of a plurality of symbols representing numbers, for example, from "1" to "9". The rear liquid crystal display device 50 displays the results of the variable display of the first special symbol and the second special symbol displayed on the first special symbol display device 81a and the second special symbol display device 81b (see FIG. 6) described later (i.e., the results of the big win lottery) in an easy-to-understand manner by combining the left performance symbol EZ1, the center performance symbol EZ2, and the right performance symbol EZ3.
[0015] For example, if a jackpot is won, the performance pattern EZ is displayed as a random number such as "777". If a jackpot is lost, the performance pattern EZ is displayed as a random number such as "637". This makes it easier for the player to understand the progress of the game. In other words, the player does not understand the result of the jackpot lottery from the first special pattern display 81a (see FIG. 6) or the second special pattern display 81b, but from the rear liquid crystal display device 50. The position of the pattern display area does not have to be fixed. In addition, the variable display of the performance pattern can be, for example, scrolled up and down.
[0016] The rear liquid crystal display device 50 displays on the display screen 50a not only the performance symbol change performance using the performance symbol EZ as described above, but also the big win performance performed in parallel with the big win game, and the demo performance for waiting for customers (customer waiting performance), etc. In the performance symbol change performance, in addition to the performance symbol EZ such as numbers, performance images other than the performance symbol EZ such as background images and character images are also displayed.
[0017] The display screen 50a of the rear liquid crystal display device 50 also has a first reserved icon display area that displays a first reserved icon HA (effect reserved image) according to the number of reserved first special symbols, which will be described later. By displaying the first reserved icon HA, the number of reserved first special symbols, which will be displayed on the first special symbol reserved display device 83a (see FIG. 6), which will be described later, can be clearly shown to the player. Also, there is a second reserved icon display area that displays a second reserved icon HB (effect reserved image) according to the number of reserved second special symbols, which will be described later. By displaying the second reserved icon HB, the number of reserved second special symbols, which will be displayed on the second special symbol reserved display device 83b (see FIG. 6), which will be described later, can be clearly shown to the player.
[0018] A center frame 61 (inner wall portion) is disposed near the center of the game area 6 and in front of the rear liquid crystal display device 50. A stage portion 61s capable of guiding game balls rolling on the upper surface to a first starting opening 11 described later is formed in the lower portion of the center frame 61. A warp portion 61w is provided on the left portion of the center frame 61, which allows game balls to flow in from an entrance and out from an exit to the stage portion 61s. A board movable body 55k capable of moving up and down is provided in the upper portion of the center frame 61. The board movable body 55k can be moved from an origin position above the display screen 50a to a performance position overlapping the center of the display screen 50a in the front-rear direction.
[0019] A first start winning device 11D is provided in the center of the left-right direction below the rear liquid crystal display device 50 in the game area 6, which includes a first start hole 11 (ball entry hole) that does not change the ease of entry of the game ball. The first start hole 11 is also called the first ball entry hole, fixed ball entry hole, first start winning hole, or first start area. The first start winning device 11D is also called the first ball entry means, fixed ball entry means, or first start winning device. The entry of a game ball into the first start hole 11 triggers the drawing of a first special symbol (a big win lottery, i.e., the acquisition and determination of a big win random number, etc.).
[0020] In addition, a big prize device 14D equipped with a big prize hole 14 (special prize hole) is provided at the upper right of the first starting hole 11 in the game area 6. The big prize device 14D is also called an attacker (AT), a special prize means, or a special variable prize device. The big prize device 14D is equipped with an AT opening / closing member 14k that can be opened and closed, and the big prize hole 14 is opened and closed by the operation of the AT opening / closing member 14k. The AT opening / closing member 14k is driven by a big prize hole solenoid 14s (see FIG. 15). The big prize hole 14 can receive game balls only when the AT opening / closing member 14k is in the open state. This big prize hole 14 is opened during the execution of a big win game described later.
[0021] In addition, a second start winning device (normally an electric device, so-called electric chute) 12D is provided at the upper right of the big winning device 14D in the game area 6. The second start opening 12 is also called a variable ball entry opening. The electric chute 12D is also called a variable ball entry means. The entry of a game ball into the second start opening 12 (ball entry opening) triggers the drawing of a second special pattern (a big win drawing, i.e., the acquisition and determination of a big win random number, etc.). The electric chute 12D is equipped with an electric chute opening / closing member 12k (opening / closing member) that can move (advance and retreat) in the forward / backward direction and can take an open state and a closed state, and the second start opening 12 is opened and closed by the operation of the electric chute opening / closing member 12k.
[0022] The electric chute opening / closing member 12k (opening / closing member) is driven by an electric chute solenoid 12s described later. When the electric chute opening / closing member 12k is in the open state, it retreats to the rear side, making it possible for the game ball to enter the second starting hole 12. On the other hand, when the electric chute opening / closing member 12k is in the closed state, it advances to the front side, making it impossible for the game ball to enter the second starting hole 12. In this way, the second starting hole 12 is a starting hole in which the ease of entering the game ball can be changed. Note that the electric chute does not have to be one that makes it impossible to enter the second starting hole when it is in the closed state, as long as it makes it easier to enter the second starting hole when the electric chute opening / closing member is in the open state than when it is in the closed state. In addition, the electric chute is not limited to one that has an opening / closing member that can move (advance and retreat) in the front-rear direction, and may have an opening / closing member that can rotate or an opening / closing member that can move in the left-right direction.
[0023] In addition, a gate 13 through which the game ball can pass is provided above the electric chute 12D in the game area 6. The gate 13 is also called a passing port or a passing area. The passage of the game ball through the gate 13 triggers the execution of a normal pattern lottery (i.e., the acquisition and determination of a normal pattern random number (winning random number)) that determines whether or not the electric chute 12D is opened. Furthermore, a plurality of normal winning ports 10 are provided at the bottom of the game area 6. Also, an outlet 19 is provided at the bottom of the game area 6 to discharge game balls that have been shot into the game area 6 but have not won in any of the winning ports out of the game area 6.
[0024] In this way, the game area 6 in which various winning holes and the like are arranged has a left game area 6L (first game area) on the left side of the center in the left-right direction, and a right game area 6R (second game area) on the right side. A hitting method in which the game ball is shot so that it flows down the left game area 6L is called a left hit. On the other hand, a hitting method in which the game ball is shot so that it flows down the right game area 6R is called a right hit. In this form of pachinko game machine PY1, the flow path through which the game ball flows down when playing with a left hit is called a first flow path R1, and the flow path through which the game ball flows down when playing with a right hit is called a second flow path R2.
[0025] A first start hole 11, a general winning hole 10, and an outlet 19 are arranged on the first flow path R1. A player can aim to win at the first start hole 11 or the general winning hole 10 by hitting the game ball so that it flows down the first flow path R1. There is no gate 13 arranged on the first flow path R1. Therefore, the electric chute 12D will not open when hitting from the left side.
[0026] On the other hand, on the second flow path R2 (specific flow path), there are arranged a gate 13, a second start opening 12 (electric chute 12D), a big prize opening 14 (big prize device 14D), a general prize opening 10, and an outlet 19. By hitting a game ball so that it flows down the second flow path R2, a player can aim to pass through the gate 13 or win a prize in the second start opening 12, the big prize opening 14, or the general prize opening 10.
[0027] Next, the flow of the game ball that entered the large prize opening 14 will be described with reference to FIG. 5. As shown in FIG. 5(A)(B), inside the large prize winning device 14D, a specific area (V area) 16 and a non-specific area 17 through which the game ball that passed through the large prize opening 14 can pass are formed. In addition, in the large prize winning device 14D, a large prize opening sensor 14a that detects the entry of the game ball into the large prize opening 14 is arranged upstream of the specific area 16 and the non-specific area 17. In addition, in the specific area 16, a specific area sensor 16a that detects the passage of the game ball into the specific area 16 is arranged. In addition, in the non-specific area 17, a non-specific area sensor 17a that detects the passage of the game ball into the non-specific area 17 is arranged. The large prize device 14D is equipped with a distribution member 16k that distributes game balls that pass through the large prize opening 14 to either a specific area 16 or a non-specific area 17, and a distribution solenoid 16s (not shown in Figures 5(A) and (B)) that drives the distribution member 16k.
[0028] Fig. 5(A) shows the distribution solenoid 16s when it is energized. As shown in Fig. 5(A), when the distribution solenoid 16s is energized, the distribution member 16k is in a first state (passage-permitting state) that allows the game ball to pass through to the specific area 16. When the distribution member 16k is in the first state, the game ball that has entered the special prize opening 14 passes through the special area 16 after passing through the special prize opening sensor 14a. This route of the game ball is called the first route.
[0029] Fig. 5(B) shows the distribution solenoid 16s when it is not energized. As shown in Fig. 5(B), when the distribution solenoid 16s is energized, it is in a second state (passage prevention state) in which the distribution member 16k prevents the game ball from passing through to the specific area 16. When the distribution member 16k is in the second state, the game ball that has entered the special prize opening 14 passes through the special prize opening sensor 14a and then passes through the non-specific area 17. This route of the game ball is called the second route.
[0030] In this pachinko game machine PY1, the passage of the game ball into the specific area 16 is the trigger for transition to a high probability state, which will be described later. In other words, the specific area 16 is a probability activation port. In contrast, the non-specific area 17 is not a probability activation port.
[0031] Returning to the explanation of the game board 1 shown in FIG. 4, as shown in FIG. 4, the display devices 8 are arranged in the lower right part of the game board 1. As shown in FIG. 6, the display devices 8 include a first special symbol display device 81a that variably displays the first special symbol, a second special symbol display device 81b that variably displays the second special symbol, and a normal symbol display device 82 that variably displays the normal symbol. The first special symbol is also called the first special symbol or special symbol 1, the second special symbol is also called the second special symbol or special symbol 2, and the first special symbol and the second special symbol are collectively also called the "special symbol (identification symbol)". The normal symbol is also called the normal symbol.
[0032] The displays 8 also include a first special chart hold display 83a which displays the number of activated reserved items (first special chart hold) stored in the first special chart display 81a, a second special chart hold display 83b which displays the number of activated reserved items (second special chart hold) stored in the second special chart display 81b, and a regular chart hold display 84 which displays the number of activated reserved items (regular chart hold) stored in the regular chart display 82.
[0033] The variable display of the first special symbol is triggered by the entry of a game ball into the first starting hole 11. The variable display of the second special symbol is triggered by the entry of a game ball into the second starting hole 12. In the following description, the first special symbol and the second special symbol may be collectively referred to as special symbols (special symbols). Also, the first special symbol display 81a and the second special symbol display 81b may be collectively referred to as the special symbol display 81. Also, the first special symbol reserve display 83a and the second special symbol reserve display 83b may be collectively referred to as the special symbol reserve display 83. Also, the first special symbol reserve and the second special symbol reserve may be collectively referred to as the special symbol reserve.
[0034] The special symbol display 81 notifies the result of a lottery (special symbol lottery, jackpot lottery) based on winning at the first start port 11 or the second start port 12 by displaying a special symbol in a variable manner (variable display) and then stopping it. The special symbol (stopped symbol, special symbol derived and displayed as a display result of the variable display) that is stopped is one special symbol selected from a plurality of types of special symbols by the special symbol lottery. When the stopped symbol is a predetermined jackpot symbol (special symbol with a specific stopping mode), a jackpot game (one example of a special game) is played in which the jackpot opening port 14 is opened in an opening pattern according to the type of jackpot symbol that is stopped and displayed (i.e., the type of jackpot that has been won). The opening pattern of the jackpot opening 14 in the jackpot game will be described later.
[0035] Specifically, the special symbol display 81 is composed of, for example, eight LEDs (Light Emitting Diodes) arranged side by side, and displays a special symbol (identification symbol) according to the result of the jackpot lottery according to the lighting state of the LEDs. For example, when a jackpot (one of the multiple types of jackpots described later) is won, the jackpot symbol is displayed with the first, second, fifth, and sixth LEDs from the left lit, such as "○○●●○○●●" (○: lit, ●: unlit). Also, when a jackpot is lost, a losing symbol is displayed with only the rightmost LED lit, such as "●●●●●●●○". A mode in which all LEDs are turned off as a losing symbol may be adopted. Note that the losing symbol is not a specific special symbol. Also, before the special symbol is stopped and displayed, the special symbol is displayed in a variable manner for a predetermined variable time, and the variable display mode is, for example, a mode in which each LED is lit so that light flows repeatedly from left to right. The manner in which the variable display takes place may be any manner, such as all LEDs flashing at the same time, as long as the individual LEDs are not displayed as stopped (illuminated in a specific manner).
[0036] In this pachinko game machine PY1, when a game ball enters the first start hole 11 or the second start hole 12, the values (numerical information, judgment information) of various random numbers such as a jackpot random number acquired for the entry are temporarily stored in a special chart reservation memory unit 105 described later. In detail, if the entry is in the first start hole 11, it is stored as a first special chart reservation in a first special chart reservation memory unit 105a described later, and if the entry is in the second start hole 12, it is stored as a second special chart reservation in a second special chart reservation memory unit 105b described later. There is an upper limit to the number of special chart reservations that can be stored in each special chart reservation memory unit 105, and the upper limit in this embodiment is "4".
[0037] The reserved special symbols stored in the reserved special symbols memory unit 105 are consumed when the variable display of the special symbols based on the reserved special symbols becomes possible. The consumption of reserved special symbols means that the jackpot random number corresponding to the reserved special symbols is determined, and the variable display of the special symbols is executed to show the determination result. Therefore, in this pachinko game machine PY1, even if the variable display of the special symbols based on the winning of the game ball into the first start hole 11 or the second start hole 12 cannot be executed immediately after the winning, that is, even if the winning occurs during the execution of the jackpot game, the right to the jackpot lottery for the winning can be reserved up to a predetermined number.
[0038] The number of reserved special drawings is displayed on the reserved special drawing display 83. Specifically, each reserved special drawing display 83 is composed of, for example, four LEDs, and displays the number of reserved special drawings by lighting up the LEDs as many as the number of reserved special drawings.
[0039] The variable display of the normal symbol is triggered by the passage of the game ball through the gate 13. The normal symbol display 82 notifies the result of the normal symbol lottery based on the passage of the game ball through the gate 13 by displaying the normal symbol variably (variably) and then stopping it. The normal symbol that is stopped and displayed (normal symbol stop symbol, normal symbol that is derived and displayed as the display result of the variable display) is one normal symbol selected from a plurality of normal symbols by the normal symbol lottery. If the normal symbol that is stopped and displayed is a specific normal symbol (a normal symbol in a predetermined stopping mode, i.e., a normal winning symbol), an auxiliary game is performed in which the second start hole 12 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 12 will be described later.
[0040] Specifically, the normal pattern display 82 is composed of, for example, two LEDs (see FIG. 6), and displays a normal pattern according to the result of the normal pattern lottery depending on the lighting state of the LEDs. For example, if the lottery result is a win, a normal winning pattern with both LEDs lit is displayed, such as "○○" (○: lit, ●: off). If the lottery result is a loss, a normal loss pattern with only the right LED lit is displayed, such as "●○". A mode in which all LEDs are turned off may be adopted as a normal loss pattern. Note that the normal loss pattern is not a specific normal pattern. Before the normal pattern is displayed in a stopped state, the normal pattern is displayed in a specified changing time, and the mode of the changing display is, for example, a mode in which both LEDs are alternately lit. Note that the mode of the changing display may be anything, such as all LEDs flashing at once, unless each LED is displayed in a stopped state (a lighting display in a specific mode).
[0041] In this pachinko game machine PY1, when a game ball passes through the gate 13, the value of the normal symbol random number (winning random number) obtained for that passage is temporarily stored as a normal symbol reserve in the normal symbol reserve memory unit 106 described below. There is an upper limit to the number of normal symbol reserves that can be stored in the normal symbol reserve memory unit 106, and the upper limit in this embodiment is "4".
[0042] The reserved normal symbols stored in the reserved normal symbols storage unit 106 are consumed when the variable display of the normal symbols based on the reserved normal symbols becomes possible. The consumption of reserved normal symbols means judging the normal symbol random number (winning random number) corresponding to the reserved normal symbols and executing the variable display of the normal symbols to show the judgment result. Therefore, in this pachinko game machine PY1, even if the variable display of the normal symbols based on the passage of the game ball to the gate 13 cannot be performed immediately after the passage, that is, even if a prize is won during the variable display of the normal symbols or during the execution of the auxiliary game, the right to draw the normal symbols for the passage can be reserved up to a predetermined number.
[0043] The number of such reserved maps is displayed on the reserved map display 84. Specifically, the reserved map display 84 is composed of, for example, four LEDs, and displays the number of reserved maps by lighting up the LEDs corresponding to the number of reserved maps.
[0044] Here, Fig. 7 is a vertical cross-sectional view of the game board 1. As shown in Fig. 7, the pachinko game machine PY1 is characterized in that the transmissive liquid crystal display device 7 stands upright in the vertical direction in front of the rear liquid crystal display device 50. That is, as shown in Fig. 8, the transmissive liquid crystal display device 7 and the rear liquid crystal display device 50 are spaced apart in the front-rear direction and are arranged in parallel.
[0045] In the rear liquid crystal display device 50, as in the liquid crystal display device of a conventional pachinko game machine, a variable performance accompanied by a variable display and a stop display of the performance symbol EZ is executed, and a customer waiting performance is executed. In contrast, in the transmissive liquid crystal display device 7, basically nothing is displayed, and the rear of the transmissive liquid crystal display device is made visible. Therefore, the player is made to pay as little attention to the presence of the transmissive liquid crystal display device 7 as possible, and is made to pay attention to the performance on the rear liquid crystal display device 50 behind the transmissive liquid crystal display device 7. However, depending on the performance (performance image, etc.) executed on the rear liquid crystal display device 50, a performance image is also displayed appropriately on the display screen 7a of the transmissive liquid crystal display device 7. This allows the player to see the performance on the rear liquid crystal display device 50 while seeing a new performance image in front of the performance, thereby providing a novel way of displaying performance images that has not been seen before.
[0046] As shown in Fig. 7, the board movable body 55k is disposed between the transmissive liquid crystal display device 7 and the rear liquid crystal display device 50 in the front-rear direction. Therefore, if a performance image is displayed on the display screen 7a of the transmissive liquid crystal display device 7 in a state where the board movable body 55k moves from the origin position (see Fig. 4) to a performance position (not shown) where the board movable body 55k overlaps with the center of the display screen 50a in the front-rear direction, it is possible to superimpose the performance image displayed on the display screen 7a on the front side of the board movable body 55k. As a result, it is possible to decorate the board movable body 55k with a performance image, and it is possible to show the board movable body 55k with different impressions.
[0047] As shown in FIG. 7, the lower decorative member 61x is disposed below the transmissive liquid crystal display device 7 and immediately behind the transmissive liquid crystal display device 7. That is, the lower decorative member 61x (see FIG. 4) is disposed between the transmissive liquid crystal display device 7 and the rear liquid crystal display device 50 in the front-rear direction. Therefore, when a performance image is displayed on the display screen 50a of the rear liquid crystal display device 50, the performance image does not appear to overlap the front side of the lower decorative member 61x (see FIG. 10(A)). On the other hand, when a performance image is displayed on the display screen 7a of the transmissive liquid crystal display device 7, the performance image may appear to overlap the front side of the lower decorative member 61x (see FIG. 10(B)). As a result, it is possible to give a surprise to a player who thinks that a performance image will not overlap the lower decorative member 61x.
[0048] As shown in FIG. 8, the transmissive liquid crystal display device 7 is larger than the rear liquid crystal display device 50. Specifically, the display screen 7a of the transmissive liquid crystal display device 7 is 19 inches, whereas the display screen 50a of the rear liquid crystal display device 50 is 17 inches. When viewed from the player's side (when the transmissive liquid crystal display device 7 is viewed facing the transmissive liquid crystal display device 7), the frame edges (upper edge, lower edge, left edge, right edge) and four corners of the display screen 7a of the transmissive liquid crystal display device 7 are disposed outside the frame edges (upper edge, lower edge, left edge, right edge) and four corners of the display screen 50a of the rear liquid crystal display device 50 (see FIG. 10(A)(B)). That is, the display screen 7a of the transmissive liquid crystal display device 7 has an outer display area 7x that is located outside the display screen 50a of the rear liquid crystal display device 50.
[0049] Therefore, for example, when the player is paying attention to the display screen 50a of the rear liquid crystal display device 50, the effect image is displayed including the outer display area 7x of the display screen 7a of the transmissive liquid crystal display device 7 (see FIG. 10(B)). As a result, the effect image appears to the player to extend beyond the display screen 50a of the rear liquid crystal display device 50. Therefore, it is possible to provide the player with a novel gaming experience by showing the effect image in an unexpected position.
