Game machine
By implementing effect execution means that can render a background image invisible or difficult to recognize, the gaming machine addresses the issue of decreased player interest, enhancing overall gaming amusement.
Patent Information
- Application Number
- JP2023204418
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-04
- Publication Date
- 2025-06-16
AI Technical Summary
Existing gaming machines lack innovative effects to maintain player interest when a background image becomes invisible, leading to a decrease in gaming amusement.
The gaming machine incorporates effect execution means that can execute specific effects making a predetermined image invisible, or non-specific effects making the image difficult to recognize, enhancing player engagement.
This solution effectively suppresses the decrease in game amusement by providing varied and engaging visual effects, maintaining player interest.
Smart Images

Figure 2025089661000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko 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 achieved (see Patent Document 1).
[0003] In the gaming machine described in Patent Document 1, when the variable display of the identification information is being performed, 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, there may be a special effect in which the background image becomes invisible.
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 there may be a special effect in which the background image becomes invisible.
Means for Solving the Problems
[0006] The gaming machine according to the present invention includes effect execution means capable of executing an effect, and the effect execution means is characterized in that when a predetermined image is being displayed on the display unit, there are a case where a specific effect for making the predetermined image invisible is executed and a case where a non-specific effect for making the predetermined image difficult to recognize is executed. [Effect 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]
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Mode for Carrying Out the Invention
[0009] <Basic Embodiment> First, a basic embodiment of the present invention, which 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 explanations regarding the same parts are omitted in principle. In the following, for the sake of simplification of description, the name of information, signal, physical quantity, member, etc. corresponding to the symbol or code referring to information, signal, physical quantity, member, etc. may be omitted or abbreviated by writing the symbol or code.
[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 a front view) for a 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 a 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 a 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 in a substantially vertically long rectangular shape formed at substantially 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 in 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] At the lower right front of the front frame 23m, there is a handle 72k that can be rotated to fire the game balls. 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 balls to fire them. Therefore, the game balls are launched with a launch intensity corresponding to the rotation operation of the handle 72k.
[0015] Also, at the lower part of the front of the front frame 23m, there are provided an upper plate 34 that protrudes significantly forward and a lower plate 35 arranged directly below the upper plate 34. At the center of the front side of the upper plate 34, there is provided a first effect button 41k that can be pushed downward. 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, on the rear side of the upper surface of the upper plate 34, a supply ball storage hole 34A for storing the game balls supplied to the handle 72k is formed. Also, on the upper surface of the lower plate 35, a surplus ball storage hole 35A for storing the surplus game balls that cannot be completely accommodated in the supply ball storage hole 34A is provided.
[0016] Furthermore, on the upper side, right side, and left side of the transparent plate 23t on the front of the front frame 23m, there are provided an upper decorative body 31, a right decorative body 32, and a left decorative body 33 that protrude forward. 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, there is provided a second effect button 42k that can be pushed downward. The operation portion 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, regarding the game board unit YU, in addition to FIG. 1, it will be described with reference to FIG. 2. 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. A substantially circular opening 1A is formed at the approximate center of the game board 1 when viewed from the front.
[0019] On the front surface of the game board 1, along the opening 1A, a substantially ring-shaped center decoration 61 protrudes forward. Further, outside the center decoration 61, an outer rail 62 formed in a substantially ring shape so as to largely surround the center decoration 61, and a curved inner rail 63 substantially parallel to the outer rail 62 and the center decoration 61 are formed between the left side portion of the outer rail 62 and the center decoration 61.
[0020] And on the front surface of the game board 1, the region surrounded by the center decoration 61, the outer rail 62, the inner rail 63, etc. forms a game area 6. That is, the front surface of the game board 1 is partitioned into the game area 6 and other areas by the center decoration 61, the outer rail 62, and the inner rail 63. Also, the region surrounded by the outer rail 62 and the inner rail 63 forms a launch area 7 through which the launched game ball can pass to head towards the game area 6.
[0021] The game area 6 is a region where the game ball launched by the operation of the handle 72k can flow down, and is provided for playing a pachinko game on the pachinko 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, and the big winning opening 14, etc.
[0022] A general winning device 10D is provided at a predetermined position in the gaming 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, three) of game balls are paid out as prize balls. Note that the game balls that enter the general winning opening 10 are discharged directly outside the gaming area 6.
[0023] Also, a first starting winning device 11D is provided directly below the center of the center decoration 61 in the gaming area 6. The first starting winning device 11D is formed with a first starting opening 11 through which a game ball can enter. The first starting winning device 11D has a non-operating structure that does not operate. Therefore, the first starting opening 11 has a constant (unchanged) ease of entry for game balls without change. When a game ball enters the first starting opening 11, a predetermined number (for example, four) of game balls are paid out as prize balls. Note that the game balls that enter the first starting opening 11 are discharged directly outside the gaming area 6.
