Game machine
By integrating game control and effect control mechanisms to dynamically alter background images in gaming machines, the system enhances player engagement and interest, addressing the limitations of existing technologies.
Patent Information
- Application Number
- JP2023204413
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-04
- Publication Date
- 2025-06-16
Smart Images

Figure 2025089658000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine.
Background Art
[0002] Conventionally, in a gaming machine, when a predetermined condition is satisfied, it is determined whether or not a specific game advantageous to the player is executed, and the result is notified by variable display of identification information. Then, when a specific result is derived by the variable display of the identification information, an advantageous gaming state is entered (see Patent Document 1).
[0003] In the gaming machine described in Patent Document 1, when the identification information is being variably displayed, a variation effect is executed on the display unit. In the variation effect, a background image is displayed on the display unit. And in the variation effect, a special effect in which the background image becomes invisible may be executed.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, there is still room for improvement in order to enhance the gaming interest of a gaming machine in which a special effect in which the background image becomes invisible may be executed.
Means for Solving the Problems
[0006] The gaming machine according to the present invention includes game control means capable of executing a predetermined game, and effect control means capable of executing a predetermined effect. The effect control means may display a background image on the entire display unit, When the background image is being displayed, there are a first background failure effect execution for displaying a first background failure image that makes the background image unrecognizable on the display unit, and a second background failure effect execution for displaying a second background failure image that makes the background image harder to recognize than normal on the display unit.
Advantages of the Invention
[0007] According to the present invention, it is possible to suppress a decrease in the amusement of the game.
Brief Description of the Drawings
[0008]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Figure 12
Figure 13
Figure 14
Figure 15
Figure 16
Figure 17
Figure 18
Figure 19
Figure 20
Figure 21
Figure 22
Figure 23
Figure 24
Figure 25
Figure 26
Figure 27
Figure 28
Figure 29
Figure 30
Figure 31
Figure 32
Figure 33
Figure 34
Figure 35
Figure 36
Figure 37
Figure 38
Figure 39
Figure 40
Figure 41
Figure 42
Figure 43
Figure 44
Figure 45
Figure 46
Figure 47
Figure 48
Figure 49
Figure 50
Figure 51
Figure 52
Figure 53
Figure 54
Figure 55
Figure 56
Figure 57
Figure 58
Mode for Carrying Out the Invention
[0009] <Basic Embodiment> First, a basic embodiment of the present invention that is a premise of the characteristic part of the gaming machine of the present invention will be specifically described with reference to the drawings. In each of the drawings to be referred to, the same parts are denoted by the same reference numerals, and redundant descriptions regarding the same parts are omitted in principle. In the following, for the sake of simplification of description, by indicating symbols or signs referring to information, signals, physical quantities, members, etc., the names of the information, signals, physical quantities, members, etc. corresponding to the symbols or signs may be omitted or abbreviated.
[0010] 1. Mechanical Configuration of the Gaming Machine A pachinko gaming machine PY, which is a basic embodiment of the gaming machine of the present invention, will be described. First, the mechanical configuration of the pachinko gaming machine PY will be described with reference to FIGS. 1 to 4. In the following description, the left - right, up - down directions of each part of the pachinko gaming machine PY are the left - right, up - down directions (in front view) for the player facing the pachinko gaming machine PY. Also, "front" is defined as the direction approaching the player facing the pachinko gaming machine PY from the pachinko gaming machine PY, and "rear" is defined as the direction approaching the pachinko gaming machine PY from the player facing the pachinko gaming machine PY for explanation.
[0011] As shown in FIG. 1, the pachinko gaming machine PY includes a game board unit YU including a game board 1, and a gaming machine frame 2 that houses the game board unit YU inside. The gaming machine frame 2 includes a frame - shaped outer frame 21 fixed to the game parlor, an inner frame 22 attached to the outer frame 21 to which the game board unit YU is attached, and a front door 23 rotatably supported by the inner frame 22.
[0012] The outer - peripheral shapes of the outer frame 21, the inner frame 22, and the front door 23 in front view are substantially the same. And the inner frame 22 is attached to the front surface of the outer frame 21.
[0013] The front door 23 can be opened and closed with respect to the inner frame 22. The front door 23 includes a frame-shaped front frame 23m having a large opening substantially vertically long and rectangular formed approximately at the center, and a transparent plate 23t fitted into the opening. When the front door 23 is closed, the game board 1 included in the game board unit YU faces the transparent plate 23t. The transparent plate 23t is formed of a transparent synthetic resin plate into a substantially vertically long rectangular shape. Therefore, when the pachinko gaming machine PY is installed in a game parlor, a player in front of the pachinko gaming machine PY can visually recognize the game area 6 formed on the front surface of the game board 1 through the transparent plate 23t. Note that, as the transparent plate 23t, a transparent glass plate may be used instead of the transparent synthetic resin plate. It is only necessary that the game area 6 can be visually recognized through the transparent plate 23t from the front of the pachinko gaming machine PY.
[0014] A handle 72k capable of a rotating operation for firing a game ball is provided at the lower right part of the front surface of the front frame 23m. The amount (rotation angle) by which the handle 72k is operated is associated with the magnitude of the force (launch intensity) applied to the game ball for firing the game ball. Therefore, the game ball is launched with a launch intensity corresponding to the rotating operation of the handle 72k.
[0015] Also, an upper plate 34 protruding greatly forward and a lower plate 35 arranged directly below the upper plate 34 are provided at the lower part of the front surface of the front frame 23m. A first effect button 41k that can be pushed downward is provided at the center of the front side of the upper plate 34. The operation portion that protrudes visibly from the upper surface of the upper plate 34 of the first effect button 41k is formed in a hemispherical shape. Further, a supply ball storage hole 34A for storing game balls supplied to the handle 72k is formed at the rear side of the upper surface of the upper plate 34. Also, an excess ball storage hole 35A for storing excess game balls that cannot be accommodated in the supply ball storage hole 34A is provided on the upper surface of the lower plate 35.
[0016] Further, on the upper, right, and left sides of the transparent plate 23t on the front surface of the front frame 23m, an upper decorative body 31, a right decorative body 32, and a left decorative body 33 that protrude forward are provided. On the bottom surface of the upper decorative body 31, a pair of two speakers 52 capable of outputting sound, specifically, a speaker 52L arranged on the left side and a speaker 52R arranged on the right side, are arranged side by side facing downward with a predetermined distance in the left-right direction. Also, at the lower part of the right decorative body 32, a second effect button 42k that can be pressed downward is provided. The operation part of the second effect button 42k is formed in a rod shape. Further, a frame lamp 53 capable of emitting light is provided from the right decorative body 32 to the right front part of the upper plate 34 and from the left decorative body 33 to the left front part of the upper plate 34.
[0017] Note that the positions and numbers of the members and devices provided on the gaming machine frame 2 can be appropriately changed within a range that does not interfere with the game.
[0018] Next, the game board unit YU will be described with reference to FIG. 2 in addition to FIG. 1. The game board unit YU includes a game board 1 and a board effect unit EU attached to the back surface of the game board 1. First, the game board 1 will be described. The game board 1 is composed of a transparent synthetic resin plate. An opening 1A that is substantially circular in a front view is formed at approximately the center of the game board 1.
[0019] On the front surface of the game board 1, along the opening 1A, a substantially ring-shaped center decorative body 61 is formed to protrude forward. Also, outside the center decorative body 61, an outer rail 62 formed in a substantially ring shape so as to largely surround the center decorative body 61, and a curved inner rail 63 substantially parallel to the outer rail 62 and the center decorative body 61 are formed between the left side portion of the outer rail 62 and the center decorative body 61.
[0020] On the front surface of the game board 1, a region surrounded by the center decoration 61, the outer rail 62, the inner rail 63, etc. forms the game area 6. That is, the front surface of the game board 1 is divided by the center decoration 61, the outer rail 62, and the inner rail 63 into the game area 6 and other areas. Also, the region surrounded by the outer rail 62 and the inner rail 63 forms the launch area 7 through which the launched game ball can pass to reach the game area 6.
[0021] The game area 6 is an area where the game ball launched by the operation of the handle 72k can flow down, and it is provided for playing the pachinko game machine PY. A large number of game nails (not shown) project in the game area 6. The game nails constitute a path that appropriately guides the game balls entering the game area 6 and flowing down in the game area 6 to the general winning opening 10, the first start opening 11, the second start opening 12, the gate 13, the big winning opening 14, etc.
[0022] A general winning device 10D is provided at a predetermined position in the game area 6. The general winning device 10D is formed with a general winning opening 10 through which a game ball can enter. When a game ball enters the general winning opening 10, a predetermined number (for example, 3) of game balls are paid out as prize balls. Note that the game ball that has entered the general winning opening 10 is directly discharged outside the game area 6.
[0023] Also, a first start winning device 11D is provided directly below the center of the center decoration 61 in the game area 6. The first start winning device 11D is formed with a first start opening 11 through which a game ball can enter. The first start winning device 11D has a non-operating structure that does not operate. Therefore, the ease of entry of the game ball into the first start opening 11 is constant (unchanged). When a game ball enters the first start opening 11, a predetermined number (for example, 4) of game balls are paid out as prize balls. Note that the game ball that has entered the first start opening 11 is directly discharged outside the game area 6.
[0024] Note that a warp portion 61w through which a game ball passes is formed from the left side portion to the lower end portion of the center decorative body 61. The entrance to the warp portion 61w is formed on the left side portion of the center decorative body 61. The game ball that enters the warp portion 61w passes through the inside of the warp portion 61w and exits from the exit. A stage 61s on which the game ball can roll is provided on the upper surface of the lower end portion of the center decorative body 61 near the exit of the warp portion 61w. A downward guiding portion 61y for guiding the game ball downward is provided at the tip of the stage 61s. A first starting port 11 is provided directly below the downward guiding portion 61y.
[0025] A second starting winning device (so-called "electric chu") 12D is provided directly below the first starting port 11 in the game area 6. The electric chu 12D is formed with a second starting port 12 that can change between a closed state in which a game ball cannot enter and an open state in which a game ball can enter. The second starting port 12 takes on the closed state and the open state by an electric chu opening / closing member 12k provided in the electric chu 12D. That is, the second starting port 12 opens and closes by the operation of the electric chu opening / closing member 12k.
[0026] The electric chu opening / closing member 12k is composed of a substantially L-shaped member when viewed from the front and normally closes the second starting port 12. The electric chu opening / closing member 12k can project forward from a retracted state in which the front end surface on the front side is flush with the game area 6. When the electric chu opening / closing member 12k projects forward, the electric chu opening / closing member 12k projects perpendicularly to the game area 6, and the second starting port 12 opens to allow a game ball to enter. Specifically, the vertical portion erected at the left end of the horizontal portion of the electric chu opening / closing member 12k receives the game ball and guides it from the horizontal portion to the second starting port 12.
[0027] In this way, a game ball can enter the second starting port 12 only when the electric chu opening / closing member 12k is in the open state. When a game ball enters the second starting port 12, a predetermined number (for example, 2) of game balls are paid out as prize balls. Note that the game ball that has entered the second starting port 12 is discharged directly outside the game area 6.
[0028] Further, a gate 13 is provided on the right side of the center decorative body 61. The gate 13 is configured to allow the game balls to pass through. Even if the game balls pass through the gate 13, no prize balls are paid out. Note that the game balls that have passed through the gate 13 flow down the game area 6 as they are.
[0029] On the downstream side of the gate 13 and to the right of the first start winning device 11D in the game area 6, a big winning device 14D is provided. The big winning device 14D is formed with a big winning opening 14 that can change between a closed mode in which game balls cannot enter and an open mode in which game balls can enter. The big winning opening 14 takes the closed mode and the open mode by an AT opening / closing member 14k provided in the big winning device 14D. That is, the big winning opening 14 opens and closes by the operation of the AT opening / closing member 14k.
[0030] The AT opening / closing member 14k is a movable member made of a flat plate having a substantially horizontally long rectangular shape in a front view, and normally closes the big winning opening 14. A horizontal rotation shaft is provided at the lower end of the AT opening / closing member 14k. The AT opening / closing member 14k can rotate approximately 90 degrees around its rotation shaft so that the upper end falls forward. When the AT opening / closing member 14k rotates, the AT opening / closing member 14k protrudes vertically into the game area 6, and the big winning opening 14 opens to allow game balls to enter.
[0031] In this way, game balls can enter the big winning opening 14 only when the AT opening / closing member 14k is in the open state. When a game ball enters the big winning opening 14, a predetermined number (1 in the basic embodiment) of game balls are paid out as prize balls. Note that the game balls that have entered the big winning opening 14 are discharged to the outside of the game area 6 as they are.
[0032] Further, below the big winning device 14D in the game area 6, a guiding path 64 is provided so that its upper surface is formed diagonally downward to the left and guides the game balls to the second start opening 12, protruding forward from the game area 6 (the front surface of the game board 1). Note that the game balls rolling on the upper surface of the guiding path 64 can flow downward toward the second start opening 12, but basically cannot enter the first start opening 11.
[0033] Note that the entry of game balls into the first start port 11, the second start port 12, the big winning port 14, and the general winning port 10, as well as the passage of game balls through the gate 13 of the game balls, are collectively referred to as "winning" into the first start port 11, the second start port 12, the big winning port 14, the general winning port 10, and the gate 13.
[0034] Incidentally, the game area 6 where game balls can flow down can be divided into a left game area 6A on the left side of the center in the left - right direction and a right game area 6B on the right side. The operation mode of the handle 72k for firing game balls so that the game balls flow down the left game area 6A is called "left hitting". On the other hand, the operation mode of the handle 72k for firing game balls so that the game balls flow down the right game area 6B is called "right hitting".
[0035] In the game area 6, the flow path through which game balls can flow down when the game balls are fired by left hitting is called the first flow path R1, and the flow path through which game balls can flow down when the game balls are fired by right hitting is called the second flow path R2. The first flow path R1 and the second flow path R2 are also constituted by a number of game nails (not shown).
[0036] On the first flow path R1, the first start port 11 and two general winning ports 10 are provided. Therefore, the player can aim to win at the first start port 11 or the general winning port 10 by firing game balls so that they flow down the first flow path R1 by left hitting. On the other hand, on the second flow path R2, the second start port 12, the gate 13, and the big winning port 14 are provided. Therefore, the player can aim to win at the gate 13, the second start port 12, or the big winning port 14 by firing game balls so that they flow down the second flow path R2 by right hitting.
[0037] Note that at the approximate bottom of the game area 6, two out ports 19 are provided for discharging game balls that have been driven into the game area 6 but have not won at any of the winning ports to the outside of the game area 6. Also, the number of prize balls for winning at each winning port can be set as appropriate.
[0038] Next, the board effect unit EU attached to the back surface of the game board 1 will be described. The board effect unit EU is a unitized assembly of a plurality of devices mainly for performing effects. An image display device 50 and a board movable device 55 are attached to the board effect unit EU.
[0039] The image display device 50 is composed of a 20-inch 3D liquid crystal display and includes a display unit 50a capable of displaying 3D images. The image display device 50 is disposed several centimeters behind the game board 1.
[0040] The board movable device 55 includes an operable board movable body 55k. The board movable body 55k has a horizontally held horizontally long and plate-shaped elevating member 55k2 and a substantially elliptical rotating member 55k1 provided at the center in the left-right direction of the elevating member 55k2. The board movable body 55k is disposed between the game board 1 and the image display device 50. In the standby state where the board movable body 55k is disposed at the initial position, the lower end portion of the board movable body 55k, specifically the lower end portion of the rotating member 55k1, is located slightly below the upper end of the opening 1A of the game board 1. That is, in the standby state, only a part of the lower end portion of the rotating member 55k1 of the board movable body 55k is visible to the player, and most of it is arranged so as not to be visible (see Fig. 3(A)).
[0041] Then, the board movable body 55k can descend as a whole from the initial position to a predetermined operating position and ascend from that operating position to return to the initial position (see Fig. 3(B)). The predetermined operating position is the position where the board movable body 55k reaches approximately the center of the opening 1A in a front view. Here, the predetermined working position can be set as appropriate, and in a front view, the board movable body 55k may be placed above or below approximately the center of the opening 1A.
[0042] Further, the rotating member 55k1 can rotate clockwise and counterclockwise in a front view about a rotation axis formed in the front-rear direction at its center (see Fig. 3(C)). Note that the rotational movement of the rotating member 55k1 can be executed when the board movable body 55k moves from the standby position to the operating position, when it is held at the operating position, and when it moves from the operating position to the standby position.
[0043] Note that the positions and numbers of the members and devices provided in the game board unit YU can be appropriately changed within a range that does not interfere with the game.
[0044] Next, the display devices 8 arranged to the immediate right (a portion outside the game area 6) of the approximate center in the vertical direction of the game area 6 formed on the front surface of the game board 1 will be described. As shown in Fig. 4, the display devices 8 include a special figure 1 display 81a that variably displays a first special symbol (hereinafter referred to as "special figure 1"), a special figure 2 display 81b that variably displays a second special symbol (hereinafter referred to as "special figure 2"), and a normal symbol display 82 that variably displays a normal symbol (hereinafter referred to as "normal symbol"). The display devices 8 also include a special figure 1 hold display 83a that displays the number of holds of special figure 1 to be described later, and a special figure 2 hold display 83b that displays the number of holds of special figure 2 to be described later.
[0045] The variable display of special figure 1 is executed when a special figure 1 lottery is conducted triggered by a winning of a game ball in the first start port 11. The variable display of special figure 2 is executed when a special figure 2 lottery is conducted triggered by a winning of a game ball in the second start port 12. The special figure 1 lottery and the special figure 2 lottery will be described later. In the following description, special figure 1 and special figure 2 are collectively referred to as "special figures", and the special figure 1 lottery and the special figure 2 lottery are collectively referred to as "special figure lottery". Also, the special figure 1 display 81a and the special figure 2 display 81b are collectively referred to as "special figure display 81". Further, the special figure 1 hold display 83a and the special figure 2 hold display 83b are collectively referred to as "special figure hold display 83".
[0046] The variable display of the special figure notifies the result of the special figure lottery. In the variable display of the special figure, after the special figure fluctuates and then stops displaying. The special figure that has stopped displaying (stopped special figure) is identification information representing the result of the special figure lottery derived from the display result of the variable display. When the stopped special figure is a predetermined specific special figure, a jackpot game accompanied by the opening of the big winning opening 14 is conducted.
[0047] The special figure 1 display 81a and the special figure 2 display 81b are each composed of 8 LEDs arranged side by side. The lighting modes of the special figure 1 display 81a and the special figure 2 display 81b represent the special figure corresponding to the result of the special figure lottery, that is, the result of the special figure lottery. For example, when the result of the special figure lottery is a jackpot, finally, the LEDs at the 1st, 2nd, 5th, and 6th positions from the left light up as "□□■■□□■■" (□: lit, ■: extinguished). This lighting mode is the jackpot symbol and represents a jackpot. Also, when the result of the special figure lottery is a loss, finally, only the LED at the far right lights up as "■■■■■■■□". This lighting mode is the loss symbol and represents a loss. Note that the lighting mode of the LED corresponding to the result of the special figure lottery is not limited and can be set as appropriate. Therefore, for example, all the LEDs may be extinguished as the loss symbol.
[0048] Also, in the variable display of the special figure, before the special figure stops displaying, the special figure is variably displayed for a predetermined variable time. The mode of the variable display of the special figure is, for example, a mode in which each LED lights up so that light repeatedly flows from left to right. Note that the mode of the variable display is not particularly limited, and it may be set as appropriate, such as all the LEDs flashing simultaneously as long as each LED is not stopped displaying (lit in a specific mode).
[0049] Incidentally, in the pachinko gaming machine PY, even if a game ball wins a prize at the first start port 11 or the second start port 12, the special figure lottery and the variable display of the special figure may not be performed immediately. Specifically, this is the case when a game ball wins a prize at the first start port 11 or the second start port 12 during the execution of the variable display of the special figure or during the execution of the big win game. In this case, the special figure lottery and the variable display of the special figure are postponed based on the prize winning. This postponed special figure lottery and variable display of the special figure are referred to as "special figure hold".
[0050] The special figure hold includes a special figure 1 lottery postponed based on a prize winning at the first start port 11, and "special figure 1 hold" representing the variable display of the special figure 1, and a special figure 2 lottery postponed based on a prize winning at the second start port 12, and "special figure 2 hold" representing the variable display of the special figure 2. And the number of special figure 1 holds, that is, the number of postponed special figure 1 lotteries and variable displays of the special figure 1 is displayed by the special figure 1 hold display 83a. On the other hand, the number of special figure 2 holds, that is, the number of postponed special figure 2 lotteries and variable displays of the special figure 2 is displayed by the special figure 2 hold display 83b.
[0051] It is possible to set or not set an upper limit value for the number of special figure 1 holds and the number of special figure 2 holds. Also, when setting an upper limit value for the number of special figure 1 holds and the number of special figure 2 holds, the number of special figure 1 holds and the number of special figure 2 holds may be the same or different. In the basic embodiment, it is assumed that the upper limit values for the number of special figure 1 holds and the number of special figure 2 holds are set to "4".
[0052] Each of the special figure 1 hold display 83a and the special figure 2 hold display 83b is composed of 4 LEDs, and the number of special figure 1 holds and the number of special figure 2 holds are displayed by lighting the LEDs corresponding to the number of special figure 1 holds and the number of special figure 2 holds. Hereinafter, the number of special figure 1 holds is referred to as "special figure 1 hold number (U1)", and the number of special figure 2 holds is referred to as "special figure 2 hold number (U2)". Also, the "special figure 1 hold number" and the "special figure 2 hold number" are collectively referred to as "special figure hold number". Further, the "special figure 1 hold display 83a" and the "special figure 2 hold display 83b" are collectively referred to as "special figure hold display 83".
[0053] In addition, the variable display of the normal pattern is executed when a normal pattern lottery is conducted upon winning of the game ball into the gate 13. Then, the variable display of the normal pattern notifies the result of the normal pattern lottery. In the variable display of the normal pattern, the normal pattern fluctuates and then stops. The stopped normal pattern (stopped normal pattern) is identification information representing the result of the normal pattern lottery derived as the display result of the variable display. When the stopped normal pattern is a predetermined specific normal pattern, an auxiliary game accompanied by the opening of the second start port 12 is conducted.
[0054] The normal pattern display 82 is composed of, for example, two LEDs. The lighting mode of the normal pattern display 82 represents the normal pattern corresponding to the result of the normal pattern lottery, that is, the result of the normal pattern lottery. When the result of the normal pattern lottery is a win, finally, both LEDs light up like "□□" (□: lit, ■: extinguished). This lighting mode is a winning symbol and represents a win. When the result of the normal pattern lottery is a loss, finally, only the right LED lights up like "■□". This lighting mode is a losing symbol and represents a loss. Note that the lighting mode of the LED corresponding to the result of the normal pattern lottery is not limited and can be set as appropriate. For example, a mode of extinguishing all LEDs can be adopted as the losing symbol.
[0055] Before the normal pattern stops displaying, the normal pattern fluctuates for a predetermined fluctuation time. In the basic embodiment, the mode of the variable display of the normal pattern is such that both LEDs light up alternately. Note that the mode of the variable display of the normal pattern is not particularly limited, and it may be set as appropriate, such as all LEDs flashing simultaneously as long as each LED is not in a stopped display (lighting display in a specific mode).
[0056] 2. Electrical Configuration of the Gaming Machine Next, based on FIGS. 5 to 7, the electrical configuration of the pachinko gaming machine PY will be described. As shown in FIG. 5, on the back side of the pachinko gaming machine PY, there are a game control board 100 that performs control related to games (game progress) that can obtain game benefits, a performance control board 120 that performs control related to effects according to the control of the game by the game control board 100, an image control board 140 that performs image control, a payout control board 170 that performs control related to the payout of game balls, etc., and a power supply board 190 that supplies power to each of the boards 100, 120, 140, and 170.
[0057] A power switch 191 is connected to the power supply board 190. By operating the power switch 191 to turn it on or off, the power supply to the entire pachinko gaming machine PY is switched on or off. That is, by operating the power switch 191 to turn it on or off, the power supply to the game control board 100, the effect control board 120, the image control board 140, and the payout control board 170 is started or terminated. Also, the power supply board 190 is provided with a RAM clear switch 192 that can be pressed. The RAM clear switch 192 is for causing the game CPU 102 to clear (hereinafter referred to as "RAM clear") the game information stored in the game RAM 104 of the game control microcomputer 101, which will be described later, when the power is turned on. The RAM clear switch 192 is provided on the power supply board 190 arranged on the back side of this pachinko gaming machine PY. Therefore, basically, only employees of the game parlor who can open and close the front door 23 can operate the RAM clear switch 192. That is, the RAM clear switch 192 can be said to be an operation means that cannot be substantially operated by the player. When the RAM clear switch 192 is subjected to a specific operation (for example, pressing the RAM clear switch 192 for a predetermined time (for example, 5 seconds), pressing the RAM clear switch 192 a predetermined number of times (for example, 5 times)), a detection signal indicating that the RAM clear switch 192 is on is input to the game control microcomputer 101. In this embodiment, the RAM clear switch 192 is provided on the power supply board 190, but the location where the RAM clear switch 192 is arranged can be changed as appropriate, and it may be provided on the game control board 100 or a dedicated board, for example. Also, the operation mode of the RAM clear switch 192 for performing the RAM clear is not particularly limited and can be changed as appropriate.
[0058] As shown in FIG. 6, on the game control board 100, a one-chip microcomputer for game control (hereinafter referred to as "game control microcomputer") 101 that controls the progress of the pachinko game machine PY according to a program is mounted. Therefore, the game control board 100 can be positioned as a game control unit that controls the game. The games for which the game control board 100 can obtain game benefits to be controlled include special drawing lottery, variable display of special figures, jackpot games, setting of game states to be described later, general drawing lottery, variable display of general figures, auxiliary games, and the like.
[0059] The game control microcomputer 101 includes a game ROM (Read Only Memory) 103 that stores programs, tables, etc. for controlling the progress of the game, a game RAM (Random Access Memory) 104 used as a work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.
[0060] The game ROM 103 stores programs for performing game control main processing, game control side timer interrupt processing, etc. to be described later. The game ROM 103 also stores a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special figure variation pattern determination table, a look-ahead determination table, a jackpot game control table, a game state setting table, a hit determination table, an auxiliary game control table, and the like to be described later. Note that the game ROM 103 may be external.