[0050] Next, the structure of the transmissive liquid crystal display device 7 will be described with reference to Fig. 9. The transmissive liquid crystal display device 7 is a display device that can switch between a state in which the area behind the display screen 7a can be viewed and a state in which the area behind the display screen 7a cannot be viewed or is difficult to view. As shown in Fig. 9, the transmissive liquid crystal display device 7 mainly includes a frame 700, an upper structural section 710, a lower structural section 720, a left structural section 730, a right structural section 740, a light guide plate 750, a liquid crystal panel 760, a transmissive film 770, and a protective panel 780.
[0051] The frame 700 constitutes the outer periphery of the transmissive liquid crystal display device 7, and has an upper surface portion 701 on the upper side, a lower surface portion 702 on the lower side, a left surface portion 703 on the left side, a right surface portion 704 on the right side, and a front surface portion 705 on the front side. The upper surface portion 701 and the lower surface portion 702 are symmetrical from top to bottom, and each is rectangular. The left surface portion 703 and the right surface portion 704 are symmetrical from left to right, and each is rectangular. The front surface portion 705 is in the shape of a rectangular frame, and has a central opening through which the liquid crystal panel 760 faces forward.
[0052] The upper structural portion 710 is attached to the inside (lower surface side) of the upper surface portion 701 of the frame 700. As shown in Fig. 9, this upper structural portion 710 includes an upper control board 711, an upper heat sink 712, and an upper assembly cover 713. The upper heat sink 712 is placed above the upper control board 711, and the upper assembly cover 713 is attached to the upper control board 711 and the upper heat sink 712 from below, whereby the upper control board 711, the upper heat sink 712, and the upper assembly cover 713 are integrated.
[0053] The upper control board 711 controls images on the liquid crystal panel 760 and also controls the light emission of each LED. The upper control board 711 has a large number of upper display LEDs 714 mounted along the left-right direction on the edge of the front end side. Each upper display LED 714 irradiates display light downward toward the upper surface of the periphery of the light guide plate 750. Thus, the upper control board 711 can switch between a state in which display light from the upper display LEDs 714 is supplied to the upper surface of the light guide plate 750 and a state in which it is not supplied, by controlling the turning on and off of the upper display LEDs 714.
[0054] The upper control board 711 also has a number of upper role lights 715 mounted along the left-right direction behind the upper display LEDs 714. The upper role lights 715 emit light for illumination downward. Therefore, the upper control board 711 can switch between a state in which the board movable body 55k and the like are illuminated with light for illumination by the upper role lights 715 and a state in which the light is not illuminated by the upper role lights 715 by controlling the turning on and off of the upper role lights 715.
[0055] The upper heat sink 712 is for dissipating heat generated by lighting the upper display LEDs 714 or the upper role lights 715, and is made of aluminum or an aluminum alloy. The heat generated by lighting the upper display LEDs 714 or the upper role lights 715 is transferred to the upper heat sink 712 and the upper surface 701 of the frame 700, and is cooled by the air above the upper surface 701.
[0056] The lower structural part 720 is attached to the inside (upper surface side) of the lower surface part 702 of the frame 700. As shown in Fig. 9, this lower structural part 720 includes a lower control board 721, a lower heat sink 722, and a lower attachment cover 723. A large number of lower display LEDs 724 and a large number of lower role lights 725 are mounted on the lower control board 721 along the left-right direction. The structures of the lower structural part 720 and the upper structural part 710 are similar and symmetrical from top to bottom, so detailed explanations will be omitted.
[0057] The left structural part 730 is attached to the inside (right side) of the left surface part 703 of the frame 700. As shown in Fig. 9, this left structural part 730 includes a left control board 731, a left heat sink 732, and a left assembly cover 733. The left heat sink 732 is placed to the left of the left control board 731, and the left assembly cover 733 is assembled to the left control board 731 and the left heat sink 732 from the right, thereby integrating the left control board 731, the left heat sink 732, and the left assembly cover 733.
[0058] The left control board 731 has a number of left display LEDs 734 mounted along the up-down direction on the edge on the front end side. Each left display LED 734 irradiates display light to the right, toward the left surface of the periphery of the light guide plate 750. Thus, the left control board 731 can switch between a state in which display light from the left display LEDs 734 is supplied to the left surface of the light guide plate 750 and a state in which it is not supplied, by controlling the turning on and off of the left display LEDs 734.
[0059] The left control board 731 also has a number of left side accessory lights 735 mounted in the up-down direction behind the left side display LED 734. The left side accessory light 735 emits light for illumination to the right. Therefore, the left side control board 731 can switch between a state in which the left side accessory light 735 illuminates the movable board body 55k and the like with illumination light and a state in which the left side accessory light 735 does not illuminate the movable board body 55k and the like by controlling the turning on and off of the left side accessory light 735.
[0060] The left heat sink 732 is for dissipating heat generated by the lighting of the left display LED 734 or the left accessory light 735, and is made of aluminum or an aluminum alloy. The left heat sink 732 is formed with a plurality of fins (not shown) extending to the left in order to improve cooling performance. The heat generated by the lighting of the left display LED 734 or the left accessory light 735 is transferred to the left heat sink 732 and the left surface part 703 of the frame 700, and is cooled by the air to the left of the left surface part 703.
[0061] The right structural part 740 is attached to the inside (left side) of the right surface part 704 of the frame 700. As shown in Fig. 9, this right structural part 740 includes a right control board 741, a right heat sink 742, and a right attachment cover 743. A large number of right display LEDs 744 and a large number of right role lights 745 are mounted on the right control board 741 along the vertical direction. The right structural part 740 and the left structural part 730 have the same structure and are symmetrical, so detailed explanations will be omitted.
[0062] The light guide plate 750 is made of a transparent synthetic resin plate having light transmittance and has a rectangular shape. The light guide plate 750 receives display light from a display LED (not shown) through its peripheral surfaces (upper, lower, left and right surfaces). The incident display light is then reflected inside and emitted from the front surface 751. The rear surface of the light guide plate 750 is formed with an uneven rough surface (not shown) for reflecting the display light forward.
[0063] 9, a transmissive film 770 is disposed in front of a light guide plate 750, and a liquid crystal panel 760 is disposed in front of the transmissive film 770. Therefore, when the display LEDs are turned on, the display light is emitted as surface emission from a front surface 751 of the light guide plate 750. The display light emitted from the front surface 751 of the light guide plate 750 can be supplied to the liquid crystal panel 760 via the transmissive film 770. The display LEDs and the light guide plate 750 are collectively referred to as a "backlight."
[0064] The liquid crystal panel 760 has a large number of pixels arranged in a matrix, and the transmittance is controlled for each pixel. This allows the liquid crystal panel 760 to transmit display light from the backlight forward, and display an image on the front surface (display screen 7a). That is, when display light from the backlight is supplied to each pixel of the liquid crystal panel 760, the image displayed on the display screen 7a can be viewed from the front. The liquid crystal panel 760 is in the form of a rectangular thin plate, and is arranged behind the front portion 705 of the frame 700. The front surface of the liquid crystal panel 760 is the display screen 7a of the transmissive liquid crystal display device 7 described above.
[0065] The transmissive film (transparency switching means) 770 can be switched between a transmissive state in which the rear is visible and a non-transmissive state in which the rear is not visible, and has a rectangular thin plate shape as shown in Fig. 9. This transmissive film 770 is interposed between the liquid crystal panel 760 and the light guide plate 750, and is connected to the upper control board 711 via two flexible printed circuit boards (FPCs) 775. Therefore, the upper control board 711 can switch the transmissive film 770 between the transmissive state and the non-transmissive state by applying a voltage to the transmissive film 770 via the flexible printed circuit boards 775.
[0066] Thus, when the transparent film 770 is in a non-transparent state, it is not possible to see behind the display screen 7a (transparent film 770) (the rear liquid crystal display device 50), and attention is drawn mainly to the performance image displayed on the display screen 7a of the transparent liquid crystal display device 7. In contrast, when the transparent film 770 is in a transparent state, it is possible to see behind the display screen 7a, and attention is drawn mainly to the performance image displayed on the display screen 50a of the rear liquid crystal display device 50, the board movable body 55k, etc. Note that the non-transparent state is defined as a state in which it is completely impossible to see behind the transparent film 770, but it may also be a state in which the rear is slightly visible.
[0067] 9, the protective panel 780 is disposed behind the transmissive film 770 and protects the transmissive film 770, the light guide plate 750, and the liquid crystal panel 760 against external forces from the rear of the transmissive liquid crystal display device 7. The protective panel 780 is made of a transparent synthetic resin plate having light transmittance and has a rectangular shape.
[0068] Next, based on Fig. 10(A)(B), the difference between when the effect image is not displayed on the transmissive liquid crystal display device 7 and when the effect image is displayed will be described. Fig. 10(A) shows a state in which the effect image is not displayed on the display screen 7a (the entire display area of the display screen 7a) of the transmissive liquid crystal display device 7. In this state, the transmissive film 770 is in a transmissive state, so that the area behind the transmissive film 770 is visible. Here, in Fig. 10(A), a variable effect is being executed in a state in which a daytime background image H1 showing a daytime background is displayed on the display screen 50a of the rear liquid crystal display device 50. In this way, the player is basically made to pay attention to the effect image executed on the display screen 50a of the rear liquid crystal display device 50.
[0069] 10(B) shows a state in which a black image BL is displayed on the display screen 7a of the transmissive LCD device 7, and a cutout portion BLa is provided in which a part of the black image BL is cut out in a circular shape. In this state, similar to FIG. 10(A), the transmissive film 770 is in a transmissive state, and a daytime background image H1 is displayed on the display screen 50a of the rear LCD device 50. Therefore, a part of the daytime background image H1 (a part showing the sun) displayed on the display screen 50a of the rear LCD device 50 can be viewed through the cutout portion BLa of the black image BL.
[0070] As described above, in this embodiment, even if the transmissive liquid crystal display device 7 is disposed in front of the rear liquid crystal display device 50 as shown in Fig. 8, it is possible to show the player an effect image displayed on the rear liquid crystal display device 50 as shown in Fig. 10(A), or an effect image displayed on the transmissive liquid crystal display device 7 as shown in Fig. 10(B). Furthermore, as shown in Fig. 10(B), it is possible to show a part of the effect image displayed on the rear liquid crystal display device 50 while showing the effect image displayed on the transmissive liquid crystal display device 7.
[0071] In this embodiment, as shown in Fig. 8, the display screen 7a of the transmissive liquid crystal display device 7 disposed at the front is larger than the display screen 50a of the rear liquid crystal display device 50 disposed at the rear. As described above, basically, no effect image is displayed on the display screen 7a of the transmissive liquid crystal display device 7 (see Fig. 10(A)), and the player is directed to the effect image displayed on the display screen 50a of the rear liquid crystal display device 50. By suddenly displaying an effect image on the display screen 7a of the transmissive liquid crystal display device 7, it is possible to make the effect image appear to the player, whose attention is directed toward the display screen 7a of the rear liquid crystal display device 50, as if it is expanding and approaching.
[0072] Furthermore, players who play the pachinko game machine PY1 for the first time or players who are not aware of the existence of the transmissive liquid crystal display device 7 generally think that the effect image will not be displayed outside the display screen 50a of the rear liquid crystal display device 50. Therefore, for example, as shown in FIG. 10(B), a black image BL is displayed on the display screen 7a of the transmissive liquid crystal display device 7. That is, the effect image is displayed in the outer display area 7x of the display area of the display screen 7a of the transmissive liquid crystal display device 7 that does not overlap the display area of the display screen 50a of the rear liquid crystal display device 50 in the front-rear direction. This makes it seem to the player as if the effect image was displayed outside the display screen 50a of the rear liquid crystal display device 50. As a result, it is possible to show the effect image at a position that is unexpected for the player, and to provide a novel game interest.
[0073] 2. Regular logo flash effect and enlarged logo flash effect Next, we will explain the performance that is a feature of this form. In this form, before it is shown whether or not it is a big win during the variable performance (before the special pattern stops and is displayed), a preview performance that suggests the probability of winning the big win may be executed. One of these preview performances is the normal logo flash performance (first forward preview performance) and the expanded logo flash performance (second forward preview performance).
[0074] First, the normal logo flash effect will be described. The normal logo flash effect is an effect in which a normal logo flash image TG (first display image) showing the face (specific motif) of the main character of the present pachinko game machine PY1 is displayed on the display screen 7a of the transmissive liquid crystal display device 7 as shown in FIG. 11(A). This normal logo flash effect is executed for about 0.5 seconds so as to interrupt the execution of the variable effect on the display screen 50a of the rear liquid crystal display device 50. In other words, the variable effect on the display screen 50a of the rear liquid crystal display device 50 is interrupted midway, the normal logo flash image TG is displayed on the display screen 7a of the transmissive liquid crystal display device 7 for about 0.5 seconds, and then the variable effect that was interrupted on the display screen 50a of the rear liquid crystal display device 50 is resumed. In this way, by suddenly showing the normal logo flash effect executed on the display screen 7a of the transmissive liquid crystal display device 7 to the player who is paying attention to the display screen 50a of the rear liquid crystal display device 50, it is possible to give a surprise in terms of the effect and a sense of excitement due to the increased expectation of winning a jackpot. During the normal logo flash effect, and also before and after the normal logo flash effect is executed, the transparent film 770 remains controlled to be in the transparent state.
[0075] Also, as shown in FIG. 11(A), a part of the normal logo flash image TG displayed in the normal logo flash effect is displayed in the outer display area 7x of the transmissive liquid crystal display device 7. Therefore, for a player who has been paying attention to the display screen 50a of the rear liquid crystal display device 50, the normal logo flash image TG is suddenly shown at an unexpected position outside the display screen 50a. Therefore, it is possible to make the normal logo flash image TG displayed on the display screen 7a of the transmissive liquid crystal display device 7 look larger and more prominent. Furthermore, a part of the normal logo flash image TG is displayed overlapping a part of the lower decorative member 61x and a part of the board movable body 55k. Therefore, for a player who does not expect the effect image to overlap the decorative member or the movable body, it is possible to give surprise by the normal logo flash image TG being displayed so far forward that it overlaps the lower decorative member 61x and the board movable body 55k.
[0076] Here, the normal logo flash image TG has two display modes (expectation mode) which indicate different winning expectations for the big win. Specifically, as shown in Fig. 11(A), there is a display mode in which the face of the main character shown in the normal logo flash image TG is blue, and a display mode in which the face of the main character shown in the normal logo flash image TG is red. Hereinafter, the normal logo flash image TG in the display mode in which the face of the main character is blue will be referred to as a blue normal logo flash image TG1, and the normal logo flash image TG in the display mode in which the face of the main character is red will be referred to as a red normal logo flash image TG2.
[0077] In this embodiment, as shown in Fig. 12(A), when a blue normal logo flash image TG1 is displayed as a normal logo flash effect, it is set to suggest to the player that the probability of winning the jackpot is 5%. Also, when a red normal logo flash image TG2 is displayed, it is set to suggest to the player that the probability of winning the jackpot is 30%. In this way, when the normal logo flash effect is executed, it is possible to make the player pay attention to whether the blue normal logo flash image TG1 or the red normal logo flash image TG2 is displayed, and to have the player grasp in detail the degree of the probability of winning the jackpot.
[0078] Next, the enlarged logo flash effect will be described. The enlarged logo flash effect is an effect in which an enlarged logo flash image KG (second display image) is displayed on the display screen 7a of the transmissive liquid crystal display device 7, as shown in FIG. 11(B). Here, as can be seen from a comparison between FIG. 11(B) and FIG. 11(A), the enlarged logo flash image KG shows the face (particular motif) of the main character of the present pachinko game machine PY1 larger than the normal logo flash image TG. In other words, the enlarged logo flash image KG can give the impression that the normal logo flash image TG is enlarged. And, like the normal logo flash effect, the enlarged logo flash effect is executed for only about 0.5 seconds so as to interrupt the execution of the variable effect on the display screen 50a of the rear liquid crystal display device 50. In this way, by suddenly showing the enlarged logo flash effect executed on the display screen 7a of the transmissive liquid crystal display device 7 to the player who is paying attention to the display screen 50a of the rear liquid crystal display device 50, it is possible to give a surprise in terms of the effect and a sense of elation due to the increased expectation of winning a jackpot. During the execution of the enlarged logo flash effect, and also before and after the execution of the enlarged logo flash effect, the transparent film 770 remains controlled to be in the transparent state.
[0079] Here, as shown in FIG. 11(A), when the normal logo flash effect is executed, the normal logo flash image TG is displayed on the display screen 7a of the transmissive liquid crystal display device 7, so that the face of the main character appears to approach further forward than the normal logo flash image TG due to perspective, as shown in FIG. 11(B). In this way, when the enlarged logo flash effect is executed, it is possible to increase the impact of the face of the main character compared to when the normal logo flash effect is executed, and it is possible to provide a more powerful effect. Also, depending on whether the normal logo flash image TG or the enlarged logo flash image KG is displayed, the degree of approach of the face of the main character appears to change. Therefore, it is possible to provide a novel game interest as a preview effect that can be seen in front of the display screen 50a of the rear liquid crystal display device 50.
[0080] Incidentally, the enlarged logo flash image KG has five display modes (expectation mode) which indicate different expectations of winning the big win. Specifically, as shown in Fig. 11(B), there are a display mode in which the face of the main character shown in the enlarged logo flash image KG is blue, a display mode in which the face of the main character shown in the enlarged logo flash image KG is green, a display mode in which the face of the main character shown in the enlarged logo flash image KG is red, a display mode in which the face of the main character shown in the enlarged logo flash image KG is gold, and a display mode in which the face of the main character shown in the enlarged logo flash image KG is rainbow-colored. In the following, an enlarged logo flash image KG in which the main character's face is blue will be referred to as a blue enlarged logo flash image KG1, an enlarged logo flash image KG in which the main character's face is green will be referred to as a green enlarged logo flash image KG2, an enlarged logo flash image KG in which the main character's face is red will be referred to as a red enlarged logo flash image KG3, an enlarged logo flash image KG in which the main character's face is gold will be referred to as a gold enlarged logo flash image KG4, and an enlarged logo flash image KG in which the main character's face is rainbow colored will be referred to as a rainbow enlarged logo flash image KG5.
[0081] In this embodiment, as shown in FIG. 12(B), when a blue enlarged logo flash image KG1 is displayed as an enlarged logo flash effect, it is set to suggest to the player that the probability of winning the jackpot is 10%. When a green enlarged logo flash image KG2 is displayed, it is set to suggest to the player that the probability of winning the jackpot is 20%. When a red enlarged logo flash image KG3 is displayed, it is set to suggest to the player that the probability of winning the jackpot is 40%. When a gold enlarged logo flash image KG4 is displayed, it is set to suggest to the player that the probability of winning the jackpot is 60%. When a rainbow enlarged logo flash image KG5 is displayed, it is set to suggest to the player that the probability of winning the jackpot is 100%.
[0082] In this way, when the enlarged logo flash effect is executed, the player is made to pay attention to which of the enlarged blue logo flash image KG1, the enlarged green logo flash image KG2, the enlarged red logo flash image KG3, the enlarged gold logo flash image KG4, and the enlarged rainbow logo flash image KG5 is displayed. In particular, the enlarged logo flash image KG has five types of enlarged logo flash images KG1 to KG5 according to the degree of expectation of winning the jackpot, whereas the normal logo flash image TG has only two types of normal logo flash images TG according to the degree of expectation of winning the jackpot, as described above. Therefore, the enlarged logo flash effect allows the player to grasp the degree of expectation of winning the jackpot in more detail (more finely) than the normal logo flash effect.
[0083] Also, as can be seen from a comparison between FIG. 12(A) and FIG. 12(B), the winning expectation rate when the blue normal logo flash image TG1 is displayed is 5%, whereas the winning expectation rate when the blue enlarged logo flash image KG1 is displayed is 10%. Also, the winning expectation rate when the red normal logo flash image TG2 is displayed is 30%, whereas the winning expectation rate when the red enlarged logo flash image KG3 is displayed is 40%. Therefore, when the face of the main character is displayed in the same color in the normal logo flash effect and the enlarged logo flash effect, it is suggested that the winning expectation rate is higher in the enlarged logo flash image KG than in the normal logo flash image TG. Therefore, it is possible to make the player look forward to the execution of the enlarged logo flash effect more than in the normal logo flash effect. That is, the larger the face of the main character displayed on the display screen 7a of the transmissive liquid crystal display device 7 (the closer it appears), the more excited the player can be due to the higher winning expectation rate.
[0084] In addition, in the enlarged logo flash effect, as shown in FIG. 12(B), when the rainbow enlarged logo flash image KG5 (win suggestion mode) is displayed, the winning expectation is 100%, so the winning of the jackpot is confirmed. That is, the display of the rainbow enlarged logo flash image KG5 means the winning of the jackpot and does not result in a miss. In contrast, in the normal logo flash effect, as shown in FIG. 12(A), whether the blue normal logo flash image TG1 or the red normal logo flash image TG2 is displayed, the winning expectation is less than 100%, so the winning of the jackpot is not confirmed. As described above, when the normal logo flash effect is executed, the display of the normal logo flash image TG does not result in the winning announcement, whereas when the enlarged logo flash effect is executed, the display of the enlarged logo flash image KG may result in the winning announcement. Therefore, if the face of the main character displayed on the display screen 7a of the transmissive liquid crystal display device 7 is large (appears closer), it is possible to make the player have a high sense of expectation that it may be the winning announcement. Other effects and operational effects of the enlarged logo flash effect are substantially the same as those of the normal logo flash effect described above, and therefore will not be described here.