[0024] Note that a warp portion 61w through which a game ball passes is formed from the left side to the lower end of the center decoration 61. The entrance to the warp portion 61w is formed on the left side of the center decoration 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 a game ball can roll is provided near the exit of the warp portion 61w and on the upper surface of the lower end of the center decoration 61. A downward guiding portion 61y that guides the game ball downward is provided at the tip of the stage 61s. The first starting opening 11 is provided directly below the downward guiding portion 61y.
[0025] A second starting winning device (so-called "electric chew") 12D is provided directly below the first starting opening 11 in the gaming area 6. The second starting winning device 12D is formed with a second starting opening 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 opening 12 takes the closed state and the open state by an electric chew opening / closing member 12k provided in the electric chew 12D. That is, the second starting opening 12 is opened and closed by the operation of the electric chew opening / closing member 12k.
[0026] The electric chute opening / closing member 12k is formed of a member that is substantially L-shaped in a front view and normally closes the second starting port 12. The electric chute 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 chute opening / closing member 12k projects forward, the electric chute opening / closing member 12k projects perpendicularly to the game area 6, and the second starting port 12 is opened so that game balls can enter. Specifically, the vertical portion erected at the left end of the horizontal portion of the electric chute 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, game balls can enter the second starting port 12 only when the electric chute 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 bonus balls. Note that the game balls that enter the second starting port 12 are discharged to the outside of the game area 6 as they are.
[0028] Also, a gate 13 is provided on the right side of the center decoration body 61. The gate 13 is configured to allow game balls to pass through. No bonus balls are paid out even when a game ball passes through the gate 13. Note that the game balls that pass through the gate 13 flow down the game area 6 as they are.
[0029] On the downstream side of the gate 13 on the right side of the first starting winning device 11D in the game area 6, a large winning device 14D is provided. The large winning device 14D is formed with a large winning port 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 large winning port 14 takes the closed mode and the open mode by means of an AT opening / closing member 14k provided in the large winning device 14D. That is, the large winning port 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 large 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 large winning opening 14 is opened so that game balls can enter.
[0031] In this way, game balls can enter the large winning opening 14 only when the AT opening / closing member 14k is in the open state. When a game ball enters the large winning opening 14, a predetermined number (one in the basic embodiment) of game balls are paid out as bonus balls. Note that the game balls that enter the large winning opening 14 are discharged to the outside of the game area 6 as they are.
[0032] Also, below the large 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 game balls to the second starting 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 starting opening 12, but basically cannot enter the first starting opening 11.
[0033] Note that the entry of game balls into the first starting opening 11, the second starting opening 12, the large winning opening 14, and the general winning opening 10, and the passage of game balls through the gate 13 are collectively referred to as "winning" at the first starting opening 11, the second starting opening 12, the large winning opening 14, the general winning opening 10, and the gate 13.
[0034] By the way, the game area 6 where game balls can flow down can be divided into a left game area 6A on the left side from 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 shot". 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 shot".
[0035] In the gaming area 6, the flow path through which the game ball can flow when the game ball is launched by hitting to the left is referred to as the first flow path R1, and the flow path through which the game ball can flow when the game ball is launched by hitting to the right is referred to as 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, a first starting port 11 and two general winning ports 10 are provided. Therefore, the player can aim to win at the first starting port 11 or the general winning port 10 by launching the game ball so as to flow down the first flow path R1 by hitting to the left. On the other hand, on the second flow path R2, a second starting port 12, a gate 13, and a big winning port 14 are provided. Therefore, the player can aim to win at the gate 13, the second starting port 12, or the big winning port 14 by launching the game ball so as to flow down the second flow path R2 by hitting to the right.
[0037] Note that at substantially the lowermost part of the gaming area 6, two out ports 19 are provided for discharging the game balls that have been hit into the gaming area 6 but have not won at any of the winning ports to the outside of the gaming area 6. Also, the number of prize balls for winning at each winning port can be set appropriately.
[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 constituted by 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 long and plate-shaped elevating member 55k2 held in a horizontal state, 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 arranged between the game board 1 and the image display device 50. In the standby state where the board movable body 55k is arranged 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 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 when viewed from the front. Here, the predetermined working position can be set as appropriate, and it may be a position where the board movable body 55k is placed above or below approximately the center of the opening 1A when viewed from the front.