[0061] In addition, a special figure retention memory unit 105 is provided in the game RAM 104. Here, the special figure retention memory unit 105 will be described. As described above, when a winning occurs at the first start port 11 or the second start port 12 of the game ball, special figure retention can occur. However, when special figure retention is possible, that is, when the number of special figure retentions has not reached the upper limit value, based on this winning, determination information consisting of various random numbers for performing a special figure lottery or the like is acquired. Then, this determination information is temporarily stored in the special figure retention memory unit 105 as a special figure retention. In the following, the determination information acquired by the winning at the first start port 11 of the game ball is referred to as "special figure 1-related determination information", and the determination information acquired by the winning at the second start port 12 of the game ball is referred to as "special figure 2-related determination information". In addition, the special figure 1-related determination information and the special figure 2-related determination information are collectively referred to as "special figure-related determination information".
[0062] And the special figure 1-related determination information is stored as a special figure 1 retention in the special figure 1 retention memory unit 105a in the special figure retention memory unit 105. On the other hand, the special figure 2-related determination information is stored as a special figure 2 retention in the special figure 2 retention memory unit 105b in the special figure retention memory unit 105. The number of special figure 1-related determination information that can be stored in the special figure 1 retention memory unit 105a, that is, the upper limit value of the number of special figure 1 retentions, is set to "4". Also, the number of special figure 2-related determination information that can be stored in the special figure 2 retention memory unit 105b, that is, the upper limit value of the number of special figure 2 retentions, is set to "4".
[0063] In addition, various sensors and solenoids are connected to the game control board 100 via a predetermined relay board (not shown). Therefore, signals output by various sensors are input to the game control board 100. Also, the game control board 100 outputs signals to various actuators.
[0064] The various sensors connected to the game control board 100 include a general winning port sensor 10a, a first start port sensor 11a, a second start port sensor 12a, a gate sensor 13a, and a big winning port sensor 14a.
[0065] The general winning opening sensor 10a detects the game balls that have won in the general winning opening 10. The first start opening sensor 11a detects the game balls that have won in the first start opening 11. The second start opening sensor 12a detects the game balls that have won in the second start opening 12. The gate sensor 13a detects the game balls that have passed through the gate 13. The big winning opening sensor 14a detects the game balls that have won in the big winning opening 14.
[0066] Also, various actuators connected to the game control board 100 include an electric chute solenoid 12s and an AT solenoid 14s. The electric chute solenoid 12s drives the electric chute opening / closing member 12k of the electric chute 12D. The AT solenoid 14s drives the AT opening / closing member 14k of the big winning device 14D.
[0067] Note that the types and numbers of sensors connected to the game control board 100 can be appropriately changed within a range that does not interfere with the game. Also, the types and numbers of actuators connected to the game control board 100 can be appropriately changed within a range that does not interfere with the game.
[0068] Furthermore, displays 8 (special figure display 81, general figure display 82, and special figure hold display 83) are connected to the game control board 100. The display control of these displays 8 is performed by the game control microcomputer 101.
[0069] Also, the game control board 100 transmits various commands to the payout control board 170 and receives signals from the payout control board 170 for payout monitoring. A card unit CU and a payout device 73 are connected to the payout control board 170, and a launch device 72 is also connected. Also, the card unit CU is installed adjacent to the pachinko game machine PY and is a device that enables ball lending based on information such as prepaid cards inserted.
[0070] The payout control board 170 drives the payout motor 73m of the payout device 73 based on signals from the game control microcomputer 101 and signals from the connected card unit CU to perform the payout of prize balls and loan balls. The prize balls and loan balls to be paid out are detected by the payout sensor 73a for counting them.
[0071] Also, the launch device 72 is a device that launches game balls. The handle 72k constitutes an operation unit or input unit that receives an operation for launching a game ball to the launch device 72 and is included in the launch device 72. A touch switch 72a capable of detecting contact of a person such as a player with the handle 72k is provided on the handle 72k. When there is an operation of the handle 72k by the player, the touch switch 72a detects the contact of the player with the handle 72k and outputs a detection signal (contact detection signal) to the payout control board 170 via the launch control circuit 175. That is, the touch switch 72a outputs a contact detection signal to the payout control board 170 when the handle 72k is being touched (sets it to the ON state), and does not output a contact detection signal to the payout control board 170 when the handle 72k is not being touched (sets it to the OFF state). Furthermore, a launch volume knob 72b capable of detecting the rotation angle (operation amount) of the handle 72k is connected to the handle 72k.
[0072] The payout control board 170 can control the launch device 72, and permits the launch device 72 to launch a game ball on the condition that the contact detection signal from the touch switch 72a is in the ON state, in other words, the handle 72k is in a state of being touched by the player. Therefore, when the contact detection signal is in the OFF state, in other words, when the handle 72k is not being touched by the player, the launch device 72 cannot launch a game ball. When the launch of a game ball is permitted, the launch device 72 drives the launch motor 72m so that the game ball is launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob 72b. In the pachinko game machine PY, when the rotation operation of the handle 72k is maintained, one game ball is launched approximately every 0.6 seconds.
[0073] In addition, according to the progress of the game, the game control board 100 transmits various commands including information related to the game to the effect control board 120. The effect control board 120 can grasp the progress status of the game (the control content of the game) by the game control board 100 based on the various commands sent from the game control board 100.
[0074] Note that the connection between the game control board 100 and the effect control board 120 is a unidirectional communication connection that allows only the transmission of signals from the game control board 100 to the effect control board 120. That is, a unidirectional circuit (for example, a circuit using a diode), not shown in the figure, as a communication direction regulating means is interposed between the game control board 100 and the effect control board 120.
[0075] As shown in FIG. 7, an effect control one-chip microcomputer (hereinafter referred to as "effect control microcomputer") 121 for controlling the effects of the pachinko game machine PY according to a program is mounted on the effect control board 120. And the effect control board 120 can be positioned as an effect control unit that controls effects together with an image control board 140, an audio control circuit 161, and a sub-drive board 162, which will be described later. However, the effect control unit may include at least the effect control board 120 and can control game effects (such as special figure variation effects, hold effects, big win game effects, etc.), customer waiting effects, and operation promotion effects for promoting operations during the period when the operation of the first effect button 41k or the second effect button 42k is valid (operation valid period).
[0076] Note that the effects to be controlled by the effect control board 120 include game effects (such as special figure variation effects, hold effects, big win game effects, etc.), customer waiting effects, and operation promotion effects for promoting operations during the period when the operation of the first effect button 41k or the second effect button 42k is valid (operation valid period).
[0077] The effect control microcomputer 121 includes an effect ROM 123 that stores programs and the like for controlling effects as the game progresses by the game control board 100, an effect RAM 124 used as a work memory, and an effect CPU 122 that executes the programs stored in the effect ROM 123.
[0078] The performance ROM 123 stores programs for performing the performance control main process, reception interrupt process, 1ms timer interrupt process, 10ms timer interrupt process, etc., which will be described later. Note that the performance ROM 123 may be external.
[0079] The performance RAM 124 is provided with a start winning command hold memory unit 125 that stores a start winning command to be described later, a symbol designation command memory unit 126 that stores a symbol designation command to be described later, and a special symbol variation start command memory unit 127 that stores a special symbol variation start command to be described later.
[0080] In addition, an image control board 140 is connected to the performance control board 120. The performance control microcomputer 121 of the performance control board 120 causes the image control board 140 to perform display control of the image display device 50 based on the commands received from the game control board 100, that is, according to the progress of the game by the game control board 100. Note that the connection between the performance control board 120 and the image control board 140 is a bidirectional communication connection that enables both transmission of signals from the performance control board 120 to the image control board 140 and transmission of signals from the image control board 140 to the performance control board 120.
[0081] The image control board 140 includes an image ROM 142 that stores programs for image control 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. In addition, the image control board 140 includes a CGROM (Character Generator Read Only Memory) 145 that stores data of images to be displayed on the image display device 50, a VRAM (Video Random Access Memory) 146 used for developing the image data stored in the CGROM 145, and a VDP (Video Display Processor) 144. All or part of these electronic components may be configured on one chip.
[0082] The CGROM145 stores, for example, image data (still image data, moving image data, specifically, image data such as characters, items, patterns, figures, characters, numbers, and symbols (including production patterns) and background images, etc.) for displaying the images to be displayed on the image display device 50.
[0083] Based on the command from the production control microcomputer 121, the VDP144 reads out the image data from the CGROM145 according to the display list created by the image CPU141 and expands it in the expansion area in the VRAM146. Then, the expanded image data is appropriately synthesized to draw an image in the frame buffer in the VRAM146. And the image drawn in the frame buffer is output to the image display device 50 as an RGB signal. As a result, various production images are displayed on the display unit 50a.
[0084] Note that the display list is composed of a group of commands for instructing the execution of drawing in units of frames. The display list contains information on various parameters such as the type of image to be drawn, the position where the image is to be drawn, the display priority, the display magnification, and the transmittance of the image.
[0085] Also, based on the command received from the game control board 100, that is, according to the progress of the game by the game control board 100, the production control microcomputer 121 outputs voices, music, sound effects, etc. from the speaker 52 via the sound control circuit 161.
[0086] The voice data such as voices output from the speaker 52 is stored in the production ROM123 of the production control board 120. Note that the sound control circuit 161 may be configured as a board with a CPU mounted. In this case, the CPU may execute sound control. Further, in this case, a ROM may be mounted on the board and the voice data may be stored in the ROM. Also, the speaker 52 may be connected to the image control board 140 and the image CPU141 of the image control board 140 may execute sound control. Further, in this case, the voice data may be stored in the image ROM142 of the image control board 140.
[0087] In addition, various sensors serving as input units and various actuators serving as drive sources are connected to the effect control board 120 via a predetermined relay board (not shown). Signals output from various sensors are input to the effect control board 120. Further, the effect control board 120 outputs signals to various actuators.
[0088] The various switches connected to the effect control board 120 include a first effect button sensor 41a and a second effect button sensor 42a. The first effect button sensor 41a detects that the first effect button 41k has been pressed. The second effect button sensor 42a detects that the second effect button 42k has been pressed. When the first effect button sensor 41a and the second effect button sensor 42a each detect that they have been operated, they output signals corresponding to the detection content to the effect control board 120.
[0089] Note that the type and number of switches connected to the effect control board 120 can be appropriately changed within a range that does not interfere with the game. Also, the type and number of actuators connected to the effect control board 120 can be appropriately changed within a range that does not interfere with the game.
[0090] The various actuators connected to the effect control board 120 include a motor 55m1 for a rotating member and a motor 55m2 for a lifting member. The motor 55m1 for the rotating member can drive the rotating member 55k1 to rotate the rotating member 55k1. The motor 55m2 for the lifting member can raise or lower the lifting member 55k2. Specifically, the effect control microcomputer 121 creates operation pattern data that determines the operation modes of the rotating member 55k1 and the lifting member 55k2, and controls the operations of the rotating member 55k1 and the lifting member 55k2 via the sub-drive board 162.
[0091] In the following, the operations of the "rotating member 55k1 and the elevating member 55k2" may also be collectively referred to as the "operation of the board movable body 55k". Also, rotating the rotating member 55k1 or lowering or raising the elevating member 55k2 is also referred to as "rotating the board movable body 55k, or lowering or raising it".
[0092] In addition, based on commands received from the game control board 100 and the like, the effect control microcomputer 121 controls the lighting of the frame lamp 53 and the like via the sub-drive board 162. Specifically, the effect control microcomputer 121 creates light emission pattern data (data that determines the light emission mode of the frame lamp 53, such as lighting / extinguishing and emission color, also referred to as lamp data) that determines the light emission pattern of the frame lamp 53, and controls the light emission of the frame lamp 53 according to the light emission pattern data. Note that data stored in the effect ROM 123 of the effect control board 120 is used to create the light emission pattern data.
[0093] Note that the sub-drive board 162 may be configured with a board and a CPU may be mounted on it. In this case, the CPU may be made to execute lighting control of the frame lamp 53 and the like, and operation control of the board movable body 55k. Furthermore, in this case, a ROM may be mounted on the board, and data related to the light emission pattern and the operation pattern may be stored in the ROM.
[0094] 3. Main games by the gaming machine Next, the main games performed by the pachinko gaming machine PY will be described with reference to FIGS. 8 to 15.
[0095] 3-1. Games related to the normal pattern First, the games related to the normal pattern will be described. When the launched game ball passes through the gate 13, the pachinko gaming machine PY can execute a normal pattern lottery. When the normal pattern lottery is performed, a variable display (stop display after variable display) of the normal pattern is performed on the normal pattern display 82. Here, the normal pattern that is stopped and displayed includes a winning symbol and a losing symbol. Note that the losing symbol of the normal pattern is also referred to as a "losing normal pattern" in order to distinguish it from the losing symbol of the special pattern described later.
[0096] When the winning symbol stops being displayed, an auxiliary game is executed, and the game related to passing through the gate 13 ends. On the other hand, when the losing general symbol stops being displayed, no auxiliary game is performed, and the game related to passing through the gate 13 ends. Also, hereinafter, when the variable display of the general symbol or the auxiliary game is not being performed, the passing of the game ball through the gate 13 is referred to as "the establishment of the general symbol variation start condition".
[0097] The pachinko gaming machine PY can perform a series of games such as the variable display of the general symbol and the auxiliary game based on the establishment of the general symbol variation start condition, obtaining general symbol related determination information, and performing a general symbol lottery. As shown in FIG. 8(A), the general symbol related determination information to be obtained includes a normal symbol random number. The normal symbol random number is a random number (determination information) for performing a winning determination. An appropriate range is provided for each random number.
[0098] 3-1-1. Winning determination The winning determination is a determination for deciding whether it is a win (whether to execute an auxiliary game) using a winning determination table as shown in, for example, FIG. 9(A). The winning determination table can be associated with the game state described later. When it is associated with the game state, there are a winning determination table used in the non-time-saving state (non-time-saving winning determination table) and a winning determination table used in the time-saving state (time-saving winning determination table) in the winning determination table.
[0099] In each winning determination table, the winning and losing results of the winning determination are appropriately allocated to the determination values of the normal symbol random number (normal symbol random number determination values). Therefore, the pachinko gaming machine PY collates the obtained normal symbol random number with the winning determination table to perform a winning determination of win or loss. If the result of the winning determination is a win, the winning symbol stops being displayed in the variable display of the general symbol. On the other hand, if the result of the winning determination is a loss, the losing general symbol stops being displayed in the variable display of the general symbol. Note that the winning probability can be changed as appropriate.
[0100] 3-1-2. General symbol variation pattern determination · General symbol variable display The general figure variation pattern determination is a determination for determining a general figure variation pattern using, for example, a general figure variation pattern determination table as shown in FIG. 9(B). The general figure variation pattern is identification information regarding predetermined matters related to the variable display of the general figure such as the general figure variation time.
[0101] The general figure variation pattern determination table can be associated with the game state (non-time-limited state / time-limited state). When associated with the game state (non-time-limited state / time-limited state), the general figure variation pattern determination table includes a general figure variation pattern determination table (non-time-limited general figure variation pattern determination table) used in the non-time-limited state and a general figure variation pattern determination table (time-limited general figure variation pattern determination table) used in the time-limited state.
[0102] In each general figure variation pattern determination table, one general figure variation pattern, which is the result of the general figure variation pattern determination, is stored for each general figure to be stopped. That is, the pachinko game machine PY can vary the general figure variation time between the non-time-limited state and the time-limited state. For example, in the non-time-limited state, for the variable display of the general figure when stopping the losing general figure (losing general figure), it is determined to be a general figure variation pattern with a general figure variation time of 30 seconds, and for the variable display of the general figure when stopping the winning symbol, it is determined to be a general figure variation pattern with a general figure variation time of 30 seconds. Also, in the time-limited state, for the variable display of the general figure when stopping the losing general figure, it is determined to be a general figure variation pattern with a general figure variation time of 5 seconds, and for the variable display of the general figure when stopping the winning symbol, it is determined to be a general figure variation pattern with a general figure variation time of 5 seconds. Note that these general figure variation times can be changed as appropriate.
[0103] Then, the variable display of the general figure with the general figure variation time associated with the general figure variation pattern determined by the general figure variation pattern determination is performed on the general figure display 82. In this way, by performing the winning determination and the general figure variation pattern determination, the variable display of the general figure is performed on the general figure display 82.
[0104] 3-1-3. Auxiliary Game The auxiliary game is executed when a winning symbol stops and is displayed (derived) as a display result (the result of the normal drawing) in the variable display of the normal drawing. In the auxiliary game, the electric chute 12D is opened
[0105] The elements constituting the auxiliary game (auxiliary game components) include various elements such as the number of times the electric chute 12D is opened and the opening time for each opening. The pachinko gaming machine PY controls the auxiliary game using an auxiliary game control table. The auxiliary game control table stores the auxiliary game components. For example, as shown in FIG. 9(C), it is possible to associate the game state (non-time-limit state / time-limit state) with the auxiliary game control table. That is, it is possible to associate the auxiliary game components with the game state (non-time-limit state / time-limit state). Note that the specific content of each element such as the number of openings and the opening time can be changed as appropriate.
[0106] The pachinko gaming machine PY can vary the opening time of the electric chute 12D between the auxiliary game in the non-time-limit state and the auxiliary game in the time-limit state. For example, in the auxiliary game in the non-time-limit state, the electric chute 12D is opened for a first opening time such as 0.2 seconds, which makes it difficult for the game ball to win in the electric chute 12D. On the other hand, in the auxiliary game in the time-limit state, the electric chute 12D is opened for a second opening time that is longer than the first opening time, such as two openings of 2.5 seconds with an interval (closure) of 1.0 second in between, which makes it easier for the game ball to win in the electric chute 12D.
[0107] Note that hereinafter, the auxiliary game in the non-time-limit state is also referred to as the "short opening auxiliary game". On the other hand, the auxiliary game in the time-limit state is also referred to as the "long opening auxiliary game". Also, the opening time in each auxiliary game is the total time in that auxiliary game, and for example, it may be configured to open multiple times within one auxiliary game, such as opening once and then closing once and then opening again with an interval in between.
[0108] 3-2. Games related to special drawings Next, the game related to the special figure will be described. When the launched game ball wins at the first start port 11, the special figure 1 lottery can be executed. When the special figure 1 lottery is conducted, on the special figure 1 display 81a, a variable display (stop display after variable display) of the special figure 1 is performed to notify the result of the special figure 1 lottery. Here, the special figure 1 that stops displaying includes a jackpot symbol and a losing symbol. That is, the results of the special figure 1 lottery include a jackpot and a loss.
[0109] When the jackpot symbol stops displaying, the jackpot game is executed, a new game state is set, and the game based on the winning ends. Also, when the losing symbol stops displaying, the jackpot game is not conducted, and the game based on the winning ends.
[0110] Similarly, when the launched game ball wins at the second start port 12, the special figure 2 lottery can be executed. When the special figure 2 lottery is conducted, on the special figure 2 display 81b, a variable display (stop display after variable display) of the special figure 2 is performed to notify the result of the special figure 2 lottery. Here, the special figure 2 that stops displaying includes a jackpot symbol and a losing symbol. That is, the results of the special figure 2 lottery include a jackpot and a loss.
[0111] When the jackpot symbol stops displaying, the jackpot game is executed, a new game state is set, and the game based on the winning ends. Further, when the losing symbol stops displaying, the jackpot game is not conducted, and the game based on the winning ends.
[0112] Also, hereinafter, the winning of a game ball at the first start port 11 is referred to as "the establishment of the first start condition", and the winning of a game ball at the second start port 12 is referred to as "the establishment of the second start condition". Also, "the establishment of the first start condition" and "the establishment of the second start condition" are collectively referred to as "the establishment of the start condition". Also, the losing symbol of the special symbol is also referred to as "losing special figure" in order to distinguish it from the losing symbol of the general figure described above.
[0113] The pachinko gaming machine PY performs a series of games such as variable display of special symbols and jackpot games based on the establishment of start conditions, acquisition of special symbol-related determination information, and conducting a special symbol lottery. And, in order to perform the variable display of the special symbol, various determinations are made on the special symbol-related determination information. As shown in FIG. 8(B), the special symbol-related determination information to be acquired includes a special symbol random number, a jackpot symbol type random number, a reach random number, and a special symbol variation pattern random number.
[0114] The special symbol random number is a random number (determination information) for performing a jackpot determination. The jackpot symbol type random number is a random number (determination information) for performing a jackpot symbol type determination. The reach random number is a random number (determination information) for performing a reach determination. The special symbol variation pattern random number is a random number (determination information) for performing a variation pattern determination of the special symbol. An appropriate range is provided for each random number. Next, each determination performed using the special symbol-related determination information will be described.
[0115] 3-2-1. Jackpot determination The jackpot determination is to determine whether it is a jackpot or not (whether to execute a jackpot game), in other words, either a jackpot or a loss, using a jackpot determination table. The jackpot determination table can be provided in association with the game state to be described later, for example, as shown in FIG. 10(A). Specifically, the jackpot determination table includes a jackpot determination table used in the normal probability state to be described later (hereinafter referred to as the "jackpot determination table for normal probability") and a jackpot determination table used in the high probability state to be described later (hereinafter referred to as the "jackpot determination table for high probability").
[0116] In each jackpot determination table associated with the game state, the jackpot, which is the result of the jackpot determination, and the loss are assigned the determination values of the special symbol random numbers (special symbol random number determination values). The pachinko gaming machine PY collates the acquired special symbol random numbers with the jackpot determination table associated with the game state to determine whether it is a jackpot or a loss. As shown in FIG. 10(A), the high-probability jackpot determination table has more special symbol random number determination values set to be determined as jackpots than the normal-probability jackpot determination table.
[0117] Note that the method of allocating the special symbol random number determination values for the jackpot probability and the determination results of various jackpot determinations can be changed as appropriate.
[0118] 3-2-2. Jackpot Symbol Type Determination The jackpot symbol type determination is to determine the type of the jackpot symbol (jackpot symbol type) using, for example, a jackpot symbol type determination table as shown in FIG. 10(B) when the result of the jackpot determination is a jackpot. It is possible to associate the type of the jackpot symbol with the content of the jackpot, in other words, the components of the jackpot (contents advantageous to the player) such as the gaming privileges granted to the player.
[0119] The jackpot symbol type determination table is associated with the type of the variable-displayed special symbol (Special Symbol 1 / Special Symbol 2), in other words, the type of the start port (First Start Port 11 / Second Start Port 12) where the winning that caused (generated) the jackpot symbol type determination occurred. That is, the jackpot symbol type determination table includes a jackpot symbol type determination table (First Jackpot Symbol Type Determination Table) used when performing the variable display of Special Symbol 1 and a jackpot symbol type determination table (Second Jackpot Symbol Type Determination Table) used when performing the variable display of Special Symbol 2.
[0120] Multiple types of jackpot symbols can be set. In each jackpot symbol type determination table, the determination value (jackpot symbol type random number determination value) of the jackpot symbol type random number is allocated to the jackpot symbol type, which is the result of the jackpot symbol type determination. Therefore, the pachinko gaming machine PY collates the obtained jackpot symbol type random number with the jackpot symbol type determination table to determine the type of the jackpot symbol. In the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random number determination value is appropriately allocated to various jackpot symbols.
[0121] The types of the jackpot symbols of Special Figure 1 and Special Figure 2 can be set as appropriate. For example, like the jackpot symbol type determination table shown in FIG. 10(B), as the jackpot symbols of Special Figure 1, three types of jackpot symbols, namely Jackpot Symbol A, Jackpot Symbol B, and Jackpot Symbol C, can be provided, and as the jackpot symbols of Special Figure 2, three types of jackpot symbols, namely Jackpot Symbol D, Jackpot Symbol E, and Jackpot Symbol F, can be provided. And like the jackpot symbol type determination table shown in FIG. 10(B), in the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random number determination value is appropriately allocated to various jackpot symbols. Note that the allocation rate of the jackpot symbol type can be changed as appropriate. Also, the types of the jackpot symbols can be increased or decreased as appropriate.
[0122] 3-2-3. Reach Determination The reach determination is, for example, when the result of the jackpot determination is a miss, to use a reach determination table as shown in FIG. 10(C) to determine whether to generate a reach in a special figure variation effect described later.
[0123] The reach determination table can be associated with the game state (non-time-reduced state / time-reduced state). When associated with the game state, for example, the reach determination table includes a reach determination table used in the non-time-reduced state (non-time-reduced reach determination table) and a reach determination table used in the time-reduced state (time-reduced reach determination table).
[0124] In each reach determination table, the determination values of the reach random number (reach random number determination values) are distributed to the results of reach determination, namely, "reach exists (generate a reach)" and "reach does not exist (do not generate a reach)". Therefore, the pachinko gaming machine PY collates the acquired reach random number with the reach determination table to determine whether a reach exists or not (whether to generate a reach).
[0125] As shown in FIG. 10(C), it is possible to make the number of reach random number determination values determined as "reach exists (generate a reach)" different between the non-time-reduced reach determination table and the time-reduced reach determination table. In the following, the result of reach determination "reach exists (generate a reach)" conducted on the premise that the result of jackpot determination is "a loss" is referred to as "reach exists with a loss", and the result of "reach does not exist (do not generate a reach)" may be referred to as "reach does not exist with a loss". Also, "reach does not exist with a loss" may be referred to as "any loss", and "reach exists with a loss" may be referred to as "reach loss".
[0126] 3-2-4. Special Symbol Variation Pattern Determination The special symbol variation pattern determination is to determine the variation pattern of the variable display of the special symbol (special symbol variation pattern) by using a special symbol variation pattern determination table (special symbol variation pattern determination table) such as those shown in FIGS. 11 to 12, in both cases where the result of jackpot determination is a jackpot and a loss.
[0127] The special figure variation pattern is identification information for identifying predetermined matters such as the special figure variation time, the so-called "scale", and the production flow (production content) of the special figure variation production described later. Note that the special figure variation pattern can also include identification information regarding the result of the jackpot determination and the result of the reach determination, in addition to the special figure variation time and the production flow (production content) of the special figure variation production. Note that the types and numbers of the special figure variation patterns can be changed as appropriate.
[0128] The special figure variation pattern determination table can be associated with the type of special symbol that performs variable display to be determined (special figure 1 / special figure 2), in other words, the type of start port where the winning that caused the special figure variation pattern determination occurred (first start port 11 / second start port 12). That is, the special figure variation pattern determination table includes a special figure variation pattern determination table (special figure 1 variation pattern determination table: FIG. 11) used when performing variable display of special figure 1, and a special figure variation pattern determination table (special figure 2 variation pattern determination table: FIG. 12) used when performing variable display of special figure 2.