[0085] Whether or not the above-mentioned normal logo flash effect is executed is determined in a normal logo flash effect execution lottery process (S4601) of a preview effect selection process (S4505) described later, using a predetermined normal logo flash execution lottery table (not shown). If it is determined that the normal logo flash effect is executed, whether a blue normal logo flash image TG1 or a red normal logo flash image TG2 is to be displayed is determined in a normal logo flash image lottery process (S4603) of the preview effect selection process (S4505) described later, using the normal logo flash effect table shown in Fig. 13(A).
[0086] Whether or not the above-mentioned enlarged logo flash effect is executed is determined using a predetermined enlarged logo flash execution lottery table (not shown) in an enlarged logo flash effect execution lottery process (S4604) of a preview effect selection process (S4505) described later. If it is determined that the enlarged logo flash effect is executed, it is determined which of the blue enlarged logo flash image KG1, green enlarged logo flash image KG2, red enlarged logo flash image KG3, gold enlarged logo flash image KG4, and rainbow enlarged logo flash image KG5 will be displayed using the enlarged logo flash effect table shown in Fig. 13(B) in an enlarged logo flash image lottery process (S4606) of the preview effect selection process (S4505) described later.
[0087] Next, an example of the performance of this embodiment will be described based on Fig. 14. First, as shown in Fig. 14(A), the daytime background image H1 is displayed on the display screen 50a of the rear liquid crystal display device 50, and the performance symbol EZ is displayed in a variable manner. At this time, no performance image is displayed on the display screen 7a of the transmissive liquid crystal display device 7, and the transmissive film 770 is controlled to be in a transmissive state. Therefore, the player can visually recognize the performance image (daytime background image H1, performance symbol EZ) displayed on the display screen 50a of the rear liquid crystal display device 50 through the transmissive film 770 (transmissive liquid crystal display device 7). In this way, the player is basically made to pay attention to the variable performance being performed on the display screen 50a of the rear liquid crystal display device 50, and is not made aware of the transmissive liquid crystal display device 7. In this example of the presentation, in any of the states shown in Figures 14(B), 14(C), 14(D), 14(E), 14(F), 14(G), and 14(H) described below, the transparent film 770 of the transparent LCD display device 7 is controlled to a transparent state.
[0088] Next, the performance symbol EZ stops at "4↓4" and becomes a reach, and as shown in FIG. 14(B), an SP reach development suggestion performance is executed, suggesting the development to SP reach. Specifically, an armor summoning image YS1 indicating that the main character is summoning armor is displayed on the display screen 50a of the rear liquid crystal display device 50. At this time, no performance image is displayed on the display screen 7a of the transparent liquid crystal display device 7.
[0089] Next, as shown in Fig. 14(C), an SP reach development effect is executed, which indicates that the game has progressed to the SP reach. Specifically, a main character appearance image SK1 indicating that the main character has transformed into the main character of the pachinko game machine PY1 is displayed on the display screen 50a of the rear liquid crystal display device 50. At this time, no effect image is displayed on the display screen 7a of the transmissive liquid crystal display device 7. After that, the SP reach is started, and effect images corresponding to the SP reach are displayed appropriately on the display screen 50a of the rear liquid crystal display device 50.
[0090] Here, in the middle of the execution of the SP reach, as shown in FIG. 14(D), the normal logo flash effect is executed on the display screen 7a of the transmissive liquid crystal display device 7. That is, in the middle of the display image corresponding to the SP reach being displayed on the display screen 50a of the rear liquid crystal display device 50, the normal logo flash effect is executed by interrupting for about 0.5 seconds. At this time, in the normal logo flash effect, a red normal logo flash image TG2 in which the face of the main character is red is displayed. Therefore, it is possible to make the player understand that the probability of winning is 30%, and to give a sense of elation due to the high probability of winning. Furthermore, for the player who has been paying attention to the display screen 50a of the rear liquid crystal display device 50, the red normal logo flash image TG2 is displayed large on the display screen 7a in front, so that it is possible to give a surprise as if the red normal logo flash image TG2 is approaching.
[0091] When the normal logo flash effect shown in FIG. 14(D) ends, no effect image is displayed on the display screen 7a of the transmissive liquid crystal display device 7, while an effect image corresponding to the SP reach is displayed on the display screen 50a of the rear liquid crystal display device 50. Therefore, the player's attention is directed again to the SP reach executed on the display screen 50a of the rear liquid crystal display device 50. Then, as shown in FIG. 14(E), a battle effect in the SP reach is started on the display screen 50a of the rear liquid crystal display device 50. Specifically, a battle start image BK1 showing the words "Defeat the enemy character!" is displayed on the display screen 50a of the rear liquid crystal display device 50. At this time, no effect image is displayed on the display screen 7a of the transmissive liquid crystal display device 7.
[0092] Next, as shown in Fig. 14(F), a character close-up image KU1 showing a main character preparing to fight is displayed on the display screen 50a of the rear liquid crystal display device 50. In this way, in the battle performance, performance images are appropriately displayed to stir up the process leading up to the point where the jackpot or loss branch (see Fig. 14(H)) is reached. At this time, no performance images are displayed on the display screen 7a of the transmissive liquid crystal display device 7.
[0093] Here, in the middle of the execution of the battle effect, as shown in FIG. 14(G), the enlarged logo flash effect is executed on the display screen 7a of the transmissive liquid crystal display device 7. That is, in the middle of the display image corresponding to the battle effect being displayed on the display screen 50a of the rear liquid crystal display device 50, the enlarged logo flash effect is executed by interrupting for about 0.5 seconds. At this time, in the enlarged logo flash effect, a red enlarged logo flash image KG3 in which the face of the main character is red is displayed. Therefore, it is possible to make the player understand that the probability of winning is 40%, and to give him / her a sense of elation due to the higher probability of winning. Furthermore, since the red enlarged logo flash image KG3 is displayed very large on the display screen 7a in front of the player who has been paying attention to the display screen 50a of the rear liquid crystal display device 50, it is possible to give the player a surprise as if the red enlarged logo flash image KG3 is approaching.
[0094] In particular, the red enlarged logo flash image KG3 shown in Fig. 14(G) shows the face of the main character larger than the red normal logo flash image TG2 shown in Fig. 14(D), and suggests a higher probability of winning. Therefore, a player who has grasped the red enlarged logo flash image KG3 is given the impression that the face of the main character is closer to the front than in the red normal logo flash image TG2, and is made to recognize that the probability of winning is higher, making it possible to give the player a gaming experience that is a mixture of surprise and excitement.
[0095] When the enlarged logo flash effect shown in Fig. 14(G) ends, no effect image is displayed on the display screen 7a of the transmissive liquid crystal display device 7, while an effect image corresponding to the SP reach is displayed on the display screen 50a of the rear liquid crystal display device 50. This directs the player's attention back to the battle effect being executed on the display screen 50a of the rear liquid crystal display device 50. Then, when the time comes for a win / loss branch, as shown in Fig. 14(H), a win / loss branch image SB1 is displayed on the display screen 50a of the rear liquid crystal display device 50, inviting the player to see whether the main character can defeat the enemy character or not. This draws the player's attention to the outcome of the subsequent effects.
[0096] If the player wins the jackpot, a battle victory image (not shown) showing that the main character has defeated the enemy character is displayed on the display screen 50a of the rear liquid crystal display device 50, suggesting that the player has won the jackpot. On the other hand, if the player loses, a battle defeat image (not shown) showing that the main character has been defeated by the enemy character is displayed on the display screen 50a of the rear liquid crystal display device 50, suggesting that the player has lost.
[0097] 3. Electrical configuration of the gaming machine Next, the electrical configuration of the pachinko game machine PY1 will be described with reference to Figures 15 and 16. As shown in Figures 15 and 16, the pachinko game machine PY1 includes a game control board 100 (main control board) that controls game profits such as big win lottery and transition of game states, a performance control board 120 (sub-control board) that controls performances executed as the game progresses, and a payout control board 170 that controls payout of game balls. The game control board 100 constitutes a main control unit, and the performance control board 120 constitutes a sub-control unit together with an image control board 140, a sound control board 161, and a sub-drive board 162, which will be described later.
[0098] In addition, the sub-control unit must be equipped with at least a presentation control board 120 and be capable of controlling game presentations using presentation means (transparent LCD display device 7, rear LCD display device 50, speaker 610, board lamp 54, board movable body 55k, frame lamp 212, etc.).
[0099] The pachinko game machine PY1 also includes a power supply board 190. The power supply board 190 supplies power to the game control board 100, the performance control board 120, and the payout control board 170, and also supplies necessary power to other devices via these boards. The power supply board 190 is provided with a backup power circuit 192. When power is not supplied to the pachinko game machine PY1, the backup power circuit 192 supplies power to a game RAM (Random Access Memory) 104 of the game control board 100 and a performance RAM 124 of the performance control board 120, which will be described later. Therefore, information stored in the game RAM 104 of the game control board 100 and the performance RAM 124 of the performance control board 120 is retained even when the power to the pachinko game machine PY1 is cut off. A power switch 191 is also connected to the power supply board 190. The power supply is turned on and off by turning the power switch 191 on and off. In addition, a backup power supply circuit for the game RAM 104 of the game control board 100 may be provided on the game control board 100, and a backup power supply circuit for the performance RAM 124 of the performance control board 120 may be provided on the performance control board 120.
[0100] As shown in FIG. 15, a one-chip microcomputer for game control (hereinafter, "microcomputer for game control") 101 for controlling the progress of the game of the pachinko game machine PY1 according to a program is mounted on the game control board 100. The microcomputer for game control (game control means) 101 includes a game ROM (Read Only Memory) 103 storing a program for controlling the progress of the game, a game RAM 104 used as a work memory, a game CPU (Central Processing Unit) 102 for executing the program stored in the game ROM 103, and a game I / O (Input / Output) port 118 for inputting and outputting data and signals. The game RAM 104 is provided with the above-mentioned special figure reservation memory unit 105 (first special figure reservation memory unit 105a and second special figure reservation memory unit 105b) and a normal figure reservation memory unit 106. The game ROM 103 may be external.
[0101] Various sensors and solenoids are connected to the game control board 100 via the relay board 110. Therefore, signals are input from each sensor to the game control board 100, and signals are output from the game control board 100 to each solenoid. Specifically, the sensors connected include a first start hole sensor 11a, a second start hole sensor 12a, a gate sensor 13a, a big prize hole sensor 14a, a general prize hole sensor 10a, a specific area sensor 16a, and a non-specific area sensor 17a.
[0102] The first start opening sensor 11a is provided in the first start opening 11 and detects a game ball that has entered the first start opening 11. The second start opening sensor 12a is provided in the second start opening 12 and detects a game ball that has entered the second start opening 12. The gate sensor 13a is provided in the gate 13 and detects a game ball that has passed through the gate 13. The large prize opening sensor 14a is provided in the large prize opening 14 and detects a game ball that has entered the large prize opening 14. The general prize opening sensor 10a is provided in each general prize opening 10 and detects a game ball that has entered the general prize opening 10. The specific area sensor 16a is provided in the specific area 16 and detects a game ball that has passed through the specific area 16. The non-specific area sensor 17a is provided in the non-specific area 17 and detects a game ball that has passed through the non-specific area 17.
[0103] Also, the solenoids connected are an electric chute solenoid 12s and a special prize opening solenoid 14s. The electric chute solenoid 12s drives the electric chute opening and closing member 12k of the electric chute 12D. The special prize opening solenoid 14s drives the AT opening and closing member 14k of the special prize device 14D. The distribution solenoid 16s drives the distribution member 16k of the special prize device 14D.
[0104] Furthermore, the game control board 100 is connected to a special chart display 81 (first special chart display 81a and second special chart display 81b), a normal chart display 82, a special chart reserve display 83 (first special chart reserve display 83a and second special chart reserve display 83b), and a normal chart reserve display 84. That is, the display control of these displays 8 is performed by the game control microcomputer 101.
[0105] The game control board 100 also transmits various commands and signals to the payout control board 170, and receives signals from the payout control board 170 to monitor payouts. The payout control board 170 is connected to a card unit CU (installed adjacent to the pachinko game machine PY1, which enables ball lending based on information on an inserted prepaid card, etc.) and a prize ball payout device 73, and is also connected to a launching device 72 via a launching control circuit 175. The launching device 72 includes a handle 72k (see FIG. 1).
[0106] The payout control board 170 drives the prize ball motor 73m of the prize ball payout device 73 to pay out prize balls or pay out loan balls based on a signal from the game control microcomputer 101 or a signal from the card unit CU connected to the pachinko game machine PY1. The paid-out prize balls are detected by the prize ball sensor 73a for counting, and a detection signal from the prize ball sensor 73a is output to the payout control board 170.
[0107] When the player operates the handle 72k (see FIG. 1) of the launcher 72, the touch switch 72a detects the touch with the handle 72k, and the launch volume 72b detects the amount of rotation of the handle 72k. The launch solenoid 72s is then driven so that the game ball is launched with a strength corresponding to the magnitude of the detection signal of the launch volume 72b. In this pachinko game machine PY1, one game ball is launched in about 0.6 seconds.
[0108] The game control board 100 also transmits various commands to the performance control board 120. The connection between the game control board 100 and the performance control board 120 is a one-way communication connection that allows only the transmission of signals from the game control board 100 to the performance control board 120. In other words, a one-way circuit (not shown, for example, a circuit using a diode) is interposed between the game control board 100 and the performance control board 120 as a communication direction restriction means.
[0109] As shown in Fig. 16, a one-chip microcomputer for performance control (hereinafter referred to as "microcomputer for performance control") 121 that controls the performance of the pachinko game machine PY1 according to a program is mounted on the performance control board 120. The microcomputer for performance control (performance control means) 121 includes a ROM for performance 123 that stores programs for controlling the performance as the game progresses, a RAM for performance 124 used as a work memory, a CPU for performance 122 that executes the programs stored in the ROM for performance 123, and an I / O port for performance 138 for inputting and outputting data and signals. The ROM for performance 123 may be external.
[0110] 16, the performance control board 120 is connected to the image control board 140, the audio control board 161 (audio control circuit), and the sub-drive board 162. The sub-drive board 162 is connected to the frame lamp 212, the board lamp 54, and the board movable body moving motor 55m (board movable body 55k).
[0111] The performance control microcomputer 121 of the performance control board 120 causes the image CPU 141 of the image control board 140 to control the rear liquid crystal display device 50 and the transmissive liquid crystal display device 7 based on a command received from the game control board 100. The image control board 140 includes an image ROM 142 that stores programs for controlling image display and the like, an image RAM 143 used as a work memory, and an image CPU 141 that executes the programs stored in the image ROM 142. The image ROM 142 stores still image data and video data to be displayed on the rear liquid crystal display device 50 and the transmissive liquid crystal display device 7, specifically image data of characters, items, figures, letters, numbers, symbols, etc. (including performance patterns) and background images.
[0112] Furthermore, the performance control microcomputer 121 outputs voice, music, sound effects, etc. from the speaker 610 via the voice control board 161 based on a command received from the game control board 100. Sound data such as voice output from the speaker 610 is stored in the performance ROM 123 of the performance control board 120. A CPU may be implemented in the voice control board 161, and in that case, the CPU may be made to execute the voice control. Furthermore, in this case, a ROM may be implemented in the voice control board 161, and the sound data may be stored in the ROM. Furthermore, the speaker 610 may be connected to the image control board 140, and the image CPU 141 of the image control board 140 may be made to execute the voice control. Furthermore, in this case, the sound data may be stored in the image ROM 142 of the image control board 140.
[0113] Based on commands received from the game control board 100, the performance control microcomputer 121 also controls the lighting of lamps such as the frame lamp 212 and the board lamp 54 via the sub-drive board 162. In detail, the performance control microcomputer 121 creates light emission pattern data (data that determines the on / off state, light emission color, etc., also called lamp data) that determines the light emission mode of each lamp (LED), and controls the light emission of each lamp (LED) according to the light emission pattern data. Note that data stored in the performance ROM 123 of the performance control board 120 is used to create the light emission pattern data.
[0114] Furthermore, the performance control microcomputer 121 controls the drive of the board movable body moving motor 55m (board movable body 55k) via the sub-drive board 162 based on the command received from the game control board 100. In detail, the performance control microcomputer 121 creates motion pattern data (also called drive data) that determines the motion mode of the board movable body 55k, and controls the drive of the board movable body moving motor 55m to drive the board movable body 55k according to the motion pattern data. Data stored in the performance ROM 123 of the performance control board 120 is used to create the motion pattern data.
[0115] In addition, a performance button detection sensor 40a and a select button detection sensor 42a are connected to the performance control board 120. The performance button detection sensor 40a detects that the performance button 40k (see FIG. 1) has been pressed. When the performance button 40k is pressed, a detection signal is output from the performance button detection sensor 40a to the performance control board 120. In addition, the select button detection sensor 42a detects that the select button 42k (see FIG. 1) has been pressed. When the select button 42k is pressed, a detection signal is output from the select button detection sensor 42a to the performance control board 120.
[0116] 15 and 16 are merely functional block diagrams for explaining the electrical configuration of the pachinko game machine PY1, and are not limited to the boards shown in Fig. 15 and 16. Except for the game control board 100, any of the boards shown in Fig. 15 or 16 may be configured as one board, and the one board shown in Fig. 15 or 16 may be configured as multiple boards.
[0117] 4. Explanation of the jackpot etc. In the pachinko game machine PY1 of this embodiment, the results of the jackpot lottery (special symbol lottery) are a "jackpot (winning the jackpot)" and a "loss." When there is a "jackpot," a "jackpot symbol" is displayed on the special symbol display 81. When there is a "loss," a "loss symbol" is displayed on the special symbol display 81.
[0118] When a jackpot is won in the special symbol lottery, a "jackpot game" is executed in which the jackpot opening 14 is opened in an opening pattern corresponding to the type of jackpot symbol (type of jackpot) that is stopped and displayed. In this embodiment, the jackpot game includes multiple round games (unit opening games), an opening (also written as OP) before the first round game starts, and an ending (also written as ED) after the final round game ends. Each round game starts with the end of the OP or the end of the previous round game, and ends with the start of the next round game or the start of the ED. The time (interval time) for closing the jackpot opening between round games is included in the round game that was open before the closing.
[0119] There are multiple types of jackpots (jackpot patterns), as shown in FIG. 17. In this embodiment, there are two main types: a "high probability jackpot" and a "normal jackpot." A "high probability jackpot" is a jackpot that activates the AT opening / closing member 14k in a passing opening pattern (V long opening pattern) that allows the game ball to easily pass through to the specific area 16 during the jackpot game. A "normal jackpot" is a jackpot that activates the AT opening / closing member 14k in a non-passing opening pattern (V short opening pattern) that makes it difficult or impossible for the game ball to pass through to the specific area 16 during the jackpot game.
[0120] In the pachinko game machine PY1 of this embodiment, the game state after the end of the jackpot game is shifted to a high probability state, which will be described later, based on the passage of the game ball into the specific area 16 during the jackpot game. Therefore, when the player wins the above-mentioned special jackpot, the game state after the jackpot game can be shifted to a high probability state by passing the game ball into the specific area 16 during the execution of the jackpot game. In contrast, when the player wins a normal jackpot, the game ball cannot be passed through the specific area 16 during the execution of the jackpot game, so the game state after the jackpot game becomes a normal probability state (non-high probability state), which will be described later. Note that even if the player wins the "special jackpot", if the game ball does not pass through the specific area 16 during the execution of the jackpot game, the game state becomes the normal probability state.
[0121] Regardless of which jackpot is won, the game state after the jackpot is controlled to the time-saving state described below. When controlled to the time-saving state, the number of time-saving times is set to 160 or 100. The time-saving number is the upper limit of the number of times that the variable display of the special symbol can be executed in the time-saving state.
[0122] Here, the game state of this pachinko game machine PY1 is roughly divided into three game states. There are a normal probability state and a non-time-saving state (hereinafter also referred to as a "low probability non-time-saving state"), a high probability state and a time-saving state (hereinafter also referred to as a "high probability time-saving state"), and a normal probability state and a time-saving state (hereinafter also referred to as a "low probability time-saving state"). Note that the initial setting is the low probability non-time-saving state (normal game state).
[0123] There are two types of jackpots (jackpot patterns displayed on the first special symbol display 81a) that can be won by the lottery of the first special symbol (special symbol 1). Specifically, there are "variable jackpots (variable jackpot 1, variable jackpot 2)" and "normal jackpots."
[0124] As shown in FIG. 17, the "Probable Big Win 1" is a 10R (round) big win, and is a big win that opens the big win opening 14 for a maximum of 29.5 seconds per round. In this embodiment, the operation of the distribution member 16k (see FIG. 5(A)) is controlled so that the player can easily pass through the specific area 16 in the big win opening 14 (V win) in the 9th round. The operation of the distribution member 16k (see FIG. 5(B)) is controlled so that the player cannot win the V win in any round other than the 9th round.