[0042] Also, the rotating member 55k1 can rotate clockwise and counterclockwise when viewed from the front around 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 right of the approximate center in the vertical direction (a portion other than the game area 6) 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 figure"). 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 the winning of a game ball into the first start port 11. The variable display of special figure 2 is executed when a special figure 2 lottery is conducted triggered by the winning of a game ball into 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, the special figure fluctuates and then stops. The stopped special figure (stopped special figure) is identification information representing the result of the special figure lottery derived as 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 port 14 is conducted.
[0047] Special Drawing 1 display 81a and Special Drawing 2 display 81b are each composed of eight LEDs arranged side by side. The lighting modes of Special Drawing 1 display 81a and Special Drawing 2 display 81b represent a special drawing corresponding to the result of the special drawing lottery, that is, the result of the special drawing lottery. For example, when the result of the special drawing lottery is a big win, finally, the LEDs at the 1st, 2nd, 5th, and 6th positions from the left light up as "□□■■□□■■" (□: lit, ■: extinguished). This lighting mode is the big win symbol and represents a big win. Also, when the result of the special drawing 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 LEDs corresponding to the result of the special drawing 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 drawing, before the special drawing stops being displayed, the special drawing is variably displayed for a predetermined variable time. The mode of the variable display of the special drawing 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 the LEDs are not in the stop display (lighting display in a specific mode).
[0049] By the way, in the pachinko gaming machine PY, there may be a case where the special drawing lottery and the variable display of the special drawing are not immediately performed even when a game ball wins the first start port 11 or the second start port 12. Specifically, this is the case when a game ball wins the first start port 11 or the second start port 12 during the execution of the variable display of the special drawing or during the execution of the big win game. In this case, the special drawing lottery and the variable display of the special drawing are held based on that win. This held special drawing lottery and variable display of the special drawing are called "special drawing hold".
[0050] For the special figure hold, there are the special figure 1 lottery held based on winning at the first start port 11, and "special figure 1 hold" representing the variable display of the special figure 1, and the special figure 2 lottery held based on winning at the second start port 12, and "special figure 2 hold" representing the variable display of the special figure 2. And the special figure 1 hold indicator 83a displays the number of special figure 1 holds, that is, the number of special figure 1 lotteries held and the number of variable displays of the special figure 1. On the other hand, the special figure 2 hold indicator 83b displays the number of special figure 2 holds, that is, the number of special figure 2 lotteries held and the number of variable displays of the special figure 2.
[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 indicator 83a and the special figure 2 hold indicator 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 indicator 83a" and the "special figure 2 hold indicator 83b" are collectively referred to as "special figure hold indicator 83".
[0053] Also, the variable display of the general figure is executed when a general figure lottery is conducted triggered by winning of the game balls at the gate 13. And the variable display of the general figure notifies the result of the general figure lottery. In the variable display of the general figure, the general figure fluctuates and then stops displaying. The stopped-display general figure (stopped general figure) is identification information representing the result of the general figure lottery derived from the display result of the variable display. When the stopped-display general figure is a predetermined specific general figure, 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 according 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 the 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 the losing symbol and represents a loss. Note that the lighting mode of the LEDs 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] Also, before the normal pattern is stopped and displayed, the normal pattern is variably displayed for a predetermined variable time. In the basic embodiment, the mode of the variable display of the normal pattern is such that both LEDs alternately light up. 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 stopped and displayed (lit 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 (progress of the game) that can obtain game benefits, an effect 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, 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 push-operable RAM clear switch 192. 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 disposed on the back side of the 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 is substantially impossible to be 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 disposed 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 the "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 acquire game benefits to be controlled include special drawing lotteries, variable display of special symbols, jackpot games, setting of game states to be described later, general drawing lotteries, variable display of general symbols, 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 symbol 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, the gaming RAM 104 is provided with a special figure reservation memory unit 105. Here, the special figure reservation memory unit 105 will be described. As described above, when a prize is won at the first start port 11 or the second start port 12 of the gaming ball, special figure reservation can occur. However, when special figure reservation is possible, that is, when the number of special figure reservations has not reached the upper limit value, based on this prize, 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 reservation memory unit 105 as a special figure reservation. Incidentally, hereinafter, the determination information acquired by winning a prize at the first start port 11 of the gaming ball is referred to as "special figure 1 related determination information", and the determination information acquired by winning a prize at the second start port 12 of the gaming ball is referred to as "special figure 2 related determination information". Also, 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 reservation in the special figure 1 reservation memory unit 105a in the special figure reservation memory unit 105. On the other hand, the special figure 2 related determination information is stored as a special figure 2 reservation in the special figure 2 reservation memory unit 105b in the special figure reservation memory unit 105. The number of special figure 1 related determination information that can be stored in the special figure 1 reservation memory unit 105a, that is, the upper limit value of the number of special figure 1 reservations, is set to "4". Also, the number of special figure 2 related determination information that can be stored in the special figure 2 reservation memory unit 105b, that is, the upper limit value of the number of special figure 2 reservations, 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 port sensor 10a detects the game balls that have won at the general winning port 10. The first start port sensor 11a detects the game balls that have won at the first start port 11. The second start port sensor 12a detects the game balls that have won at the second start port 12. The gate sensor 13a detects the game balls that have passed through the gate 13. The big winning port sensor 14a detects the game balls that have won at the big winning port 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 type and number 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 type and number 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 launching device 72 is also connected. 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 (sets it to the ON state) when the handle 72k is being touched, and does not output a contact detection signal to the payout control board 170 (sets it to the OFF state) when the handle 72k is not being touched. Further, a knob 72b of the launch volume 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, the handle 72k is not in a state of 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 knob 72b of the launch volume. In the pachinko game machine PY, when the rotation operation of the handle 72k is maintained, a game ball is launched at about every 0.6 seconds.