[0129] And each special figure variation pattern determination table can be associated with the game state (non-time-limited state / time-limited state). Specifically, the special figure 1 variation pattern determination table includes a special figure 1 variation pattern determination table (non-time-limited special figure 1 variation pattern determination table) used in the non-time-limited state and a special figure 1 variation pattern determination table (time-limited special figure 1 variation pattern determination table) used in the time-limited state. On the other hand, similarly for the special figure 2 variation pattern determination table, there are a special figure 2 variation pattern determination table (non-time-limited special figure 2 variation pattern determination table) used in the non-time-limited state and a special figure 2 variation pattern determination table (time-limited special figure 2 variation pattern determination table) used in the time-limited state.
[0130] In addition, each special figure variation pattern determination table associated with the game state (non-time-limited state / time-limited state) can further be associated with the jackpot determination result and the reach determination result. That is, the non-time-limited special figure 1 variation pattern determination table and the time-limited special figure 1 variation pattern determination table each have a jackpot use, a reach-with-loss use, and a reach-without-loss use. Similarly, the non-time-limited special figure 2 variation pattern determination table and the time-limited special figure 2 variation pattern determination table each have a jackpot use, a reach-with-loss use, and a reach-without-loss use.
[0131] Furthermore, each special figure 1 variation pattern determination table for reach-without-loss associated with the game state can also be associated with the number of special figure 1 holds. For example, there is a special figure 1 variation pattern determination table for reach-without-loss used when the number of special figure 1 holds (U1) is 0 to 2, and a special figure 1 variation pattern determination table for reach-without-loss used when the number of special figure 1 holds (U1) is 3 to 4. Similarly, each special figure 2 variation pattern determination table for reach-without-loss associated with the game state can also be associated with the number of special figure 2 holds. Specifically, there is a special figure 2 variation pattern determination table for reach-without-loss used when the number of special figure 2 holds (U2) is 0 to 2, and a special figure 2 variation pattern determination table for reach-without-loss used when the number of special figure 2 holds (U2) is 3 to 4.
[0132] Then, the variation display of the special figure with a special figure variation time corresponding to the special figure variation pattern determined by each special figure variation pattern determination is performed on the special figure display 81. And after the variation display of the special figure, when the jackpot symbol is stopped and displayed as the display result of the special figure variable display (the result of the special symbol lottery), the next special figure variable display is not immediately performed, and instead, the jackpot game is executed continuously.
[0133] In addition, it is possible to associate with each special figure variation pattern an effect flow of a special figure variation effect as shown in the third column from the right in the tables of FIGS. 11 to 12. Here, representative effects constituting the effect flow of the special figure variation effect associated with the special figure variation pattern will be described.
[0134] As the effects that make up the effect flow of the special figure variation effect, there are normal variation, reach, normal reach (N-reach), long reach (L-reach), special reach (SP-reach), and battle effect.
[0135] Normal variation is an effect that suggests that the effect symbol that has been stopped and displayed starts to vary, and each individual one that makes up each effect symbol varies and is displayed at a high speed to the extent that it is difficult to recognize, and the variable display of the special figure starts. And, the special figure variation effect related to the losing variation without a reach (the part from the start of the variation of the effect symbol to the stop of the variation), and the part until the reach is established (confirmed) in the special figure variation effect where a reach occurs may be composed of normal variation.
[0136] N-reach is an effect in which, immediately after a reach is established (confirmed) through normal variation, for example, at the position where the effect symbol that constitutes the reach is temporarily stopped, it is maintained for a predetermined time (for example, 10 seconds), and the remaining one effect symbol decelerates and varies at a lower speed than normal variation. The expectation level of a big win suggested by N-reach is higher than that of normal variation and lower than that of L-reach and SP-reach described later. When the special figure variation effect ends with N-reach, the remaining one effect symbol that varies at a low speed stops. In the case of a loss, the remaining one effect symbol stops with an effect symbol different from the effect symbol that constitutes the reach. When the special figure variation effect does not end with N-reach, the remaining one effect symbol varies at a high speed again, and while the reach is maintained, it develops (switches) from N-reach to L-reach and SP-reach.
[0137] The L-Reach can be executed whether it is a jackpot or a miss. It is an effect that suggests whether the game is in a jackpot state and implies the possibility of entering a jackpot game state. Furthermore, the L-Reach is an effect that can be executed, for example, after the N-Reach, lasts longer than the N-Reach, and implies a higher jackpot expectation than the N-Reach. Even during the L-Reach, the established reach is maintained, but the effect symbols that make up the reach are reduced, and it switches to a background image dedicated to the L-Reach (a video dedicated to the L-Reach plays) while moving to a predetermined position where it does not interfere with the background image more than during the N-Reach (for example, the left effect symbol EZ1 described later is at the upper left of the display unit 50a, and the right effect symbol EZ3 is at the upper right of the display unit 50a). In the L-Reach, mainly 2DCG animated images are displayed on the display unit 50a. As the content of the L-Reach effect, a video of a scene different from the game related to the SP-Reach described later, such as the protagonist character undergoing special training to acquire a special skill, is displayed.
[0138] The SP-Reach can be executed whether it is a jackpot or a miss. It is an effect that suggests whether the game is in a jackpot state and implies the possibility of entering a jackpot game state. Furthermore, the SP-Reach is an effect that can be executed, for example, after the N-Reach, lasts longer than the L-Reach, and implies a higher jackpot expectation than the L-Reach. Even during the SP-Reach, the established reach is maintained, but the effect symbols that make up the reach are reduced, and it switches to a background image dedicated to the SP-Reach (a video dedicated to the SP-Reach plays) while moving to a predetermined position where it does not interfere with the background image more than during the N-Reach (for example, the left effect symbol EZ1 described later is at the upper left of the display unit 50a, and the right effect symbol EZ3 is at the upper right of the display unit 50a). In the SP-Reach, mainly 3DCG images are displayed on the display unit 50a. And as the content of the SP-Reach effect, a video of a scene where the team to which the protagonist character belongs and the team to which the protagonist character's rival belongs play a game is displayed.
[0139] The battle effect is an effect that can be executed after a reach, for example, in the time-limited state, and suggests a higher jackpot expectation than normal fluctuations. Even in the battle effect, the established reach is maintained, but the effect symbols that make up the reach are reduced and move to a predetermined position (for example, the left effect symbol EZ1 is at the upper left of the display unit 50a, and the right effect symbol EZ3 is at the upper right of the display unit 50a), and it switches to a background image dedicated to the battle effect (a video dedicated to the battle effect is played). Also, in the battle effect, a 3DCG image is mainly displayed on the display unit 50a.
[0140] Note that the "state where the reach is maintained" in the N-reach, L-reach, SP-reach, and battle effect includes not only the state where the effect symbols that make up the reach are visible on the display unit 50a in the N-reach, L-reach, SP-reach, and battle effect, but also, for example, the state where the effect symbols that make up the reach are difficult or impossible to view from the display unit 50a for a predetermined period in relation to the dedicated background image. Also, the effect contents of normal fluctuations, N-reach, L-reach, SP-reach, and battle effect can be changed as appropriate. Furthermore, the effects that make up the special figure variation effect are not limited to these, and can be added or reduced as appropriate.
[0141] Also, as shown in the second column from the right in the tables of FIGS. 11 to 12, it is possible to assign a name to the special figure variation pattern by associating the jackpot determination result, the effect content of the special figure variation effect, etc. And the special figure variation pattern related to the jackpot is sometimes collectively referred to as "jackpot variation", and the special figure variation pattern related to a loss is sometimes collectively referred to as "loss variation".
[0142] Furthermore, the special figure variation pattern in which an SP-reach is performed regardless of the jackpot determination result is sometimes collectively referred to as "SP-reach variation", the special figure variation pattern in which an L-reach is performed is sometimes collectively referred to as "L-reach variation", and the special figure variation pattern in which the special figure variation effect ends with an N-reach is sometimes collectively referred to as "N-reach variation". Also, the loss variation with a reach is sometimes referred to as "loss variation with a reach", and the loss variation without a reach is sometimes collectively referred to as "normal loss variation".
[0143] 3-2-5. Preliminary Reading Judgment Before performing the jackpot determination, the pachinko gaming machine PY can perform a preliminary reading judgment based on the obtained special figure-related judgment information using, for example, the preliminary reading judgment tables shown in FIGS. 13 to 14. The preliminary reading judgment tables can be associated with the type of start port related to the start winning (first start port 11 / second start port 12), in other words, the type of special figure that is variably displayed by the start winning (special figure 1 / special figure 2). That is, in the preliminary reading judgment tables, there is a first preliminary reading judgment table (FIG. 13) when winning at the first start port 11 and the variable display of special figure 1 is performed, and a second preliminary reading judgment table (FIG. 14) when winning at the second start port 12 and the variable display of special figure 2 is performed. The preliminary reading judgment performed based on the first preliminary reading judgment table is also referred to as "first preliminary reading judgment", and the preliminary reading judgment performed based on the second preliminary reading judgment table is also referred to as "second preliminary reading judgment".
[0144] In addition, the preliminary reading judgment tables can also be associated with the gaming states (normal gaming state / high probability high base gaming state / low probability high base gaming state) described later. That is, in the preliminary reading judgment tables, there is a preliminary reading judgment table used in the normal gaming state (preliminary reading judgment table for normal gaming state), a preliminary reading judgment table used in the high probability high base gaming state (preliminary reading judgment table for high probability high base gaming state), and a preliminary reading judgment table used in the low probability high base gaming state (preliminary reading judgment table for low probability high base gaming state).
[0145] That is, in the preliminary reading judgment tables, there is a first preliminary reading judgment table used in the normal gaming state, a first preliminary reading judgment table used in the high probability high base gaming state, a first preliminary reading judgment table used in the low probability high base gaming state, a second preliminary reading judgment table used in the normal gaming state, a second preliminary reading judgment table used in the high probability high base gaming state, and a second preliminary reading judgment table used in the low probability high base gaming state.
[0146] In addition, by performing pre-reading determination using the pre-reading determination table shown in FIGS. 13 to 14, the special figure variation pattern related to the variable display of the special figure performed by winning the start ports 11 and 12 is specified. That is, the special figure variation pattern related to the variable display of the special figure is specified as the pre-reading determination result before the variable display of the special figure is performed based on the winning. In the process of specifying the special figure variation pattern, the type of the winning start port, the result of the jackpot determination (jackpot / loss), and the jackpot symbol type are also specified as the pre-reading determination result.
[0147] And the pre-reading determination result including information about the special figure variation pattern etc. is associated with the start winning command. As will be described later, the start winning command is transmitted to the effect control board 120 as the pre-reading determination result along with its generation. Note that what information is specified as the pre-reading determination result can be changed appropriately. For example, the information about the jackpot symbol type can be generated as another command without being included in the start winning command.
[0148] As described above, by performing jackpot determination, jackpot symbol type determination, reach determination, and special figure variation pattern determination, variable display of the special figure is performed on the special figure display 81. And in the variable display of the special figure, when a losing symbol is stopped and displayed as the display result (result of the special symbol lottery), if there is a special figure hold, the variable display of the next special figure is continued, and if there is no special figure hold, a non-game state (so-called "waiting for customers state") where games such as variable display of the special figure and jackpot games are not being played is entered. On the other hand, in the variable display of the special figure, when a jackpot symbol is stopped and displayed as the display result (result of the special symbol lottery), the variable display of the next special figure is not performed, and subsequently, a jackpot game is executed. Note that the determination of a loss in the jackpot determination and the display of a losing symbol in the variable display of the special figure may also be referred to as "losing / becoming a loss". Also, the determination of a jackpot in the jackpot determination and the display of a jackpot symbol in the variable display of the special figure may also be referred to as "winning a jackpot / becoming a jackpot". Next, the jackpot game will be described.
[0149] 3-3. Jackpot Game The jackpot game includes a plurality of rounds of game play accompanied by the opening and closing of the big winning opening 14, an opening (also denoted as OP) from the start of the jackpot game until the start of the first round of game play, and an ending (also denoted as ED) from the end of the final round of game play until the end of the jackpot game. Each round of game play starts upon the end of the opening or the end of the previous round of game play, and ends upon the start of the next round of game play or the start of the ending.
[0150] Note that it is possible not to provide an OP or an ED. Also, hereinafter, the round of game play of a predetermined number of times (in a predetermined order) is simply referred to as a "round". For example, the first (1st) round of game play is also referred to as "1 round (1R)", and the 10th round of game play is also referred to as "10 rounds (10R)".
[0151] Then, the pachinko gaming machine PY controls the jackpot game using a jackpot game control table. The jackpot game control table can be set for each type of jackpot symbol. That is, it is possible to associate the jackpot game with the type of jackpot symbol. And one type or a plurality of types of jackpot games can be set.
[0152] The jackpot game control table stores elements (jackpot game constituent elements) that make up the jackpot game. The jackpot game constituent elements include the number of rounds of game play, the number of times the big winning opening 14 is opened in each round of game play, the type of big winning opening at which each opening is performed and the opening time (opening pattern), the time to be closed until the next opening (closing time), the time of the opening (opening time), and the time of the ending (ending time), etc.
[0153] The pachinko gaming machine PY can control jackpot games using a jackpot game control table as shown in, for example, FIG. 15(A). That is, it is possible to set the types of jackpot games and the jackpot game components for each jackpot game as shown in FIG. 15(A). Here, the jackpot games set in FIG. 15(A) will be described.
[0154] In the jackpot game associated with the jackpot symbol A (hereinafter also referred to as the "first jackpot game"), 10 round games are played. In each round game from 1R to 10R, the big winning opening 14 is opened for up to 29.5 seconds per round game. Also, there is an opening during which the closed state of the big winning opening 14 is maintained for 10.0 seconds from the start of the first jackpot game until the start of the first round game. Furthermore, there is an ending during which the closed state of the big winning opening 14 is maintained for 15.0 seconds from the end of the last round game until the end of the first jackpot game.
[0155] In the jackpot game associated with the jackpot symbol B (hereinafter also referred to as the "second jackpot game"), 5 round games are played. In each round game from 1R to 5R, the big winning opening 14 is opened for up to 29.5 seconds per round game. Also, there is an opening during which the closed state of the big winning opening 14 is maintained for 10.0 seconds from the start of the second jackpot game until the start of the first round game. Furthermore, there is an ending during which the closed state of the big winning opening 14 is maintained for 15.0 seconds from the end of the last round game until the end of the second jackpot game.
[0156] In the jackpot game associated with the jackpot symbol C (hereinafter also referred to as the "third jackpot game"), five round games are played. In each of the round games from 1R to 5R, the big winning opening 14 is opened for up to 29.5 seconds per round game. Also, there is an opening during which the closed state of the big winning opening 14 is maintained for 10.0 seconds from the start of the third jackpot game until the start of the first round game. Furthermore, there is an ending during which the closed state of the big winning opening 14 is maintained for 15.0 seconds from the end of the last round game until the end of the third jackpot game.
[0157] In the jackpot game associated with the jackpot symbol D (hereinafter also referred to as the "fourth jackpot game"), ten round games are played. In each of the round games from 1R to 10R, the big winning opening 14 is opened for up to 29.5 seconds per round game. Also, there is an opening during which the closed state of the big winning opening 14 is maintained for 10.0 seconds from the start of the fourth jackpot game until the start of the first round game. Furthermore, there is an ending during which the closed state of the big winning opening 14 is maintained for 15.0 seconds from the end of the last round game until the end of the fourth jackpot game.
[0158] In the jackpot game associated with the jackpot symbol E (hereinafter also referred to as the "fifth jackpot game"), six round games are played. In each of the round games from 1R to 6R, the big winning opening 14 is opened for up to 29.5 seconds per round game. Also, there is an opening during which the closed state of the big winning opening 14 is maintained for 10.0 seconds from the start of the fifth jackpot game until the start of the first round game. Furthermore, there is an ending during which the closed state of the big winning opening 14 is maintained for 15.0 seconds from the end of the last round game until the end of the fifth jackpot game.
[0159] In the jackpot game associated with the jackpot symbol F (hereinafter also referred to as the "sixth jackpot game"), six round games are played. In each round game from 1R to 6R, the big winning opening 14 is opened for up to 29.5 seconds per round game. Also, there is an opening during which the closed state of the big winning opening 14 is maintained for 10.0 seconds from the start of the sixth jackpot game until the start of the first round game. Furthermore, there is an ending during which the closed state of the big winning opening 14 is maintained for 15.0 seconds from the end of the last round game until the end of the fifth jackpot game.
[0160] In each round game, when a predetermined number (for example, 10) of game balls are detected by the big winning opening sensor 14a, the round game ends with the big winning opening 14 being closed even before the maximum opening time of the big winning opening 14 has elapsed. Also, the types and specific details of the jackpot game components can be changed as appropriate.
[0161] Also, in the jackpot game control table shown in FIG. 15(A), which type of jackpot game is executed is determined by the type of the jackpot symbol, but the jackpot game may be executed in a different way. For example, a device that can distribute to two winning openings may be provided in the game area 6. When winning at one winning opening, only the jackpot game consisting of a predetermined number of round games is executed, while when winning at the other winning opening, either the jackpot game consisting of more than the predetermined number of round games or the jackpot game consisting of less than the predetermined number of round games may be executed with a predetermined probability by lottery or the like.
[0162] 3-4. Game State Next, the controllable gaming states of the pachinko machine PY will be described. The pachinko machine PY has a jackpot gaming state in which a jackpot game is being executed and a non-jackpot gaming state in which a jackpot game is not being executed. The non-jackpot gaming state includes a normal gaming state which is a basic base gaming state and a specific gaming state which is more advantageous to the player than the normal gaming state. The elements that are "advantageous to the player" in this specific gaming state include the jackpot probability and the ease of opening of the second start port 12. That is, the jackpot probability and the ease of opening of the second start port 12 can be associated with the specific gaming state.
[0163] Regarding the jackpot probability, being advantageous to the player means that the jackpot probability is higher than that in the normal gaming state, making it easier to win the jackpot. Also, regarding the ease of opening of the second start port 12, being advantageous to the player means that the ease of opening of the second start port 12 is higher than that in the normal gaming state, and the opening time of the second start port 12 per unit time becomes longer.
[0164] And as the specific gaming state, three types can be set: a first specific gaming state where both the jackpot probability and the opening time of the second start port 12 per unit time are advantageous to the player, a second specific gaming state where only the jackpot probability is advantageous to the player, and a third specific gaming state where only the opening time of the second start port 12 per unit time is advantageous to the player. Note that it is also possible to install only a part of the three types of specific gaming states without installing all of the three types of specific gaming states in the pachinko machine PY.
[0165] Here, as a partial gaming state focusing on the jackpot probability, a state where the jackpot probability is higher than that in the normal gaming state and is advantageous to the player regarding the jackpot probability is called a "high probability state". In contrast, a state where the jackpot probability is the normal probability in the normal gaming state and is not advantageous to the player regarding the jackpot probability is called a "normal probability state".
[0166] Also, as a partial gaming state focusing on the opening time of the second start port 12 per unit time, a state where the opening time of the second start port 12 per unit time is longer than that in the normal gaming state and the ease of opening the second start port 12 is advantageous to the player is called a "time-saving state". On the contrary, a state where the opening time of the second start port 12 per unit time is the same as the opening time in the normal gaming state and the ease of opening the second start port 12 is not advantageous to the player is called a "non-time-saving state".
[0167] Here, the non-time-saving state and the time-saving state will be described in detail. As described above, in the time-saving state, the opening time of the electric chute 12D per unit time is longer than that in the non-time-saving state. That is, the time-saving state is a state where it is easier to win the second start port 12 than in the non-time-saving state. Here, a specific method for making it easier to win the second start port 12 in the time-saving state than in the non-time-saving state will be described.
[0168] For example, by making the time-saving state a state where the general pattern variation time is more likely to be shorter than in the non-time-saving state, it is possible to make it easier to win the second start port 12 in the time-saving state. For example, as described above, regardless of the result of the winning determination, in the time-saving state, the general pattern variation time (5.0 seconds) is determined to be shorter than the general pattern variation time (30.0 seconds) determined in the non-time-saving state. As a result, the number of executions of the general pattern lottery per unit time is larger in the time-saving state. In this case, if the probability of winning in the winning determination and the opening time of the electric chute 12D in one auxiliary game are the same regardless of the difference between the non-time-saving state and the time-saving state, the opening time of the electric chute 12D per unit time becomes longer due to the larger number of executions of the general pattern lottery per unit time.
[0169] In addition, by making the time-saving state such that the opening time of the electric chute 12D in one supplementary game is more likely to be longer than in the non-time-saving state, it becomes easier to win the second start port 12 in the time-saving state. For example, as described above, in the non-time-saving state, the electric chute 12D opens for 0.2 seconds in one supplementary game, whereas in the time-saving state, the electric chute 12D opens for a total of 5.0 seconds in one supplementary game. In this case, regardless of the difference between the non-time-saving state and the time-saving state, if the probability of winning in the winning determination and the normal pattern variation time are the same, the number of executions of the supplementary game per unit time becomes equal. Therefore, the longer the opening time of the electric chute 12D in one supplementary game, the longer the opening time of the electric chute 12D per unit time.
[0170] Furthermore, by making the time-saving state such that it is more likely to be determined as a win in the winning determination than in the non-time-saving state, it becomes easier to win the second start port 12 in the time-saving state. For example, as described above, in the non-time-saving state, it is determined as a win with a probability of 6600 / 65536 in the winning determination, whereas in the time-saving state, it is determined as a win with a probability of 59936 / 65536 in the winning determination. In this case, regardless of the difference between the non-time-saving state and the time-saving state, if the opening time of the electric chute 12D and the normal pattern variation time in one supplementary game are the same, the higher the probability of being determined as a win in the winning determination, the more times the winning determination is made per unit time. Therefore, the opening time of the electric chute 12D per unit time becomes longer.
[0171] In this way, in the time-saving state, three conditions are established: it is easier to win than in the non-time-saving state, the normal pattern variation time is more likely to be shorter, and the opening time of the electric chute 12D in one supplementary game is more likely to be longer. As a result, in the time-saving state, compared to the non-time-saving state, the opening time of the electric chute 12D per unit time becomes longer, and it becomes easier to win the second start port 12. As a result, the so-called "base", which is the ratio of the number of prize balls to the number of launched balls, increases. Therefore, in the time-saving state with a high base, it is possible to aim for a big win without significantly reducing the number of game balls held compared to the normal game state. That is, it can be said that the time-saving state is more advantageous for the player than the non-time-saving state.
[0172] In addition, in the time-saving state, even if only some of the three conditions for increasing the opening time per unit time of the second start port 12 are met without all of them being met. Finally, in the time-saving state, compared with the non-time-saving state, the opening time of the electric chute 12D per unit time should be longer, and it should be easier to win the second start port 12.
[0173] Also, in the time-saving state, the execution frequency of the special figure variable display per unit time may be reduced, or the average of the special figure variation time may be decreased, such as by making it easier to select a special figure variation pattern with a shorter special figure variation time compared to the non-time-saving state. As a result, in the time-saving state, the pace at which the special figure retention is cleared becomes faster, and an effective winning (a winning that can be remembered as a special figure retention) at the start port is likely to occur. Therefore, it is possible to aim for a big win under a smooth game progress.
[0174] In the following, in association with the content of the advantages for the player regarding each specific game state, the first specific game state is also referred to as the "high probability high base game state", the second specific game state is also referred to as the "high probability low base game state", and the third specific game state is also referred to as the "low probability high base game state". Furthermore, the normal game state is also referred to as the "low probability low base game state".
[0175] Therefore, it can be said that the low probability low base game state is a game state controlled in the normal probability state and the non-time-saving state. Similarly, the low probability high base game state is a game state controlled in the normal probability state and the time-saving state, the high probability low base game state is a game state controlled in the high probability state and the non-time-saving state, and the high probability high base game state is a game state controlled in the high probability state and the time-saving state.
[0176] In this way, the pachinko gaming machine PY can be controlled in a low-probability low-base gaming state, a low-probability high-base gaming state, a high-probability low-base gaming state, a high-probability high-base gaming state, and a jackpot gaming state. Note that in the jackpot gaming state, the big winning opening 14 is open for a long time, and a large number of gaming balls can be obtained. Therefore, the jackpot gaming state can also be said to be a gaming state advantageous to the player. Thus, the jackpot gaming state and the specific gaming state can also be referred to as "advantageous gaming states" that are more advantageous to the player than the normal gaming state.
[0177] Note that the high-probability high-base gaming state and the high-probability low-base gaming state are gaming states that are more advantageous to the player than the low-probability low-base gaming state in that the jackpot probability is higher than the normal probability state. Also, the high-probability high-base gaming state and the low-probability high-base gaming state are gaming states that are more advantageous to the player than the low-probability low-base gaming state in that the ease of winning at the second start opening 12 is higher than that in the non-time-saving state. Furthermore, in the jackpot gaming state, since the big winning opening 14, where the number of prize balls for one winning is more than that at the first start opening 11 and the second start opening 12, is open, the jackpot gaming state is a gaming state that is more advantageous to the player than the low-probability low-base gaming state.
[0178] Also, when the power of the pachinko gaming machine PY is turned on, the normal gaming state is set first. Also, the jackpot gaming state is set by the stop display of the jackpot symbol. On the other hand, the specific gaming state is set by winning the jackpot and executing the jackpot game. Next, the setting of the specific gaming state will be described.
[0179] 3-5. Setting of the Specific Gaming State The pachinko gaming machine PY can newly set a specific gaming state along with the end of the jackpot game. That is, after the jackpot game, the game can be controlled and advanced in the specific gaming state. The duration of this specific gaming state can be set as appropriate. For example, the specific gaming state can be continued until the next jackpot win. Also, the period during which the specific gaming state can continue can be restricted.
[0180] When restricting the duration of a specific game state, the specific game state can be terminated when the end condition for the duration is satisfied. Then, when the specific game state ends, the normal game state can be set. Also, for the high-probability high-base game state, when the end condition is satisfied, the low-probability high-base game state or the high-probability low-base game state can be set. In this case, the newly set low-probability high-base game state or high-probability low-base game state may continue until the next jackpot win. Also, for the newly set low-probability high-base game state or high-probability low-base game state, the same or different end conditions may be provided, and when the end condition is satisfied, the normal game state may be set.
[0181] Also, the end condition for the duration of the specific game state can be set as appropriate. As the end condition, for example, the number of executions of the special figure variable display can be set. Also, not limited to the number of executions of the special figure variable display, the elapsed time after the jackpot game, the number of game balls launched after the jackpot game, the number of times passing through gate 13 after the jackpot game, or the derivation of the result of ending in a lottery (so-called "fall lottery") on whether to end the specific game state or not can be set as the end condition. Furthermore, these elements may be set as the end condition alone or in combination.