[0125] In this embodiment, if the "Probable Big Win 1" is won and a V is awarded, the game state after the big win is controlled to a high probability time-saving state. In this case, the number of time-saving times is set to 160 times. Also, the number of ST times is set to 160 times. The number of ST times is the upper limit number of times that the variable display of the special symbol is executed in a high probability state. However, in an irregular case where a non-V is awarded, the game state after the big win is controlled to a low probability time-saving state. Furthermore, if the "Probable Big Win 1" is won, the "Special symbol 1_Probable Big Win symbol" is displayed stopped on the first special symbol display 81a.
[0126] As shown in FIG. 17, the "normal jackpot" is a 16R (round) jackpot, and the jackpot is opened for a maximum of 29.5 seconds per 1R. In the 9th round of the normal jackpot, due to the relationship between the timing of opening the jackpot and the timing of operation of the distribution member 16k (the timing of control from the second state (see FIG. 5(B)) to the first state (see FIG. 5(A))), it is almost impossible for the game ball to pass through the specific area 16. However, in the case of an irregular V-entry, the game state after the jackpot game is controlled to a high-probability time-saving state. When the "normal jackpot" is won, the "special symbol 1_normal symbol" is stopped and displayed on the first special symbol display 81a.
[0127] Next, the types of jackpots (jackpot patterns stopped and displayed on the second special symbol display 81b) that can be won in the lottery of the second special symbol (special symbol 2) will be explained. There is only one type of jackpot that can be won in the lottery of the special symbol 2. Specifically, it is only the "probable jackpot 2". In other words, the jackpot won in the lottery of the special symbol 2 is a jackpot that makes it easy for the game ball to pass through the specific area 16 during the jackpot game.
[0128] As shown in FIG. 17, the "probable jackpot 2" is a 10R jackpot, which opens the large prize opening 14 for a maximum of 29.5 seconds per 1R. As described above, in the 9th R, the operation of the distribution member 16k (see FIG. 5(A)) is controlled so that the player can easily pass through the specific area 16 in the large prize opening 14 (V prize). In this embodiment, if the "probable jackpot 2" is won and a V prize is won, the number of time-saving times is set to 160. The number of ST times is also set to 160. However, in the case of an irregular case where a non-V prize is won, the game state after the jackpot game is controlled to a low-probability time-saving state. If the "probable jackpot 2" is won, the "special chart 2_probable jackpot pattern" is stopped and displayed on the second special chart display 81b.
[0129] In this embodiment, the opening pattern when a big win is won is as shown in FIG. 17. That is, first, the opening is executed for 4.0 seconds. After that, the round game in which the AT opening and closing member 14k is opened is executed as described above. Finally, the ending is executed for 1.5 seconds.
[0130] As shown in FIG. 17, the distribution rate of each jackpot in the lottery of special chart 1 is 35% for the special jackpot 1, while the normal jackpot is 65%. In addition, in the lottery of special chart 2, the probability of the special jackpot 2 is 100% as described above. Note that the jackpot opening 14 may be opened multiple times during one round of the jackpot game.
[0131] In this pachinko game machine PY1, the lottery for determining whether or not there is a jackpot is based on a "jackpot random number," and the lottery for the type of winning is based on a "win type random number." As shown in FIG. 18(A), the jackpot random number has a value in the range of 0 to 65535. As shown in FIG. 18(B), the win type random number has a value in the range of 0 to 99. The random numbers obtained based on winning at the first start port 11 or the second start port 12 include a "reach random number" and a "variation pattern random number" in addition to the jackpot random number and win type random number.
[0132] The reach random number is a random number that determines whether or not a reach occurs in the performance pattern variation performance that indicates the result when the result of the big win judgment is a miss. A reach is a state in which there is only one performance pattern EZ remaining among multiple performance patterns EZ that are displayed in a variable manner, and depending on which pattern of the performance pattern EZ that is displayed in a variable manner is displayed, a combination of performance patterns EZ that indicates a big win (for example, a "7↓7" state). Note that the performance pattern EZ that is displayed in a stopped state in the reach state may be displayed as if it is shaking slightly on the display screen 50a, or may be displayed as if it is repeatedly expanding and contracting. This reach random number has a value in the range of 0 to 127.
[0133] The variation pattern random number is a random number for determining the variation pattern including the variation time of the special symbol. The variation pattern random number has a value in the range of 0 to 99. The random numbers obtained based on the passage through the gate 13 include the normal symbol random number (winning random number) shown in FIG. 18(B). The normal symbol random number is a random number for the lottery (normal symbol lottery) for determining whether or not to play the auxiliary game that opens the electric chute 12D. The normal symbol random number has a value in the range of 0 to 65535.
[0134] 5. Description of game status Next, the game state of the pachinko game machine PY1 of this embodiment will be described. The special symbol display 81 and the normal symbol display 82 of the pachinko game machine PY1 each have a probability variation function and a variation time shortening function. The state in which the probability variation function of the special symbol display 81 is activated is called the "high probability state", and the state in which it is not activated is called the "normal probability state (non-high probability state, low probability state)". In the high probability state, the probability of a jackpot is higher than in the normal probability state. That is, a jackpot determination is performed using a jackpot determination table in which the value of the jackpot random number determined to be a jackpot is greater than that of the jackpot determination table used in the normal probability state (see FIG. 19(A)). In other words, when the probability variation function of the special symbol display 81 is activated, the probability that the display result of the variable display of the special symbol by the special symbol display 81 (i.e., the stopped symbol) will be a jackpot symbol is higher than when it is not activated.
[0135] In addition, the state in which the variable time shortening function of the special symbol display 81 is operating is called the "time shortening state", and the state in which it is not operating is called the "non-time shortening state". In the time shortening state, the variable time of the special symbol (the time from the start of the variable display to the derivation display of the display result) is shorter than in the non-time shortening state. In other words, the variable pattern is determined using a special symbol variable pattern table that is determined so that a variable pattern with a short variable time is selected more often than in the non-time shortening state (see FIG. 20). In other words, when the variable time shortening function of the special symbol display 81 is operating, a short variable time is more likely to be selected as the variable time of the variable display of the special symbol compared to when it is not operating. As a result, in the time shortening state, the pace of consumption of the special symbol reservation is accelerated, and a valid winning (a winning that can be stored as a special symbol reservation) at the starting port is more likely to occur. Therefore, it is possible to aim for a big win under the smooth progress of the game.
[0136] The probability variation function and the time shortening function of the special pattern display 81 may operate simultaneously, or only one of them may operate. The probability variation function and the time shortening function of the normal pattern display 82 are designed to operate in synchronization with the time shortening function of the special pattern display 81. That is, the probability variation function and the time shortening function of the normal pattern display 82 operate in the time shortening state, and do not operate in the non-time shortening state. Therefore, in the time shortening state, the probability of winning in the normal pattern lottery is higher than in the non-time shortening state. That is, a win judgment (judgment of the normal pattern) is performed using a normal pattern win judgment table in which the value of the normal pattern random number (win random number) judged as a win is greater than the normal pattern win judgment table used in the non-time shortening state (see FIG. 19(C)). In other words, when the probability variation function of the normal pattern display 42 operates, the probability that the display result of the variable display of the normal pattern by the normal pattern display 42 will be a normal winning pattern is higher than when it is not operating.
[0137] In addition, in the time-saving state, the normal pattern change time is shorter than in the non-time-saving state. In this embodiment, as shown in FIG. 19(D), the normal pattern change time is 30 seconds in the non-time-saving state, regardless of whether the result of the lottery for the normal pattern is a win or a miss, whereas in the time-saving state it is 1 second. The stopping time of the normal pattern is set to 8 ms (not shown) in the time-saving state, and 500 ms (not shown) in the non-time-saving state.
[0138] Furthermore, in the time-saving state, the opening time of the electric chute 12D in the auxiliary game is longer than in the non-time-saving state. In other words, the opening time extension function of the electric chute 12D is activated. Specifically, as shown in FIG. 21, in the non-time-saving state, the electric chute 12D opens for only 0.2 seconds, whereas in the time-saving state, the electric chute 12D opens for only 2.0 seconds.
[0139] In addition, in the time-saving state, the number of times the electric chute 12D opens during auxiliary play is greater than in the non-time-saving state (see FIG. 21). In other words, the function to increase the number of times the electric chute 12D opens is activated. Specifically, as shown in FIG. 21, in the non-time-saving state, the electric chute 12D opens only once, whereas in the time-saving state, the electric chute 12D opens three times. In the time-saving state, the interval time from when the electric chute 12D closes to when it opens again is set to 1.0 second.
[0140] When the probability variation function and variation time shortening function of the normal display 82, and the opening time extension function and opening count increase function of the electric chute 12D are operating, the electric chute 12D opens more frequently than when these functions are not operating, making it easier for the game ball to enter the second starting hole 12. Therefore, the state in which these functions are operating is called the "easy ball entry state," and the state in which they are not operating is called the "non-easy ball entry state." The easy ball entry state is a state in which so-called electric support control (control that supports the entry of a ball into the second starting hole 12 by the electric chute 12D) is being executed. Therefore, the easy ball entry state is also called the electric support control state or the high base state. In contrast, the non-easy ball entry state is also called the non-electric support control state or the low base state.
[0141] The easy-to-score state (high base state) does not have to have all of the above functions activated. In other words, it is sufficient that the activation of one or more of the following functions makes it easier for the electric chute 12D to open than when the function is not activated: the probability fluctuation function of the normal map display 82, the fluctuation time reduction function of the normal map display 82, the opening time extension function of the electric chute 12D, and the opening count increase function of the electric chute 12D. Also, the easy-to-score state may be controlled independently without being associated with the time-saving state.
[0142] In the pachinko game machine PY1 of this embodiment, when the machine is controlled to a high probability state after a big win game, the high probability state ends when a predetermined number of times (160 times in this embodiment) of variable display of special symbols is executed, or when a big win is won and the big win game is executed. In other words, in this embodiment, when the machine transitions to the high probability state, the number of ST times is set to 160 times.
[0143] When playing the pachinko game machine PY1 for the first time, the game state after powering on is a normal probability state, a non-time-saving state, and a low base state. This game state is particularly called the "low probability low base state." The low probability low base state is referred to as the "normal game state." In addition, the state during which a special game (jackpot game) is being played is referred to as the "special game state (jackpot game state)." Furthermore, the state controlled to at least one of the high probability state and the high base state is referred to as the "bonus game state."
[0144] In a high base state such as a high probability high base state or a low probability high base state, it is more advantageous to play by hitting the ball to the right game area 6R (see FIG. 4). This is because the electric support control makes it easier to open the electric chute 12D than in a low base state, making it easier to win the second start hole 12 than the first start hole 11. Therefore, the ball is hit to the right in order to win the second start hole 12 while passing through the gate 13, which is the trigger for the normal pattern lottery. This allows more start wins (wins at the start hole) to be obtained than by hitting to the left. In this pachinko game machine PY1, the game is played by hitting to the right even during a jackpot game.
[0145] On the other hand, in the low base state, it is more advantageous to hit the game ball from the left to enter the left game area 6L (see FIG. 4). Because the electric support control is not being executed, the electric chute 12D is less likely to open than in the high base state, and it is easier to win the first start hole 11 than the second start hole 12. Therefore, the left hit is performed to make the game ball enter the first start hole 11. This allows more start wins to be obtained than by hitting from the right.
[0146] 6. Operation of the gaming control microcomputer 101 [Main control main processing] Next, the operation of the gaming control microcomputer 101 will be described with reference to Figs. 22 to 37. The counter, timer, flag, status, buffer, etc., which appear in the operation description of the gaming control microcomputer 101, are provided in the gaming RAM 104. When the power supply of the pachinko gaming machine PY1 is turned on, the gaming control microcomputer 101 provided in the gaming control board 100 reads out the program of the main control main processing shown in Fig. 22 from the gaming ROM 103 and executes it. As shown in the figure, in the main control main processing, initial settings are first performed (step S001). In the initial settings, for example, stack setting, constant setting, interrupt time setting, gaming CPU 102 setting, SIO, PIO, CTC (circuit for managing interrupt time), resetting of various flags, status, counters, etc. are performed. The initial value of the flag is "0" or "OFF", the initial value of the status is "1", and the initial value of the counter is "0". The initial setting (S001) is executed only once after the power is turned on and will not be executed thereafter.
[0147] Following the initial setting (S001), interrupts are prohibited (S002), and the normal and special symbol main random number update process (S003) is executed. In this normal and special symbol main random number update process (S003), the various random number counter values shown in FIG. 18 are updated by incrementing them by 1. When each random number counter value reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.
[0148] When the normal symbol / special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main side timer interrupt process (S005) can be executed. The main side timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the gaming CPU 102, for example, at a 4 msec cycle. That is, it is executed at a 4 msec cycle, for example. Then, from the end of the main side timer interrupt process (S005) until the next start of the main side timer interrupt process (S005), the update process of various counter values by the normal symbol / special symbol main random number update process (S003) is repeatedly executed. Note that, if an interrupt pulse is input to the gaming CPU 102 when the interrupt is prohibited, the main side timer interrupt process (S005) is not started immediately, but is started after the interrupt is permitted (S004).
[0149] [Main side timer interrupt processing] Next, the main side timer interrupt processing (S005) will be described. As shown in Fig. 23, in the main side timer interrupt processing (S005), first, the output processing (S101) is executed. In the output processing (S101), commands and the like set in the output buffer provided in the gaming RAM 104 of the gaming control board 100 in each processing described below are output to the performance control board 120, the payout control board 170, and the like.
[0150] In the input process (S102) which follows the output process (S101), detection signals detected by various sensors (first start hole sensor 11a, second start hole sensor 12a, gate sensor 13a, special prize hole sensor 14a, general prize hole sensor 10a, etc. (see FIG. 15)) mainly attached to the pachinko game machine PY1 are read and stored (set) as prize ball information in the output buffer of the game RAM 104. In addition, a detection signal from a lower tray full switch which detects whether the lower tray 35 is full is also taken in and stored as lower tray full data in the output buffer of the game RAM 104.
[0151] The normal and special symbol main random number update process (S103) that is performed next is the same as the normal and special symbol main random number update process (S003) that is performed in the main control main process of Fig. 22. That is, the update process of the various random number counter values (including the normal symbol random number counter value) shown in Fig. 18 is performed both during the execution period of the main side timer interrupt process (S005) and during other periods (the period from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005)).
[0152] Following the normal symbol / special symbol main random number update process (S103), the following sensor detection process (S104), normal operation process (S105), special operation process (S106), and specific area sensor detection process (S107) are executed. After that, other processes (S108) are executed, and the main side timer interrupt process (S005) is terminated. As the other processes (S108), the second special symbol reserved indicator 83b is controlled to a display mode showing the number based on the number of reserved balls of the special symbol 2 described later, and the first special symbol reserved indicator 83a is controlled to a display mode showing the number based on the number of reserved balls of the special symbol 1 described later. Then, the process of steps S002 to S004 of the main control main process is repeatedly executed (see FIG. 22) until the next interrupt pulse is input to the gaming CPU 102, and when the interrupt pulse is input (after about 4 msec), the main side timer interrupt process (S005) is executed again. In the output process (S101) of the main side timer interrupt process (S005) executed again, the commands etc. set in the output buffer of the game RAM 104 in the previous main side timer interrupt process (S005) are output.
[0153] [Sensor detection process] As shown in Fig. 24, in the sensor detection process (S104), first, it is determined whether or not the gaming ball has passed through the gate 13, that is, whether or not the gaming ball has been detected by the gate sensor 13a (S201). If the gaming ball has passed through the gate 13 (YES in S201), the gate passing process described below is performed (S202). On the other hand, if the gaming ball has not passed through the gate 13 (NO in S201), the gate passing process (S202) is skipped and the process proceeds to step S203.
[0154] In step S203, it is determined whether or not a game ball has entered the second starting hole 12, that is, whether or not a game ball has been detected by the second starting hole sensor 12a (S203). If a game ball has not entered the second starting hole 12 (NO in S203), the process proceeds to step S207. If a game ball has entered the second starting hole 12 (YES in S203), the process proceeds to step S207. If a game ball has entered the second starting hole 12 (YES in S203), the process proceeds to step S204. If the number of balls reserved for the special chart 2 (the number of balls reserved for the second special chart, specifically, the value of the counter for counting the number of balls reserved for the second special chart provided in the gaming RAM 104) has reached "4" (upper limit memory number). If the number of balls reserved for the special chart 2 has reached "4" (YES in S204), the process proceeds to step S207. If the number of balls reserved for the special chart 2 is less than "4" (NO in S204), the process adds 1 to the number of balls reserved for the special chart 2 (S205).
[0155] Next, a special chart 2 related random number acquisition process is performed (S206). In the special chart 2 related random number acquisition process (S206), the jackpot random number counter value (label-TRND-A), the hit type random number counter value (label-TRND-AS), the reach random number counter value (label-TRND-RC), and the fluctuation pattern random number counter value (label-TRND-T1) are acquired (i.e., the random number group shown in FIG. 18(A) is acquired), and the acquired random number values are stored in the memory area of the second special chart reservation memory unit 105b corresponding to the current number of reserved balls for the special chart 2 in the second special chart reservation memory unit 105b.
[0156] Next, in the sensor detection process (S104), it is determined whether or not a game ball has entered the first starting hole 11, that is, whether or not a game ball has been detected by the first starting hole sensor 11a (S207). If a game ball has not entered the first starting hole 11 (NO in S207), the process is terminated. However, if a game ball has entered the first starting hole 11 (YES in S207), it is determined whether or not the number of reserved balls in the special chart 1 (the number of reserved first special charts, specifically, the value of the counter that counts the number of reserved first special charts provided in the gaming RAM 104) has reached "4" (upper limit memory number) (S208). Then, if the number of reserved balls in the special chart 1 has reached "4" (YES in S208), the process is terminated. However, if the number of reserved balls in the special chart 1 is less than "4" (NO in S208), "1" is added to the number of reserved balls in the special chart 1 (S209).
[0157] Next, the special chart 1 related random number acquisition process (S210) is performed, and this process is completed. In the special chart 1 related random number acquisition process (S210), as in the special chart 2 related random number acquisition process (S206), the jackpot random number counter value (label-TRND-A), the hit type random number counter value (label-TRND-AS), the reach random number counter value (label-TRND-RC), and the fluctuation pattern random number counter value (label-TRND-T1) are acquired (that is, the random number group shown in FIG. 18(A) is acquired), and these acquired random number values are stored in the memory area of the first special chart reservation memory unit 105a according to the current number of reserved balls for the special chart 1 in the first special chart reservation memory unit 105a.
[0158] [Gate Passing Process] As shown in FIG. 25, in the gate passing process (S202), it is determined whether the number of reserved normal symbol balls (the number of reserved normal symbols, specifically, the value of the counter that counts the number of reserved normal symbols provided in the gaming RAM 104) is 4 or more (S301), and if the number of reserved normal symbol balls is 4 or more (YES in S301), the process is terminated. On the other hand, if the number of reserved normal symbol balls is not 4 or more (NO in S301), "1" is added to the number of reserved normal symbol balls (S302), and a normal symbol random number acquisition process is performed (S303). In the normal symbol random number acquisition process (S303), the normal symbol random number counter value (value of label-TRND-H, see FIG. 18(B)) is acquired, and the acquired random number value is stored in a memory area corresponding to the current number of reserved normal symbol balls in the normal symbol reservation memory unit 106 of the gaming RAM 104.
[0159] [Normal operation processing] The game control microcomputer 101 performs the normal operation processing (S105) following the sensor detection processing (S104) (see FIG. 23). As shown in FIG. 26, in the normal operation processing (S105), first, it is determined whether the electric chute 12D is in operation (S401). If the electric chute 12D is not in operation (NO in S401), it is then determined whether the normal pattern is being displayed in a stopped state (S402). If the normal pattern is not being displayed in a stopped state (NO in S402), it is then determined whether the normal pattern is being displayed in a variable state (S403). If the normal pattern is not being displayed in a variable state (NO in S403), it is then determined whether the number of reserved balls for the normal pattern is "0" (S404). If the number of reserved balls for the normal pattern is "0" (YES in S404), this processing is terminated.
[0160] In step S404, if the number of reserved balls for the normal symbol is not "0" (NO in S404), a win determination process is performed (S405). In the win determination process (S405), the normal symbol random number counter value (the value of label-TRND-H) stored in the normal symbol reserved memory unit 106 is read out, and it is determined whether or not there is a win based on the normal symbol win determination table shown in FIG. 19(C). Then, a pattern determination process is performed (S406) in which normal symbol stop symbol data according to the result of the win determination is set in a predetermined memory area of the gaming RAM 104. That is, in the pattern determination process (S406), if there is a "miss", data corresponding to a "normal symbol miss symbol" is set, and if there is a "win", data corresponding to a "normal winning symbol" is set.