[0073] In addition, the game control board 100 transmits various commands including information related to the game to the effect control board 120 according to the progress of the game. The effect control board 120 can grasp the progress status (control content of the game) 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 operations of the first effect button 41k and the second effect button 42k are 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, operation promotion effects for promoting operations during the period when operations of the first effect button 41k and the second effect button 42k are valid (operation valid period), and the like.
[0077] The effect control microcomputer 121 includes an effect ROM 123 that stores a program 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 program stored in the effect ROM 123.
[0078] The performance ROM 123 stores programs for performing the performance control main process, reception interrupt process, 1 ms timer interrupt process, 10 ms 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 reservation storage unit 125 that stores a start winning command to be described later, a symbol designation command storage unit 126 that stores a symbol designation command to be described later, and a special figure variation start command storage unit 127 that stores a special figure variation start command to be described later.
[0080] Also, 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, etc., an image RAM 143 used as a work memory, and an image CPU 141 that executes the programs stored in the image ROM 142. Also, 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, etc., and a VDP (Video Display Processor) 144. All or part of these electronic components may be configured on one chip.
[0082] The CGROM 145 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 VDP 144 reads out the image data from the CGROM 145 according to the display list created by the image CPU 141 and expands it in the expansion area in the VRAM 146. Then, the expanded image data is appropriately combined to draw an image in the frame buffer in the VRAM 146. And the image drawn in the frame buffer is output as an RGB signal to the image display device 50. Thereby, 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 includes 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 ROM 123 of the production control board 120. Note that the sound control circuit 161 may be configured with a board and a CPU may be 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 CPU 141 of the image control board 140 may execute sound control. Further, in this case, the voice data may be stored in the image ROM 142 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 by various sensors are input to the effect control board 120. Further, the effect control board 120 outputs signals to various actuators.
[0088] Among the various switches connected to the effect control board 120, there are included 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 types and numbers 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 types and numbers of actuators connected to the effect control board 120 can be appropriately changed within a range that does not interfere with the game.
[0090] Among the various actuators connected to the effect control board 120, there are included 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". Further, 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, etc., the effect control microcomputer 121 controls the lighting of the frame lamp 53, etc. 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), 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 the lighting control of the frame lamp 53, etc., and the operation control of the board movable body 55k. Further, in this case, a ROM may be mounted on the board, and data regarding 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 diagram First, the games related to the normal diagram will be described. When the launched game ball passes through the gate 13, the pachinko gaming machine PY can execute a normal diagram lottery. When the normal diagram lottery is performed, variable display (stopped display after variable display) of the normal diagram is performed on the normal diagram display 82. Here, the stopped-display normal diagrams include winning symbols and losing symbols. Note that the losing symbols of the normal diagram are also referred to as "losing normal diagrams" in order to distinguish them from the losing symbols of the special diagram 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, the auxiliary game is not 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 the determination values of the normal symbol random number (normal symbol random number determination value). 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 screen variation pattern determination is a determination for determining a general screen variation pattern using, for example, a general screen variation pattern determination table as shown in FIG. 9(B). The general screen variation pattern is identification information regarding predetermined matters related to variable display of the general screen, such as the general screen variation time.
[0101] The general screen 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 screen variation pattern determination table includes a general screen variation pattern determination table (non-time-limited general screen variation pattern determination table) used in the non-time-limited state and a general screen variation pattern determination table (time-limited general screen variation pattern determination table) used in the time-limited state.