[0182] Note that these end conditions may be set identically for all specific game states that can be set after the jackpot game, or may be set for some of the specific game states that can be set. Furthermore, the end conditions may be made different for each specific game state.
[0183] Furthermore, the specific game state controlled after a big win game, the presence or absence of an end condition, and the content of the end condition can be associated with the big win symbol type related to that big win game. For example, when the big win symbol type is set as described above, as shown in FIG. 15(B), the game may be controlled in a high-probability high-base game state after the big win games related to big win symbol A, big win symbol B, and big win symbol D. Here, for this high-probability high-base game state, no end condition may be provided, and it can be made continuous until a big win is selected. Furthermore, the game may be controlled in a low-probability high-base game state after the big win games related to big win symbol C and big win symbol E. Here, for this low-probability high-base game state, an end condition may be provided, and it can be set to 100 special symbol variable displays as the end condition. Note that the relationship between this big win type symbol and the specific game state controlled after the big win game, the presence or absence of an end condition, and the content of the end condition is just an example and is not limited to this.
[0184] Also, focusing on the game profit of a big win, a big win in which the game progresses in a high-probability state after the big win game is also referred to as a "high-probability big win". Furthermore, a big win in which the game progresses in a high-probability state and a time-saving state after the big win game is also referred to as a "probability-variable big win". In addition, a big win in which the game progresses in a normal-probability state and a time-saving state after the big win game is also referred to as a "time-saving big win".
[0185] 4. Main Effects by the Gaming Machine Next, the main effects performed by the pachinko gaming machine PY will be described with reference to FIGS. 16 to 32. Note that in the pachinko gaming machine PY, a baseball story by a protagonist character or an enemy character is associated as a theme for the effects.
[0186] 4-1. Effect Mode First, the presentation mode will be described. The presentation mode is a classification of presentations (or a higher - level attribute). The pachinko machine PY can be set with a customer - waiting presentation mode, a normal presentation mode, a probability - variable presentation mode, a time - shortening presentation mode, and a jackpot presentation mode as presentation modes.
[0187] The customer - waiting presentation mode can be set when there is no special figure variable display in the "low - probability low - base game state", "low - probability high - base game state", "high - probability low - base game state", and "high - probability high - base game state", and it is a presentation mode indicating a standby state where no special figure variable display is being performed. When the customer - waiting presentation mode is set, a customer - waiting presentation is performed. In the customer - waiting presentation, for example, as shown in Fig. 16(A), a customer - waiting demo video G100 introducing the pachinko machine PY is displayed on the display unit 50a. Also, when the first presentation button 41k is operated while the customer - waiting demo video G100 is being displayed, as shown in Fig. 16(B), a setting screen G101 for setting the presentation of the pachinko machine PY is displayed. The settings related to the presentation include volume setting of the sound output from the speaker 52, brightness setting of the display unit 50a, and frequency setting of the executed presentation, etc. Note that the items of the settings related to the presentation can be set as appropriate. Also, it is possible to prevent the setting screen G101 from being displayed by the operation of the player from the customer - waiting demo video G100.
[0188] The normal presentation mode can be set in the "low - probability low - base game state", and it is a presentation mode indicating a normal game state. And a plurality of subordinate presentation modes belonging to the normal presentation mode can be further provided. For example, as subordinate hierarchical presentation modes belonging to the normal presentation mode, a first normal presentation mode, a second normal presentation mode, and a third normal presentation mode, etc. can be provided.
[0189] In the following, the lower-level production modes belonging to the production mode are also referred to as "production stages". Accordingly, the first normal production mode is also referred to as "the first normal production stage", the second normal production mode is also referred to as "the second normal production stage", and the third normal production mode is also referred to as "the third normal production stage". Unless there are special circumstances, basically, after the pachinko machine PY is powered on, the production mode set when the special figure variable display starts for the first time is the first normal production stage (the first normal production mode). However, the type of the first set production mode is not particularly limited and may be changed as appropriate.
[0190] When a plurality of production stages belonging to the normal production mode are provided in this way, when a predetermined switching condition is satisfied, the production stages can be repeatedly switched in order. The switching condition can be set as appropriate. For example, as the switching condition, it can be set that a special figure variable production is performed a predetermined number of times without winning a jackpot. Furthermore, as the switching condition, it can also be set that a specific production such as a special figure variable production based on an SP reach miss variation is executed.
[0191] Also, as will be described later, a reach may occur in the special figure variable production. The special figure variable production can be divided into the entire section of the special figure variable production when no reach occurs, the front section before the reach is established when a reach occurs, and the rear section after the reach is established when a reach occurs. The front section is composed of the aforementioned "normal variation".
[0192] And in the front part of the first normal performance stage, on the display unit 50a, a background image mainly representing a street scene (Fig. 17(A): first normal use background image G111) is displayed. In the front part of the second normal performance stage, on the display unit 50a, a background image mainly representing a baseball field ground (Fig. 17(B): second normal use background image G112) is displayed. In the front part of the third normal performance stage, on the display unit 50a, a background image mainly representing the inside of a restaurant (Fig. 17(C): third normal use background image G113) is displayed. On the other hand, in the rear part of the first to third normal performance stages, the first normal use background image G111, the second normal use background image G112, and the third normal use background image G113 are not displayed, and a dedicated background image corresponding to the type of reach in the normal performance mode is displayed.
[0193] Note that the dedicated background image corresponding to the type of reach in the normal performance mode may be a background image common to the normal performance mode regardless of the type of performance stage, or may be a different background image for each performance stage.
[0194] Also, it is possible to set the normal performance mode even in the "high probability low base game state", and the normal performance mode may be a performance mode indicating a non-time-limited state. Alternatively, a predetermined performance mode different from the normal performance mode may be provided only in the "high probability low base game state". Furthermore, in the low probability low base game state and the high probability low base game state generated under certain conditions, a predetermined performance mode different from the normal performance mode may be set.
[0195] The probability variation performance mode can be set in the "high probability high base game state", and it is a performance mode indicating a high probability high base game state. In the front part of the probability variation performance mode, for example, as shown in Fig. 17(D), on the display unit 50a, a background image representing the universe (probability variation use background image G120) is displayed, and the probability variation use BGM is output from the speaker 52. Also, in the rear part of the probability variation performance mode, a dedicated background image corresponding to the type of reach in the probability variation performance mode is displayed.
[0196] The time-saving performance mode can be set in the "low-probability high-base game state" or the "high-probability high-base game state", which is either the low-probability high-base game state or the high-probability high-base game state, and is a performance mode indicating at least a time-saving state. In the first part of the time-saving performance mode, for example, as shown in FIG. 17(E), a background image representing emptiness (time-saving background image G130) is displayed on the display unit 50a, and a time-saving BGM is output from the speaker 52. Also, in the latter part of the time-saving performance mode, a dedicated background image corresponding to the type of reach in the time-saving performance mode is displayed.
[0197] Note that the time-saving performance mode can be set only in the low-probability high-base game state and can also be a performance mode indicating the low-probability high-base game state.
[0198] Also, for either or both of the probability-variable performance mode and the time-saving performance mode, similar to the normal performance mode, a plurality of performance stages for each performance mode may be provided, and when a predetermined switching condition is satisfied, the performance stage may be switched.
[0199] The jackpot performance mode is a performance mode that can be set when a jackpot game is being played in the "jackpot game state", and is a performance mode indicating that a jackpot game is being played. In the jackpot performance mode, for example, during the opening of the jackpot game, as shown in FIG. 18(A), a jackpot opening performance is performed in which an opening image G1 suggesting the start of the jackpot game and a right-hit image G2 prompting "right hit" are displayed on the display unit 50a. In addition, during the opening, as a jackpot opening performance, a background image corresponding to the type of jackpot game (opening background image G200) is displayed on the display unit 50a behind the opening image G1 and the right-hit image G2.
[0200] In addition, in the jackpot effect mode, during the round game in the jackpot game, as shown in FIG. 18(B), on the display unit 50a, the right hit image G2 is continuously displayed from the opening, and a round effect is performed in which a round image G3 indicating the number of rounds and a prize ball number image G4 suggesting the number of paid-out prize balls are displayed. In addition, during the round game, as a round effect, on the display unit 50a, a background image corresponding to the type of jackpot game (round background image G201) is displayed behind the right hit image G2, the round image G3, and the prize ball number image G4, and BGM corresponding to the type of jackpot game is output from the speaker 52.
[0201] Furthermore, during the ending of the jackpot game, as shown in FIG. 18(C), on the display unit 50a, a jackpot ending effect is performed in which an ending image G5 suggesting the effect mode set after the jackpot game and a total prize ball number image G6 suggesting the total number of paid-out prize balls are displayed. In addition, during the ending, as a jackpot ending effect, on the display unit 50a, a background image corresponding to the type of jackpot game (ending background image G202) is displayed behind the ending image G5 and the total prize ball number image G6.
[0202] Note that hereinafter, the jackpot opening effect, the round effect, and the jackpot ending effect are collectively referred to as the "jackpot game effect," which is an effect executed in the jackpot game. That is, the jackpot game effect is performed in the jackpot effect mode.
[0203] 4-2. Special Figure Variation Effect Next, the special figure variation effect will be described. When the variable display of the special figure of the pachinko gaming machine PY is started, the pachinko gaming machine PY executes a special figure variation effect based on the special figure variation pattern related to the variable display of the special figure and the special figure lottery result (jackpot determination result, jackpot symbol type determination result, reach determination result, and special figure variation pattern determination result).
[0204] In the special figure variation performance, on the display unit 50a, the variation display of the performance symbol is superimposed on a predetermined background image. In the variation display of the performance symbol, the performance symbol stops after changing. That is, after the variation display of the performance symbol is performed during the special figure variation time, the variation stops and the stop display of the performance symbol is performed. And basically, the result of the special figure lottery is notified by the stop display of the performance symbol.
[0205] In addition, in the special figure variation performance performed on the display unit 50a, it is also possible to use images other than the variation display of the performance symbol. Furthermore, in addition to the image display device 50 including the display unit 50a, it is possible to perform a special figure variation performance using various performance devices such as a speaker 52, a frame lamp 53, a board movable device 55, a first performance button device 41, and a second performance button device 42.
[0206] Next, in the special figure variation performance executed according to the special figure variable display, the performance symbol displayed on the display unit 50a will be described. The performance symbol is also identification information for indicating the special figure lottery result, and a plurality of types are provided. Specifically, one of the constituent elements of the performance symbol constitutes the identification information for indicating the special figure lottery result, and a plurality of types of performance symbols are provided according to the difference in the identification information.
[0207] For example, as shown in FIG. 19(A), the performance symbol can be composed of the numbers 1 to 9, and nine performance symbols can be provided. And the performance symbol including the number "1" is defined as the performance symbol G10a. Similarly, the performance symbols including the numbers "2" to "9" are defined as the performance symbols G10b to G10e. For the sake of convenience, when the individual performance symbols are handled without distinction, they are collectively referred to as "performance symbol G10".
[0208] Also, the numerical parts of the effect symbols G10c and G10g related to "3" and "7" are red, and the numerical parts of the effect symbols G10a, G10b, G10d, G10e, G10f, G10h, and G10i of "1", "2", "4", "5", "6", "8", and "9" are blue. That is, the components of the effect symbol G10 include color. Note that what to set for the configuration and identification information of the effect symbol G10 may be changed as appropriate. For example, other components such as characters associated with each digit may be added to the effect symbol G10.
[0209] Subsequently, an effect symbol display area for displaying the effect symbol G10 will be described. For example, as shown in FIG. 19(B), the left, center, and right sides obtained by dividing the display unit 50a into three substantially equal parts in the horizontal direction can be set as a left effect symbol area 50b1, a middle effect symbol area 50b2, and a right effect symbol area 50b3. The effect symbol G10 is displayed in any of the left effect symbol area 50b1, the middle effect symbol area 50b2, and the right effect symbol area 50b3.
[0210] And mainly in the front stage part of the special figure variation effect, the effect symbol G10 displayed in the left effect symbol area 50b1 is collectively referred to as "left effect symbol EZ1", the effect symbol G10 displayed in the middle effect symbol area 50b2 is collectively referred to as "middle effect symbol EZ2", and the effect symbol G10 displayed in the right effect symbol area 50b3 is collectively referred to as "right effect symbol EZ3". That is, in the left effect symbol area 50b1, the middle effect symbol area 50b2, and the right effect symbol area 50b3, the effect symbol G10 composed of the numbers 1 to 9 is commonly displayed. However, when distinguishing the effect symbol G10 by the relative display position, it is denoted as the left effect symbol EZ1, the middle effect symbol EZ2, and the right effect symbol EZ3.
[0211] As will be described later, in the special figure variation effect, the variation display of the effect symbols EZ1 to EZ3 is performed. Finally, however, the stop display of the effect symbols EZ1 to EZ3 is performed in a manner indicating the special figure lottery result (big win determination result, big win symbol type, reach determination result). When notifying a big win as the special figure lottery result, the effect symbols EZ1 to EZ3 stop displaying so that three effect symbols G10 of the same number are arranged horizontally (so-called "identical numbers"). Therefore, hereinafter, the effect symbol G10 composed of the same number that constitutes the effect symbols EZ1 to EZ3 that stop displaying when notifying a big win is referred to as the "big win effect symbol". For example, when the effect symbols EZ1 to EZ3 stop displaying as "7·7·7", the big win effect symbol becomes "effect symbol G10g", and when they stop displaying as "9·9·9", the big win effect symbol becomes "effect symbol G10i". Further, the big win effect symbol may also be abbreviated by the number included in the effect symbol. For example, if the big win effect symbol is "effect symbol G10g", the big win effect symbol becomes "7", and if the big win effect symbol is "effect symbol G10i", the big win effect symbol becomes "9". Also, as will be described later, in the special figure variation effect, the special figure lottery result is completely shown when the effect symbols EZ1 to EZ3 stop displaying definitely. However, basically, during the special figure variation effect, before the effect symbols EZ1 to EZ3 stop displaying definitely, the effect symbols EZ1 to EZ3 stop displaying temporarily (provisional stop display). This is because the content of the effect symbols EZ1 to EZ3 that have stopped displaying temporarily may be changed. For example, after the effect symbols EZ1 to EZ3 stop displaying temporarily in a manner indicating a certain (relatively disadvantageous to the player) big win, it may be changed to a manner indicating another (relatively advantageous to the player) big win. Therefore, the effect symbol G10 composed of the same number that constitutes the effect symbols EZ1 to EZ3 in such a case where the effect symbols EZ1 to EZ3 stop displaying temporarily first in a manner indicating a big win (before being changed) is also referred to as the "big win effect symbol".
[0212] In addition, in the special symbol variation effect, the variation display of the effect symbols EZ1 to EZ3 is performed. During the variation display of the effect symbols EZ1 to EZ3, a reach may be performed in which the left effect symbol EZ1 and the right effect symbol EZ3 are temporarily stopped (temporarily paused) and displayed with the effect symbol G10 of the same number. As will be described later, the reach is an effect suggesting that there is a possibility of entering the jackpot gaming state, and the chance of hitting the jackpot is increased by performing the reach. Therefore, the effect symbol G10 consisting of the same number that constitutes the left effect symbol EZ1 and the right effect symbol EZ3 related to the reach is referred to as the "reach effect symbol". For example, when the left effect symbol EZ1 and the right effect symbol EZ3 are temporarily paused and displayed with the effect symbol G10a of "1", the reach effect symbol becomes "effect symbol G10a", and when they are temporarily paused and displayed with the effect symbol G10a of "3", the reach effect symbol becomes "effect symbol G10c". Further, the reach effect symbol may also be abbreviated by the number included in the effect symbol. For example, if the reach effect symbol is "effect symbol G10a", the reach effect symbol is abbreviated as "1", and if the reach effect symbol is "effect symbol G10c", the reach effect symbol is abbreviated as "3".
[0213] Also, as shown in FIG. 19(B), it is possible to provide a small symbol area 50c for variably displaying small symbols in a section at the left end (lower left corner) of the lower end of the display unit 50a. In the small symbol area 50c, the small symbols can be variably displayed according to the variable display of the special symbol. Although the design of the small symbols can be set as appropriate, for example, the numerical part of the effect symbol G10 can be directly reduced and configured.
[0214] In FIG. 19(B), the left effect symbol area 50b1, the middle effect symbol area 50b2, the right effect symbol area 50b3, and the small symbol area 50c are indicated by a one-dot chain line, but this is described to represent the ranges of the left effect symbol area 50b1, the middle effect symbol area 50b2, the right effect symbol area 50b3, and the small symbol area 50c, and they are not actually displayed.
[0215] Also, as described above, as the effects that make up the effect flow of the special figure variation effect, there are normal variations, N-reaches, L-reaches, SP-reaches, and battle effects. Here, some of these will be described.
[0216] 4-2-1. Normal Variation In the special figure variation effect, the pachinko gaming machine PY can first perform a normal variation. The normal variation functions as an effect suggesting that the variable display of the special figure has started. Next, the normal variation will be specifically described. As small symbols, the left small symbol KZ1, the middle small symbol KZ2, and the right small symbol KZ3 corresponding to the left effect symbol EZ1, the middle effect symbol EZ2, and the right effect symbol EZ3 are variably displayed in the small symbol area 50c.
[0217] For example, as shown in FIG. 20(A), in the display unit 50a, the left effect symbol EZ1, the middle effect symbol EZ2, and the right effect symbol EZ3 are stopped and displayed, and the left small symbol KZ1, the middle small symbol KZ2, and the right small symbol KZ3 are stopped and displayed. When the variable display of the special figure has not been performed and the variable display of the special figure is being awaited, and then the variable display of the special figure is started, as shown in FIG. 20(B), along with the start, the special figure variation effect is started. Specifically, the variable display of the effect symbols EZ1 to EZ3 is started, and at the same time, the variable display of the left small symbol KZ1, the middle small symbol KZ2, and the right small symbol KZ3 is started.
[0218] The display mode of the variable display of the effect symbols EZ1 to EZ3 and the display mode of the variable display of the small symbols KZ1 to KZ3 can be made different. For example, the variable display of the effect symbols EZ1 to EZ3 can be performed by each effect symbol EZ1 to EZ3 scrolling and displaying from the top to the bottom of the display unit 50a, and the variable display of the small symbols KZ1 to KZ3 can be performed by successively replacing each small symbol KZ1 to KZ3 at a fixed position. Note that the display mode of the variable display of the effect symbols EZ1 to EZ3 and the display mode of the variable display of the small symbols KZ1 to KZ3 can also be made the same.
[0219] In addition, the effect symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 are variably displayed at high speed immediately after the start of the variable display. While the effect symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 are being variably displayed at high speed, the effect symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 are basically displayed with a transparency that allows the background images on the background side, such as the background images G111 to G115, to be easily visible.
[0220] And if the variable display pattern of the special figure in this special figure is a special figure variable pattern without a reach loss (for example, a normal loss variation), without a reach occurring, with the end of the variable display of the special figure (the stop display of the special figure), the stop display of the effect symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 is performed with a loss eye (the so-called "scattered eye") peculiar to the reachless loss.
[0221] Towards the stop display of the effect symbols EZ1 to EZ3, for example, first, as shown in FIG. 20(C), the left effect symbol EZ1 temporarily stops (temporary stop) at a substantially central position in the vertical direction, and then, as shown in FIG. 20(D), the right effect symbol EZ3 temporarily stops (temporary stop) at a substantially central position in the vertical direction, and further, as shown in FIG. 20(E), the middle effect symbol EZ2 temporarily stops (temporary stop) at a substantially central position in the vertical direction.
[0222] And finally, the effect symbols EZ1 to EZ3 that are temporarily stopped (temporary stop) side by side in the horizontal direction at a substantially central position in the vertical direction completely stop all at once as shown in FIG. 20(F), and the stop is finalized (the stop display of the effect symbols EZ1 to EZ3 is performed). When the effect symbols EZ1 to EZ3 that were temporarily stopped (temporary stop) completely stop with a scattered eye, that is, when the definite stop display of the effect symbols EZ1 to EZ3 is performed, the three small symbols KZ1 to KZ3 stop all at once with the same scattered eye as the effect symbols EZ1 to EZ3, and the stop display of the small symbols KZ1 to KZ3 is also performed.
[0223] Note that the temporary stop of the effect symbols EZ1 to EZ3 means that the effect symbols EZ1 to EZ3 do not move significantly in location like a scroll display, but instead slightly sway or move back and forth slightly in place. Therefore, strictly speaking, the state where the effect symbols EZ1 to EZ3 are temporarily stopped and the state where the effect symbols EZ1 to EZ3 are definitely stopped are different. However, this temporary stop display and the definite stop display may also be broadly referred to as "stop display". Also, in the example of FIG. 20, when the stop display of the effect symbols EZ1 to EZ3 is performed, the effect symbols stop in the order of the left effect symbol EZ1 → the right effect symbol EZ3 → the middle effect symbol EZ2. However, the order (method) of stopping is not limited to this and can be set as appropriate.
[0224] 4-2-2. Reach Next, the establishment of a reach will be described. Even when the special symbol variation pattern of the variable display of the special symbol in the special drawing is a special symbol variation pattern with a reach but a miss (for example, an N-miss variation), basically, in the display unit 50a, as shown in FIG. 21(A), the effect symbols EZ1 to EZ3 are definitely stopped and displayed, and the small symbols KZ1 to KZ3 are stopped and displayed. From this state, the variable display of the special symbol is started. As shown in FIG. 21(B), the variable display of the effect symbols EZ1 to EZ3 is started, and the variable display of the small symbols KZ1 to KZ3 is started.
[0225] After that, after a predetermined time has elapsed, as shown in FIG. 21(C), the left effect symbol EZ1 related to the number "5" is temporarily stopped (temporarily stopped) at a substantially central position in the vertical direction. Next, as shown in FIG. 21(D), the right effect symbol EZ3 related to the same number "5" is temporarily stopped (temporarily stopped) side by side in the horizontal direction at a substantially central position in the vertical direction, and a reach is established. When a reach is established, an image (reach establishment suggestion image) G13 indicating that a reach has been established is displayed. Note that even when a reach is established with the left effect symbol EZ1 and the right effect symbol EZ3, the variable display of the small symbols KZ1 to KZ3 continues.
[0226] Furthermore, in the example of FIG. 21, when a reach is established, the effect symbols temporarily stop (temporarily halt) in the order of the left effect symbol EZ1 → the right effect symbol EZ3. However, the order (method) of the temporary halt is not limited to this and can be set as appropriate. Also, the numbers of the effect symbols constituting the reach are not limited to "5". Also, the position where the temporary stop (temporary halt) occurs is not limited to the substantially central position in the vertical direction. Also, the direction in which the effect symbols constituting the reach are arranged is not limited to the horizontal direction and may be other directions such as an oblique direction.
[0227] In this way, the entire period of the special figure variation effect in the case of a non-reach loss and the section from the start of the special figure variation effect to the establishment of a reach when a reach occurs can be set as normal variations. However, the time until a reach is established can be set as appropriate based on the special figure variation pattern and the like. Furthermore, it is also possible to execute various pre-announcement effects such as so-called "pseudo-links", cut-in announcements, and line announcements during the time until a reach is established. Alternatively, it is also possible to enter a so-called "zone" during the time until a reach is established.
[0228] 4-2-3.N Reach When a reach is established after normal variations, the pachinko gaming machine PY can perform an N reach. The N reach is an effect suggesting that there is a possibility that the lottery result of the special figure lottery is a "big win" and functions as an effect to make the player expect a big win. Next, the N reach will be specifically described.
[0229] When a reach is established, for example, as shown in FIG. 21(D), an N reach is performed from that point. In the N reach, as shown in FIG. 22(A), the state at the time when the reach is established is maintained for a predetermined time (for example, 10 seconds). When the N reach is started, as shown in FIG. 22(B), the effect symbol EZ2 gradually decelerates while variably displaying (scrolling) at a high speed in the normal mode.
[0230] If the special figure variation pattern of the variable display of the special figure is a special figure variation pattern with a reach and a loss (for example, N-loss variation), from the state where the reach is established, the middle production symbol EZ2 temporarily stops (temporarily halts) at approximately the central position in the vertical direction and a stop display of the production symbol indicating a loss is performed. At this time, since the reach is established, as shown in FIG. 22(C-1), the middle production symbol EZ2 consisting of a number different from the numbers constituting the reach (the number "4" in FIG. 22(C-1)) temporarily halts. Then, along with the end of the variable display of the special figure (stop display of the special figure), as shown in FIG. 22(D-1), the temporary stop state becomes a complete stop state, and a stop display of the left production symbol EZ1, the middle production symbol EZ2, and the right production symbol EZ3 is performed with the loss eyes peculiar to the loss with a reach.
[0231] Also, when the production symbols EZ1 to EZ3 that have been temporarily stopped (temporarily halted) completely stop with the loss eyes peculiar to the loss with a reach, that is, when a stop display of the production symbols EZ1 to EZ3 is performed, the three small symbols KZ1 to KZ3 stop simultaneously with the loss eyes peculiar to the same loss with a reach as the production symbols EZ1 to EZ3, and a stop display of the small symbols KZ1 to KZ3 is also performed. Note that the content of the N-reach can be appropriately changed or added.
[0232] If the special figure variation performance does not end in the N-reach, as shown in FIG. 22(C-2), when the remaining one middle production symbol EZ2 that has not stopped varies again at high speed, the entire display unit 50a gradually becomes white, and as shown in FIG. 22(D-2), after whiteout, it may develop (switch) into an L-reach or an SP-reach.
[0233] 4-2-4. L-Reach The pachinko gaming machine PY can perform an L-reach after an N-reach. The L-reach is an effect suggesting that the probability of the result of the special figure lottery being a "big win" is higher than that of the N-reach, and functions as an effect to make the player expect a big win. Even in the L-reach, the established reach is maintained. For example, as shown in Fig. 23(A), at the start of the L-reach, the effect symbols EZ1 and EZ3 constituting the reach are reduced and move to predetermined positions (for example, the left effect symbol EZ1 is at the upper left of the display unit 50a and the right effect symbol EZ3 is at the upper right of the display unit 50a) that do not overlap with the small symbol area 50c in the display unit 50a.
[0234] Also, at the start of the L-reach, for example, as shown in Fig. 23(A), a background image dedicated to the L-reach (L-reach background image G114) is displayed on the display unit 50a. The L-reach background image G114 is composed of a video in which a predetermined story unfolds. The content of the story of the video related to the L-reach background image G114 can be set as appropriate, but in a basic embodiment, it is composed of the content that the protagonist character confesses to a girl.