[0161] Next, the game control microcomputer 101 performs a normal symbol variation time determination process (S407). In the normal symbol variation time determination process (S407), by referring to the normal symbol variation pattern selection table shown in FIG. 19(D), if the game state is in the time-saving state, a normal symbol variation pattern with a normal symbol variation time of 1 second is selected. On the other hand, if the game state is in the non-time-saving state, a normal symbol variation pattern with a normal symbol variation time of 30 seconds is selected.
[0162] Next, the game control microcomputer 101 decrements the number of reserved balls of normal symbols by 1 (S408). Then, the storage location (memory area) of each reserved normal symbol in the reserved normal symbol memory unit 106 is shifted from the current position to the side from which it is read, and the memory area corresponding to the fourth reserved normal symbol in the reserved normal symbol memory unit 106 (the memory area farthest from the side from which it is read) is cleared (S409). In this way, the reserved normal symbols are consumed in the order in which they were reserved. After that, the game control microcomputer 101 starts displaying the variation of the normal symbols in the normal symbol variation pattern selected in step S407 (S410). In addition, in conjunction with this, a normal symbol variation start command is set to inform the performance control board 120 of the start of the variation of the normal symbols.
[0163] If the normal symbol is being displayed in a variable manner in step S403 (YES in S403), it is then determined whether the normal symbol variation time has elapsed (S411), and if not, the process is terminated. On the other hand, if the time has elapsed (YES in S411), the normal symbol variation display is stopped with the display result (normal winning symbol or normal losing symbol) according to the result of the normal symbol random number determination (S412). Then, a normal symbol variation stop command is set to notify the performance control board 120 that the normal symbol variation has stopped (S413), and the normal symbol stop time is set (S414), and the process is terminated.
[0164] Also, if the normal symbol is being displayed in the above-mentioned step S402 (YES in S402), it is then determined whether the stop time of the normal symbol set in step S414 has elapsed (S415), and if it has not elapsed, the process is terminated. On the other hand, if it has elapsed (YES in S415), it is determined whether the normal symbol stop symbol data of the normal winning symbol has been set (S416), and if it is not the data of the normal winning symbol (i.e., if it is not a win (NO in S416)), the process is terminated. On the other hand, if it is the data of the normal winning symbol (i.e., if it is a win (YES in S416)), the opening pattern of the electric chute 12D is set (S417). In detail, if the time-saving state is in effect, the opening pattern during the time-saving state (see electric chute opening TBL2 in FIG. 21) is set as the opening pattern of the electric chute 12D. On the other hand, if the game is in a non-time-saving state, the opening pattern of the electric chute 12D during the non-time-saving state (see electric chute opening TBL1 in FIG. 21) is set as the opening pattern of the electric chute 12D. Then, the electric chute 12D is operated according to the opening pattern set in step S417 (S418).
[0165] Also, if the electric chute 12D is in operation in the above-mentioned step S401 (YES in S401), it is then determined whether or not the operation time of the electric chute 12D has elapsed (S419), and if it has not elapsed, the process ends. On the other hand, if it has elapsed (YES in S419), the operation of the electric chute 12D is ended (S420).
[0166] [Special Operation Processing] The game control microcomputer 101 performs the special operation processing (S106) following the normal operation processing (S105) (see FIG. 23). As shown in FIG. 27, in the special operation processing (S106), the processing related to the special chart display 81 and the big prize device 14D is divided into four stages, and each stage is assigned a "special operation status 1, 2, 3, 4." Then, the game control microcomputer 101 performs special symbol waiting processing (S1302) when the "special operation status" is "1" (YES in S1301), performs special symbol changing processing (S1304) when the "special operation status" is "2" (NO in S1301, YES in S1303), performs special symbol determination processing (S1306) when the "special operation status" is "3" (NO in both S1301 and S1303, YES in S1305), and performs special electric device processing (S1307) when the "special operation status" is "4" (NO in all S1301, S1303, and S1305). The special operation status is initially set to "1".
[0167] [Special symbol waiting process] As shown in FIG. 28, in the special symbol waiting process (S1302), first, it is determined whether the number of reserved balls in the second starting port 12 (i.e., the number of reserved balls in the special symbol 2) is "0" (S1401). If the number of reserved balls in the special symbol 2 is "0" (YES in S1401), that is, if there is no memory of the random number counter value group acquired due to winning in the second starting port 12, it is determined whether the number of reserved balls in the first starting port 11 (i.e., the number of reserved balls in the special symbol 1) is "0" (S1407). Then, if the number of reserved balls in the special symbol 1 is also "0" (YES in S1407), that is, if there is no memory of the random number counter value group acquired due to winning in the first starting port 11, it is determined whether the customer waiting flag is ON (S1415). If it is ON (YES in S1415), this process is terminated; if it is not ON (NO in S1415), a customer waiting command is set in the output buffer of the game RAM 104 (S1416), the customer waiting flag is set ON (S1417), and this process is terminated.
[0168] In step S1401, if the number of reserved balls for the special chart 2 is not "0" (NO in S1401), that is, if there is one or more random counter value groups (reserved information for the special chart 2) acquired due to winning the second starting hole 12, the game control microcomputer 101 performs a special chart 2 big win determination process (S1402) and a special chart 2 variation pattern selection process (S1403) described later. After that, the game control microcomputer 101 decrements the number of reserved balls for the special chart 2 by 1 (S1404). Then, the storage location (storage area) of various counter values in the second special chart reservation memory unit 105b is shifted by one from the current position to the side to be read, and the memory area corresponding to the first reserved ball in the second special chart reservation memory unit 105b is cleared (S1405). Next, the game control microcomputer 101 executes a special chart 2 variation start process (S1406) and proceeds to step S1413. In the special symbol 2 variation start process (S1406), the special operation status is set to "2" and a variation start command is set in the output buffer of the game RAM 104 to start the variation display of the second special symbol. The variation start command (also called the special symbol 2 variation start command) set in the special symbol 2 variation start process (S1406) includes information on the special symbol stop symbol data set in the special symbol 2 big win determination process (S1402) and information on the variation pattern set in the special symbol 2 variation pattern selection process (S1403) (information including information on the variation time).
[0169] Also, if the number of reserved balls for special chart 2 is "0" but the number of reserved balls for special chart 1 is not "0" (YES in S1401 and NO in S1407), that is, if there is no reserved information for special chart 2 but there is one or more random number counter value groups acquired due to winning in the first starting hole 11 (reserved information for special chart 1), the special chart 1 big win determination process (S1408) and the special chart 1 variation pattern selection process (S1409) described later are performed. After that, the game control microcomputer 101 decrements the number of reserved balls for special chart 1 by 1 (S1410). Then, the storage location (storage area) of various counter values in the first special chart reservation memory unit 105a is shifted by one from the current position to the side to be read, and the memory area corresponding to the fourth reserved ball in the first special chart reservation memory unit 105a (the memory area farthest from the side to be read) is cleared (S1411). In this way, the first special chart reservations are consumed in the order in which they were reserved. Next, the game control microcomputer 101 executes the special symbol 1 variation start process (S1412) and proceeds to step S1413. In the special symbol 1 variation start process (S1412), the special operation status is set to "2" and a variation start command is set in the output buffer of the game RAM 104 to start the variation display of the first special symbol. The variation start command (also called the special symbol 1 variation start command) set in the special symbol 1 variation start process (S1412) includes information on the special symbol stop symbol data set in the special symbol 1 big win determination process (S1408) and information on the variation pattern set in the special symbol 1 variation pattern selection process (S1409) (information including information on the variation time).
[0170] When the process proceeds to step S1413, it is determined whether the customer waiting flag is ON or not, and if it is ON, the customer waiting flag is turned OFF (S1414), and the process ends. As described above, in this embodiment, the variable display of the special pattern based on the first special pattern reservation is performed only when the second special pattern reservation is "0" (YES in S1401). In other words, the consumption of the second special pattern reservation is executed in priority to the consumption of the first special pattern reservation.
[0171] [Special chart 2 big win determination process (special chart 1 big win determination process)] The special chart 2 big win determination process (S1402) and the special chart 1 big win determination process (S1408) have the same process flow, so they will be explained together based on FIG. 29. As shown in FIG. 29, in the special chart 2 big win determination process (S1402) or the special chart 1 big win determination process (S1408), first, the big win random number counter value (value of label-TRND-A) is read as a determination value (S1501). In detail, in the special chart 2 big win determination process (S1402), the big win random number counter value stored in the first storage area (i.e., the storage area corresponding to the first of the second special chart reservations) of the second special chart reservation storage unit 105b of the game RAM 104 is read. In addition, in the special chart 1 jackpot determination process (S1408), the jackpot random number counter value stored in the first memory area (i.e., the memory area corresponding to the first of the first special chart reservations) of the first special chart reservation memory unit 105a of the game RAM 104 is read out.
[0172] Next, the jackpot determination table (FIG. 19(A)) is set (S1502). Next, it is determined whether the probability flag is ON, i.e., whether the state is high probability or not (S1503). Then, if the state is not high probability (NO in S1503), i.e., if the state is normal probability state (non-high probability state), it is determined whether or not there is a jackpot based on the table for non-high probability state (jackpot determination value is "0" to "204") in the jackpot determination table (FIG. 19(A)) (S1504). On the other hand, if the state is high probability (YES in S1503), it is determined whether or not there is a jackpot based on the table for high probability state (jackpot determination value is "0" to "655") in the jackpot determination table (FIG. 19(A)) (S1505).
[0173] If the result of the jackpot determination (S1504, S1505) is "jackpot", the win type random number counter value (value of label-TRND-AS) is read out and the win type is determined based on the win type determination table shown in FIG. 17 (S1506). After determining the win type (S1506), the jackpot flag is turned ON (S1507), and the special symbol stop pattern data (see FIG. 17) corresponding to the win type is set in the win type buffer provided in the game RAM 104 (S1508), and the process is terminated. On the other hand, if the result of the jackpot determination (S1504, S1505) is "miss", the special symbol stop pattern data (01H) corresponding to the miss pattern is set (S1508), and the process is terminated.
[0174] [Special chart 2 variation pattern selection process (special chart 1 variation pattern selection process)] The special chart 2 variation pattern selection process (S1403) and the special chart 1 variation pattern selection process (S1409) have the same processing flow, so they will be explained together based on Figures 30 and 31. As shown in Figure 30, in the special chart 2 variation pattern selection process (S1403) or the special chart 1 variation pattern selection process (S1409), first, it is determined whether the game state is in a time-saving state (whether the time-saving flag is ON or not) (S1601).
[0175] If the time-saving state is not reached (NO in S1601), that is, if the state is not in the time-saving state, it is next determined whether the jackpot flag is ON (S1602). If it is ON (YES in S1602), the non-time-saving state jackpot normal table (the portion of the special chart fluctuation pattern determination table shown in FIG. 20 that corresponds to the non-time-saving state and the jackpot) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (the value of label-TRND-T1) (S1603). As shown in FIG. 20, once the fluctuation pattern is determined, the fluctuation time is also determined.
[0176] In the variation performance of this pachinko game machine PY1, in addition to Dohazure and normal reach, SP (super reach) can be executed. Dohazure is a variation performance in which the combination of performance symbols EZ1, EZ2, and EZ3 is stopped and displayed with a barrage (for example, "458"). Normal reach is a variation performance in which the development performance is not executed after the above-mentioned reach is formed, and the remaining one performance symbol that continues to be displayed is stopped and displayed. SP reach is a variation performance in which the development performance is executed after the above-mentioned reach is formed, and the variation time after the reach is longer than that of normal reach. In this way, in this embodiment, the variation pattern is selected so that Dohazure, normal reach, and SP reach can be executed.
[0177] In the SP reach, the distribution rate of various fluctuation patterns is set so that the winning expectation rate (expectation rate of winning the jackpot) is higher than that of the normal reach (see FIG. 20). Therefore, by looking at the SP reach, which has a long fluctuation time, the player can understand that the winning expectation rate is higher than that of the normal reach. Here, the SP reach is divided into three types: weak SP reach A, weak SP reach B, and strong SP reach. The distribution rate of various fluctuation patterns is set so that the winning expectation rate of the jackpot increases in the order of weak SP reach A ⇒ weak SP reach B ⇒ strong SP reach. Therefore, by looking at the strong SP reach, the player can understand that the winning expectation rate is very high, by looking at the weak SP reach B, the player can understand that the winning expectation rate is somewhat high, and by looking at the weak SP reach A, the player can understand that the winning expectation rate is not very high.
[0178] In step S1602 shown in FIG. 30, if the jackpot flag is not ON, it is determined whether the reach random number counter value (the value of label-TRND-RC) is a reach establishment random number value or not (S1604). As shown in FIG. 19(B), the reach establishment random number value is "0" to "13" in the non-time-saving state, and "0" to "5" in the time-saving state. In other words, the time-saving state makes it more difficult to reach when missing than the non-time-saving state. This is to speed up the consumption of special reserved charts by selecting more non-reach misses with short fluctuation times in the time-saving state.
[0179] If the reach random number counter value is a reach establishment random number value (YES in S1604), that is, if there is a reach but a miss, a reach with a miss table during non-time-saving state (the portion of the special chart fluctuation pattern determination table shown in Figure 20 that corresponds to the non-time-saving state and reach with a miss) is referenced and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (S1605).
[0180] On the other hand, if the reach random number counter value is not a reach establishment random number value (NO in S1604), that is, in the case of a miss without a reach, a non-time-saving state no-reach miss table (the part of the special pattern fluctuation pattern determination table shown in FIG. 20 that corresponds to the non-time-saving state and no-reach miss) is referenced and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (S1606). In this no-reach miss, a shortened fluctuation function according to the number of reserved balls is activated. In other words, when the number of reserved balls of the special pattern is "3" or "4", a fluctuation pattern with a shorter fluctuation time is selected compared to when the number of reserved balls of the special pattern is "0" to "2" (see FIG. 20).
[0181] Also, in step S1601, if it is determined that the game state is in the time-saving state (YES in S1601), as shown in FIG. 31, processing (S1607 to S1611) is performed in the same manner as steps S1602 to S1606 above, except that the special chart fluctuation pattern determination table to be referenced is the table in the time-saving state (the portion of the special chart fluctuation pattern determination table shown in FIG. 20 that corresponds to the time-saving state).
[0182] That is, if it is a big win, a fluctuation pattern is selected based on the fluctuation pattern random number counter value by referring to the part in the time-saving state and the part corresponding to the big win in Fig. 20 (S1608). Also, if it is a close miss, a fluctuation pattern is selected based on the fluctuation pattern random number counter value by referring to the part in the time-saving state and the part corresponding to the close miss in Fig. 20 (S1610). Also, if it is a no-reach miss, a fluctuation pattern is selected based on the fluctuation pattern random number counter value by referring to the part in the time-saving state and the part corresponding to the no-reach miss in Fig. 20 (S1611).
[0183] In addition, in the special chart fluctuation pattern judgment table during the time-saving state (the part of the special chart fluctuation pattern judgment table shown in Figure 20 that corresponds to the time-saving state), the function of shortening fluctuation according to the number of reserved balls at the time of no reach and miss works when the number of reserved balls is "2" to "4". In other words, shortening fluctuation is more likely to be selected than in a non-time-saving state. Also, the fluctuation time for shortening fluctuation is shorter in the time-saving state than in a non-time-saving state. In other words, the special chart fluctuation pattern judgment table during the time-saving state is a table in which the fluctuation time is shorter than that in the special chart fluctuation pattern judgment table during a non-time-saving state.
[0184] After selecting the variation pattern as described above, the selected variation pattern is set (S1612) as shown in Fig. 30, and this process ends. The information on the variation pattern set in step S1612 is included in the variation start command set in step S1406 or S1412 in the special symbol waiting process (S1302), and is sent to the performance control board 120 by the output process (S101).
[0185] [Special symbol variation processing] As shown in Fig. 32, in the special symbol variation processing (S1304), first, it is determined whether the special symbol variation time (variation time determined according to the variation pattern selected in step S1403 or S1409, see Fig. 20) has elapsed (S1801). If it has not elapsed (NO in S1801), this processing is immediately ended. This allows the variation display of the special symbol to continue.
[0186] On the other hand, if the variation time has elapsed (YES in S1801), a variation stop command is set (S1802) and the special operation status is set to "3" (S1803). Then, other processing such as stopping the special symbol variation display at a symbol (a big win symbol or a losing symbol) according to the set special symbol stop symbol data is performed (S1804), and this processing ends.
[0187] [Special Symbol Determination Process] As shown in FIG. 33, in the special symbol determination process (S1306), first, it is determined whether the stop time of the special symbol (the stop time determined according to the variation pattern selected in step S1403 or S1409, see FIG. 20) has elapsed (S1901). If it has not elapsed (NO in S1901), this process is immediately terminated. This allows the stopped display of the special symbol to continue. On the other hand, if the stop time has elapsed (YES in S1901), the game status management process described below is performed (S1902).
[0188] Next, it is determined whether the jackpot flag is ON (S1903). If the jackpot flag is ON (YES in S1903), an opening pattern (see FIG. 17 for details) corresponding to the type of jackpot won is set (S1904). At this time, the value of a round counter that counts the number of unit opening games (round games) executed during the jackpot game is set to the number of rounds corresponding to the type of jackpot won. The setting of the opening pattern (setting of data corresponding to the opening pattern) may be performed for each round.
[0189] Following step S1904, the game control microcomputer 101 performs a game state reset process (S1905). In the game state reset process (S1905), first, if the probability variable flag is ON, the probability variable flag is turned OFF, and if the time-saving flag is ON, the time-saving flag is turned OFF. In other words, during the execution of the jackpot game, the state is controlled to a non-high probability state and a non-time-saving state. After that, in order to start the jackpot game, a jackpot opening command is set (S1906), and the opening of the jackpot game is started (S1907). Then, the special operation status is set to "4" (S1908), and this process ends.
[0190] Also, if the big win flag is not ON in step S1903 (NO in S1903), the big win game does not start, so the special action status is set to "1" (S1909) and this process ends.
[0191] [Game Status Management Process] As shown in FIG. 34, in the game status management process (S1902), first, it is determined whether or not the probability variable flag is ON (S2001). If it is ON (YES in S2001), the value of the probability variable counter, which counts the number of times the special pattern changes during the high probability state, is decremented by 1 (S2002), and it is determined whether or not the value of the probability variable counter is "0" (S2003). If it is "0" (YES in S2003), the probability variable flag is turned OFF (S2004), and the process proceeds to step S2005. If the determination result in step S2001 or S2003 is NO, the process immediately proceeds to step S2009.
[0192] In step S2005, it is determined whether the time-saving flag is ON. If it is ON (YES in S2005), the value of the time-saving counter that counts the number of times the special symbol changes during the time-saving state is decremented by 1 (S2006), and it is determined whether the value of the time-saving counter is "0" (S2007). If it is "0" (YES in S2007), the time-saving flag is turned OFF (S2008), and the process proceeds to step S2009. If the determination result in step S2005 or S2007 is NO, the process immediately proceeds to step S2009. In step S2009, a game state designation command including information on the current game state (information on whether the probability variable flag and the time-saving flag are ON or OFF), the probability variable counter value, and the time-saving counter value is set in the output buffer of the game RAM 104, and the process ends.
[0193] [Special Electric Role Processing (Big Win Game)] The special electric role processing is a process for executing a big win game. As shown in FIG. 35, in the special electric role processing (S1307), first, it is determined whether or not the big win end flag is ON (S2701). The big win end flag is a flag that indicates that the opening of all the big win devices (big win device 14D) in the big win game being executed has ended.
[0194] If the big win end flag is not ON (NO in S2701), it is determined whether the big win opening 14 is being opened (i.e., whether the big win device 14D is being opened) (S2702). If it is not being opened (NO in S2702), it is determined whether the time to open the big win opening 14 has arrived, that is, whether the opening time for the big win has elapsed and it is time to start opening the big win opening 14, or whether the interval time between openings has elapsed and it is time to start the next opening (S2703).
[0195] If the determination result in step S2703 is NO, the process ends as it is. On the other hand, if the determination result in step S2703 is YES, it is determined whether or not the currently executed jackpot game is a jackpot game based on a probability variable jackpot (see FIG. 17) (S2704). If it is not a probability variable jackpot (NO in S2704), the process proceeds to step S2707. If it is a probability variable jackpot (YES in S2704), it is determined whether or not it is time to start the 9th round, which allows passage to the specific area 16 (S2705). If it is not time to start the 9th round (NO in S2705), the process proceeds directly to step S2707. On the other hand, if it is time to start the 9th round (YES in S2705), a V valid period setting process is performed (S2706).