[0102] In each general screen variation pattern determination table, one general screen variation pattern, which is the result of the general screen variation pattern determination, is stored for each general screen to be stopped. That is, the pachinko gaming machine PY can vary the general screen 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 screen when stopping the losing general screen (losing general screen), the general screen variation pattern is determined to be a general screen variation pattern with a general screen variation time of 30 seconds, and for the variable display of the general screen when stopping the winning symbol, the general screen variation pattern is determined to be a general screen variation pattern with a general screen variation time of 30 seconds. Also, in the time-limited state, for the variable display of the general screen when stopping the losing general screen, the general screen variation pattern is determined to be a general screen variation pattern with a general screen variation time of 5 seconds, and for the variable display of the general screen when stopping the winning symbol, the general screen variation pattern is determined to be a general screen variation pattern with a general screen variation time of 5 seconds. Note that these general screen variation times can be changed as appropriate.
[0103] Then, the variable display of the general screen with the general screen variation time associated with the general screen variation pattern determined by the general screen variation pattern determination is performed on the general screen display 82. In this way, by performing the winning determination and the general screen variation pattern determination, the variable display of the general screen is performed on the general screen display 82.
[0104] 3-1-3. Auxiliary Game The auxiliary game is executed when a winning symbol stops being 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 constituent elements) 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 constituent elements. 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 constituent elements with the game state (non-time-limit state / time-limit state). Note that the specific content of each element such as the number of opening times 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 a 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 a 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, 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 is stopped and displayed 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 is stopped and displayed, a jackpot game is executed, a new game state is set, and the game based on the winning ends. Also, when the losing symbol is stopped and displayed, no jackpot game is 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, 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 is stopped and displayed 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 is stopped and displayed, a jackpot game is executed, a new game state is set, and the game based on the winning ends. Further, when the losing symbol is stopped and displayed, no jackpot game is 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 and the acquisition of special symbol-related determination information for conducting special symbol lottery. And, in order to perform the variable display of special symbols, 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 conducting jackpot determination. The jackpot symbol type random number is a random number (determination information) for conducting jackpot symbol type determination. The reach random number is a random number (determination information) for conducting reach determination. The special symbol variation pattern random number is a random number (determination information) for conducting variation pattern determination of special symbols. An appropriate range is provided for each random number. Next, each determination made using the special symbol-related determination information will be described.
[0115] 3-2-1. Jackpot determination 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 miss, by 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, jackpot determination results (jackpots and losses) are assigned specific determination values of special symbol random numbers (special symbol random number determination values). The pachinko gaming machine PY collates the acquired special symbol random number 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 as jackpot determinations than the normal-probability jackpot determination table.
[0117] Note that the method of allocating special symbol random number determination values for jackpot probabilities and the determination results of various jackpot determinations can be changed as appropriate.
[0118] 3-2-2. Jackpot Symbol Type Determination Jackpot symbol type determination is to determine the type of jackpot symbol (jackpot symbol type) using, for example, a jackpot symbol type determination table as shown in FIG. 10(B) when the jackpot determination result is a jackpot. It is possible to associate the type of 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 variable-displayed special symbol (Special Symbol 1 / Special Symbol 2), in other words, the type of winning 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 variable display of Special Symbol 1 and a jackpot symbol type determination table (Second Jackpot Symbol Type Determination Table) used when performing 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 assigned to the jackpot symbol type that 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. And in the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random number determination values are appropriately assigned to various jackpot symbols.
[0121] The types of the jackpot symbols in Special Figure 1 and the jackpot symbols in 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 in 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 in 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 values are appropriately assigned to various jackpot symbols. Note that the allocation rate of the jackpot symbol types 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 loss, to use a reach determination table as shown in FIG. 10(C) to determine whether to cause 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, in the reach determination table, there is 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 the reach determination "reach exists (generate a reach)" conducted on the premise that the result of the jackpot determination is "loss" is referred to as "reach exists with loss", and the result of "reach does not exist (do not generate a reach)" may be referred to as "reach does not exist with loss". Also, "reach does not exist with loss" may be referred to as "any loss", and "reach exists with 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, for example, a variation pattern determination table of the special symbol (special symbol variation pattern determination table) as shown in FIGS. 11 to 12, in both cases where the result of the jackpot determination is a jackpot and a loss.
[0127] The special figure variation pattern is identification information for identifying predetermined matters related to the special figure variation time, the so-called "scale", and the production flow (production content) of the special figure variation production described later. In addition, the special figure variation pattern can 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 use 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 use special figure 1 variation pattern determination table) used in the time-limited state. On the other hand, for the special figure 2 variation pattern determination table as well, there are a special figure 2 variation pattern determination table (non-time-limited use 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 use 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 those for jackpot, reach-with-loss, and non-reach-with-loss. 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 those for jackpot, reach-with-loss, and non-reach-with-loss.