[0235] When the L-reach background image G114 is displayed, first, as shown in Fig. 23(A), it starts from a scene where the protagonist character is waiting for a girl at a certain meeting place. Subsequently, as shown in Fig. 23(B), the girl appears at the meeting place. At this time, at approximately the center of the display unit 50a, as the middle effect symbol EZ2, the effect symbol of the number "5" constituting the reach and the effect symbol of the number "4" not constituting the reach appear and slowly rotate so as to come out from the back side to the front side and then return to the back side.
[0236] While the rotation of the performance symbol of the number "4" and the performance symbol of the number "5" continues, the suri related to the background image G114 for L reach progresses. And as shown in FIG. 23(C), a scene where the protagonist character confesses to a girl is encountered. At this time, at approximately the center of the display unit 50a, the performance symbol of the number "5" that constitutes the reach and the performance symbol of the number "4" that does not constitute the reach collide with each other as if trying to bounce each other off. Since the performance symbol of the number "5" constitutes the reach and the performance symbol of the number "4" does not constitute the reach, when the performance symbol of the number "4" is bounced off and the performance symbol of the number "5" remains, the stop display of the performance symbols EZ1 to EZ3 in the mode indicating a big win is established. On the other hand, when the performance symbol of the number "5" is bounced off and the performance symbol of the number "4" remains, the stop display of the performance symbols EZ1 to EZ3 in the mode indicating a reach miss is established. Therefore, the scene in FIG. 23(C) is the final stage of the L reach, and constitutes a branching point (so-called "win / loss branching point") where it branches into whether a performance suggesting a big win (big win suggesting performance) is executed or a performance suggesting a miss (miss suggesting performance) is executed.
[0237] At the win / loss branching point, if the special figure variation pattern of the variable display of the special figure is a big win variation (L big win variation), as shown in FIG. 24(A-1), after a smiling girl is displayed on the display unit 50a, as shown in FIG. 24(B-1), the protagonist character who is happy after successfully confessing is displayed, and a predetermined sound effect is output from the speaker 52. At this time, together with the left performance symbol EZ1 and the right performance symbol EZ3 of the number "5" that constitutes the reach, the middle performance symbol EZ2 of the number "5" that constitutes the reach is displayed in a temporarily stopped state at the center of the display unit 50a. That is, the performance symbols EZ1 to EZ3 are temporarily stopped and displayed in the mode indicating a big win.
[0238] The display of the protagonist character who is happy after successfully confessing and the output of the predetermined sound effect constitute a big win suggesting performance. After the big win suggesting performance, as shown in FIG. 24(C-1), the stop display of the performance symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 is performed in the mode indicating a big win.
[0239] On the other hand, after this branch point, if the special figure variation pattern of the variable display of the special figure is a losing variation with a reach (L-losing variation), without performing a jackpot suggestion effect, as shown in Fig. 24(A-2), on the background image G114 for L-reach, a girl with a sad expression is displayed upright on the display unit 50a, and then, as shown in Fig. 24(B-2), the main character who has failed in a confession and is dejected is displayed. At this time, together with the left effect symbol EZ1 and the right effect symbol EZ3 of the number "5" that constitutes the reach, the middle effect symbol EZ2 of the number "5" that does not constitute the reach is displayed in a temporary stop mode at the center of the display unit 50a. That is, the effect symbols EZ1 to EZ3 are temporarily stopped and displayed in a manner indicating a reach miss.
[0240] The display of the main character who has failed in a confession and is dejected constitutes a losing suggestion effect. After the losing suggestion effect, as shown in Fig. 24(C-2), the stop display of the effect symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 is performed with losing eyes for reach.
[0241] 4-2-5. SP Reach In addition, the pachinko gaming machine PY can perform an SP reach after an N-reach. The SP reach is an effect that suggests that the probability of the result of the special figure lottery being a "jackpot" is higher than that of an L-reach, and functions as an effect to make the player expect a jackpot. Even in the case of an SP reach, the established reach is maintained. For example, as shown in Fig. 25(A), at the start of the SP reach, the effect symbols EZ1 and EZ3 that constitute the reach are reduced in size and move to predetermined positions (for example, the left effect symbol EZ1 is at the upper left of the display unit 50a and the right effect symbol EZ3 is at the upper right of the display unit 50a) that do not overlap with the small symbol area 50c in the display unit 50a.
[0242] Also, at the start of SP reach, for example, as shown in FIG. 25(A), a background image dedicated to SP reach (SP reach background image G115) is displayed on the display unit 50a. The SP reach background image G115 is composed of a video in which a predetermined story unfolds. The content of the story of the video related to the SP reach background image G115 can be set as appropriate, but in a basic embodiment, it is composed of a content in which the protagonist character and an enemy character who is a rival of the protagonist character confront each other. Note that the protagonist character is a baseball pitcher, the enemy character is a baseball batter, and the two confront each other in the positions of pitcher and batter in a baseball game.
[0243] When the SP reach background image G115 is displayed, first, as shown in FIG. 25(A), the enemy character appears, and subsequently, as shown in FIG. 25(B), an image (SP reach start title image) G11 indicating that SP reach has started is displayed at the center of the display unit 50a. The SP reach start title image G11 is composed of a title image G11a representing the title of the SP reach, "Strike out enemy batter ○○!!" in FIG. 25(B), and an effect image G11b that enhances the title image G11a.
[0244] Next, as shown in FIG. 25(C), a scene in which the protagonist character and the enemy character are facing each other is displayed. After that, in the SP reach background image G115, as shown in FIG. 26(A), the protagonist character throws a ball, as shown in FIG. 26(B), the ball advances toward the enemy character, and as shown in FIG. 26(C), the enemy character starts swinging the bat. Subsequently, as shown in FIG. 26(D), the ball and the bat approach, and a scene where the confrontation between the protagonist character and the enemy character is about to reach a conclusion is encountered. This scene constitutes a branching point (winning or losing branching point) where it is suggested whether the protagonist character wins and a jackpot is indicated or loses and a miss is indicated in the confrontation between the pitcher and the batter.
[0245] After this win / loss branch point, if the variable display pattern of the special figure in the special drawing is a big win variation (SP big win variation), as shown in Fig. 27(A-1), after the enemy character makes a miss and wins the confrontation, as shown in Fig. 27(B-1), the protagonist character who strikes out the enemy character and roars on the mound is displayed on the display unit 50a, and a predetermined sound effect is output from the speaker 52. At this time, the effect symbols EZ1 to EZ3 are temporarily stopped and displayed in a manner indicating a big win.
[0246] The display of the protagonist character roaring after winning the confrontation and the output of the predetermined sound effect constitute a big win suggestion effect. After the big win suggestion effect, as shown in Fig. 27(C-1), the effect symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 are stopped and displayed in a manner indicating a big win.
[0247] On the other hand, after this win / loss branch point, if the variable display pattern of the special figure in the special drawing is a reach loss variation (SP loss variation), without performing a big win suggestion effect, as shown in Fig. 27(A-2) with the SP reach background image G115, the enemy character hits a home run and loses the confrontation, and as shown in Fig. 27(B-2), the protagonist character is dejected on the mound. At this time, the effect symbols EZ1 to EZ3 are temporarily stopped and displayed in a manner indicating a reach loss.
[0248] The display of the protagonist character being dejected after losing the confrontation constitutes a loss suggestion effect. After the loss suggestion effect, as shown in Fig. 27(C-2), the effect symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 are stopped and displayed with a loss mark for reach.
[0249] Note that, as described with reference to FIGS. 20 to 27, the effect symbols EZ1 to EZ3 are temporarily stopped (temporarily paused) before being finally stopped and displayed. Therefore, the temporary stop (temporary pause) of the effect symbols EZ1 to EZ3 functions as an effect suggesting that the effect symbols EZ1 to EZ3 will be finally stopped and displayed. However, after the effect symbols EZ1 to EZ3 are temporarily stopped (temporarily paused), the effect symbols EZ1 to EZ3 may be variably displayed again. For example, after the effect symbols EZ1 to EZ3 are temporarily stopped (temporarily paused) in a manner indicating a miss in a reach effect such as an SP reach, the effect symbols EZ1 to EZ3 may be variably displayed again, and an effect (so-called "revival effect") indicating whether a big win occurs may be executed. Also, after the effect symbols EZ1 to EZ3 are temporarily stopped (temporarily paused) in a manner indicating a big win with relatively low gaming profit in a reach effect such as an SP reach, the effect symbols EZ1 to EZ3 may be variably displayed again, and an effect (so-called "re-drawing effect") indicating whether the effect symbols EZ1 to EZ3 will be in a state indicating a big win with relatively high gaming profit may be executed.
[0250] Next, the movable body effect and the operation effect performed in the special figure variable effect will be described. The movable body effect and the operation effect may be performed as part of these effects incorporated into the aforementioned SP reach, L reach, N reach, and further into the big win gaming effect, or may be performed independently of these effects. First, the movable body effect will be described.
[0251] 4-3. Movable Body Effect The pachinko gaming machine PY can perform a movable body effect involving the movement of a movable body at a predetermined timing in a predetermined effect such as a special figure variable effect or a big win gaming effect. The movable body effect is an effect using a movable device such as the board movable device 55, for example, and functions as an effect suggesting the big win expectancy or the development into an SP reach.
[0252] For example, when the movable body effect functions as an effect suggesting the development to the SP reach, as shown in Fig. 28(A), in the special figure variation effect, when developing from the N reach to the SP reach, first, as shown in Fig. 28(B), the board movable device 55 operates, the board movable body 55k descends to the operating position in the front view, and is held at that position for a predetermined time. Further, at this time, the effect image G13 accompanying the operation of the board movable body 55k is also displayed on the entire display unit 50a. Then, as shown in Fig. 28(C), the effect image G13 is erased, the board movable body 55k rises to the standby position, and the board movable device 55 returns to the normal standby state. When the board movable device 55 returns to the normal standby state, it develops to the SP reach. Note that the operation content of the movable device in the movable body effect can be appropriately changed or added.
[0253] 4-4. Operation effect Next, the operation effect will be described. The pachinko gaming machine PY can perform an operation effect including an operation promotion effect and an operation result effect corresponding to operations such as the first effect button 41k and the second effect button 42k at a predetermined timing in a predetermined effect such as a special figure variation effect or a jackpot gaming effect. The operation promotion effect is an effect that prompts the player to operate the operation means, and the operation result effect is an effect that is performed in response to the operation of the operation means in the operation promotion effect, and each functions as an effect for making the player expect a jackpot.
[0254] For example, as described above, when reaching the winning / losing branch point in the L reach or the SP reach, a period (operation valid period) during which the pressing operation of the first effect button 41k is valid occurs, and along with the occurrence of this operation valid period, as shown in Fig. 29(A), an effect (operation promotion effect) that prompts the operation of the first effect button 41k is performed.
[0255] In the operation promotion presentation, a first presentation button operation promotion presentation image G12 is displayed on the display unit 50a. The first presentation button operation promotion presentation image G12 includes an image (operation target image) G12a representing the first presentation button 41k that is the operation target, an image (pressing operation image) G12b representing the operation mode (i.e., the pressing operation) of the first presentation button 41k, and an image (remaining time of operation valid period image) G12c representing the remaining time of the operation valid period related to the operation of the first presentation button 41k.
[0256] The remaining time of operation valid period image G12c generally consists of a substantially curved progress bar and changes as time passes so that the player can easily understand the remaining time of the operation valid period. FIG. 29(B) shows the state where the operation valid period has occurred and one-third of the operation valid time has passed.
[0257] When the variable display pattern of the special figure in the special figure is a big hit variation (SP big hit variation), after the first presentation button 41k is pressed during the operation valid period, or after the remaining time of the operation valid period has elapsed without the first presentation button 41k being operated during the operation valid period, an operation result presentation is performed.
[0258] As the operation result presentation, for example, as shown in FIG. 29(C), the board movable device 55 operates, the board movable body 55k descends to the operating position, is held at that position for a predetermined time, and the rotating member 55k1 rotates for a predetermined time. Thus, the movable body presentation is also included in the operation result presentation. Further, at this time, as the operation result presentation, an effect image G13 associated with the movement of the board movable body 55k is displayed on the entire display unit 50a. Then, as shown in FIG. 29(D), the effect image G13 is erased, the rotation of the rotating member 55k1 stops, and the board movable body 55k ascends, thereby ending the operation result presentation. When the operation result presentation ends, a big hit suggestion presentation is performed.
[0259] On the other hand, when the special figure variation pattern of the variable display of the special figure is a reach miss variation (SP miss variation), even if the first effect button 41k is pressed during the operation valid period, or even if the remaining time of the effect button operation valid period runs out without the first effect button 41k being pressed, no operation result effect is performed, and a miss suggestion effect is performed.
[0260] Note that the operation result effect is not limited to the operation of the board movable device 55 or the display of the effect image G13, and can be appropriately changed or added. Also, the operation effect is not limited to the special figure variation effect and can be executed in the jackpot effect as well.
[0261] 4-5. Anticipation effect Next, the anticipation effect that can be executed before the variable display of the special figure targeted for special figure reservation is performed will be described. The pachinko gaming machine PY can perform an anticipation effect for the reservation of special figure 1 or special figure 2 for which a jackpot determination has not been made based on the result of the anticipation determination at any timing of the special figure variation effect. The anticipation effect is an effect that suggests the jackpot expectancy for the reservation of special figure 1 or special figure 2, and functions as an effect that makes the player expect a jackpot before the variable display of the special figure corresponding to the reservation. As an example of the anticipation effect, there is a reservation change notice using a reservation effect representing the reservation of the special figure. Here, the reservation effect and the reservation change notice performed in the normal effect mode will be described.
[0262] The reservation effect is performed in a reservation display area 50d formed in a horizontally long rectangular shape in a substantially central section at the lower end of the display unit 50a as shown in FIG. 30(A). The reservation display area 50d is composed of a first area 50d1, a second area 50d2, a third area 50d3, and a fourth area 50d4 that divide the reservation display area 50d into four substantially equal parts in the left-right direction. That is, in the reservation display area 50d, the first area 50d1 to the fourth area 50d4 are provided in order from the left end to the right end.
[0263] In the first area 50d1, a reservation icon representing the reservation of FIG. 1 that occurs first among the reserved reservations of FIG. 1 and for which the variable display of FIG. 1 is performed first based on the related random number of FIG. 1 corresponding to the reservation of FIG. 1 is displayed. Similarly, in the second area 50d2 to the fourth area 50d4, reservation icons representing the reservations of FIG. 1 that occur second to fourth among the reserved reservations of FIG. 1 and for which the variable display of FIG. 1 is performed second to fourth based on the related random number of FIG. 1 corresponding to the reservation of FIG. 1 are displayed.
[0264] Incidentally, hereinafter, the reservation of FIG. 1 corresponding to the reservation icon displayed in the first area 50d1 is referred to as "the reservation of FIG. 1 in reservation order 1". Similarly, the reservations of FIG. 1 corresponding to the reservation icons displayed in the second area 50d2, the third area 50d3, and the fourth area 50d4 are referred to as "the reservation of FIG. 1 in reservation order 2", "the reservation of FIG. 1 in reservation order 3", and "the reservation of FIG. 1 in reservation order 4", respectively. That is, for the existing reservations of FIG. 1, they are referred to as "reservation order 1" to "reservation order 4" in the order of occurrence.
[0265] Also, to the left of the reservation display area 50d, the display area 50e is formed. In the display area 50e, the icon representing the currently executing variable display of FIG. 1 is displayed. Therefore, the object indicated by the icon displayed in the display area 50e is different from the object indicated by the reservation icon displayed in the reservation display area 50d. Strictly speaking, it is not included in the "reservation effect" corresponding to the reservation of FIG. 1. However, since the display of the reservation icon and the display of the icon are related, hereinafter, the display of the reservation icon and the display of the icon are collectively referred to as "the reservation effect". Also, the reservation icon and the icon are collectively referred to as "the icon". Furthermore, the currently executing variable display of FIG. 1 indicated by the icon is also referred to as "the said variation".
[0266] In FIG. 30(A), the hold display area 50d and the display area 50e are indicated by a one-dot chain line, and the first area 50d1 to the fourth area 50d4 are indicated by a broken line. This is described to represent the ranges of the hold display area 50d, the first area 50d1 to the fourth area 50d4, and the display area 50e, but they are not actually displayed.
[0267] Next, a specific example of the hold effect will be described. In the following description, the variable display of the small symbols KZ1 to KZ3 is omitted. As a premise, it is assumed that the special drawing 1 is in the variable display (during the special drawing variable effect), and the hold count (U1) of the special drawing 1 is "2". Under this situation, as shown in FIG. 30(B), in the first area 50d1 (not shown above), a hold icon HA2 representing the special drawing 1 hold that occurred first among the currently held special drawing 1 holds (the special drawing 1 hold with the hold order 1) is displayed. In the second area 50d2 (not shown above), a hold icon HA3 representing the special drawing 1 hold that occurred next to the special drawing 1 hold represented by the hold icon HA2 (the special drawing 1 hold with the hold order 2) is displayed. In addition, in the display area 50e (not shown above), the icon HA1 representing the currently executed special drawing 1 variable display is displayed. Note that the display modes of the icons HA1 to HA3 shown in FIG. 30(B) are normal modes.
[0268] In this way, in the hold effect, the holds are displayed side by side from the left end to the right in the hold display area 50d in the order in which the special drawing 1 holds occurred. That is, the variable display of the held special symbol, in other words, the variable display of the unexecuted special symbol based on the special drawing related determination information stored in the special drawing hold memory unit 105, is individually displayed by hold icons.
[0269] Then, as shown in FIG. 30(C), when the stop display of the effect symbols EZ1 to EZ3 is performed, the icon HA1 that represented the special symbol variable display being executed until immediately before is erased. Subsequently, when the variable display of the special symbol (special symbol variable effect) is started based on the special symbol 1 hold represented by the hold icon HA2, the hold icon HA2 and the hold icon HA3 shift. Specifically, the hold icon HA2 displayed in the first area 50d1 (not shown) moves to the display area 50e (not shown), and the hold icon HA3 displayed in the second area 50d2 (not shown) moves to the first area 50d1 (not shown). That is, the displayed hold icon HA2 and the hold icon HA3 each shift one position to the left. This is to adapt the hold icon HA2 and the hold icon HA3 to the situation in response to the start of the variable display of the special symbol corresponding to the hold icon HA2 and the special symbol 1 hold represented by the hold icon HA3 becoming the special symbol 1 hold that occurred earliest among the currently held special symbol 1 holds and becoming the next special symbol variable display to be started.
[0270] In addition, since the hold icon HA2 displayed in the display area 50e represents the currently executing special symbol 1 variable display, it becomes the icon HA2 when displayed in the display area 50e. That is, as the word preceding "icon", for the icon displayed in the hold display area 50d, it is "hold", and for the icon displayed in the display area 50e, it is "the". In other words, when a hold icon is displayed, if the start condition for the variable display of the special symbol for the special symbol hold indicated by the hold icon is satisfied, the hold icon corresponding to the variable display of the special symbol related to the satisfaction of the start condition is displayed as the icon.
[0271] Note that when changing from the hold icon to the icon, in other words, when the icon moves from the hold display area 50d to the display area 50e, the size of the icon may remain the same or may be enlarged. In FIG. 30(C), the icon is enlarged approximately two times when moving from the hold display area 50d to the display area 50e.
[0272] Then, when a game ball wins a prize at the first start port 11 and a special figure 1 hold occurs, as shown in Fig. 30(E), in response to the occurrence of the special figure 1 hold, a new hold icon HA4 is displayed in the aforementioned second area 50d2 (not shown).
[0273] In this way, when a prize is won at the first start port 11 and a special figure 1 related random number is obtained, one common icon is displayed. This icon is erased when the variable display of the special figure 1 based on the prize winning ends, but while it is being displayed, it exists under different names (hold icon and the said icon) according to the state (held state and in - execution state) where the variable display of the special figure 1 is placed.
[0274] By the way, as described above, the start winning command includes win - loss information and special figure variation pattern information. And the pachinko game machine PY can display the hold icon in a normal mode or a special mode based on this win - loss information and special figure variation pattern information. Displaying the hold icon in the special mode is called "hold change notice".
[0275] When the display mode of the hold icon is the special mode, that is, when the hold change notice is given, the player can expect that they may win a big hit in the variable display of the special symbol corresponding to the hold icon. Next, a specific example of the hold change notice will be described. As a specific example of the hold change notice, assume that the display mode of the hold icon HA4 shown in Fig. 30(E) becomes the special mode.
[0276] As one type of reservation change notice, there is a reservation notice type in which a special mode is entered immediately after the reservation icon is displayed. In other words, a reservation change notice is given when the reservation of Special Figure 1 occurs (when a game ball wins the first start port 11). For example, as shown in Fig. 31(A), from the situation before the reservation icon HA4 is displayed (the situation in Fig. 30(D)), when a game ball wins the first start port 11 and the reservation of Special Figure 1 occurs, similar to the case of Fig. 30(E), in response to the occurrence of the reservation of Special Figure 1, the reservation icon HA4 in the normal mode is displayed in the aforementioned second area 50d2 (not shown). In the drawings, the reservation icon in the normal mode appears to be completely stationary, but in reality, basically, even if it is set to be completely stationary, the display position may not move, but it may be configured to shake slightly in place.
[0277] And immediately thereafter, as shown in Fig. 31(B), the display mode of the reservation icon HA4 changes from the normal mode to the special mode (gray in Fig. 31(B)) (a reservation change notice is given). In the example of Fig. 31, the reservation icon HA4 is displayed in the normal mode for an instant immediately after being displayed, but it may be displayed in the special mode and the period of being displayed in the normal mode may be eliminated.
[0278] As another type of reservation change notice, there is a reservation notice type in which a special mode is entered when the reservation icon moves. In other words, a reservation change notice is given when the shift of the reservation of Special Figure 1 occurs. For example, as shown in Fig. 32(A), from the situation before the reservation icon HA4 is displayed (the situation in Fig. 30(D)), when a game ball wins the first start port 11 and the reservation of Special Figure 1 occurs, as shown in Fig. 32(B), in response to the occurrence of the reservation of Special Figure 1, the reservation icon HA4 in the normal mode (white in Fig. 32(B)) is displayed in the aforementioned second area 50d2 (not shown).
[0279] Then, as shown in FIG. 32(C), when the stop display of the effect symbols EZ1 to EZ3 is performed, the icon HA2, which represented the special symbol variable display being executed until immediately before that, is erased. Subsequently, when the variable display (special symbol variable effect) of the special symbol is started based on the special symbol 1 hold represented by the hold icon HA3, as shown in FIG. 32(D), the hold icon HA3 displayed in the first area 50d1 moves to the said display area 50e (not shown), and the hold icon HA4 displayed in the second area 50d2 moves to the first area 50d1 (not shown). Here, when the hold icon HA4 moves from the second area 50d2 to the first area 50d1, its display mode changes from the normal mode to the special mode (gray in FIG. 32(D)) (a hold notice is given).
[0280] Also, a plurality of types of special modes related to the hold change notice can be provided so that the jackpot expectation levels differ depending on the type of the special mode. For example, assume that the display mode of the hold icon is associated with the color of the hold icon, and white, green, red, and gold are set as the display modes of the hold icon. Here, white is the normal mode, and green, red, and gold are the special modes. And the jackpot expectation levels indicated by the display modes of the hold icon can be set to increase in the order of white < green < red < gold.
[0281] Note that the preview effect can be performed for both or either of the special symbol 1 hold and the special symbol 2 hold. Also, the preview effect is not limited to the display mode of the hold icon HA. For example, it can be executed using images other than the hold icon HA in the display unit 50a such as the background image, sounds output from the speaker 52, light emission by the frame lamp 53, and operation by the board movable device 55, etc., using effect devices other than the image display device 50. Furthermore, as the effect mode of the preview effect, in addition to the effect mode that continues without interruption from when it is executed, such as the hold change notice by the hold icon HA, until the start of the special symbol variable display, it may be an effect mode that is executed intermittently and continuously, such as every time the stop display of the effect symbol is performed or every time the variable display of the effect symbol is started.
[0282] 5. Control of the game by the game control microcomputer 101 [Main game control process] Next, the control of the game by the game control microcomputer 101 will be described with reference to FIGS. 33 to 42. Note that the flowcharts for controlling the games described below are merely examples. For multiple processes in the flowchart, the execution order can be appropriately changed or executed in parallel within the range where there is no contradiction in the processing content.
[0283] In addition, the counters, timers, flags, statuses, buffers, etc. that appear in the control of the game by the game control microcomputer 101 described below are provided in the game RAM 104. The initial value of the counter is "0", the initial value of the flag is "0", that is, "OFF", and the initial value of the status is "1".
[0284] When the pachinko game machine PY is powered on, the game control microcomputer 101 provided on the game control board 100 reads and executes the program of the main game control process shown in FIG. 33 from the game ROM 103. As shown in the figure, in the main game control process, first, the power-on process (S001) is performed.
[0285] In the power-on process, the game control microcomputer 101 first performs permission setting for accessing the game RAM 104. This enables writing and reading of information to and from the game RAM 104. Subsequently, the game control microcomputer 101 determines whether the RAM clear switch 192 mounted on the game control board 100 has been subjected to a specific operation (ON or not).
[0286] If the RAM clear switch 192 has not been subjected to a specific operation, the game control microcomputer 101 then determines whether the power-off flag is ON. The power-off flag is a flag indicating the occurrence of a power-off and is a flag that is turned ON in the power-off monitoring process described later.
[0287] If the power-off flag is ON, the game control microcomputer 101 calculates a checksum and compares it with the checksum calculated at the time of power-off. The checksum is calculated by treating the game information stored in the game RAM 104 as numerical values and summing them up.
[0288] If the values of the checksums match, the game control microcomputer 101 determines that the stored content of the game RAM 104 is normal and performs setting management of the working area of the game RAM 104 at the time of power restoration. In this setting process, power-restoration information is read from the game ROM 103 and set in the working area of the game RAM 104. Then, the game control microcomputer 101 turns off the power-off flag and performs power-on command setting processing.
[0289] In the power-on command setting process, the game control microcomputer 101 performs setting processing for outputting a power-on command to the effect control board 120 after a predetermined time (e.g., 3 seconds) has elapsed. Specifically, a predetermined time until the power-on command is output is set in a timer, and subtraction of the time set in the timer is started. When the value of the subtracted timer becomes "0", it means that the predetermined time has elapsed, so the power-on command is set in a predetermined output buffer of the game RAM 104. As a result, the set power-on command is output to the effect control board 120 in the output process (S101) described later. Furthermore, the power-restoration information includes information indicating the game state at the time of power-off. Therefore, the game control microcomputer 101 also sets a command (game state designation command) indicating the game state at the time of power-off included in the power-restoration information in a predetermined output buffer together with the power-on command. As a result, the set game state designation command is output to the effect control board 120 together with the power-on command in the output process (S101) described later.