[0196] In the V valid period setting process (S2706), the period during which the large prize winning port 14 is open in the 9th round of the guaranteed jackpot and the few seconds after the large prize winning port 14 is closed are set as the V valid period during which the detection of the game ball by the specific area sensor 16a is judged to be valid. In this embodiment, the other period (including when the jackpot game is not being executed) is set as the V invalid period during which the detection of the game ball by the specific area sensor 16a is judged to be invalid. Here, judging the detection of the game ball by the specific area sensor 16a to be valid means that the V flag is turned ON based on the detection of the game ball by the specific area sensor 16a (specific area sensor detection process (see FIG. 37) described later). Also, judging the detection of the game ball by the specific area sensor 16a to be invalid means that the V flag is not turned ON even if the game ball is detected by the specific area sensor 16a. In addition, the V valid period includes a few seconds after the closing of the large prize opening 14, taking into consideration the fact that a game ball may enter the large prize opening 14 just before the large prize opening 14 is closed.
[0197] That is, in this embodiment, the V flag is turned ON only when a V passage (a game ball passing through the specific area 16) is detected during the V valid period, and the V flag is not turned ON when a V passage is detected outside the V valid period (V invalid period). When the V flag is ON, the probability variable flag is turned ON, that is, the game state after the big win game is set to a high probability state (game state setting process (see FIG. 36) described later). In this way, the V flag is prevented from being turned ON based on a V passage caused by fraudulent behavior, that is, from being set to a high probability state.
[0198] In step S2707, the large prize opening (large prize opening 14) is opened according to an opening pattern (see FIG. 17) according to the type of the large prize. The distribution member 16k always moves in a constant manner from the start of the first round of play. In the opening pattern of the probability variable large prize (V long opening pattern), the AT opening / closing member 14k is opened so that the game ball that has entered the large prize opening 14 can pass through the specific area 16 with ease in the 9th round. In contrast, in the opening pattern of the normal large prize (V short opening pattern), the opening timing of the AT opening / closing member 14k relative to the operation of the distribution member 16k is set so that the game ball cannot pass through the specific area 16 even if it enters the large prize opening 14 in the 9th round.
[0199] Next, in step S2708, a round designation command transmission determination process is performed, and this process is terminated. In the round designation command transmission determination process (S2708), it is determined whether the opening of the big prize opening 14 in step S2703 is the first opening in one round of play, and if so, a round designation command including information on the number of rounds of the big prize game being executed is set in the output buffer of the game RAM 104. In this embodiment, the big prize opening 14 is not opened multiple times during one round of play. Therefore, in this step S2708, a round designation command is always set.
[0200] In step S2702 of the special electric device processing (S1307), if the large prize opening 14 is open, it is determined whether or not the closing condition for the large prize opening 14 is satisfied (S2709). In this embodiment, the closing condition is that either the number of winnings in the large prize opening 14 in that round of play has reached the specified maximum number of winnings (8 winnings per round in this embodiment), or the time has come to close the large prize opening 14 (i.e., a specified opening time (see FIG. 17) has elapsed since the large prize opening 14 was opened) has been satisfied. If the closing condition for the large prize opening 14 has not been satisfied (NO in S2709), the processing ends.
[0201] On the other hand, if the closing condition for the special prize opening 14 is met (YES in S2709), the special prize opening 14 is closed (blocked) (S2710). Then, it is determined whether one round of play (round interval) has ended (S2711). If it has not ended (NO in S2711), the processing ends. On the other hand, if the round of play is to end (YES in S2711), the round counter value is decremented by 1 (S2712), and it is determined whether the round counter value is "0" (S2713). If it is not "0" (NO in S2713), the processing ends as is in order to start the next round of play.
[0202] On the other hand, if it is "0" (YES in S2713), the jackpot ending command is set (S2714) as the jackpot ending process to end the jackpot game, and the jackpot ending is started (S2715). Then, the jackpot ending flag is set (S2716), and the process ends.
[0203] Also, if the jackpot end flag is ON in step S2701 (YES in S2701), the final round has ended, so it is determined whether or not the ending time for the jackpot game has elapsed (S2717), and if the ending time has not elapsed (NO in S2717), this process ends. On the other hand, if the ending time has elapsed (YES in S2717), the jackpot end flag is turned OFF (S2718). Then, a game status setting process (S2719) is performed, which will be described later. Next, the jackpot flag is turned OFF (S2720). Next, the special action status is set to "1" (S2721), and this process ends.
[0204] [Game Status Setting Process] As shown in FIG. 36, in the game status setting process (S2719), first, it is determined whether the V flag is ON (whether a V win occurred during the V valid period) (S2801). If it is ON (YES in S2801), the probability variable flag is turned ON (S2802) and the time-saving flag is turned ON (S2803). As a result, the game is controlled to a high probability time-saving state after the big win game. Next, the probability variable counter is set to "160" (S2804), and the time-saving counter is set to "160" (S2805), and the game proceeds to step S2808. As a result, the game is controlled to a high probability time-saving state in which the ST count is 160 times and the time-saving count is 160 times.
[0205] On the other hand, if it is determined in step S2801 that the V flag is not ON (NO in S2801), the time-saving flag is turned ON (S2806). That is, the probability-changing flag is not turned ON at this time. As a result, the game is controlled to a low-probability time-saving state after the big win game. Next, the time-saving counter is set to "100" (S2807), and the program proceeds to step S2808. That is, the game is controlled to a low-probability time-saving state in which the number of time-saving times is 100.
[0206] In step S2808, the game control microcomputer 101 sets a game state designation command including the currently set game state information (ON or OFF of the probability variable flag, ON or OFF of the time-saving flag, the probability variable counter value, and the time-saving counter value information) in the output buffer of the game RAM 104. In this way, the game state setting process (S2719) is completed.
[0207] [Specific area sensor detection process] As shown in FIG. 37, in the specific area sensor detection process (S107), first, it is determined whether or not a gaming ball has been detected by the specific area sensor 16a (S3001). In this embodiment, the detection of a gaming ball by the specific area sensor 16a is performed only when the distribution member 16k is controlled to the first state shown in FIG. 5(A). If there is no detection in step S3001 (NO in S3001), this process is terminated, but if there is detection (YES in S3001), it is determined whether or not it is during the V effective period (S3002). If it is not during the V effective period (NO in S3002), this process is terminated. On the other hand, if it is during the V effective period (YES in S3002), the V flag is turned ON (S3003). Then, the V passing command is set in the output buffer of the gaming RAM 104 (S3004), and this process is terminated. The V-pass command is a command for causing the performance control board 120 to notify of a V-pass.
[0208] 7. Operation of the performance control microcomputer 121 [Sub-control main processing] Next, the operation of the performance control microcomputer 121 will be described with reference to Figs. 38 to 44. The counters, timers, flags, status, buffers, etc., which appear in the description of the operation of the performance control microcomputer 121, are provided in the performance RAM 124. When the power supply of the pachinko game machine PY1 is turned on, the performance control microcomputer 121 provided in the performance control board 120 reads out and executes the program of the sub-control main processing shown in Fig. 38 from the performance ROM 123. As shown in the figure, in the sub-control main processing, first, a CPU initialization process is performed (S4001). In the CPU initialization process (S4001), stack setting, constant setting, setting of the performance CPU 122, setting of SIO, PIO, CTC (circuit for managing interrupt time), etc. are performed.
[0209] Next, it is determined whether the power-off signal is ON and the contents of the performance RAM 124 are normal (S4002). If the result of this determination is NO, the performance RAM 124 is initialized (S4003) and the process proceeds to step S4004. On the other hand, if the result of the determination is YES (YES in S4002), the performance RAM 124 is not initialized and the process proceeds to step S4004. That is, if the power-off signal is not ON, or if the power-off signal is ON but the contents of the performance RAM 124 are not normal (NO in S4002), the performance RAM 124 is initialized, but if the power-off signal is ON due to a power outage or the like but the contents of the performance RAM 124 are maintained normal (YES in S4002), the performance RAM 124 is not initialized. Note that if the performance RAM 124 is initialized, the values of various flags, statuses, counters, etc. are reset. Note that steps S4001 to S4003 are executed only once after the power is turned on and are not executed thereafter.
[0210] In step S4004, interrupts are inhibited. Next, a random number seed update process is executed (S4005). In the random number seed update process (S4005), the values of various random number counters for determining effects are updated. The random numbers for determining effects include random numbers for determining effect patterns, random numbers for selecting variable effect patterns, random numbers for selecting variable effect patterns, and random numbers for determining advance notice effects. The method of updating the random numbers can be the same as the method of updating the random numbers performed by the game control board 100 described above. When updating, the random number values may be added by 2 instead of by 1. This is also the same as in the random number update process performed by the game control board 100 described above.
[0211] When the random number seed update process (S4005) is completed, a command transmission process is executed (S4006). In the command transmission process (S4006), various commands stored in the output buffer in the performance RAM 124 of the performance control board 120 are transmitted to the image control board 140. The image control board 140 that has received the command executes various performances (variable performances, opening performances associated with a big win game, round performances, ending performances, etc.) using the rear liquid crystal display device 50 and the transmissive liquid crystal display device 7 according to the command. In addition, in accordance with the execution of various performances by the image control board 140, the performance control board 120 outputs sound from the speaker 610 via the sound control board 161, causes the board lamp 54 and the frame lamp 212 to emit light via the sub drive board 162, and drives the board movable body 55k. The performance control microcomputer 121 then permits interruption (S4007). Thereafter, steps S4004 to S4007 are looped. While interrupts are enabled, it is possible to execute a receive interrupt process (S4008), a 1 ms timer interrupt process (S4009), and a 10 ms timer interrupt process (S4010).
[0212] [Reception interrupt processing] The reception interrupt processing (S4008) is performed based on the strobe signal (STB signal) sent from the game control board 100 being input to the external INT input section of the performance control microcomputer 121. In other words, if the strobe signal is not input to the external INT input section of the performance control microcomputer 121, the reception interrupt processing (S4008) is not performed. As shown in FIG. 39, in the reception interrupt processing (S4008), various commands sent from the game control board 100 are stored in the reception buffer of the performance RAM 124 (S4101). This reception interrupt processing (S4008) is a processing that is executed in priority to other interrupt processing (S4009, S4010).
[0213] [1 ms timer interrupt processing] The 1 ms timer interrupt processing (S4009) is executed each time an interrupt pulse with a 1 msec period is input to the performance control board 120. As shown in Fig. 40, the 1 ms timer interrupt processing (S4009) first performs input processing (S4201). In the input processing (S4201), switch data (edge data and level data) is created based on detection signals from the performance button detection sensor 40a (see Fig. 16) and the select button detection sensor 42a.
[0214] Next, lamp data output processing (S4202) is performed. In the lamp data output processing (S4202), in order to light the board lamp 54 and the frame lamp 212 at a timing that matches the performance, the lamp data created in other processing (S4305) in the 10 ms timer interrupt processing (S4010) described later is output to the sub drive board 162. In other words, the board lamp 54 and the frame lamp 212 are made to light up in a predetermined light emission mode according to the lamp data.
[0215] Next, a drive control process is performed (S4203). In the drive control process (S4203), drive data (board movable body drive data) is created and output in order to drive the board movable body 55k at a timing that matches the performance such as SP reach or big win performance. In other words, the board movable body 55k is driven in a predetermined operation mode according to the drive data.
[0216] After the drive control process (S4203), a watchdog timer process (S4204) is performed to reset the watchdog timer, and then this process ends.
[0217] [10 ms timer interrupt processing] The 10 ms timer interrupt processing (S4010) is executed every time an interrupt pulse with a 10 msec period is input to the performance control board 120. As shown in FIG. 41, the 10 ms timer interrupt processing (S4010) first performs a received command analysis processing (S4301) which will be described later.
[0218] Next, a switch state acquisition process is performed (S4302) to store the switch data created in the input process (S4201) of the 1 ms timer interrupt process (S4009) in the performance RAM 124 as switch data for the 10 ms timer interrupt process. Then, a switch process is performed (S4303) to set the display contents of the display screen 50a based on the switch data stored in the switch state acquisition process (S4302).
[0219] Next, audio control processing (S4304) is performed. In the audio control processing (S4304), audio data (data for controlling the output of audio from the speaker 610) is created and output to the audio control board 161, and time management of audio performance is performed. As a result, audio suited to the performance being executed is output from the speaker 610. Then, other processing such as updating random numbers for various performances is performed (S4305), and this processing ends.
[0220] [Received command analysis process] As shown in FIG. 42, in the received command analysis process (S4301), the microcomputer 121 for effect control first judges whether or not a game state designation command has been received from the game control board 100 (S4401), and if so, performs a mode status setting process (S4402). In the mode status setting process (S4402), the received game state designation command is analyzed, and the value of the mode status is set based on the game state information included in the game state designation command. The value of the mode status is set to "1" if the game is in a normal game state, "2" if the game is in a high probability time-saving state, and "3" if the game is in a low probability time-saving state. In this way, the microcomputer 121 for effect control can grasp the current game state.
[0221] Next, the performance control microcontroller 121 determines whether or not it has received a fluctuation start command (special chart 1 fluctuation start command or special chart 2 fluctuation start command) from the game control board 100 (S4403), and if it has been received, performs the fluctuation performance start processing described below (S4404).
[0222] Next, the performance control microcomputer 121 judges whether or not a fluctuation stop command (special chart 1 fluctuation stop command or special chart 2 fluctuation stop command) has been received from the game control board 100 (S4405), and if so, performs a fluctuation performance end process (S4406). In the fluctuation performance end process (S4406), the fluctuation stop command is analyzed, and a fluctuation performance end command for ending the fluctuation performance is set in the output buffer of the performance RAM 124 based on the analysis result.
[0223] Next, the performance control microcomputer 121 judges whether an opening command has been received from the game control board 100 (S4407), and if so, performs an opening performance selection process (S4408). In the opening performance selection process (S4408), the opening command is analyzed, and a pattern (content) of the opening performance to be executed during the opening of the big win game is selected based on the analysis result. Then, an opening performance start command for starting the opening performance with the selected opening performance pattern is set in the output buffer of the performance RAM 124.
[0224] Next, the performance control microcomputer 121 judges whether or not a round designation command has been received from the game control board 100 (S4409), and if so, performs a round performance selection process (S4410). In the round performance selection process (S4410), the round designation command is analyzed, and a pattern (content) of the round performance to be executed during the round play of the big win game is selected based on the analysis result. Then, a round performance start command for starting the round performance with the selected round performance pattern is set in the output buffer of the performance RAM 124.
[0225] Next, the microcomputer 121 for effect control judges whether an ending command has been received from the game control board 100 (S4411), and if so, performs an ending effect selection process (S4412). In the ending effect selection process (S4412), the ending command is analyzed, and a pattern (content) of the ending effect to be executed during the ending of the big win game is selected based on the analysis result. Then, an ending effect start command for starting the ending effect with the selected ending effect pattern is set in the output buffer of the RAM 124 for effect.
[0226] Next, the performance control microcontroller 121 performs other processing (S4413) based on received commands other than the above commands (for example, processing to perform a customer waiting performance indicating that a variable performance is not being executed based on reception of a customer waiting command, processing to perform a V passing notification performance indicating that a V passing has occurred based on reception of a V passing command, and processing to perform a normal pattern variable performance based on reception of a normal pattern variable start command), and completes the received command analysis processing (S4301).
[0227] [Variable performance start processing] As shown in Fig. 43, in the variable performance start processing (S4404), first, the performance control microcomputer 121 analyzes the variable start command (S4501). The variable start command includes information on the special chart stop pattern data set in the special chart 1 big win determination processing and the special chart 2 big win determination processing (see Fig. 29), information on the variable pattern set in the special chart 1 variable pattern selection processing and the special chart 2 variable pattern selection processing (see Figs. 30 and 31), information specifying the current game state, etc. The information acquired by the performance control microcomputer 121 here can be used appropriately in the processing executed after this.
[0228] Next, the performance control microcomputer 121 refers to the value of the mode status currently set (S4502). Then, the performance pattern EZ1, EZ2, EZ3 to be finally stopped and displayed in the variable performance is selected (S4503). Specifically, a random number for determining the performance pattern is obtained, and one table is selected based on the analysis result of the variable start command from among multiple tables classified according to the presence or absence of a reach. Then, the selected table is used to judge the obtained random number for determining the performance pattern, thereby selecting the performance pattern. This determines the combination of the performance patterns EZ1, EZ2, EZ3 (for example, "777") to be finally stopped and displayed.
[0229] Next, the microcomputer 121 for controlling the performance executes a variable performance pattern selection process (S4504). In the variable performance pattern selection process (S4504), one table is selected based on the analysis result of the variable start command from among a plurality of tables classified according to the type of performance mode (value of mode status) and the type of variable pattern. Then, using the selected table, the acquired variable performance pattern lottery random number is judged to select a variable performance pattern. When the variable performance pattern is determined in this way, the details of the variable performance content, including the time of the variable performance, the variable display mode of the performance pattern, the presence or absence of reach performance, the content of the reach performance, the presence or absence of performance button performance (SW performance), the content of the performance button performance, the performance deployment configuration, and the type of background of the performance pattern, are determined.
[0230] Then, the advance notice performance selection process described later is executed (S4505). After that, a variable performance start command based on the selected performance symbol, variable performance pattern, and advance notice performance is set in the output buffer of the performance RAM 124 (S4506), and this process ends. When the variable performance start command set in step S4606 is sent to the image control board 140 by the command sending process (S4006), a variable performance synchronized with the variable display of the special symbol is started on the display screen 50a.
[0231] [Preview performance selection process] As shown in Fig. 44, in the preview performance selection process (S4505), first, a normal logo flash performance execution lottery process (S4601) is executed. In the normal logo flash performance execution lottery process (S4601), one table is selected from a predetermined normal logo flash execution lottery table (not shown) based on the type of fluctuation pattern (information on the fluctuation pattern acquired based on the analysis of the fluctuation start command). Then, a predetermined preview performance determination random number is acquired, and using the selected table, it is determined whether or not to execute a normal logo flash performance by judging the acquired preview performance determination random number.
[0232] As a result, if it is determined that the normal logo flash effect is to be executed (YES in S4602), the normal logo flash image lottery process is executed (S4603), and the program proceeds to step S4604. In the normal logo flash image lottery process (S4603), one table is selected from the normal logo flash effect tables shown in FIG. 13(A) based on information on a variation pattern indicating whether the result is a big win or a miss. Then, a predetermined random number for determining the advance notice effect is obtained, and using the selected table, it is determined whether a blue normal logo flash image TG1 or a red normal logo flash image TG2 will be displayed. On the other hand, if it is determined in step S4602 that the normal logo flash effect is not to be executed (NO in S4602), the program skips the normal logo flash image lottery process (S4603), and the program proceeds to step S4604.
[0233] The selection rate of the blue normal logo flash image TG1 or the red normal logo flash image TG2 by judging the random number for deciding the advance notice performance is as shown in Fig. 13(A). And, based on the rate of the normal logo flash performance being executed based on each variation pattern and the selection rate of the blue normal logo flash image TG1 or the red normal logo flash image TG2 being selected, the winning expectation rate is set to be as shown in Fig. 12(A).
[0234] In step S4604, an enlarged logo flash effect execution lottery process is executed. In the enlarged logo flash effect execution lottery process (S4604), one table is selected from predetermined enlarged logo flash execution lottery tables (not shown) based on the type of variation pattern. Then, a predetermined random number for determining the advance notice effect is obtained, and the obtained random number for determining the advance notice effect is judged using the selected table to determine whether or not to execute the enlarged logo flash effect.
[0235] If it is determined that an enlarged logo flash effect is to be executed (YES in S4605), an enlarged logo flash image lottery process is executed (S4606), and the process proceeds to step S4607. In the enlarged logo flash image lottery process (S4606), one table is selected from the enlarged logo flash effect tables shown in FIG. 13(B) based on information on a variation pattern indicating whether it is a big win or a miss. Then, a predetermined random number for determining the advance notice effect is obtained, and using the selected table, it is determined which of the blue enlarged logo flash image KG1, the green enlarged logo flash image KG2, the red enlarged logo flash image KG3, the gold enlarged logo flash image KG4, and the rainbow enlarged logo flash image KG5 is to be displayed. On the other hand, if it is determined that an enlarged logo flash effect is not to be executed in step S4605 (NO in S4605), the process skips the enlarged logo flash image lottery process (S4606), and the process proceeds to step S4607.
[0236] By judging the random number for determining the preview performance, the selection rate of the blue enlarged logo flash image KG1, the green enlarged logo flash image KG2, the red enlarged logo flash image KG3, the gold enlarged logo flash image KG4, and the rainbow enlarged logo flash image KG5 is as shown in Fig. 13(B). Based on the rate at which the enlarged logo flash performance is executed based on each variation pattern and the selection rate at which the blue enlarged logo flash image KG1, the green enlarged logo flash image KG2, the red enlarged logo flash image KG3, the gold enlarged logo flash image KG4, and the rainbow enlarged logo flash image KG5 are selected, the winning expectation rate is set to be as shown in Fig. 12(B).
[0237] In step S4607, other preview performances are selected, and this process ends. When other preview performances are selected (S4607), a random number for deciding the preview performance is obtained, and one table is selected from among multiple tables classified according to the presence or absence of a reach, etc., based on the analysis result of the fluctuation start command. Then, the selected table is used to judge the obtained random number for deciding the preview performance, and a preview performance is selected. This determines the content of the preview performance, such as the so-called step-up preview performance or chance-up preview performance. Note that the preview performance is not necessarily executed during the execution of the fluctuation performance, and it is possible that it is not executed during the fluctuation performance.