[0131] Furthermore, each non-reach-with-loss special figure 1 variation pattern determination table associated with the game state can be associated with the number of special figure holds. For example, there is a non-reach-with-loss special figure 1 variation pattern determination table used when the number of special figure holds (U1) is 0 to 2, and a non-reach-with-loss special figure 1 variation pattern determination table used when the number of special figure holds (U1) is 3 to 4. Similarly, each non-reach-with-loss special figure 2 variation pattern determination table associated with the game state can also be associated with the number of special figure holds. Specifically, there is a non-reach-with-loss special figure 2 variation pattern determination table used when the number of special figure holds (U2) is 0 to 2, and a non-reach-with-loss special figure 2 variation pattern determination table used when the number of special figure holds (U2) is 3 to 4.
[0132] Then, the variation display of the special figure with the 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 each special figure variation pattern with 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 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 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 the reach is established (confirmed) through normal variation, for example, at the position where the effect symbol constituting the reach temporarily stops, 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 constituting 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 big win or a loss. It is an effect that suggests whether it will enter the big win gaming state and implies the possibility of entering the big win gaming state. Furthermore, the L-Reach is an effect that can be executed, for example, after the N-Reach. It is performed for a longer time than the N-Reach and implies a higher big win expectancy 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 the background image dedicated to the L-Reach (a video dedicated to the L-Reach plays) while moving to a predetermined position (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) where it does not interfere with the background image more than during the N-Reach. 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 later-described SP-Reach, 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 big win or a loss. It is an effect that suggests whether it will enter the big win gaming state and implies the possibility of entering the big win gaming state. Furthermore, the SP-Reach is an effect that can be executed, for example, after the N-Reach. It is performed for a longer time than the L-Reach and implies a higher big win expectancy 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 the background image dedicated to the SP-Reach (a video dedicated to the SP-Reach plays) while moving to a predetermined position (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) where it does not interfere with the background image more than during the N-Reach. 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 a time-limited state, and suggests a higher expectation of a big win 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 big win determination result, the effect content of the special figure variation effect, etc. And the special figure variation pattern related to a big win is sometimes collectively referred to as "big win 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 big win 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, a preliminary reading judgment table as shown in FIGS. 13 to 14. The preliminary reading judgment table 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 table, there is a first preliminary reading judgment table (FIG. 13) when winning at the first start port 11 and a 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 a 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 the "first preliminary reading judgment", and the preliminary reading judgment performed based on the second preliminary reading judgment table is also referred to as the "second preliminary reading judgment".
[0144] Also, the preliminary reading judgment table can 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 table, 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 table, 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] Note that, by performing the 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, before the variable display of the special figure based on the winning is performed, the special figure variation pattern related to the variable display of the special figure is specified as the pre-reading determination result. 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 and the like 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 as appropriate. 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 the jackpot determination, the jackpot symbol type determination, the reach determination, and the special figure variation pattern determination, the 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 (the 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 "customer waiting state") where games such as the variable display of the special figure and the jackpot game 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 (the result of the special symbol lottery), the variable display of the next special figure is not performed, and subsequently, the jackpot game is executed. Note that the determination of a loss in the jackpot determination and the stopping and display of a losing symbol in the special figure variable display may also be referred to as "losing / becoming a loss". Also, the determination of a jackpot in the jackpot determination and the stopping and display of a jackpot symbol in the special figure variable display 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 last 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, a round of game play of a predetermined number (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 constitute 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] And 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. And 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 where the closed state of the big winning opening 14 is maintained for 10.0 seconds between the start of the first jackpot game and the start of the first round game. Furthermore, there is an ending where the closed state of the big winning opening 14 is maintained for 15.0 seconds between the end of the last round game and 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. And 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 where the closed state of the big winning opening 14 is maintained for 10.0 seconds between the start of the second jackpot game and the start of the first round game. Furthermore, there is an ending where the closed state of the big winning opening 14 is maintained for 15.0 seconds between the end of the last round game and 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 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 a jackpot game consisting of a predetermined number of round games is executed, while when winning at the other winning opening, either a jackpot game consisting of more than the predetermined number of round games or a jackpot game consisting of less than the predetermined number of round games is executed with a predetermined probability by lottery or the like.
[0162] 3-4. Game State Next, the controllable gaming states of the pachinko gaming machine PY will be described. The pachinko gaming 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 and it becomes 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 in which 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 in which only the jackpot probability is advantageous to the player, and a third specific gaming state in which 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 these three types of specific gaming states in the pachinko gaming machine PY.