[0290] Also, if the power-off flag is not ON, there is a possibility that the power has not been properly shut off, or if the RAM clear switch 192 has been subjected to a specific operation, the game control microcomputer 101 clears all game information stored in the game RAM 104. After that, the game control microcomputer 101 initializes the working area of the game RAM 104. In this initialization process, the initial setting information read from the game ROM 103 is set in the working area of the game RAM 104. Subsequently, the game control microcomputer 101 outputs a RAM clear notification command for notifying that the RAM has been cleared to the effect control board 120 and performs the power-on command setting process.
[0291] Subsequent to the power-on process, the game control microcomputer 101 prohibits interrupts (S002) and executes the normal symbol / special symbol main random number update process (S003). In this normal symbol / special symbol main random number update process (S003), the counter values of various random numbers related to the normal symbol related determination information and the special symbol related determination information are incremented by 1 and updated. The counters (random number counters) related to various random numbers are means for generating random numbers software-wise. When the counter value (random number counter value) of each random number counter reaches the upper limit value, 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" or may be randomly changed. Also, at least a part of each random number may be a so-called hardware random number generated using a known random number generation circuit composed of a counter IC or the like.
[0292] When the normal symbol and special symbol main random number update process (S003) ends, interrupts are enabled (S004). While interrupts are enabled, the game control side timer interrupt process (S005) can be executed. The game control side timer interrupt process (S005) is executed based on interrupt pulses that are repeatedly input to the game CPU 102, for example, at a cycle of 4 msec. That is, the game control side timer interrupt process (S005) is executed at a cycle of 4 msec. And after the game control side timer interrupt process (S005) ends and before the next game control side timer interrupt process (S005) starts, the update process of the counter values of various random numbers by the normal symbol and special symbol main random number update process (S003) is repeatedly executed. Note that when an interrupt pulse is input to the game CPU 102 while in the interrupt disabled state, the game control side timer interrupt process (S005) is not started immediately but is started after interrupts are enabled (S004).
[0293] [Game control side timer interrupt process] Next, the game control side timer interrupt process (S005) will be described. As shown in FIG. 34, in the game control side timer interrupt process (S005), first, an output process (S101) is executed. In the output process (S101), commands and the like set in the output buffer provided in the game RAM 104 of the game control board 100 in each process described below are output to the effect control board 120, the payout control board 170, and the like.
[0294] In the input process (S102) that is performed next to the output process (S101), the game control microcomputer 101 captures a detection signal from the lower plate full cup switch that detects the fullness of the surplus ball storage hole 35A and stores it as lower plate full cup data in the output buffer of the game RAM 104.
[0295] The ordinary symbol and special symbol main random number update process (S103) to be performed next is the same as the ordinary symbol and special symbol main random number update process (S003) performed in the game control main process of FIG. 33. That is, the update process of the counter values of various random numbers related to the general symbol related determination information and the special symbol related determination information is performed in both the execution period of the game control side timer interrupt process (S005) and the other period (after the end of the main side timer interrupt process (S005) until the next game control side timer interrupt process (S005) starts).
[0296] Following the ordinary symbol and special symbol main random number update process (S103), the game control microcomputer 101 performs a sensor detection process (S104), then an ordinary operation process (S105), and further a special operation process (S106). The sensor detection process, ordinary operation process, and special operation process will be described later.
[0297] Next, the game control microcomputer 101 executes other processes (S107) to end the game control side timer interrupt process (S005). As the other processes (S107), power-off monitoring processing when the power is turned off, updating of the timer provided in the game RAM 104, etc. are performed. Also, as the other processes (S107), payout control processing for paying out prize balls to the player is performed. In the payout control process, a check is made as to whether the prize ball counters for the first start port 11, the second start port 12, the big winning port 14, and the general winning port 10 exceed "0". If they exceed "0", a prize ball request signal is transmitted to the payout control board 170. And when transmitting the prize ball signal, an update process of subtracting "1" from the prize ball counter related to that signal is performed.
[0298] Then, the game control microcomputer 101 repeatedly executes the processes of steps S002 to S004 of the main game control process until an interrupt pulse is input to the game CPU 102. When the interrupt pulse is input (after about 4 msec), the game control side timer interrupt process (S005) is executed again. In the output process (S101) of the game control side timer interrupt process (S005) executed again, the game control microcomputer 101 outputs commands and the like set in the output buffer of the game RAM 104 in the previous game control side timer interrupt process (S005).
[0299] [Sensor Detection Process] Next, the sensor detection process will be described with reference to FIGS. 35 to 36. In the sensor detection process (S104), first, it is determined whether or not a game ball has won a prize in the general winning opening 10, that is, whether or not a game ball has been detected by the general winning opening sensor 10a (S201). If a game ball has not won a prize in the general winning opening 10 (NO in S201), the process proceeds to step S203. If a game ball has won a prize in the general winning opening 10 (YES in S201), a general winning opening prize ball process for paying out a predetermined number of prize balls for the game ball is performed (S202). In the general winning opening prize ball process, the number of prize balls corresponding to the winning in the general winning opening 10 (\"3\" in the basic embodiment) is added to the prize ball counter for the general winning opening 10.
[0300] In step S203, it is determined whether or not the game ball has passed through gate 13, that is, whether or not the game ball has been detected by gate sensor 13a. If the game ball has not passed through gate 13 (NO in S203), the process proceeds to step S207. On the other hand, if the game ball has passed through gate 13 (YES in S203), it is determined whether or not the normal operation status described later is equal to 1, in other words, whether or not neither the general pattern variable display nor the auxiliary game is being performed (S204). If the normal operation status is not equal to 1 (NO in S204), the process proceeds to step S207. If the normal operation status is equal to 1 (YES in S204), the normal pattern random number indicated by the counter value of the normal pattern random number counter (label - TRND - F) is acquired as general pattern related determination information (S205). The acquired general pattern related determination information is stored in the general pattern reservation storage unit 86 provided in the game RAM 104 (S206), and the process proceeds to step S207.
[0301] In step S207, it is determined whether or not the game ball has won a prize at the second start port 12, that is, whether or not the game ball has been detected by the second start port sensor 12a. If the game ball has not won a prize at the second start port 12 (NO in S207), the process proceeds to step S214. If the game ball has won a prize at the second start port 12 (YES in S207), second start port prize ball processing for paying out a predetermined number of prize balls to the game ball is performed (S208). In the second start port prize ball processing, the number of prize balls corresponding to the winning at the second start port 12 (in the basic embodiment, "2") is added to the prize ball counter for the second start port 12.
[0302] Next, it is determined whether or not the special figure 2 reservation number (specifically, the value of the counter (special figure 2 reservation number counter) that counts the special figure 2 reservation number provided in the game RAM 104) is "4" (upper limit storage number) or more (S209). If the special figure 2 reservation number is "4" or more (YES in S209), the process proceeds to step S214. If the special figure 2 reservation number is not "4" or more (less than "4") (NO in S209), special figure 2 reservation number addition processing is performed (S210). In the special figure 2 reservation number addition processing, the special figure 2 reservation number counter is incremented by "1", and the special figure 2 reservation number indicated by the special figure 2 reservation display 83b is incremented by "1".
[0303] Subsequently, specific figure 2 related determination information consisting of a special symbol random number counter (label - TRND - T), a jackpot symbol type random number counter (label - TRND - OS), a reach random number counter (label - TRND - RC), and a special figure variation pattern random number counter (label - TRND - HP) is acquired and stored in a buffer for specific figure related determination information provided in the game RAM 104 (S211).
[0304] Next, a second pre - reading determination process is performed (S212). In the second pre - reading determination process, the current game state and the specific figure 2 related determination information acquired in step S211 are compared with the second pre - reading determination table shown in FIG. 14 to identify the second start winning command, and the identified second start winning command is set in the output buffer of the game RAM 104.
[0305] Subsequently, the game control microcomputer 101 stores the specific figure 2 related determination information acquired in step S211 in the specific figure 2 hold memory section 105b (S213).
[0306] Subsequently, in step S214, it is determined whether a game ball has won in the first start port 11, that is, whether a game ball has been detected by the first start port sensor 11a. If a game ball has not won in the first start port 11 (NO in S214), the process proceeds to step S221. If a game ball has won in the first start port 11 (YES in S214), a first start port prize ball process for paying out a predetermined number of prize balls for the game ball is performed (S215). In the first start port prize ball process, the number of prize balls corresponding to the winning in the first start port 11 (in the basic embodiment, "4") is added to the prize ball counter for the first start port 11.
[0307] Next, it is determined whether or not the number of reserved special figure 1 (specifically, the value of a counter (special figure 1 reserved number counter) that counts the number of reserved special figure 1 provided in the game RAM 104) is 4 or more (the upper limit storage number) (S216). If the number of reserved special figure 1 is 4 or more (YES in S216), the process proceeds to step S221. However, if the number of reserved special figure 1 is less than 4 (NO in S216), the special figure 1 reserved number addition process is performed (S217). In the special figure 1 reserved number addition process, the special figure 1 reserved number counter is incremented by 1, and the number of reserved special figure 1 indicated by the special figure 1 reserved display 83a is incremented by 1.
[0308] Subsequently, special figure 1 related determination information including a special symbol random number counter (label - TRND - T), a big win symbol type random number counter (label - TRND - OS), a reach random number counter (label - TRND - RC), and a special figure variation pattern random number counter (label - TRND - HP) is acquired and stored in a buffer for special figure related determination information provided in the game RAM 104 (S218).
[0309] Next, the first pre - reading determination process is performed (S219). In the first pre - reading determination process, the current game state and the special figure 1 related determination information acquired in step S218 are collated with the first pre - reading determination table shown in FIG. 13 to specify the first start winning command, and the specified first start winning command is set in the output buffer of the game RAM 104.
[0310] Subsequently, the game control microcomputer 101 stores the special figure 1 related determination information acquired in step S218 in a storage area corresponding to the current number of reserved special figure 1 in the special figure 1 reserved storage unit 105a (S220).
[0311] In step S221, it is determined whether a game ball has won a prize in the big winning opening 14, that is, whether a game ball has been detected by the big winning opening sensor 14a. If no game ball has won a prize in the big winning opening 14 (NO in S221), the sensor detection process ends. If a game ball has won a prize in the big winning opening 14 (YES in S221), it is determined whether the counter value of the big winning opening prize counter provided in the game RAM 104 is 9 or more (S222). The big winning opening prize counter is a counter for counting the number of game balls that have won a prize in the big winning opening 14 in one round of a jackpot game. Note that the big winning opening prize counter is cleared every time a round of the game ends. In the basic embodiment, the number of winning balls (the specified number of winning balls) for the big winning opening 14 related to prize balls in one round of the game is set to 10. Therefore, the process of step S222 is performed.
[0312] If the counter value of the big winning opening prize counter is 11 or more (YES in S222), the sensor detection process ends. If the counter value of the big winning opening prize counter is not 11 or more, that is, less than 11 (NO in S222), the counter value of the big winning opening prize counter is incremented by 1 (S223), the big winning opening prize ball process for paying out a predetermined number of prize balls to the player is performed (S224), and the sensor detection process ends. Note that in the big winning opening prize ball process, the number of prize balls corresponding to the winning of the big winning opening 14 (9 in the basic embodiment) is added to the prize ball counter for the big winning opening 14. Note that the game control microcomputer 101 may transmit a command (big winning opening winning command) specifying that there has been a winning in the big winning opening 14 to the effect control board 120 when a game ball has won a prize in the big winning opening 14 (YES in S221). Also, the game control microcomputer 101 may transmit a command (big winning opening prize ball command) specifying that prize balls based on the winning of the big winning opening 14 have been paid out to the effect control board 120 in the big winning opening prize ball process (S224).
[0313] In addition, as a sensor capable of detecting game balls, sensors other than sensors 10a to 14a may be provided, and based on the detection of game balls by the sensors, processing other than the processing shown in FIGS. 35 to 36 may be performed.
[0314] [Normal operation processing] Next, the normal operation processing related to the control of the general pattern display 82 and the electric chewing gum 12D will be described. As shown in FIG. 37, the processing related to the general pattern display 82 and the electric chewing gum 12D is divided into four statuses (stages). And "normal operation status = 1, 2, 3, 4" is assigned to each of those statuses. In the normal operation processing (S105), the game control microcomputer 101 first checks the "normal operation status" (S1101). When the "normal operation status" is "1", the general pattern standby processing (S1102) is performed. When the "normal operation status" is "2", the general pattern variation processing (S1103) is performed. When the "normal operation status" is "3", the general pattern determination processing (S1104) is performed. When the "normal operation status" is "4", the auxiliary game control processing (S1105) is performed. Note that the "normal operation status" is set to "1" by default.
[0315] The general pattern standby processing (S1102) is processing performed during standby when the variable display of the general pattern and the auxiliary game are not being performed. In the general pattern standby processing (S1102), a winning determination is made based on the general pattern random number stored in the general pattern hold memory unit 86. Further, a general pattern variation pattern determination is made based on the current game state to determine the general pattern variation pattern, and the variable display of the general pattern for the general pattern variation time corresponding to the determined general pattern variation pattern is started on the general pattern display 82, and the normal operation status is changed to "2". Also, when starting the variable display of the general pattern, the game control microcomputer 101 sets a general pattern variation start command corresponding to the general pattern variation pattern determination result in the output buffer of the game RAM 104.
[0316] The normal symbol variation process (S1103) is a process that is performed when the normal symbol is being variably displayed. In the normal symbol variation process (S1103), it is determined whether or not the normal symbol variation time has elapsed since the start of the variable display of the currently executing normal symbol (whether or not to end the variable display of the normal symbol). If it is determined that the normal symbol variation time has elapsed, the normal symbol is stopped and displayed based on the winning determination result, and the normal operation status is changed to "3". Also, when the variable display of the normal symbol starts, the game control microcomputer 101 sets a normal symbol variation stop command in the output buffer of the game RAM 104.
[0317] The normal symbol determination process (S1104) is a process that is performed when the normal symbol is being stopped and displayed. In the normal symbol determination process (S1104), it is determined whether or not a predetermined stop time (for example, 0.8 seconds) has elapsed since the start of the stop display of the currently executing normal symbol (whether or not to end the stop display of the normal symbol). If it is determined that the predetermined stop time has elapsed, it is determined whether or not the normal symbol being stopped and displayed is a winning symbol. If it is not a winning symbol (if the normal symbol being stopped and displayed is a losing symbol), the normal operation status is changed to "1". On the other hand, if a winning symbol is being stopped and displayed, the normal operation status is changed to "4", and an auxiliary game is started based on the current game state and the auxiliary game control table. Further, when the auxiliary game starts, the game control microcomputer 101 sets an auxiliary game start command in the output buffer of the game RAM 104.
[0318] The auxiliary game control process (S1105) is a process that is performed when an auxiliary game is being played. In the auxiliary game control process (S1105), the auxiliary game is controlled based on the current game state and the auxiliary game control table. Then, if the auxiliary game ends, the normal operation status is changed to "1".
[0319] [Special operation process] Next, a special operation process related to the control of the special symbol display 81, the special symbol hold display 83, and the big winning device 14D will be described. As shown in FIG. 38, the processes related to the special symbol display 81, the special symbol hold display 83, and the big winning device 14D are divided into five statuses (stages). And "special operation status = 1, 2, 3, 4, 5" is assigned to each of those statuses. The game control microcomputer 101 first checks the "special operation status" (S1501).
[0320] When the "special operation status" of the game control microcomputer 101 is "1", it performs the special symbol standby process (S1502). When the "special operation status" is "2", it performs the special symbol variation process (S1503). When the "special operation status" is "3", it performs the special symbol determination process (S1504). When the "special operation status" is "4", it performs the big win game control process (S1505). When the "special operation status" is "5", it performs the game state setting process (S1506). Note that the "special operation status" is set to "1" by default.
[0321] The special symbol standby process (S1502) is a process performed during the variable display of the special symbol and while waiting for the big win game not to be in progress. The special symbol standby process will be described in detail later.
[0322] The special symbol variation process (S1503) is a process performed when the special symbol is being variably displayed. The special symbol variation process will be described in detail later.
[0323] The special symbol determination process (S1504) is a process performed when the special symbol is stopped and displayed. The special symbol determination process will be described in detail later.
[0324] The jackpot game control process (S1505) is a process performed in the jackpot game. The game control microcomputer 101 performs the jackpot game control process to conduct a jackpot game according to the jackpot game control table. When the jackpot game ends, the special operation status is changed to "5". When each round game starts, a round number designation command indicating the order of the round game is set in the output buffer of the game RAM 104. When all round games end and the ending starts, an ending command indicating the ending corresponding to the jackpot symbol related to the jackpot game is set in the output buffer of the game RAM 104. The state where the game control microcomputer 101 sets the special operation status "4" and controls the jackpot game is called the "jackpot game state", and the fact that the special operation status "4" is set is called the "jackpot game state".
[0325] The game state setting process (S1506) is a process of setting the game state to be controlled after the jackpot game when the jackpot game ends. For example, when controlling in the high-probability state after the jackpot game, the high-probability flag is turned on in the high-probability flag area of the game RAM 104 to set the high-probability state. Further, at this time, when restricting the duration of the high-probability state, the duration is also set. For example, when the end condition of the high-probability state is the number of executions of the special symbol variable display, that number (hereinafter referred to as the "high-probability specified number") is set in the high-probability remaining number counter provided in the game RAM 104. When controlling in the time-saving state after the jackpot game, the time-saving flag is turned on in the time-saving flag area of the game RAM 104 to set the time-saving state. Further, at this time, when restricting the duration of the time-saving state, the duration is also set. For example, when the end condition of the time-saving state is the number of executions of the special symbol variable display, that number (hereinafter referred to as the "time-saving specified number") is set in the time-saving remaining number counter provided in the game RAM 104.
[0326] Also, in the game state setting process, the game control microcomputer 101 sets a game state command indicating the game state after the jackpot game in the output buffer of the game RAM 104.
[0327] [Special Symbol Standby Process] Next, the special symbol standby process will be described with reference to FIG. 39. In the special symbol standby process (S1502), first, it is determined whether the reserved number of Special Figure 2 is "0" (S1601). If the reserved number of Special Figure 2 is "0" (YES in S1601), that is, when there is no storage of the special figure 2 related determination information obtained due to winning the second start port 12, it is determined whether the reserved number of Special Figure 1 is "0" (S1608). And when the reserved number of Special Figure 1 is also "0" (YES in S1608), that is, when there is no storage of the special figure 1 related determination information obtained due to winning the first start port 11 either, it is determined whether the customer waiting flag is ON (S1618). Here, if the customer waiting flag is ON (YES in S1618), the special symbol standby process ends. If the customer waiting flag is not ON (NO in S1618), the customer waiting command is set in the output buffer (S1619), the customer waiting flag is set to ON (S1620), and the special symbol standby process ends. Note that the fact that the customer waiting flag is ON means that games related to special figures such as special figure variable display and jackpot games are not being played. This game state where the customer waiting flag is ON is referred to as the "customer waiting state".
[0328] Also, when the reserved number of Special Figure 2 is "0" but the reserved number of Special Figure 1 is not "0" (YES in S1601 and NO in S1608), that is, when there is no special figure 2 related determination information but there is one or more storage of the special figure 1 related determination information obtained due to winning the first start port 11, the special figure 1 determination process (S1609) and the special figure 1 variation pattern determination process (S1610) are performed.
[0329] In the special figure 1 determination process (S1609), the one that was stored first among the special symbol random numbers stored in the special figure 1 reserved storage unit 105a is read out, and based on the jackpot determination table associated with the game state, a determination (jackpot determination) is made as to whether it is a jackpot or a loss.
[0330] Here, if the jackpot determination result is a jackpot, the jackpot symbol type random number is read out, and the jackpot symbol type is determined (jackpot symbol type determination) based on the first jackpot symbol type determination table. Then, the jackpot symbol data representing the jackpot symbol type is set in the special symbol buffer provided in the game RAM 104, and the symbol designation command representing the jackpot symbol type is set in the output buffer provided in the game RAM 104.
[0331] Also, if the jackpot determination result is "a miss", the miss symbol data representing a miss is set in the special symbol buffer, and the symbol designation command representing a miss is set in the output buffer.
[0332] Next, the special symbol 1 variation pattern determination process (S1610) will be described with reference to FIG. 40. In the special symbol 1 variation pattern determination process, first, it is determined whether the current state is a non-time-short state (S1651). If it is in the non-time-short state (YES in S1651), the special symbol 1 variation pattern determination table for the non-time-short state is selected (S1652), and then the process proceeds to step S1654. If it is not in the non-time-short state (NO in S1651), the special symbol 1 variation pattern determination table for the time-short state is selected (S1653), and then the process proceeds to step S1654.
[0333] In step S1654, the game control microcomputer 101 determines whether the jackpot determination result is "a jackpot". If it is not a jackpot (NO in S1654), the process proceeds to step S1655. If it is a jackpot (YES in S1654), the special symbol 1 variation pattern determination table for jackpot symbols is selected from the special symbol 1 variation pattern determination table selected in either step S1652 or step S1653 (S1659), and then the process proceeds to step S1660.
[0334] In step S1655, the game control microcomputer 101 performs a reach determination. In the reach determination, the reach random number is read out, and the reach random number is collated with the reach determination table corresponding to the current game state (non-time-short state / time-short state) to determine whether there is a reach or not.
[0335] Next, the game control microcomputer 101 determines whether or not the result of the reach determination in step S1655 is "with reach" (S1656). If there is a reach (YES in S1656), it selects a special figure 1 variation pattern determination table for a losing reach from among the special figure 1 variation pattern determination tables selected in either step S1652 or step S1653 (S1658), then proceeds to step S1660. If there is no reach (NO in S1656), it checks the current number of special figure 1 holds, selects a special figure 1 variation pattern determination table for a losing non-reach corresponding to the number of special figure 1 holds from among the special figure 1 variation pattern determination tables selected in either step S1652 or step S1653 (S1657), and then proceeds to step S1660.
[0336] At step S1660, the game control microcomputer 101 reads out a special figure variation pattern random number, collates the special figure variation pattern random number with the special figure 1 variation pattern determination table selected in either step S1657 to step S1659, and performs a special figure 1 variation pattern determination for determining the special figure 1 variation pattern. Subsequently, the game control microcomputer 101 sets a special figure 1 variation start command indicating the determined special figure 1 variation pattern in the output buffer (S1661), sets a special figure variation time corresponding to the determined special figure 1 variation pattern in the special operation timer (S1662), ends the special figure 1 variation pattern determination process, and returns the process to the special symbol standby process.
[0337] Note that the special operation timer is updated by 4 ms in other processes in the game control side timer interrupt process. Also, the set special figure 1 variation start command includes information regarding the type of special symbol (that it is special figure 1) and information regarding the result of the special figure variation pattern determination performed in the special figure 1 variation pattern determination process (S1610) (information on the special figure variation pattern including the presence or absence of a reach and information on the special figure variation time).
[0338] Subsequently, the game control microcomputer 101 starts the variable display of the special figure 1 on the special figure 1 display 81a based on the special figure variable time corresponding to the special figure 1 variable pattern determined in step S1610 (S1611).
[0339] Next, the game control microcomputer 101 performs a special figure 1 reserved memory shift process in which it shifts the storage location (memory area) of each counter value in the special figure 1 reserved memory unit 105a by one to the side to be read from the current position, and clears the memory area corresponding to the first reserved item in the special figure 1 reserved memory unit 105a (the memory area farthest from the side to be read). In this way, the special figure 1 reservations are consumed in the order in which they were reserved.
[0340] Next, the game control microcomputer 101 subtracts "1" from the special figure 1 reserved number counter (S1613), decreases the special figure 1 reserved number indicated by the special figure 1 reserved display 83a by "1" and changes it (S1614), and changes the special operation status to "2" (S1615).
[0341] Subsequently, the game control microcomputer 101 determines whether the customer waiting flag is ON (S1616). If it is ON (YES in S1616), it turns off the customer waiting flag (S1617), ends the special symbol waiting process, and if it is not ON (NO in S1616), it ends the special symbol waiting process without executing step S1617.
[0342] Also, if the number of reserved special figures 2 is not "0" in step S1601 (NO in S1601), that is, if there is one or more pieces of stored special figure 2 related determination information obtained due to winning in the second start port 12, the special figure 2 determination process (S1602) and the special figure 2 variable pattern determination process (S1603) are performed. The special figure 2 determination process (S1602) and the special figure 2 variable pattern determination process (S1603) are basically the same as the special figure 1 determination process (S1609) and the special figure 1 variable pattern determination process (S1610).
[0343] The special figure 2 determination process (S1602) is basically the same as the special figure 1 determination process (S1609) except that the table used for the big win determination is the second big win determination table and the table used for the big win symbol type determination is the second big win symbol type determination table, so the explanation is omitted. Also, the special figure 2 variation pattern determination process (S1603) is basically the same as the special figure 1 variation pattern determination process (S1610) except that the table used for the special figure 2 variation pattern determination is the special figure 2 variation pattern determination table, so the explanation is omitted.
[0344] Next, the game control microcomputer 101 starts the variation display of special figure 2 on the special figure 2 display 81b based on the special figure variation time corresponding to the special figure variation pattern determined in step S1603 (S1604).
[0345] Next, the game control microcomputer 101 performs a special figure 2 reserved memory shift process in which it shifts the storage location (memory area) of each counter value in the special figure 2 reserved memory unit 105b one position to the side from which it is read from the current position, and clears the memory area corresponding to the fourth reserved item in the special figure 2 reserved memory unit 105b (the memory area farthest from the side from which it is read). In this way, the special figure 2 reservations are consumed in the order in which they are reserved.
[0346] Subsequently, the game control microcomputer 101 subtracts "1" from the special figure 2 reserved number counter (S1606), decreases the special figure 2 reserved number indicated by the special figure 2 reserved display 83b by "1" and changes it (S1607), changes the special operation status to "2" (S1615), and proceeds to step S1616.
[0347] In the basic embodiment as described above, the variable display of the special symbol based on the reservation of Special Figure 1 is performed only when the reservation of Special Figure 2 is "0" (YES in S1601). That is, the consumption of the reservation of Special Figure 2 is executed prior to the consumption of the reservation of Special Figure 1. And in the basic embodiment, the lottery based on the reservation of Special Figure 2 is more likely to win a big hit symbol that is more profitable for the player than the lottery based on the reservation of Special Figure 1. Note that the consumption of the reservation of Special Figure 1 may be executed prior to the consumption of the reservation of Special Figure 2. Also, the consumption of the reservation of Special Figure 1 and the consumption of the reservation of Special Figure 2 may be performed in the order in which the reservation occurred regardless of the type of special figure.