[0238] 8.Effects of this Form As described above in detail, according to the pachinko game machine PY1 of this embodiment, when the normal logo flash effect is executed, the normal logo flash image TG becomes visible on the display screen 7a of the transmissive liquid crystal display device 7 located in front of the display screen 50a of the rear liquid crystal display device 50, as shown in FIG. 11(A). Therefore, in this case, it is possible to give the player the impression that the normal logo flash image TG (the face of the main character) is approaching. On the other hand, when the enlarged logo flash effect is executed, the enlarged logo flash image KG becomes visible on the display screen 7a of the transmissive liquid crystal display device 7 located in front of the display screen 50a of the rear liquid crystal display device 50, as shown in FIG. 11(B). Therefore, in this case, it is possible to give the player the impression that the normal logo flash image TG (the face of the main character) is approaching further forward than in the normal logo flash effect. In this way, it is possible to make the degree of approach of the normal logo flash image TG (the face of the main character) appear to change in front of the display screen 50a of the rear liquid crystal display device 50, and it is possible to provide a novel game interest.
[0239] According to the pachinko game machine PY1 of this embodiment, there are two display modes of the normal logo flash image TG (see FIG. 11(A)). That is, there is a blue normal logo flash image TG1 and a red normal logo flash image TG2. On the other hand, there are five display modes of the enlarged logo flash image KG (see FIG. 11(B)). That is, there are a blue enlarged logo flash image KG1, a green enlarged logo flash image KG2, a red enlarged logo flash image KG3, a gold enlarged logo flash image KG4, and a rainbow enlarged logo flash image KG5. Therefore, when the enlarged logo flash effect is executed, it is possible to make the player understand the high expectation of winning the jackpot in more detail (in detail) than when the normal logo flash effect is executed. Therefore, it is possible to make the player interested in the enlarged logo flash effect in which the normal logo flash image TG (the face of the main character) looks closer than in the normal logo flash effect.
[0240] According to the pachinko game machine PY1 of this embodiment, when the enlarged logo flash effect is executed, the rainbow enlarged logo flash image KG5 indicating that the big win has been confirmed may be displayed. On the other hand, when the normal logo flash effect is executed, no effect image indicating that the big win has been confirmed is displayed. Therefore, it is possible for the player to be very interested in whether or not the rainbow enlarged logo flash image KG5 is displayed when the enlarged logo flash effect, in which the face of the main character looks closer than in the normal logo flash effect, is executed.
[0241] 9.Example of changes The following describes the modified example. In the description of the modified example, the same components as those in the pachinko gaming machine PY1 of the above embodiment (first embodiment) are denoted by the same reference numerals, and the description thereof will be omitted.
[0242] <Second form> In the above form (first form), there are cases where the normal logo flash effect shown in Fig. 11(A) is executed, and cases where the enlarged logo flash effect shown in Fig. 11(B) is executed. In contrast to this, in the second form, instead of the normal logo flash effect shown in Fig. 11(A), a reduced logo flash effect shown in Fig. 45 is executed. That is, in the second form, there are cases where the reduced logo flash effect (first preview effect) shown in Fig. 45 is executed, and cases where the enlarged logo flash effect (second preview effect) shown in Fig. 11(B) is executed.
[0243] The reduced logo flash effect of the second mode is an effect in which a reduced logo flash image SG (first display image) is displayed on the display screen 7a of the transmissive liquid crystal display device 7, as shown in Fig. 45. Here, as can be seen from a comparison between Fig. 45 and Fig. 11(B), the reduced logo flash image SG shows the face of the main character of the present pachinko game machine PY1 (specific motif) smaller than that of the enlarged logo flash image KG. As can be seen from a comparison between Fig. 45 and Fig. 11(A), the reduced logo flash image SG shows the face of the main character of the present pachinko game machine PY1 smaller than that of the normal logo flash image TG, and is displayed only in the display area of the display screen 7a of the transmissive liquid crystal display device 7 that overlaps with the display screen 50a of the rear liquid crystal display device 50. Thus, the reduced logo flash image SG gives an impression of being reduced (small) compared to the enlarged logo flash image KG, making it difficult to grasp.
[0244] And, like the enlarged logo flash effect, the reduced logo flash effect is executed for only about 0.5 seconds, interrupting the execution of the variable effect on the display screen 50a of the rear liquid crystal display device 50. In this way, a player who is paying attention to the display screen 50a of the rear liquid crystal display device 50 will suddenly see the reduced logo flash effect executed on the display screen 7a of the transmissive liquid crystal display device 7.
[0245] Here, the reduced logo flash image SG has two display modes (expectation mode) which indicate different winning expectations for the big win. Specifically, as shown in Fig. 45, there is a display mode in which the face of the main character shown in the reduced logo flash image SG is blue, and a display mode in which the face of the main character shown in the reduced logo flash image SG is red. Hereinafter, the reduced logo flash image SG in the display mode in which the face of the main character is blue will be referred to as a blue reduced logo flash image SG1, and the reduced logo flash image SG in the display mode in which the face of the main character is red will be referred to as a red reduced logo flash image SG2.
[0246] In the second form, as shown in FIG. 46(A), when a blue reduced logo flash image SG1 is displayed as a reduced logo flash effect, it is set to suggest to the player that the probability of winning the jackpot is 30%. Also, when a red reduced logo flash image SG2 is displayed, it is set to suggest to the player that the probability of winning the jackpot is 60%. In this way, when a reduced logo flash effect is executed, it is possible to make the player pay attention to whether a blue normal logo flash image TG1 or a red normal logo flash image TG2 is displayed, and to grasp in detail the degree of the probability of winning the jackpot. Note that the enlarged logo flash effect is the same as that of the first form described above, and therefore a detailed explanation will be omitted.
[0247] However, as can be seen from a comparison between FIG. 46(A) and FIG. 46(B), the winning expectation rate when the blue reduced logo flash image SG1 is displayed is 30%, whereas the winning expectation rate when the blue enlarged logo flash image KG1 is displayed is 10%. Also, the winning expectation rate when the red reduced logo flash image SG2 is displayed is 60%, whereas the winning expectation rate when the red enlarged logo flash image KG3 is displayed is 40%. Therefore, when the face of the main character is displayed in the same color in the reduced logo flash effect and the enlarged logo flash effect, it is suggested that the winning expectation rate is higher in the reduced logo flash image SG than in the enlarged logo flash image KG. Therefore, it is possible to make the player look forward to the execution of the enlarged logo flash effect more than in the normal logo flash effect. That is, the smaller the face of the main character displayed on the display screen 7a of the transmissive liquid crystal display device 7, the higher the winning expectation rate, and the more excited the player can be.
[0248] In particular, in the case of the reduced logo flash effect, whether a blue reduced logo flash image SG1 or a red reduced logo flash image SG2 is displayed, it suggests a higher probability of winning than a blue enlarged logo flash image KG1 or a red enlarged logo flash image KG3 of the same color. Therefore, as long as the color is the same, whether blue or red, a reduced logo flash image SG (see FIG. 45) that is difficult to grasp (has less impact) on the display screen 7a of the transmissive liquid crystal display device 7 gives the player a greater sense of excitement than an enlarged logo flash image KG (see FIG. 11(B)) that is easy to grasp (has more impact), providing a novel gaming interest.
[0249] In the second form, when comparing the reduced logo flash image SG and the enlarged logo flash image KG (second display image), there are two types (blue and red) of colors (expectation factors) imparted to the reduced logo flash image SG to indicate the likelihood of winning (see FIG. 46(A)). In contrast, there are five types (blue, green, red, gold, rainbow) of colors imparted to the enlarged logo flash image KG to indicate the likelihood of winning (see FIG. 46(B)). Therefore, the number of types of colors imparted to the enlarged logo flash image KG is set to be greater than the number of types of colors imparted to the reduced logo flash image SG.
[0250] Also, in the second form, the reduced logo flash image SG is not colored in rainbow colors (a winning element) to suggest that a big win has been confirmed. In contrast, the enlarged logo flash image KG may be colored in rainbow colors to suggest that a big win has been confirmed. In this way, the enlarged logo flash effect may suggest that a big win has been confirmed, whereas the reduced logo flash effect is set not to suggest that a big win has been confirmed.
[0251] [Preview performance selection process] Next, the preview performance selection process of the second form (S4505) will be described with reference to Fig. 48. However, differences from the preview performance selection process of the first form (S4505, see Fig. 44) will be described. The preview performance selection process of the second form (S4505) has steps S4608 to S4610 instead of steps S4601 to S4603 (see Fig. 44) of the preview performance selection process of the first form (S4505).
[0252] As shown in Fig. 48, in the advance notice performance selection process (S4505), first, a reduced logo flash performance execution lottery process (S4608) is executed. In the reduced logo flash performance execution lottery process (S4608), one table is selected from predetermined reduced logo flash execution lottery tables (not shown) based on the type of variation pattern. Then, a predetermined random number for determining the advance notice performance is obtained, and the obtained random number for determining the advance notice performance is judged using the selected table to determine whether or not to execute the reduced logo flash performance.
[0253] As a result, if it is determined that a reduced logo flash effect is to be executed (YES in S4609), a reduced logo flash image lottery process is executed (S4610), and the program proceeds to step S4604. In the reduced logo flash image lottery process (S4604), one table is selected from the reduced logo flash effect tables shown in FIG. 47 based on information on a variation pattern indicating whether it is a big win or a miss. Then, a predetermined random number for determining the advance notice effect is obtained, and using the selected table, it is determined whether a blue reduced logo flash image SG1 or a red reduced logo flash image SG2 will be displayed. On the other hand, if it is determined in step S4609 that a reduced logo flash effect is not to be executed (NO in S4609), the reduced logo flash image lottery process (S4610) is skipped, and the program proceeds to step S4604.
[0254] By judging the random number for determining the advance notice performance, the selection rate at which the blue reduced logo flash image SG1 or the red reduced logo flash image SG2 is selected is as shown in Fig. 47. Based on the rate at which the reduced logo flash performance is executed based on each variation pattern and the selection rate at which the blue reduced logo flash image SG1 or the red reduced logo flash image SG2 is selected, the winning expectation rate is set to be as shown in Fig. 46. Note that the process after step S4604 has been explained in the first form, so explanation will be omitted.
[0255] As described above, according to the second type of pachinko game machine PY1, there are two cases where a reduced logo flash effect (see FIG. 45) is executed on the display screen 7a of the transmissive liquid crystal display device 7, in which a reduced logo flash image SG including the face of the main character (a specific motif) is visible, and an enlarged logo flash effect (see FIG. 11(B)) is executed, in which an enlarged logo flash image KG including the face of the main character and easier to grasp than the reduced logo flash image SG is visible. Here, a comparison between the blue reduced logo flash image SG1 colored in blue and the blue enlarged logo flash image KG1 colored in blue suggests that the small and difficult to grasp blue reduced logo flash image SG1 has a higher winning expectation than the large and easy to grasp blue enlarged logo flash image KG1 (see FIGS. 46(A)(B)). Therefore, when a player sees the reduced blue logo flash image SG1, in addition to the sense of excitement due to the high probability of winning, the player is given a sense of exclusivity (sense of uniqueness) when he or she realizes the relationship (uniqueness) that something that is smaller and harder to grasp has a higher probability of winning, making it possible to provide a novel gaming experience.
[0256] According to the second type of pachinko game machine PY1, when the color of the reduced logo flash image SG and the color of the enlarged logo flash image KG are the same, the reduced logo flash effect suggests that the probability of winning is higher than that of the enlarged logo flash effect, regardless of the color (blue or red) of the reduced logo flash image SG (see FIG. 46(A)(B)). Therefore, if the same color is used, it suggests that the reduced logo flash image SG, which is difficult to grasp, is more advantageous for the player than the enlarged logo flash image KG, which is easy to grasp. Therefore, it is possible to give the opposite impression that the smaller and more difficult to grasp reduced logo flash image SG has a higher probability of winning to a player who generally believes that the larger and easier to grasp the image is, the higher the probability of winning. As a result, it is possible to provide a novel gaming interest that has not existed before.
[0257] Also, according to the second type of pachinko game machine PY1, the number of types of colors (five types) applied to the easy-to-understand enlarged logo flash image KG is greater than the number of types of colors (two types) applied to the difficult-to-understand reduced logo flash image SG (see Figs. 46(A)(B)). Therefore, when the enlarged logo flash image KG is displayed, it is easier to grasp the high probability of winning in more detail than when the reduced logo flash image SG is displayed. Therefore, when the difficult-to-understand reduced logo flash image SG is displayed, the player is given a sense of elation due to the high probability of winning, and when the easy-to-understand enlarged logo flash image KG is displayed, the player is able to grasp the high probability of winning in detail, and it is possible for the player to enjoy either the reduced logo flash image SG or the enlarged logo flash image KG.
[0258] Also, according to the second type of pachinko game machine PY1, the easy-to-understand enlarged logo flash image KG may be colored in rainbow to indicate a confirmed big win, while the difficult-to-understand reduced logo flash image SG is never colored in rainbow. Therefore, when the difficult-to-understand reduced logo flash image SG is displayed, the player feels a sense of elation due to the high probability of winning, and when the easy-to-understand enlarged logo flash image KG is displayed, the player feels a sense of expectation due to the rainbow coloring, and it is possible for the player to enjoy either the reduced logo flash image SG or the enlarged logo flash image KG.
[0259] Also, according to the second type of pachinko game machine PY1, the reduced logo flash image SG (first display image) shown in Fig. 45 may give the impression that the enlarged logo flash image KG (second display image) shown in Fig. 11(B) has been reduced (contracted), but suggests a high probability of winning (see Figs. 46(A)(B)). Therefore, the player feels a greater sense of elation when he sees the small reduced logo flash image SG than when he sees the large enlarged logo flash image KG, so it is possible to provide the player with an interest in the game that is based on an impression opposite to that of the past.
[0260] <Other Modifications> In each of the above embodiments, the transmissive liquid crystal display device 7 is disposed in front of the rear liquid crystal display device 50, as shown in Fig. 8. However, instead of the rear liquid crystal display device 50, another transmissive liquid crystal display device may be used, and the transmissive liquid crystal display device 7 may be disposed in front of the other transmissive liquid crystal display device. That is, a plurality (two or more) of transmissive liquid crystal display devices may be disposed spaced apart in the front-to-rear direction. In this case, the transmissive liquid crystal display device does not necessarily need to stand vertically (perpendicularly) and may be disposed in an inclined state.
[0261] In each of the above embodiments, as shown in Fig. 8 and Fig. 10(A) and (B), the entire display screen 50a of the rear liquid crystal display device 50 overlaps in the front-rear direction with the display screen 7a of the transmissive liquid crystal display device 7 arranged in front. However, a part of the display screen 50a of the rear liquid crystal display device 50 (upper display area, lower display area, left display area, right display area) may overlap in the front-rear direction with the display screen 50a of the transmissive liquid crystal display device 7 arranged in front. Although the transmissive liquid crystal display device 7 is arranged in front of the rear liquid crystal display device 50, the display screen 7a of the transmissive liquid crystal display device 7 and the display screen 50a of the rear liquid crystal display device 50 may not overlap in the front-rear direction.
[0262] In each of the above embodiments, the normal logo flash image TG (first display image, see FIG. 11(A)), the enlarged logo flash image KG (second display image, see FIG. 11(B)), and the reduced logo flash image SG (first display image, see FIG. 45) contain the face of the main character (a specific motif). However, instead of the face of the main character, an image containing other motifs may be used, and this can be changed as appropriate. For example, an image containing a specific number, a specific item, a specific pattern, a specific letter, a specific figure, or a specific character may be used.
[0263] In each of the above-mentioned forms, the normal logo flash image TG (first display image), the enlarged logo flash image KG (second display image), and the reduced logo flash image SG (first display image) are given a color (expectation factor) that indicates the high probability of winning (see Figs. 11(A) and (B) and Fig. 45). However, the normal logo flash image TG, the enlarged logo flash image KG, and the reduced logo flash image SG may be given an expectation factor that indicates the high probability of winning, different from the color. For example, star images may be given so that the number of star images indicates the high probability of winning. Or a flame effect image may be given so that the size of the flame indicates the high probability of winning. The color of the effect image may indicate the high probability of winning. Also, sound may be given so that the volume, length, pitch, etc. of the sound indicate the high probability of winning.
[0264] In each of the above embodiments, when the rainbow enlarged logo flash image KG5 (win suggestion mode) showing the face of the rainbow-colored main character is displayed in the enlarged logo flash performance, it suggests that the big win has been confirmed. However, the win suggestion mode is not limited to the rainbow enlarged logo flash image with rainbow colors, and can be changed as appropriate. For example, the win suggestion mode may be an enlarged logo flash image with a specific pattern, a specific effect, or a specific sound effect.
[0265] In the above-mentioned respective forms, the normal logo flash effect (see FIG. 11(A)), the enlarged logo flash effect (see FIG. 11(B)), and the reduced logo flash effect (see FIG. 45) are executed for about 0.5 seconds so as to interrupt the execution of the variable effect on the display screen 50a of the rear liquid crystal display device 50. In other words, the normal logo flash effect, the enlarged logo flash effect, and the reduced logo flash effect are executed for a short time, like a so-called cut-in notice. However, the execution time of the normal logo flash effect (first front notice effect), the enlarged logo flash effect (second front notice effect, second notice effect), and the reduced logo flash effect (first notice effect) is not limited to a short time such as about 0.5 seconds, and can be changed appropriately. For example, the effect image may be displayed step by step, like a step-up notice, or it may be executed for a relatively long time, like a movie. The normal logo flash effect, the enlarged logo flash effect, and the reduced logo flash effect may not be executed on the display screen 7a of the transmissive liquid crystal display device 7.
[0266] In the first mode, the normal logo flash effect (see FIG. 11(A)) and the enlarged logo flash effect (see FIG. 11(B)) can be executed, and in the second mode, the reduced logo flash effect (see FIG. 45) and the enlarged logo flash effect can be executed. However, The normal logo flash effect, the enlarged logo flash effect, and the reduced logo flash effect may be executable, or only one of these three logo flash effects may be executable.
[0267] In the first form, the normal logo flash image TG displayed in the normal logo flash effect (first forward notice effect) had two types of display modes (expectation mode, blue normal logo flash image TG1, red normal logo flash image TG2) that suggested the probability of winning. However, the normal logo flash image TG may have three or more types of display modes that suggest the probability of winning.
[0268] In the first form, the winning expectation of each normal logo flash image TG (blue normal logo flash image TG1, red normal logo flash image TG2) displayed in the normal logo flash effect is set as shown in FIG. 12(A). However, this winning expectation value is merely an example and can be changed as appropriate. In the normal logo flash effect, a normal logo flash image suggesting that a jackpot has been won may be displayed. Furthermore, a normal logo flash image suggesting that a jackpot has been won and that a high probability state may be achieved after the jackpot game may be displayed.
[0269] In each of the above embodiments, the normal logo flash image TG or the enlarged logo flash image KG that gives the impression that the normal logo flash image TG is enlarged can be displayed on the display screen 7a of the transmissive liquid crystal display device 7. However, a super-enlarged logo flash image that gives the impression that the enlarged logo flash image KG is even more enlarged may also be displayed. In this case, when a super-enlarged logo flash image is displayed, it may be suggested that the probability of winning is higher than when an enlarged logo flash image KG is displayed.
[0270] In the first form, the enlarged logo flash image KG displayed in the enlarged logo flash effect (second forward notice effect) had five types of display modes suggesting the probability of winning (expectation degree mode, blue enlarged logo flash image KG1, green enlarged logo flash image KG2, red enlarged logo flash image KG3, gold enlarged logo flash image KG4, rainbow enlarged logo flash image KG5). However, the types of display modes suggesting the probability of winning in the enlarged logo flash image KG may be four or less, or six or more.
[0271] In the first form, the winning expectation of each enlarged logo flash image KG (enlarged blue logo flash image KG1, enlarged green logo flash image KG2, enlarged red logo flash image KG3, enlarged gold logo flash image KG4, and enlarged rainbow logo flash image KG5) displayed in the enlarged logo flash effect is set as shown in Fig. 12(B). However, this winning expectation value is merely an example and can be changed as appropriate. In the normal logo flash effect, a normal logo flash image suggesting that a big win has been confirmed may be displayed, while in the enlarged logo flash effect, an enlarged logo flash image (enlarged rainbow logo flash image KG5) suggesting that a big win has been confirmed may not be displayed.
[0272] In the above first embodiment, the number of types of display modes (five types) that suggest the likelihood of winning with the enlarged logo flash image KG is greater than the number of types of display modes (two types) that suggest the likelihood of winning with the normal logo flash image TG. However, the number of types of display modes that suggest the likelihood of winning with the enlarged logo flash image KG may be the same as or less than the number of display modes that suggest the likelihood of winning with the normal logo flash image TG.