[0165] Here, as a partial gaming state focusing on the jackpot probability, a state in which 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 in which 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] In addition, 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 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 in which 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 times the general pattern lottery is executed 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 times the general pattern lottery is executed per unit time.
[0169] Also, 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, while 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 winning probability and the normal pattern variation time are the same in the winning determination, the number of times of executing the supplementary game per unit time is 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, while 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 of the winning determination 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, becomes higher. 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] Note that in the time-saving state, it is also possible that only some of the three conditions for increasing the opening time per unit time of the second start port 12 are met instead of all the conditions 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 may be longer, and it is sufficient that winning at the second start port 12 becomes easier.
[0173] Also, in the time-saving state, 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, etc., the number of executions of the special figure variable display per unit time may be reduced, or the average of the special figure variation time may be lowered. As a result, in the time-saving state, the pace at which the special figure hold is cleared becomes faster, and a valid winning (a winning that can be stored as a special figure hold) at the start port is likely to occur. Therefore, it is possible to aim for a big win under smooth game progress.
[0174] Note that hereinafter, in association with the content of the advantage 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, it can be said that 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 opened for a long time, and a large number of game 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 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 of the first start opening 11 and the second start opening 12, is opened, 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 met. 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 met, 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 can be provided, and when the end condition is met, the normal game state can 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 can be set as the end condition. Furthermore, these elements can be set as the end condition individually 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 needs to be set, and it can be continued until a big win is elected. 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 can be set, and it can be set to 100 variable displays of special symbols 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 and an enemy character is associated as a theme in terms of effects.
[0186] 4-1. Effect mode First, the presentation mode will be described. The presentation mode is the classification of the presentation (or the higher - level attribute). The pachinko gaming machine PY can be set to 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 the presentation modes.
[0187] The customer - waiting presentation mode can be set when the special figure variable display is not performed in the "low - probability low - base gaming state", "low - probability high - base gaming state", "high - probability low - base gaming state", and "high - probability high - base gaming state", and it is a presentation mode indicating a standby state where the special figure variable display is not performed. When the customer - waiting presentation mode is set, the 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 gaming 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 related to the pachinko gaming machine PY is displayed. The settings related to the presentation include the volume setting of the sound output from the speaker 52, the brightness setting of the display unit 50a, and the frequency setting of the 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 gaming state", and it is a presentation mode indicating a normal gaming state. And a plurality of lower - level presentation modes belonging to the normal presentation mode can be further provided. For example, as the lower - level 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 gaming machine PY is powered on, it is assumed that 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 initially set production mode is not particularly limited and can 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 big hit. Further, as the switching condition, it can also be set that a specific production such as a special figure variable production based on the 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 - stage part before the reach is established when a reach occurs, and the back - stage part after the reach is established when a reach occurs. The front - stage part 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 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 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 background image G113) is displayed. On the other hand, in the rear part of the first to third normal performance stages, the first normal background image G111, the second normal background image G112, and the third normal 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 change 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 change performance mode, for example, as shown in FIG. 17(D), a background image representing the universe (probability change background image G120) is displayed on the display unit 50a, and the probability change BGM is output from the speaker 52. Also, in the rear part of the probability change performance mode, a dedicated background image corresponding to the type of reach in the probability change performance mode is displayed.
[0196] The time-saving performance mode can be set in the "low-probability high-base game state" or "high-probability high-base game state", and it 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 front 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 that performance mode can be further provided, and when a predetermined switching condition is satisfied, the performance stage can 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 performance 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 performance 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 performance, 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 performance is performed in which an ending image G5 suggesting the performance 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 performance, 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 performance, the round performance, and the jackpot ending performance are collectively referred to as the "jackpot game performance" which is the performance executed in the jackpot game. That is, the jackpot game performance is performed in the jackpot performance mode.
[0203] 4-2. Special Figure Variation Performance Next, the special figure variation performance will be described. When the variable display of the special figure of the pachinko gaming machine PY is started, 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), etc., the special figure variation performance is executed.