[0348] [Special Symbol Variable Processing] Next, the special symbol variable processing will be described with reference to FIG. 41. In the special symbol variable processing, the game control microcomputer 101 first determines whether to end the variable display of the special symbol, that is, whether the special figure variable time set in the special operation timer in step S1603 or step S1610 has elapsed (special operation counter = 0) (S1701). If the variable display of the special symbol is not to be ended (NO in S1701), the special symbol variable processing is ended. If the variable display of the special symbol is to be ended (YES in S1701), the special symbol display on the special figure display 81 is ended, and a stop display of the special symbol corresponding to the symbol data (big hit symbol data or losing special figure data) set in the special figure buffer in step S1602 or step S1609 is performed (S1702).
[0349] Subsequently, a preset special figure determination time (for example, 0.8 seconds) is set in the special operation timer (S1703), a special figure variable stop command indicating that the variable display of the special symbol has ended is set in the output buffer (S1704), the special operation status is changed to "3" (S1705), and the special symbol variable processing is ended.
[0350] [Special Symbol Determination Processing] Next, the special symbol determination process will be described with reference to FIG. 42. In the special symbol determination process (S1504), the game control microcomputer 101 first determines whether to end the stop display of the special symbol, that is, whether the special symbol determination time set in the special operation timer in step S1703 has elapsed (special operation counter = 0) (S1751). If the stop display of the special symbol is not to be ended (NO in S1751), the special symbol determination process ends. If the stop display of the special symbol is to be ended (YES in S1751), it is then determined whether the current state is the normal probability state (high probability flag is OFF) (S1752).
[0351] If the game control microcomputer 101 is not currently in the normal probability state (NO in S1752), it proceeds to step S1757. If it is currently in the normal probability state (YES in S1752), it determines whether it is in the time shortening state (time shortening flag is ON) (S1753). If the game control microcomputer 101 is not in the time shortening state (NO in S1753), it proceeds to step S1757. If it is currently in the time shortening state (YES in S1753), the value of the time shortening remaining count counter that measures the remaining number of variable displays of the special symbol executable in the time shortening state (time shortening remaining count) is decremented by "1" (S1754), and it is determined whether the value of the time shortening remaining count counter is "0" (S1755). If the value of the time shortening remaining count counter (time shortening remaining count) is not "0" (NO in S1755), it proceeds to step S1757. If the value of the time shortening remaining count counter (time shortening remaining count) is "0" (YES in S1755), it is shifted from the time shortening state to the non-time shortening state (the time shortening flag is turned OFF) (S1756), and it proceeds to step S1757.
[0352] Next, the game control microcomputer 101 checks the current game state, sets a game state command indicating the game state in the output buffer (S1757), and determines whether the special symbol currently stopped and displayed is a jackpot symbol (S1758). If it is not a jackpot symbol (NO in S1758), the special operation status is changed to "1" (S1762), and the special symbol determination process ends. If it is a jackpot symbol (YES in S1758), the game state is reset (the normal game state is set. Specifically, the high probability flag and the time reduction flag are turned off, and the values of the high probability remaining count counter and the time reduction remaining count counter are set to "0") (S1759).
[0353] Subsequently, the game control microcomputer 101 performs jackpot game preparation processing (S1760), changes the special operation status to "4" (S1761), and ends the special symbol determination process. In the jackpot game preparation processing, the game control microcomputer 101 sets a jackpot game control table corresponding to the type of the jackpot symbol in a predetermined area of the game RAM 104. Also, a jackpot opening flag indicating that it is during the opening corresponding to the stopped and displayed jackpot symbol is turned on in a predetermined area of the game RAM 104, and a predetermined opening time (the time from when the jackpot game starts until the start of one round) is set in the special operation timer according to the type of the jackpot symbol. Furthermore, an opening command indicating the type of the jackpot symbol is set in the output buffer of the game RAM 104 according to the type of the jackpot symbol. The opening command corresponding to the type of the jackpot symbol indicates that a jackpot game (the opening of the jackpot game) corresponding to the type of the stopped and displayed jackpot symbol starts.
[0354] 6. Control of Effects by the Effect Control Board 120 [Effect Control Main Processing] Next, the control of the effect by the effect control board 120 will be described using the flowcharts of FIGS. 43 to 47. Note that the flowcharts for controlling the effects described below are merely examples. For the plurality of processes in the flowchart, the execution order can be appropriately changed or they can be executed in parallel as long as there is no contradiction in the processing content.
[0355] Also, the counters, timers, flags, buffers, etc. that appear in the following description of the control of the effect by the effect control board 120 are provided in the effect RAM 124. When the pachinko game machine PY is powered on, the effect control microcomputer 121 provided in the effect control board 120 reads out and executes the program of the sub-control main process shown in FIG. 43 from the effect ROM 123.
[0356] As shown in the same figure, in the effect control main process, first, a power-on process corresponding to the power-on is performed (S4001). In the power-on process, for example, settings of the effect CPU 122, SIO, PIO, CTC (a circuit for managing the interrupt time), etc. are performed.
[0357] Next, interrupts are prohibited (S4002), and a random number seed update process is executed (S4003). In the random number seed update process (S4003), the values of various random number counters for effect determination related to various effects are updated. Note that the random numbers for effect determination include various random numbers for determining the effect content such as the random number for determining the stop symbol pattern and the random number for determining the special figure variation effect pattern, which will be described later.
[0358] As an example, the method for updating the random number counters for determining various effects can be the same as the random number update process performed by the aforementioned game control board 100. Instead of adding 1 to the random number value during the update, it may be added by 2 or the like. This is the same in the random number update process performed by the aforementioned game control board 100.
[0359] When the random number seed update process ends, the command transmission process is executed (S4004). In the command transmission process, various commands stored in the output buffer in the effect RAM 124 of the effect control board 120 (for example, a special figure change effect start command, a customer waiting start command, an opening effect start command, a round effect start command, and an ending effect start command, etc., which will be described later) are transmitted to the image control board 140.
[0360] Upon receiving the command, the image control board 140 displays an image on the display unit 50a according to the received command (performs various effects by means of the image). Also, the effect control board 120, together with various effects performed by the image control board 140, outputs sound from the speaker 52 via the audio control circuit 161 (performs various effects by means of sound), causes the frame lamp 53 to emit light via the sub-drive board 162 (performs various effects by means of light emission), and operates the board movable body 55k (performs various effects by means of movement). Note that various effects include a special figure change effect, a jackpot game effect (jackpot opening effect, round effect, jackpot ending effect), a customer waiting effect, an operation effect, and a prediction effect, etc.
[0361] Subsequently, the effect control microcomputer 121 permits interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While interrupts are permitted, execution of the reception interrupt process (S4010), the 1ms timer interrupt process (S4011), and the 10ms timer interrupt process (S4012) becomes possible. The 1ms timer interrupt process (S4011) and the 10ms timer interrupt process (S4012) will be described later.
[0362] The reception interrupt process (S4010) is executed each time a strobe signal, that is, various commands sent from the game control board 100, is input to the external INT input section of the effect control microcomputer 121. In the reception interrupt process (S4010), the effect control microcomputer 121 stores various commands received by being transmitted through the output process (S101) of the game control board 100 in the reception buffer of the effect RAM 124. This reception interrupt process is executed with priority over other interrupt processes (S4011, S4012).
[0363] [1ms Timer Interrupt Process] Next, the 1ms timer interrupt process will be described with reference to FIG. 44. The 1ms timer interrupt process (S4011) is executed each time an interrupt pulse with a 1msec period is input to the effect control board 120. In the 1ms timer interrupt process (S4011), the effect control microcomputer 121 first performs an input process (S4101). In the input process, the effect control microcomputer 121 creates first effect button switch data based on the detection signal from the first effect button sensor 41a. The effect control microcomputer 121 creates second effect button switch data based on the detection signal from the second effect button sensor 42a.
[0364] Subsequently, the effect control microcomputer 121 performs a light emission data output process (S4102). In the light emission data output process, the effect control microcomputer 121 outputs the light emission data created in the light emission data creation process (S4203) in the 10ms timer interrupt process described later to the sub-drive board 162 in order to cause the frame lamp 53 to emit light at a timing suitable for effects by images or the like. That is, the effect control microcomputer 121 causes the frame lamp 53 to emit light in a predetermined light emission mode according to the light emission data.
[0365] Next, the production control microcomputer 121 performs movable device control processing (S4103). In the movable device control processing, the production control microcomputer 121 creates or outputs drive data (data for driving the turntable movable body 55k) in order to drive the turntable movable body 55k at a predetermined timing. That is, the production control microcomputer 121 drives the turntable movable body 55k in a predetermined operation mode according to the drive data.
[0366] Next, the production control microcomputer 121 performs timer update processing (S4104). In the timer update processing, various timers provided in the production RAM 124 described later are updated in order to manage and control the time related to various predetermined productions. In this process, the timer provided in the production RAM 124 is updated by 1 msec.
[0367] Then, the production control microcomputer 121 performs watchdog timer processing for resetting the watchdog timer (S4105), and ends the 1 ms timer interrupt processing.
[0368] [10 ms Timer Interrupt Processing] Next, the 10 ms timer interrupt processing will be described with reference to FIG. 45. The 10 ms timer interrupt processing (S4012) is executed each time an interrupt pulse with a period of 10 msec is input to the production control board 120. In the 10 ms timer interrupt processing, the production control microcomputer 121 first performs received command analysis processing for analyzing commands and the like stored in the reception buffer in step S4010 (S4201). The received command analysis processing will be described in detail in the basic embodiment described later.
[0369] Next, the production control microcomputer 121 performs voice control processing (S4202). In the voice control processing, voice data (data for controlling the output of voice from the speaker 52) is created and output to the voice control circuit 161 based on the production content indicated by the special figure variation production data and the like set in the production RAM 124.
[0370] Next, the production control microcomputer 121 performs light emission data creation processing (S4203). In the light emission data creation processing, light emission data is created based on the production content indicated by the special figure variation production data set in the production RAM 124 and the like.
[0371] [Received command analysis processing] Next, the received command analysis processing will be described with reference to FIGS. 46 to 47. In the received command analysis processing, the production control microcomputer 121 first determines whether it has received a start winning command (the first start winning command or the second start winning command) from the game control board 100, in other words, whether the start winning command has been stored in the reception buffer (S4301). If the production control microcomputer 121 has received the start winning command (YES in S4301), it proceeds to step S4302, while if it has not received the start winning command (NO in S4301), it proceeds to step S4303.
[0372] In step S4302, the production control microcomputer 121 performs start winning time processing in response to a game ball winning the first start port 11 or the second start port 12. In the start winning time processing, the received start winning command is stored in the start winning command hold memory unit 125 in the production RAM 124. Next, the production control microcomputer 121 analyzes the stored start winning command and determines whether to execute a prediction production indicating the jackpot expectation. The prediction production includes, in addition to the hold change notice that displays the hold icon in a special mode, a continuous prediction production and the like that are performed over a series of multiple special symbol variations. If it is determined to execute these prediction productions, a prediction production start command for executing the determined production is set in the output buffer of the production RAM 124.
[0373] When the pre-reading performance start command set in the output buffer of the performance RAM 124 is transmitted to the image control board 140 by the command transmission process (S4004), the image CPU 141 of the image control board 140 reads a predetermined performance image from the image ROM 142 and performs a pre-reading performance by the image on the display unit 50a of the image display device 50. Further, while the pre-reading performance by the image performed by the image control board 140 is being performed, the performance control microcomputer 121 outputs sound from the speaker 52 via the sound control circuit 161 (executes the pre-reading performance by sound) according to the pre-reading performance content indicated by the pre-reading performance start command transmitted to the image control board 140, and also causes the frame lamp 53 to emit light via the sub-drive board 162 (executes the pre-reading performance by light emission), and can operate the disc movable body 55k (executes the pre-reading performance by operation).
[0374] In step S4303, the performance control microcomputer 121 determines whether or not it has received a symbol designation command from the game control board 100, in other words, whether or not the symbol designation command has been stored in the reception buffer. If the performance control microcomputer 121 has not received the symbol designation command (NO in S4303), it proceeds to step S4305. On the other hand, if it has received the symbol designation command (YES in S4303), it stores the symbol designation command in the symbol designation command storage unit 126 in the performance RAM 124 (S4304).
[0375] In step S4305, the performance control microcomputer 121 determines whether or not it has received a special symbol variation start command from the game control board 100, in other words, whether or not the special symbol variation start command has been stored in the reception buffer. If it has not received the special symbol variation start command (NO in S4305), it proceeds to step S4307. On the other hand, if it has received the special symbol variation start command (YES in S4305), it determines the performance content of the special symbol variation performance and performs a special symbol variation performance start process (S4306) for starting the special symbol variation performance.
[0376] In the case of the special drawing variable performance start process, the dedicated microcomputer 121 for performance control first stores the special drawing variable start command in the special drawing variable start command storage unit 127 in the performance RAM 124. Next, based on the content of the stop special drawing (the type of jackpot symbol, losing special drawing) indicated by the symbol designation command already stored in step S4304 and the special drawing variable pattern indicated by the special drawing variable start command, a stop symbol pattern determination table for performing stop symbol determination for determining the performance symbols EZ1 to EZ3 and small symbols KZ1 to KZ3 to be stopped and displayed is selected. A plurality of stop symbol pattern determination tables are provided in association with the special drawing and the special drawing variable pattern. Therefore, the dedicated microcomputer 121 for performance control selects one stop symbol pattern determination table associated with the stop special drawing and the special drawing variable pattern. In each stop symbol pattern determination table, the values of random numbers for stop symbol pattern determination (stop symbol pattern determination values) are distributed to a plurality of performance symbols EZ1 to EZ3 and small symbols KZ1 to KZ3 so as to have a predetermined distribution ratio (%). Next, the dedicated microcomputer 121 for performance control acquires the value indicated by the random number counter for stop symbol pattern determination as the random number for stop symbol pattern determination, and performs stop symbol pattern determination based on the acquired random number for stop symbol pattern determination.
[0377] The dedicated microcomputer 121 for performance control collates the acquired random number for stop symbol pattern determination with the selected stop symbol pattern table in the stop symbol pattern determination, determines the performance symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 to be stopped and displayed, and sets the data representing the determined performance symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 in a predetermined area of the performance RAM 124. For example, if the special figure variation pattern is a non-win losing variation, a combination of the performance symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 is selected so as to be a so-called "scattered pattern". Also, if the special figure variation pattern is a losing variation with a win, a combination of the performance symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 is selected such that the left performance symbol EZ1 and the right performance symbol EZ3 are the same and the middle performance symbol EZ2 is different from them. Further, if the special figure variation pattern is a jackpot variation, a combination of the performance symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 is selected so as to be a so-called "same symbol pattern" according to the performance mode and the type of jackpot symbol.
[0378] Next, the dedicated microcomputer 121 for performance control selects a special figure variation performance pattern determination table for performing a special figure variation performance pattern determination that determines a special figure variation performance pattern associated with the performance content of the special figure variation performance based on the performance mode in which it is staying and the special figure variation pattern indicated by the special figure variation start command. A plurality of special figure variation performance pattern determination tables are provided in association with the performance mode and the special figure variation pattern. Therefore, the dedicated microcomputer 121 for performance control selects one special figure variation performance pattern determination table associated with the special figure variation pattern. In each special figure variation performance pattern determination table, the values of the random numbers for special figure variation performance pattern determination (special figure variation performance pattern determination values) are distributed to one or a plurality of special figure variation performance patterns so as to be a predetermined distribution rate (%). Subsequently, the dedicated microcomputer 121 for performance control acquires the value indicated by the special figure variation performance pattern determination random number counter as the random number for special figure variation performance pattern determination, and performs a special figure variation performance pattern determination based on the acquired random number for special figure variation performance pattern determination.
[0379] The dedicated microcomputer 121 for performance control collates the acquired random number for special figure variation performance pattern determination with the selected special figure variation performance pattern table in the special figure variation performance pattern determination, determines the special figure variation performance pattern, sets the data representing the determined special figure variation performance pattern (special figure variation performance pattern data) in a predetermined area of the performance RAM 124, and sets a special figure variation performance start command indicating the special figure variation performance pattern in the output buffer of the performance RAM 124.
[0380] When the special figure variation performance start command set in the output buffer of the performance RAM 124 is transmitted to the image control board 140 by the command transmission process (S4004), the image CPU 141 of the image control board 140 reads a predetermined performance image from the image ROM 142 and performs a special figure variation performance by the image on the display unit 50a of the image display device 50.
[0381] In addition, the special figure variation performance start command includes information regarding the performance flow associated with the special figure variation pattern indicated by the special figure variation start command. Further, in addition to the special figure variation performance by the image performed by the image display device 50, the special figure variation performance start command includes the performance content of the special figure variation performance by the sound output from the speaker 52, the performance content of the special figure variation performance by the light emission performed by the frame lamp 53, and the performance content of the special figure variation performance by the operation performed by the turntable 55k.
[0382] Also, while the special figure variation performance by the image performed by the image control board 140 is being performed, the dedicated microcomputer 121 for performance control outputs sound from the speaker 52 via the sound control circuit 161 (executes the special figure variation performance by the sound) according to the special figure variation performance content indicated by the special figure variation performance start command transmitted to the image control board 140, causes the frame lamp 53 to emit light via the sub-drive board 162 (executes the special figure variation performance by the light emission), and operates the turntable 55k (executes the special figure variation performance by the operation).
[0383] In step S4307, the effect control microcomputer 121 determines whether it has received a special figure variation stop command from the game control board 100, in other words, whether it has stored the special figure variation stop command in the reception buffer. If the effect control microcomputer 121 has not received the special figure variation stop command (NO in S4307), it proceeds to step S4309. On the other hand, if it has received the special figure variation stop command (YES in S4307), it performs a special figure variation effect end process (S4308) to end the special figure variation effect (stop the variation display of the effect symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 and perform a stop display).
[0384] In the special figure variation effect end process, the effect control microcomputer 121 analyzes the special figure variation stop command and sets a special figure variation effect end command for appropriately ending the special figure variation effect (stopping the variation display of the effect symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3) in the output buffer of the effect RAM 124 based on the analysis result. When the image control board 140 receives the special figure variation effect end command, it ends the currently executing special figure variation effect (stops the effect symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 that are in variation).
[0385] In step S4309, the effect control microcomputer 121 determines whether it has received a game state command from the game control board 100, in other words, whether it has stored the game state command in the reception buffer. If the effect control microcomputer 121 has not received the game state command (NO in S4309), it proceeds to step S4311. On the other hand, if it has received the game state command (YES in S4309), it analyzes the game state command, identifies the game state represented by the game state command, and performs a game state setting process (S4310) for setting the game state.
[0386] The dedicated microcomputer 121 for performance control sets a game state flag corresponding to the game state indicated by the game state command in the game state flag area of the performance RAM 124 in the game state setting process. For example, if the game state indicated by the game state command is the normal game state, the dedicated microcomputer 121 for performance control sets the game state flag "00H" in the game state flag area of the performance RAM 124. Also, if the game state indicated by the game state command is the high-probability high-base game state, the dedicated microcomputer 121 for performance control sets the game state flag "01H" in the game state flag area of the performance RAM 124. Further, if the game state indicated by the game state command is the low-probability high-base game state, the dedicated microcomputer 121 for performance control sets the game state flag "02H" in the game state flag area of the performance RAM 124.
[0387] In step S4311, the dedicated microcomputer 121 for performance control determines whether it has received a waiting-for-player command from the game control board 100, in other words, whether it has stored the waiting-for-player command in the reception buffer. If the dedicated microcomputer 121 for performance control has not received the waiting-for-player command (NO in S4311), it proceeds to step S4313. On the other hand, if it has received the waiting-for-player command (YES in S4311), it performs the waiting-for-player performance standby process (S4312) and finishes the received command analysis process.
[0388] In the waiting-for-player performance standby process, the dedicated microcomputer 121 for performance control sets the waiting time (waiting-for-player performance standby time: for example, 30 seconds) from when the stop display of the performance symbols is performed until the start of the waiting-for-player performance in the waiting-for-player performance timer. The dedicated microcomputer 121 for performance control can determine whether this waiting time has elapsed. When it determines that the waiting time has elapsed, it sets a waiting-for-player performance start command for starting the waiting-for-player performance in the output buffer of the performance RAM 124.
[0389] In step S4313, the effect control microcomputer 121 determines whether it has received an opening command from the game control board 100, in other words, whether it has stored the opening command in the reception buffer. If the effect control microcomputer 121 has not received the opening command (NO in S4313), it proceeds to step S4315. On the other hand, if it has received the opening command (YES in S4313), it performs the jackpot opening effect start process associated with the start of the jackpot game (S4314).
[0390] In the jackpot opening effect start process, the effect control microcomputer 121 analyzes the opening command and determines whether to execute a jackpot opening effect corresponding to the upcoming jackpot game based on the analysis result. If it is to execute, it selects the effect content (jackpot opening effect pattern) of the jackpot opening effect, and sets a jackpot opening effect start command for starting the jackpot opening effect in the output buffer of the effect RAM 124 according to the selected jackpot opening effect pattern.
[0391] In step S4315, the effect control microcomputer 121 determines whether it has received a round number designation command from the game control board 100, in other words, whether it has stored the round number designation command in the reception buffer. If it has not received the round number designation command (NO in S4315), it proceeds to step S4317. On the other hand, if it has received the round number designation command (YES in S4315), it performs the round effect start process associated with the start of the round game (S4316).
[0392] In the round effect start process, the effect control microcomputer 121 analyzes the round number designation command and determines whether to execute a round effect corresponding to the upcoming round game. If it is to execute, it selects the effect content (round effect pattern) of the round effect, and sets a round effect start command corresponding to the selected round effect pattern in the output buffer of the effect RAM 124.
[0393] In step S4317, the effect control microcomputer 121 determines whether it has received an ending command from the game control board 100, in other words, whether it has stored the ending command in the reception buffer. If it has not received the ending command (NO in S4317), it finishes the received command analysis process. On the other hand, if it has received the ending command (YES in S4317), after performing the jackpot ending effect start process (S4318) and the effect mode setting process (S4319) associated with the start of the jackpot game ending, it finishes the received command analysis process.
[0394] In the jackpot ending effect start process, the effect control microcomputer 121 analyzes the ending command and determines whether to execute a jackpot ending effect corresponding to the jackpot game ending to be executed. If it is to be executed, it selects the effect content (jackpot ending effect pattern) of the jackpot ending effect, and sets a jackpot ending effect start command corresponding to the selected jackpot ending effect pattern in the output buffer of the effect RAM 124.
[0395] Also, in the effect mode setting process, the effect control microcomputer 121 performs a process of setting the effect mode after the jackpot game (a process for controlling the effect mode) based on the analysis result of the ending command, specifically, based on the jackpot symbol indicated by the ending command.
[0396] For example, when the jackpot symbol indicated by the jackpot ending command is jackpot symbol A or jackpot symbol D, the effect control microcomputer 121 sets it to the probability variation effect mode that suggests a high-probability high-base game state. Then, it turns on an effect mode flag indicating the probability variation effect mode in a predetermined area of the effect RAM 124 and sets a probability variation effect mode start command indicating the setting of the probability variation effect mode in the output buffer of the effect RAM 124. When the probability variation effect mode start command set in the output buffer of the effect RAM 124 is transmitted to the image control board 140 by the command transmission process (S4004), the image CPU 141 of the image control board 140 displays the probability variation background image G120 as the background image and outputs the probability variation BGM as the BGM at the timing when the ending is finished.
[0397] Also, when the jackpot symbol indicated by the jackpot ending command is jackpot symbol B, jackpot symbol C, or jackpot symbol E, the effect control microcomputer 121 sets a short-time effect mode in which it is difficult or impossible to determine whether it is a high-probability high-base game state or a low-probability high-base game state. Then, the effect control microcomputer 121 turns on an effect mode flag indicating the short-time effect mode in a predetermined area of the effect RAM 124 and sets a short-time effect mode start command indicating the setting of the short-time effect mode in the output buffer of the effect RAM 124. When the short-time effect mode start command set in the output buffer of the effect RAM 124 is transmitted to the image control board 140 by the command transmission process (S4004), the image CPU 141 of the image control board 140 displays the short-time background image G130 as the background image and outputs the short-time BGM as the BGM at the timing when the ending is finished.
[0398] <First Embodiment> Next, based on the basic embodiment according to the present invention described above, the first embodiment according to the present invention will be described. In the following, mainly as the first embodiment, the points different from the basic embodiment will be described. Also, the same reference numerals and terms will be used for the same configurations or correspondingly similar configurations as those in the basic embodiment.
[0399] In the pachinko gaming machine PY1 according to the first embodiment, the image displayed on the display unit 50a is formed by overlapping images displayed on a plurality of layers stacked along the front-rear direction. As the plurality of layers, there are a first layer, a second layer, a third layer, a fourth layer, a fifth layer, a sixth layer, a seventh layer, and an eighth layer in order from the back side. Note that the smaller the number related to the layer, in other words, the closer the layer is to the front side, the higher the layer is positioned, and the larger the number related to the layer, in other words, the closer the layer is to the back side, the lower the layer is positioned.
[0400] In the first embodiment, background images such as the normal-use background images G111 to G113 that are displayed on the entire display unit 50a are displayed on the first layer. The effect symbols EZ1 to EZ3 are displayed on the second layer. Icons such as the hold icon and the said icon are displayed on the fifth layer. The small symbols KZ1 to KZ3 are displayed on the eighth layer.
[0401] By the way, when a special figure variation effect is being executed in the normal effect mode (normal gaming state) in the pachinko gaming machine PY1, a background defect effect that reduces the visibility of the background image displayed on the display unit 50a, in other words, the background image displayed on the first layer, may be executed on the entire display unit 50a. And, there are a first background defect effect in which the visibility of the background image is relatively low (the background image is relatively difficult to see) and a second background defect effect in which the visibility of the background image is relatively high (the background image is relatively easy to see) in the background defect effect. That is, there are a first background defect effect and a second background defect effect in the effect type of the background defect effect depending on the difference in the visibility of the background image.