[0273] In the above-mentioned first form, in the performance example, the normal logo flash performance (see FIG. 14(D)) and the expanded logo flash performance (see FIG. 14(G)) are executed during the execution of the SP reach. However, the execution timing of the normal logo flash performance and the expanded logo flash performance are not limited to during the SP reach, and can be changed as appropriate. For example, they may be at the start of the variable display of the performance pattern EZ, or at the time of the reach. In addition, the normal logo flash performance or the expanded logo flash performance may be executed when a pseudo consecutive performance (a performance in which there are multiple cycles accompanied by the variable display of the performance pattern EZ from the start of the variable display of the special pattern until it is stopped) or a consecutive notice (a notice performance executed across multiple variable displays of the special pattern) is executed.
[0274] In the second embodiment, the reduced logo flash image SG (first display image) and the enlarged logo flash image KG (second display image) are arranged to be displayed on the display screen 7a of the transmissive liquid crystal display device 7. However, the reduced logo flash image SG and the enlarged logo flash image KG may also be displayed on a display device other than the transmissive liquid crystal display device 7 (for example, the display screen 50a of the rear liquid crystal display device 50).
[0275] In the second form described above, the reduced logo flash image SG (first display image, see FIG. 45) can give the impression that the enlarged logo flash image KG (second display image, see FIG. 11(B)) has been shrunk. However, the relationship between the first display image and the second display image, which include a specific motif, may be changed as appropriate as long as it is either difficult to grasp or easy to grasp. For example, the first display image may be a low-luminance performance image, while the second display image may be a high-luminance performance image. Also, for example, the first display image may be displayed at an edge of the display screen 50a, while the second display image may be displayed at the center of the display screen 50a.
[0276] In the second mode, the winning expectation of each reduced logo flash image SG (blue reduced logo flash image SG1, red reduced logo flash image SG2) displayed in the reduced logo flash effect is set as shown in FIG. 46(A). However, this winning expectation value is merely an example and can be changed as appropriate. In the reduced logo flash effect, a reduced logo flash image suggesting that a jackpot has been won may be displayed. Furthermore, a reduced logo flash image suggesting that a jackpot has been won and that a transition to a high probability state may occur after a jackpot game may be displayed.
[0277] In the second form, the winning expectation of each enlarged logo flash image KG (enlarged blue logo flash image KG1, enlarged green logo flash image KG2, enlarged red logo flash image KG3, enlarged gold logo flash image KG4, and enlarged rainbow logo flash image KG5) displayed in the enlarged logo flash effect is set as shown in Fig. 46(B). However, this winning expectation value is merely an example and can be changed as appropriate. In the enlarged logo flash effect, a reduced logo flash image suggesting that a big win has been confirmed may be displayed, and in the enlarged logo flash effect, an enlarged logo flash image suggesting that a big win has been confirmed (enlarged rainbow logo flash image KG5) may not be displayed.
[0278] In the second embodiment, the number of types of display modes suggesting the likelihood of winning with the enlarged logo flash image KG (five types) is greater than the number of types of display modes suggesting the likelihood of winning with the reduced logo flash image SG (two types). However, the number of types of display modes suggesting the likelihood of winning with the enlarged logo flash image KG may be the same as or less than the number of display modes suggesting the likelihood of winning with the reduced logo flash image SG.
[0279] In the second form, the timing of execution of the reduced logo flash effect (see FIG. 45) and the timing of execution of the enlarged logo flash effect (see FIG. 11(B)) may be any. For example, it may be the start of the variable display of the performance pattern EZ, or the time when a reach occurs. Also, the reduced logo flash effect or the enlarged logo flash effect may be executed when a pseudo consecutive effect (a performance in which there are multiple cycles accompanied by the variable display of the performance pattern EZ from the start of the variable display of the special pattern until it stops) or a consecutive notice (a notice effect executed across multiple variable displays of the special pattern) is executed.
[0280] In each of the above embodiments, only one large prize opening 14 is provided. However, two large prize openings, a first large prize opening and a second large prize opening, may be provided. In this case, the first large prize opening may be opened by a big win game, and the second large prize opening may be opened by a small win game. Alternatively, in a big win game, the opening of the first large prize opening and the opening of the second large prize opening may be switched depending on the round. In addition, when the first large prize opening and the second large prize opening are provided, the specific area 16 may be provided in one of them.
[0281] In each of the above embodiments, the machine is configured as a gaming machine (so-called V-guaranteed machine) that controls the state to a high probability state based on the passage of the specific area 16 in the big prize opening 14. However, the machine may be configured as a gaming machine in which the transition to the high probability state is determined only by the type of big prize (big prize pattern) that is won, or the machine in which the transition to the high probability state is determined based on the type of big prize that is won and the game state at the time of winning. The machine may also be configured as other types of gaming machines, such as a so-called one-type two-type mixed machine, a two-type type gaming machine (a blade type gaming machine), or a falling machine that falls from a high probability state to a normal probability state by lottery.
[0282] In each of the above embodiments, the types of big wins (types of big win symbols) are provided as shown in Fig. 17. However, the types of big wins shown in Fig. 17 are merely examples and can be changed as appropriate.
[0283] In each of the above-mentioned forms, the special symbol lottery was set so that the small prize could not be won. However, it may be possible to win the small prize and play a small prize game in which the large prize opening 14 can be opened. In the small prize game, the opening time of the large prize opening 14 can be changed as appropriate as long as it is time that at least one ball can win. However, it is preferable to set the total opening time of the large prize opening 14 to 1.8 seconds or less so that an unintended amount of winning balls is not won.
[0284] In each of the above embodiments, the normal logo flash image TG, the enlarged logo flash image KG, and the reduced logo flash image SG are made visible in front of the display screen 50a of the rear liquid crystal display device 50 by using the transmissive liquid crystal display device 7. However, display images such as the normal logo flash image TG, the enlarged logo flash image KG, and the reduced logo flash image SG may be made visible in front of the display screen 50a of the rear liquid crystal display device 50 by a method other than the transmissive liquid crystal display device 7. For example, instead of the rear liquid crystal display device 50, a 3D liquid crystal display device that makes an image visible three-dimensionally (stereoscopically) may be used to make display images such as the normal logo flash image TG, the enlarged logo flash image KG, and the reduced logo flash image SG visible. Alternatively, instead of the transmissive liquid crystal display device 7, an illumination panel (LED panel) may be used to make display images such as the normal logo flash image TG, the enlarged logo flash image KG, and the reduced logo flash image SG visible.
[0285] In the above embodiments, four random numbers, such as a jackpot random number, are acquired as random numbers (judgment information) based on the ball entering the first starting hole 11 or the second starting hole 12, but it is also possible to acquire one random number and determine whether or not there is a jackpot, the type of jackpot, whether or not there is a reach, and the type of variation pattern based on that random number. In other words, the number of random numbers acquired based on the start winning and what is determined by each random number can be set arbitrarily.
[0286] In each of the above embodiments, the "satisfaction of a predetermined control condition" means that a jackpot is won in the drawing of the first special pattern or the drawing of the second special pattern, and a jackpot pattern indicating the win is displayed in a stopped state.
[0287] In addition, in each of the above embodiments, the pachinko game machine PY1 is configured, but it may be configured as a slot machine (reel type game machine, pachislot game machine). Here, in the case of a slot machine, any type may be used. In the case of a so-called normal machine (A-type slot machine) that increases the number of medals acquired by winning a big bonus or a regular bonus, the state in which a bonus such as a big bonus or a regular bonus is being executed corresponds to the special game state. In addition, in the case of a so-called ART machine or AT machine that increases the number of medals acquired in a special game period such as an ART (assist replay time) or an AT (assist time) in which small winning combinations can be frequently won, the state during the ART or AT corresponds to the special game state. In addition, in the case of a normal machine, the control condition for the special game state is that after winning a big bonus or a regular bonus, a combination of symbols that will be a transition trigger to a big bonus or a regular bonus is derived and displayed as a display result of each reel on the activated winning line. In addition, in ART and AT machines, the control conditions for entering the special game state are, for example, winning the ART or AT execution lottery and then playing a specified number of games to reach the timing for activating the ART or AT.
[0288] 10. The invention shown in the above embodiment The above-mentioned embodiment describes the invention of each of the following means. In the following description of the means, the corresponding component names and expressions in the above-mentioned embodiment and the symbols used in the drawings are added in parentheses for reference. However, the components of each invention are not limited to these additions.
[0289] <Means A> The invention according to means A1 is as follows: A display means (rear liquid crystal display device 50) having a predetermined display screen (50a); A performance control means (performance control microcomputer 121) capable of controlling the performance; In a gaming machine (pachinko gaming machine PY1) that can be controlled to a special gaming state (jackpot gaming state) advantageous to a player based on the establishment of a predetermined control condition, The performance control means includes: A first display image (a normal logo flash image TG shown in FIG. 11(A)) is made visible in front of the display screen, thereby executing a first forward notice effect (a normal logo flash effect) that indicates the expectation level (expectation level of winning a jackpot) controlled by the special game state. This gaming machine is characterized in that it may execute a second forward preview effect (enlarged logo flash effect) that indicates the degree of expectation controlled by the special gaming state by making a second display image (enlarged logo flash image KG shown in Figure 11 (B)) visible in front of the display screen, which gives the impression that the first display image is enlarged.
[0290] According to the gaming machine of this configuration, when the first forward notice performance is executed, the first display image becomes visible in front of the display screen. Therefore, in this case, it is possible to give the player the impression that the first display image is approaching. On the other hand, when the second forward notice performance is executed, the second display image, which may give the impression that the first display image is enlarged, becomes visible in front of the display screen. Therefore, in this case, it is possible to give the player the impression that the first display image is approaching further forward than in the first forward notice performance. In this way, it is possible to make the approach of the first display image appear to change in front of the display screen, and it is possible to provide a novel gaming interest.
[0291] The invention according to means A2 is as follows: In the gaming machine described in the means A1, The first display image has a plurality of expectation modes (a blue normal logo flash image TG1, a red normal logo flash image TG2, see FIG. 11(A)) which indicate different expectation modes controlled in the special game state, The second display image has a plurality of expectation modes (a blue expanding logo flash image KG1, a green expanding logo flash image KG2, a red expanding logo flash image KG3, a gold expanding logo flash image KG4, and a rainbow expanding logo flash image KG5; see FIG. 11(B)) which indicate different expectation modes controlled by the special game state. The gaming machine is characterized in that the number of types (five types) of the plurality of expectation modes in the second display image is greater than the number of types (two types) of the plurality of expectation modes in the first display image.
[0292] According to the gaming machine of this configuration, the number of types of the multiple expectation modes in the second display image is greater than the number of types of the multiple expectation modes in the first display image. In other words, when the second forward preview performance is executed, it is possible for the player to grasp the level of expectation in more detail than when the first forward preview performance is executed. Therefore, it is possible for the player to be more interested in the second forward preview performance, in which the first display image appears closer, than in the first forward preview performance.
[0293] The invention according to means A3 is as follows: In the gaming machine described in the means A1, The game control means includes: The first display image has a plurality of expectation modes (a blue normal logo flash image TG1, a red normal logo flash image TG2, see FIG. 11(A)) which indicate different expectation modes controlled in the special game state, The second display image has a plurality of expectation modes (a blue expanding logo flash image KG1, a green expanding logo flash image KG2, a red expanding logo flash image KG3, a gold expanding logo flash image KG4, and a rainbow expanding logo flash image KG5; see FIG. 11(B)) which indicate different expectation modes controlled by the special game state. This gaming machine is characterized in that among the multiple expectation modes in the second display image, there is a winning indication mode (rainbow enlarged logo flash image KG5) that suggests that the special game state will be entered, while among the multiple expectation modes in the first display image, there is no winning indication mode.
[0294] According to the gaming machine of this configuration, the types of the multiple expectation modes in the second display image include a winning indication mode, while the types of the multiple expectation modes in the first display image do not include a winning indication mode. Therefore, when the second forward notice performance in which the first display image looks closer than the first forward notice performance is executed, the player can be made to take a great interest in whether or not it is a winning indication mode.
[0295] Incidentally, in the gaming machine described in JP 2014-131700 A, a preview performance may be executed before the special symbol is stopped and displayed, suggesting the probability of winning (the probability of being controlled in a special gaming state). This preview performance allows the player to understand the high probability of winning, giving him or her a sense of elation. Here, as in the gaming machine described in JP 2014-131700 A, a preview performance generally involves the display of a specific performance image (display image) on the display screen of the display means. However, simply displaying a specific performance image on the display screen is commonplace, and there is room for improvement in the interest of players in the preview performance. Therefore, the invention relating to the above-mentioned means A1 to A3 is different from the gaming machine described in JP 2014-131700 A in that the performance control means executes a first forward notice performance suggesting the expectation of being controlled to the special gaming state by making a first display image visible in front of the display screen, and executes a second forward notice performance suggesting the expectation of being controlled to the special gaming state by making a second display image that may give the impression that the first display image is enlarged visible in front of the display screen. This makes it possible to solve the problem of providing a novel gaming interest (to achieve an effect).
[0296] <Method B> The invention according to means B1 is as follows: Equipped with a performance control means (performance control microcomputer 121) capable of controlling the performance, In a gaming machine (pachinko gaming machine PY1) that can be controlled to a special gaming state (jackpot gaming state) advantageous to a player based on the establishment of a predetermined control condition, The performance control means includes: A first preview effect (reduced logo flash effect) is executed to indicate the expectation level (expectation level of winning the jackpot) controlled by the special game state by making visible a first display image (reduced logo flash image SG shown in FIG. 45) including a specific motif (the face of the main character of this pachinko game machine PY1). In one embodiment, a second display image (an enlarged logo flash image KG shown in FIG. 11(B)) containing the specific motif and easier for the player to recognize than the first display image is made visible, thereby executing a second advance notice effect (an enlarged logo flash effect) indicating the degree of expectation of being controlled in the special game state. This gaming machine is characterized in that when the first display image is accompanied by a specific expectation element (for example, blue) suggesting the expectation of being controlled into the special game state (reduced blue logo flash image SG1), and when the second display image is accompanied by the specific expectation element (blue) (expanded blue logo flash image KG1), the first preview performance suggests that the expectation of being controlled into the special game state is higher than the second preview performance (see comparison of Figures 46 (A) and (B)).
[0297] According to the gaming machine of this configuration, there are cases where a first preview performance is executed in which a first display image including a specific motif can be seen, and cases where a second preview performance is executed in which a second display image including a specific motif and easier to recognize than the first display image can be seen. Here, when a specific expectation element is attached to the first display image and when a specific expectation element is attached to the second display image, it is suggested that the first preview performance has a higher expectation than the second preview performance. Therefore, it is possible to give a player who sees the second display image (second preview performance) a sense of exhilaration due to the high expectation, as well as a sense of specialness (a sense of uniqueness) when he realizes that the relationship in which the more difficult to grasp is the higher the expectation, and it is possible to provide a novel gaming interest.
[0298] The invention according to means B2 is as follows: In the gaming machine according to the means B1, The first display image (reduced logo flash image SG shown in FIG. 45) is provided with one of a plurality of types of expectation factors (blue, red) indicating the expectation controlled by the special game state, The second display image (enlarged logo flash image KG shown in FIG. 11(B)) is provided with any one of the expectation elements (blue, green, red, gold, rainbow) including the plurality of types of expectation elements; When the expectation element attached to the first display image and the expectation element attached to the second display image are the same (blue, red), regardless of which of the multiple expectation elements the expectation element attached to the first display image is, the first preview performance suggests that the expectation of being controlled to the special game state is higher than that of the second preview performance (see Figures 46 (A) (B)).
[0299] According to the gaming machine of this configuration, when the expectation factor attached to the first display image and the expectation factor attached to the second display image are the same, the first advance notice performance suggests that the expectation is higher than the second advance notice performance, regardless of the expectation factor attached to the first display image. Therefore, it is possible to provide a novel gaming interest in that the first display image, which is difficult to grasp, suggests that it is more advantageous for the player than the second display image, which is easy to grasp, if the same expectation factor is attached.
[0300] The invention according to Means B3 is as follows: In the gaming machine according to the means B2, This gaming machine is characterized in that the number of types (five types) of expectation elements indicating the degree of expectation that the special game state will be controlled for the second display image (enlarged logo flash image KG shown in Figure 11 (B)) is greater than the number of types (two types) of expectation elements indicating the degree of expectation that the special game state will be controlled for the first display image (reduced logo flash image SG shown in Figure 45) (see Figures 46 (A) and (B)).
[0301] According to the gaming machine having this configuration, the number of types of expectation elements attached to the easy-to-grasp second display image is greater than the number of types of expectation elements attached to the difficult-to-grasp first display image. Therefore, when the second display image is displayed, it is easier to grasp the level of expectation in more detail than when the first display image is displayed. Therefore, when the difficult-to-grasp first display image is displayed, the player is given a sense of elation due to the high level of expectation, and when the easy-to-grasp second display image is displayed, the player is able to grasp the level of expectation in detail, making it possible to enjoy either the first display image or the second display image.
[0302] The invention according to Means B4 is as follows: In the gaming machine according to the means B2 or B3, This gaming machine is characterized in that a winning element (rainbow color) indicating that the second display image (enlarged logo flash image KG shown in Figure 11 (B)) will be added to the special game state, while the winning element is never added to the first display image (reduced logo flash image SG shown in Figure 45).
[0303] According to the gaming machine having this configuration, a winning element may be attached to the easy-to-comprehend second display image, but a winning element is never attached to the difficult-to-comprehend first display image. Therefore, when a difficult-to-comprehend first display image is displayed, the player is given a sense of elation due to high expectations, and when an easy-to-comprehend second display image is displayed, the player is given a sense of expectation that a winning element is attached, and it is possible to have fun with either the first display image or the second display image.
[0304] The invention according to means B5 is as follows: In the gaming machine according to any one of means B2 to B4, This gaming machine is characterized in that the first display image (reduced logo flash image SG shown in Figure 45) gives the impression that the second display image (enlarged logo flash image KG shown in Figure 11 (B)) has been reduced in size.
[0305] This gaming machine suggests that the first display image, which gives the impression of being small, has a higher expectation than the second display image, which gives the impression of being large. Therefore, the player feels a greater sense of elation when he sees the small first display image than when he sees the large second display image, and it is possible to provide the player with an interest in gaming that is based on an impression opposite to that of conventional machines.
[0306] Incidentally, in the gaming machine described in JP 2014-131700 A, a preview performance may be executed before the special symbol is stopped and displayed, suggesting the probability of winning (the probability of being controlled in a special gaming state). This preview performance allows the player to understand the high probability of winning, giving him or her a sense of elation. Here, as in the gaming machine described in JP 2014-131700 A, a preview performance generally involves displaying a performance image (display image) including a motif such as a specific character on the display screen of a display means. However, in the preview performance, it is commonplace to simply allow the player to view a performance image including a specific motif, and there is room for improvement in the interest of the player in the preview performance. Therefore, the invention according to the above-mentioned means B1 to B5 is different from the gaming machine described in JP 2014-131700 A in that the performance control means executes a first advance notice performance suggesting the expectation of being controlled to the special gaming state by making a first display image including a specific motif visible, and executes a second advance notice performance suggesting the expectation of being controlled to the special gaming state by making a second display image including a specific motif and easier for the player to recognize than the first display image visible, and the first advance notice performance suggests a higher expectation of being controlled to the special gaming state than the second advance notice performance when a specific expectation element is attached to the first display image and when a specific expectation element is attached to the second display image. This makes it possible to solve the problem of providing a novel gaming interest (to achieve an effect). [Explanation of symbols]
[0307] PY1...Pachinko machine 6. Gaming area 7…Transparent liquid crystal display device 7a…Display screen 50…Rear LCD display device 50a...display screen 121...Performance control microcomputer TG (TG1~TG2)…Normal logo flash image KG (KG1~KG5)…Enlarged logo flash image SG (SG1~SG2)…Reduced logo flash image
Claims
[Claim 1] a rear display means having a predetermined rear display screen; a front display means arranged forward of the rear display means and capable of displaying an image; A performance control means capable of executing a variable performance; A display control means capable of controlling the display of the rear display means, the front display means has a front display screen larger than a rear display screen of the rear display means, In a gaming machine that can be controlled to a special gaming state advantageous to a player based on the establishment of a predetermined control condition, The performance control means includes: When the display control means is displaying numerical information on the rear display screen of the rear display means, a first display image is made visible on the front display screen of the front display means, thereby executing a first notice performance suggesting an expectation level controlled to the special game state; When the display control means is displaying the numerical information on the rear display screen of the rear display means, a second display image that may give an impression that the first display image is enlarged is made visible on the front display screen of the front display means, thereby executing a second advance notice performance that suggests a degree of expectation that the special game state will be controlled; This gaming machine is characterized in that, during the execution of the variable performance, the display control means displays the numerical information on the rear display screen of the rear display means, and after the first preview performance is executed, the second preview performance is executed, which suggests that there is a higher expectation of being controlled to the special game state than with the first preview performance.
Citation Information
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