[0402] The first background obscuring effect is an effect that makes the background image completely invisible. In other words, in the first background obscuring effect, an image (the first background obscuring effect image) G31 consisting of a solid black color with a transparency of 0% is displayed across the entire sixth layer. Therefore, when the first background obscuring effect is executed, the images displayed on the layers in front of the sixth layer, such as the small symbols KZ1 to KZ3, can be visually recognized in the normal state unchanged from before the execution of the first background obscuring effect. On the other hand, all the images displayed on the layers behind the sixth layer (the first layer to the fifth layer), such as the effect symbols EZ1 to EZ3, the hold icon, and the said icon, in addition to the background image, become invisible. And when the first background obscuring effect ends, the first background obscuring effect image G31 is erased, and the back side (the images displayed on the layers lower than the first background obscuring effect image G31, such as the background image) that had been invisible until then appears.
[0403] The second background obscuring effect is an effect that makes the background image less visible than in the normal state, specifically an effect that makes the background image appear dimmer. In other words, in the second background obscuring effect, an image (the second background obscuring effect image) G32 consisting of a solid black color with a transparency of 50% is displayed across the entire third layer. Therefore, when the second background obscuring effect is executed, the images displayed on the layers in front of the third layer, such as the effect symbols EZ1 to EZ3, the hold icon, the said icon, and the small symbols KZ1 to KZ3, can be visually recognized in the normal state unchanged from before the execution of the second background obscuring effect. On the other hand, the images displayed on the layers behind the third layer (the first layer and the second layer), such as the background image and the effect symbols EZ1 to EZ3, can be visually recognized, but the contrast ratio becomes low (for example, 1000:1), the background image becomes overall darker, and it becomes more difficult to visually recognize than in the normal state before the execution of the second background obscuring effect. And when the second background obscuring effect ends, the second background obscuring effect image G32 is erased, and the back side (the images displayed on the layers lower than the second background obscuring effect image G32, such as the background image) that had been more difficult to visually recognize (appeared darker) than in the normal state until then returns to the normal state and becomes clearer.
[0404] During the execution of the first background obscuration effect, it is assumed that the display effect is progressing on the back side (lower layer) of the first background obscuration effect image G31 in the same manner as when the first background obscuration effect was not executed. Similarly, during the execution of the second background obscuration effect, it is assumed that the display effect is progressing on the back side (lower layer) of the second background obscuration effect image G32 in the same manner as when the second background obscuration effect was not executed.
[0405] In addition, the first background obscuration effect may function as a fade-out for the background image. When the first background obscuration effect functions as a fade-out, the display content of the background image changes. As will be described later, an effect that improves the expectation level (big win expectation level) for the execution of a big win game by being executed is performed along with the end of the first background obscuration effect.
[0406] On the other hand, the second background obscuration effect may function as an effect that emphasizes a specific preview effect (specific preview effect). When the second background obscuration effect functions as an effect that emphasizes a specific preview effect, the specific preview effect that is the target of the emphasis is also executed simultaneously. The specific preview effects that are the targets of the emphasis related to the second background obscuration effect include a first specific preview effect and a second specific preview effect.
[0407] The first specific preview performance is a performance that suggests that the icon change preview may be executed. The second specific preview performance is a performance that suggests that the special zone performance may be executed. The icon change preview is a performance in which the display mode of the icon changes to a display mode in which the probability of executing a jackpot game is relatively high, and by being executed, the degree of expectation for the execution of the jackpot game (jackpot expectation degree) is improved. The special zone performance is a performance in which the background image becomes the background image G140 (background image G140 for special zone) associated with the special zone performance, and by being executed, the degree of expectation for the execution of the jackpot game (jackpot expectation degree) is improved. While the special zone performance is being executed, in terms of the positioning of the performance, in the normal performance mode, it is staying in a special zone stage where the jackpot expectation degree is higher than usual. Note that since the icon change preview and the special zone performance are performances that improve the jackpot expectation degree, the first specific preview performance and the second specific preview performance also suggest that these performances may be executed, so they are performances that improve the jackpot expectation degree.
[0408] In the first specific pre-announcement performance, an image (first specific pre-announcement performance image) G51 associated with the first specific pre-announcement performance is displayed on the fifth layer of the display unit 50a. On the other hand, in the second specific pre-announcement performance, an image (first specific pre-announcement performance image) G52 associated with the second specific pre-announcement performance is displayed on the fourth layer of the display unit 50a. Therefore, the images (specific pre-announcement performance images) G51 and G52 related to the specific pre-announcement performance are to be displayed superimposed on the second background incomplete performance image G32. In other words, the visibility of the specific pre-announcement performance images G51 and G52 is not affected by the second background incomplete performance. Here, since the second background incomplete performance image G32 is displayed superimposed on the background image on the back side (lower layer) of the specific pre-announcement performance images G51 and G52, it means that the specific pre-announcement performance images G51 and G52 are emphasized by the second background incomplete performance image G32. Note that the display contents of the first specific pre-announcement performance image G51 and the second specific pre-announcement performance image G52 are not particularly limited, but in the first embodiment, the first specific pre-announcement performance image G51 represents a baseball bat, and the second specific pre-announcement performance image G52 represents a pair of sliding doors on the left and right.
[0409] Also, when the second specific pre-announcement performance is being executed, in the normal use background images G111 to G113 that are more difficult to view than in the normal mode due to the second background incomplete performance, a background pre-announcement performance may be executed. The background pre-announcement performance is a performance that improves the degree of expectation (big win expectation) for the execution of the big win game when executed. In the background pre-announcement performance, an image (background pre-announcement performance image G42) associated with the background pre-announcement performance corresponding to the types of the various normal use background images G111 to G113 is displayed as a part of the background related to the normal use background images G111 to G113. Therefore, the background pre-announcement performance image G42 is also more difficult to view than in the normal mode.
[0410] In the pachinko gaming machine PY1, the execution opportunity of the first background incomplete performance is more than that of the second background incomplete performance. Specifically, the executable timing (second execution timing) of the second background incomplete performance in the special figure variation performance is two times, and the executable timing (first execution timing) of the first background incomplete performance in the special figure variation performance is three times.
[0411] As the executable timings of the second background partial display, when 1 second has elapsed since the start of normal variation (special figure variation display) (= second execution timing t21), and when 4 seconds have elapsed since the start of normal variation (special figure variation display) (= second execution timing t22) are set. On the other hand, as the executable timings of the first background partial display, when 1 second has elapsed since the start of normal variation (special figure variation display) (= first execution timing t11), when 10 seconds have elapsed since the start of N reach (= first execution timing t12), and when 20 seconds have elapsed since the start of SP reach (= first execution timing t13) are set.
[0412] Also, when the first background partial display is executed at the first execution timing t11, along with the end of the said display, a special zone display is executed. Similarly, when the first background partial display is executed at the first execution timing t12, along with the end of the said display, a next notice display is executed. Also, when the first background partial display is executed at the first execution timing t13, along with the end of the said display, a full rotation reach is executed. The next notice display and the full rotation reach are displays that, similar to the special zone display, improve the degree of expectation (big win expectation) for executing a big win game by being executed. Specifically, the next notice display is a display that notifies the execution of the SP reach, and the full rotation reach is a display that notifies the execution of a big win game.
[0413] Generally, the display time of the second background partial display (second background partial display time) is longer than the display time of the first background partial display (first background partial display time). The first background partial display time is set to 1.5 seconds or 2.5 seconds. Specifically, the first background partial display time at the first execution timing t11 is 1.5 seconds, and the first background partial display times at the first execution timing t12 and the first execution timing t13 are 2.5 seconds. On the other hand, the second background partial display time is set to 4 seconds or 5 seconds. Specifically, the second background partial display time at the second execution timing t21 is 5 seconds, and the second background partial display time at the second execution timing t22 is 4 seconds.
[0414] In the pachinko machine PY1, the probability of executing SP reach is higher when the first background defect display is executed than when the second background defect display is executed. In other words, when the first background defect display and the second background defect display are positioned as displays having the same function in the sense of widely reducing the visibility of the background image, the probability of executing SP reach is higher when the display that reduces the visibility of the background image for a second time (1.5 seconds, 2.5 seconds) shorter than the first time is executed than when the display that reduces the visibility of the background image for the first time (4 seconds, 5 seconds) is executed.
[0415] Furthermore, in the pachinko machine PY1, the probability of executing the icon change notice is higher when the second background defect display is executed than when the first background defect display is executed. In other words, when the first background defect display and the second background defect display are positioned as displays having the same function in the sense of widely reducing the visibility of the background image, the probability of executing the icon change notice is higher when the display that reduces the visibility of the background image while showing the icon is executed than when the display that reduces the visibility of the background image while hiding the icon is executed.
[0416] Next, specific examples of the first background defect display and the second background defect display will be described. FIGS. 48 to 49 are diagrams showing specific examples in which the first background defect display is executed at the first execution timing t11, FIG. 50 is a diagram showing a specific example in which the first background defect display is executed at the first execution timing t12, and FIG. 51 is a diagram showing a specific example in which the first background defect display is executed at the first execution timing t13. FIGS. 52 to 53 are diagrams showing specific examples in which the second background defect display is executed at the second execution timing t21, and FIGS. 54 to 55 are diagrams showing specific examples in which the second background defect display is executed at the second execution timing t22.
[0417] In the specific examples shown in FIGS. 48 to 55, it is assumed that an effect is being executed in the first normal effect mode in the normal game state. Also, at the start of each specific example, it is assumed that the icon HA1 representing the currently-executing special symbol variable display, the hold icon HA2 representing the hold of the first special symbol in hold order 1, and the hold icon HA3 representing the hold of the first special symbol in hold order 2 are being displayed. Furthermore, it is assumed that the display modes of the icon HA1, the hold icon HA2, and the hold icon HA3 are in the normal mode. Also, it is assumed that the variable display of the small symbols KZ1 to KZ3 is omitted. As described above, since the small symbols KZ1 to KZ3 are displayed on the eighth layer, in principle, the small symbols KZ1 to KZ3 should be visible in the normal mode regardless of what display effect is being executed on the display unit 50a.
[0418] First, the first background partial disappearance effect executed at the first execution timing t11 will be described. The first execution timing t11 is the timing at which 1 second has elapsed since the start of the special symbol variation effect. Therefore, as shown in FIG. 48(A), when 1 second has elapsed since the start of the variable display of the effect symbols EZ1 to EZ3, the first background partial disappearance effect is started. Specifically, as shown in FIG. 48(B), the first background partial disappearance effect image G31 is displayed on the entire display unit 50a.
[0419] As described above, the first background partial disappearance effect image G31 consists of solid black with a transparency of 0% and is displayed on the entire sixth layer. Therefore, when the first background partial disappearance effect is executed, the first normal background image G111 displayed on the first layer, the effect symbols EZ1 to EZ3 displayed on the second layer, and the icons HA1 to HA3 displayed on the fifth layer become completely invisible.
[0420] Also, at the start of the first background degradation effect, a flash image G40 that suggests the start of the first background degradation effect is displayed. The flash image G40 is displayed on the seventh layer. That is, the flash image G40 is displayed superimposed on the first background degradation effect image G31. Note that the flash image G40 is first displayed in a roughly circular, hazy form at the center of the display unit 50a. Immediately after being displayed, a sharp flash extends sharply in both the left and right directions from the haze. Then, when the flash represented by the flash image G40 reaches both the left and right ends of the display unit 50a, the flash image G40 is erased. The time during which the flash image G40 is displayed is 0.5 seconds. Also, along with the display of the flash image G40, a sound effect corresponding to the display of the flash image G40 (flash-corresponding sound effect: for example, "Pshun") is output from the speaker 52. The output time of the flash-corresponding sound effect is approximately the same as the display time of the flash image G40. Note that the display of the flash image G40 and the output of the sound effect function as a first background degradation start suggestion effect that suggests the start of the first background degradation effect.
[0421] Then, as shown in FIG. 48(C), while the flash image G40 has disappeared and the first background degradation effect image G31 is being displayed, when the performance time (2.5 seconds) has elapsed since the start of the first background degradation effect, the first background degradation effect ends.
[0422] When the first background imperfection effect at the first execution timing t11 ends, the first background imperfection effect image G31 is immediately erased. Then, with the end of the first background imperfection effect, the special zone effect starts. However, here, further, there are two cases: when the icon change notice has not been executed with the end of the first background imperfection effect and when the icon change notice has been executed. In the former case, as shown in Fig. 49(A-1), with the erasure of the first background imperfection effect image G31, the special zone background image G140 appears on the entire display unit 50a, and the icon HA1 in the display mode (normal mode) that is the same as before the execution of the first background imperfection effect appears. On the other hand, in the latter case, as shown in Fig. 48(A-1), with the erasure of the first background imperfection effect image G31, the special zone background image G140 appears on the entire display unit 50a, and the icon HA1 in the display mode (special mode) that has changed from before the execution of the first background imperfection effect appears.
[0423] Note that the special zone effect can be executed by a special drawing change effect related to the L reach change or the SP reach change, and continues until the start of the L reach or the SP reach.
[0424] Next, the first background imperfection effect executed at the first execution timing t12 will be described. The first execution timing t12 is the timing when 10 seconds have elapsed since the start of the N reach. Therefore, as shown in Fig. 50(A), when 10 seconds have elapsed since the start of the N reach, the first background imperfection effect starts. The effect content of the first background imperfection effect when executed at the first execution timing t12 is the same as that at the first execution timing t11. Also, when the first background imperfection effect is executed at the first execution timing t12, the first background imperfection start suggestion effect with the same effect content as that at the first execution timing t11 is executed.
[0425] Therefore, when the first background obscuring effect starts, as shown in FIG. 50(B), the first background obscuring effect image G31 is displayed on the entire display unit 50a, and the first normal background image G111, the effect symbols EZ1 to EZ3 forming the N reach, and the icons HA1 to HA3 that had been displayed until then become completely unrecognizable. Also, when the display of the first background obscuring effect image G31 starts, a flash image G40 is displayed and a flash corresponding sound effect is output from the speaker 52.
[0426] Then, as shown in FIG. 50(C), while the flash image G40 disappears and the first background obscuring effect image G31 is being displayed, when the performance time (1.5 seconds) elapses from the start of the first background obscuring effect, the first background obscuring effect ends.
[0427] When the first background obscuring effect ends at the first execution timing t12, the next preview effect starts. However, in this case, even after the first background obscuring effect ends, the first background obscuring effect image G31 is not immediately erased, and the display of the first background obscuring effect image G31 continues. This is because the next preview effect is an effect using the first background obscuring effect image G31. Specifically, the next preview effect includes the display of the first background obscuring effect image G31 and the display of an image (next preview effect image) G41 corresponding to the next preview effect that is superimposed on the first background obscuring effect image G31. Note that the next preview effect image G41 is displayed in the seventh frame.
[0428] Therefore, when the next preview effect starts with the end of the first background obscuring effect at the first execution timing t12, as shown in FIG. 50(D), while the display of the first background obscuring effect image G31 on the display unit 50a continues, the next preview effect image G41 is displayed superimposed on the first background obscuring effect image G31. Note that the display content of the next preview effect image G41 can be set as appropriate, but in the first embodiment, it is composed of a message for notifying that an SP reach called "next SP reach" is to be executed.
[0429] In the first embodiment, the performance time of the next preview performance is 2 seconds. When the next preview performance ends, the first background incomplete performance image G31 and the next preview performance image G41 are immediately erased. Also, in the first embodiment, when the next preview performance is executed, an SP reach is always executed, and the SP reach starts with the end of the next preview performance.
[0430] Therefore, when the next preview performance ends, as shown in FIG. 50(E), the first background incomplete performance image G31 and the next preview performance image G41 are erased, and the SP reach is started. On the entire display unit 50a, the SP reach background image G115 appears, and the left performance symbol EZ1 and the right performance symbol EZ3 that are temporarily stopped and displayed in a reach mode corresponding to the SP reach appear. Note that in the first embodiment, the icon - hold icon is not displayed during the L reach and the SP reach. Therefore, when the SP reach background image G115 appears, the icons HA1 to HA3 are not displayed.
[0431] Next, the first background incomplete performance executed at the first execution timing t13 will be described. The first execution timing t13 is the timing when 20 seconds have elapsed since the SP reach started. Therefore, as shown in FIG. 51(A), when 20 seconds have elapsed since the SP reach started and the story related to the SP reach background image G115 has been developed halfway, the first background incomplete performance starts. The performance content of the first background incomplete performance when executed at the first execution timing t13 is the same as that at the first execution timing t11 and the first execution timing t12. Also, when the first background incomplete performance is executed at the first execution timing t13, the first background incomplete start suggestion performance with the same performance content as that at the first execution timing t11 and the first execution timing t12 is executed.
[0432] Therefore, when the first background defect effect is started, as shown in FIG. 51(B), the first background defect effect image G31 is displayed on the entire display unit 50a, and the SP reach background image G115 that has been displayed until then, as well as the left effect symbol EZ1 and the right effect symbol EZ3 that have been temporarily stopped and displayed in a reach mode corresponding to the SP reach, become completely unrecognizable. Also, when the display of the first background defect effect image G31 is started, a flash image G40 is displayed and a flash-corresponding sound effect is output from the speaker 52.
[0433] Then, as shown in FIG. 51(C), while the flash image G40 disappears and the first background defect effect image G31 is being displayed, when the performance time (1.5 seconds) has elapsed since the start of the first background defect effect, the first background defect effect ends.
[0434] When the first background defect effect at the first execution timing t13 ends, the first background defect effect image G31 is immediately erased. And when the first background defect effect ends at the first execution timing t13, a full rotation reach is always executed. Therefore, when a full rotation reach starts with the end of the first background defect effect at the first execution timing t13, as shown in FIG. 51(D), with the erasure of the first background defect effect image G31, a background image corresponding to the full rotation reach (background image for full rotation reach) G116 appears on the entire display unit 50a, and effect symbols EZ1 to EZ3 in a display mode corresponding to the full rotation reach (in the first embodiment, a display mode of being integrally aligned in a so-called "identical" state and slowly scrolling from bottom to top) appear.
[0435] Note that the full rotation reach can be executed by a special figure variation effect related to a big win SP variation and continues until the temporary stop display of the effect symbols EZ1 to EZ3 in a mode indicating a big win.
[0436] Next, a specific example of the second background incomplete effect at the second execution timing t21 will be described. The second execution timing t21 is the timing when 1 second has elapsed since the start of the special figure variation effect (normal variation). Also, the emphasis target of the second background incomplete effect at the second execution timing t21 is the first specific pre-warning effect. Therefore, as shown in FIG. 52(A), when 1 second has elapsed since the start of the variation display of the effect symbols EZ1 to EZ3, the first specific pre-warning effect is started, and at the same time, the second background incomplete effect is started. Specifically, as shown in FIG. 52(B), the second background incomplete effect image G32 is displayed on the entire display unit 50a, and at the upper right corner of the display unit 50a, the first specific pre-warning effect image G51 with the tip facing the icon HA1 is superimposed on the second background incomplete effect image G32.
[0437] As described above, the second background incomplete effect image G32 consists of a single black color with a transparency of 50% and is displayed on the entire third layer. Therefore, the first normal background image G111 displayed on the first layer and the effect symbols EZ1 to EZ3 that are variably displayed on the second layer are in an overall dim and unclear state, in other words, more difficult to visually recognize than the normal state. On the other hand, the icons HA1 to HA3 displayed on the fifth layer are as clear as before the second background incomplete effect image G32 is displayed, in other words, visible in the normal state. Also, since the first specific pre-warning effect image G51 is displayed on the fifth layer, it is as clear as the icons HA1 to HA3, in other words, visible in the normal state.
[0438] Then, when about 2 seconds have elapsed since the start of the first specific pre-warning effect, the first specific pre-warning effect image G51 starts to fly towards the icon HA1. Then, as shown in FIG. 52(C), when the first specific pre-warning effect image G51 collides with the icon HA1, as shown in FIG. 53(A), the first specific pre-warning effect image G51 disappears, and at the same time, a smoke image G53 that completely covers the icon HA1 is superimposed on the icon HA1. Note that the smoke image G53 is displayed on the sixth layer. Also, the transparency of the smoke image G53 when the display of the smoke image G53 is started is 0%.
[0439] When the smoke image G53 is displayed, immediately afterwards, the transparency of the smoke image G53 increases. Then, when a predetermined time (for example, about 3 seconds) has elapsed since the smoke image G53 was displayed, the transparency of the smoke image G53 becomes 100% and the smoke image G53 completely disappears, and at the same time, the icon HA1 that was covered completely appears. Note that the second background incomplete effect time at the second execution timing t21 is 5 seconds. That is, the time from when the second background incomplete effect image G32 appears together with the first specific notice effect image G51 until it disappears after the complete appearance of the icon HA1 is 5 seconds.
[0440] Here, when the icon change notice is being executed, as shown in FIG. 53(B-1), along with the erasure of the smoke image G53, once, the icon HA1 whose display mode (to a special mode) has changed from before the display of the smoke image G53 appears, and subsequently, as shown in FIG. 53(C-1), the second background incomplete effect image G32 is erased. On the other hand, when the icon change notice is not being executed, as shown in FIG. 53(B-2), along with the erasure of the smoke image G53, once, the icon HA1 whose display mode has not changed (remaining in the normal mode) from before the display of the smoke image G53 appears, and subsequently, as shown in FIG. 53(C-2), the second background incomplete effect image G32 is erased.
[0441] In the specific examples of FIGS. 52 to 53, the display mode of the icon HA1 when the first specific notice effect is started is the normal mode, and it has changed to the special mode due to the execution of the icon change notice after going through the first specific notice effect.
[0442] Also, the fact that the smoke image G53 has been completely erased constitutes the end of the first specific notice effect. On the other hand, the fact that the second background incomplete effect image G32 has been completely erased constitutes the end of the second background incomplete effect. In the first embodiment, immediately after the end of the first specific notice effect, the second background incomplete effect image G32 is being displayed, and in the state where the second background incomplete effect image G32 is being displayed, the icon HA1 that was covered by the smoke image G53 until then appears.
[0443] Then, when the second background defect effect at the second execution timing t21 ends and the second background defect effect image G32 is erased, a first normal background image G111 that is as clear as (in the normal mode) before the second background defect effect is executed appears on the entire display unit 50a, and effect symbols EZ1 to EZ3 that are as clear as (in the normal mode) before the second background defect effect is executed and are in variable display appear.
[0444] Next, a specific example of the second background defect effect at the second execution timing t22 will be described. The second execution timing t22 is the timing when 4 seconds have elapsed since the start of the special figure variable effect (normal variation). Also, the emphasis target of the second background defect effect at the second execution timing t22 is the second specific notice effect. Therefore, as shown in FIG. 54(A), when 4 seconds have elapsed since the start of the variable display of the effect symbols EZ1 to EZ3, the second specific notice effect is started and the second background defect effect is started. Specifically, as shown in FIG. 54(B), on the entire display unit 50a, the second background defect effect image G32 is displayed, and a second specific notice effect image G52 representing a pair of left and right sliding doors fades in instantaneously from the left end and the right end of the display unit 50a in a manner of closing the sliding doors toward the center in the left-right direction of the display unit 50a, and stops at a position covering only the left end portion and the right end portion of the display unit 50a.
[0445] Since the second specific preview performance image G52 is displayed on the fourth layer, it is superimposed on the second background partiality performance image G32. Therefore, the second specific preview performance image G52 has the same clarity as the icons HA1 to HA3, in other words, it is visible in the normal mode. Also, the performance content of the second background partiality performance when executed at the second execution timing t22 is the same as that at the second execution timing t21. Therefore, the second background partiality performance image G32 consists of solid black with a transparency of 50% and is displayed across the entire third layer. For this reason, the first normal background image G111 displayed on the first layer and the variable display performance patterns EZ1 to EZ3 displayed on the second layer are overall dim and unclear in the area where the second specific preview performance image G52 is not displayed in the display unit 50a, in other words, it is more difficult to view than in the normal mode. On the other hand, the icons HA1 to HA3 displayed on the fifth layer have the same clarity as before the second background partiality performance image G32 is displayed, in other words, they are visible in the normal mode.
[0446] When 1 second has elapsed since the second specific preview performance image G52 appears, the second specific preview performance image G52 vibrates noisily on the spot. This vibration continues for about 3 seconds. And when the second specific preview performance image G52 is vibrating, in the first normal background image G111, there are cases where the background preview performance is executed and cases where it is not. In the former case, as shown in FIG. 54(C-1), between the second specific preview performance images G52, a background preview performance image G42 appears in the first normal background image G111, which has lower visibility than normal but is still visible. On the other hand, in the latter case, as shown in FIG. 54(C-2), the background preview performance image G42 does not appear in the first normal background image G111.
[0447] Note that the display content of the background preview effect image G42 can be set as appropriate. In the first embodiment, the background preview effect image G42 corresponding to the first normal effect mode represents a drone. The drone represented by the background preview effect image G42 fades in from the right end in a mode of moving from the right side to the left side, then moves to the left as it is, and fades out from the left end. That is, the background preview effect is executed on the back side of the second background incomplete effect.
[0448] When the vibration of the second specific preview effect image G52 ends, the second specific preview effect image G52 once becomes completely closed as shown in FIG. 55(A). At this time, the second background incomplete effect image G32 is completely covered by the second specific preview effect image G52 and is not visible, while the icons HA1 to HA3 are visible with the same sharpness as before the second specific preview effect image G52 is displayed, in other words, in the normal mode. After the closed state of the closet represented by the second specific preview effect image G52 is maintained for 0.5 seconds,...
Claims
1. Gaming control means capable of executing a predetermined game, and effect control means capable of executing a predetermined effect, wherein the effect control means, may display a background image over the entire display unit, when executing a first background defect effect of displaying a first background defect image that makes the background image unrecognizable on the display unit when the background image is being displayed, and when executing a second background defect effect of displaying a second background defect image that makes the background image more difficult to recognize than normal on the display unit, a gaming machine characterized in that there are such cases.
2. The gaming machine according to claim 1, wherein the gaming control means may bring about an advantageous gaming state favorable to the player, and the effect control means may execute an expectancy effect of displaying a suggestion image suggesting the possibility of entering the advantageous gaming state, superimposed on the second background defect image, when the second background defect effect is being executed. A gaming machine characterized by this.
3. The gaming machine according to claim 2, wherein the effect control means may display a special image different from the suggestion image on the display unit when the second background defect effect is being executed, and the special image is displayed superimposed on the second background defect image and is displayed in a manner that is more difficult to recognize than normal. A gaming machine characterized by this.
4. The gaming machine according to any one of claims 1 to 3, wherein the first background defect image is composed of a single-color image with a transparency of 0%, and the second background defect image has a transparency greater than 0% and less than 100% and is composed of an image of the same color system as the first background defect image. A gaming machine characterized by this.
Citation Information
Patent Citations
Game machine
JP2020043949A