[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 it has varied. That is, after the variation display of the performance symbol is performed for 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] Note that 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 the speaker 52, the frame lamp 53, the board movable device 55, the first performance button device 41, and the 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 composition and identification information of the effect symbol G10 may be changed as appropriate. For example, other components such as characters associated with each number 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, middle, and right portions obtained by dividing the display unit 50a approximately equally in the horizontal direction can be defined 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 portion 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. 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] Note that, 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 with the same number are arranged horizontally (so-called "same number combination"). Therefore, hereinafter, the effect symbol G10 consisting 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 definitely stop displaying. However, basically, during the special figure variation effect, before the effect symbols EZ1 to EZ3 definitely stop displaying, the effect symbols EZ1 to EZ3 temporarily stop displaying (temporary stop display). This is because the content of the effect symbols EZ1 to EZ3 that have once been temporarily stopped displaying may be changed. For example, after the effect symbols EZ1 to EZ3 are temporarily stopped displaying 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 consisting of the same number that constitutes the effect symbols EZ1 to EZ3 in such a case where the effect symbols EZ1 to EZ3 are temporarily stopped displaying 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. However, 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 stopped display) with the effect symbol G10 of the same number. As will be described later, the reach is an effect suggesting that there may be a 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 stopped with the effect symbol G10a of "1", the reach effect symbol becomes "effect symbol G10a", and when they are temporarily stopped 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 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), on 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 is not being performed and the machine is waiting for the variable display of the special figure, 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~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~EZ3 and the display mode of the variable display of the small symbols KZ1~KZ3 can be made different. For example, the variable display of the effect symbols EZ1~EZ3 can be performed by scrolling the respective effect symbols EZ1~EZ3 from the top to the bottom of the display unit 50a, and the variable display of the small symbols KZ1~KZ3 can be performed by successively replacing each small symbol KZ1~KZ3 at a fixed position. Note that the display mode of the variable display of the effect symbols EZ1~EZ3 and the display mode of the variable display of the small symbols KZ1~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 special figure variation pattern of the variable display of this special figure is a special figure variation pattern without a reach and a 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 a loss without a reach.
[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 horizontally 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 provisional stop of the effect symbols EZ1 to EZ3 means that the effect symbols EZ1 to EZ3 do not move significantly in location like a scrolling display, but slightly sway or move back and forth slightly in place. Therefore, strictly speaking, the state where the effect symbols EZ1 to EZ3 are provisionally stopped and the state where the effect symbols EZ1 to EZ3 are definitely stopped are different, but this provisional stop display and the definite stop display may also be generically 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, but 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 and a miss (for example, N-miss variation), basically, as in the case without a reach described above, 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, and 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 provisionally stopped (temporarily stopped) at approximately the central position in the vertical direction, and then, as shown in Fig. 21(D), the right effect symbol EZ3 related to the same number "5" is provisionally stopped (temporarily stopped) side by side in the horizontal direction at approximately the 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 achieved, 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 another direction 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 losing outcome and the period from the start to the achievement of the reach in the case of a reach occurring in the special figure variation effect can be set as normal variations. However, the time until the reach is achieved 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-continuity", cut-in pre-announcement, and line pre-announcement until the reach is achieved. Alternatively, it is also possible to enter a so-called "zone" until the reach is achieved.
[0228] 4-2-3.N Reach When a reach is achieved after normal variation, the pachinko gaming machine PY can perform an N reach. The N reach is an effect suggesting that there was a possibility that the lottery result of the special figure lottery was 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 achieved, for example, as shown in FIG. 21(D), the 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 achieved 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] When the special figure variation pattern of the variable display of the special figure is a special figure variation pattern with a reach and a miss (for example, N misses variation), from the state where the reach is established, the middle production symbol EZ2 temporarily stops (temporarily halts) at the substantially central position in the vertical direction and a stop display of the production symbol indicating a miss 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, 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 temporarily halted 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 miss eyes peculiar to the miss with a reach.
[0231] Also, when the production symbols EZ1 to EZ3 that have been temporarily stopped (temporarily halted) completely stop with the miss eyes peculiar to the miss 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 same miss eyes peculiar to the miss 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 reaches can be appropriately changed or added.
[0232] When the special figure variation effect does not end in the N reaches, 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 turns white, and as shown in FIG. 22(D-2), after whiteout, it may develop (switch) to 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 in size and move to predetermined positions that do not overlap with the small symbol area 50c in the display unit 50a (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).
[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 the basic embodiment, it is composed of the content that the main 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 main character is waiting for a girl at a 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. Then, 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), a smiling girl is displayed upward on the display unit 50a, and then, as shown in FIG. 24(B-1), the protagonist character who is happy about the success of the confession 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 about the success of the confession 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 branching 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), in 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 protagonist 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" constituting the reach, the middle effect symbol EZ2 of the number "5" not constituting 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 mode indicating a reach miss.
[0240] The display of the protagonist 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 suggesting 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 for making 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 constituting 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 the basic embodiment, it is composed of a content in which the protagonist character and the enemy character who is the 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 the 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, "Hit the 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 be decided is encountered. This scene constitutes a branching point (winning or losing branching point) where it is suggested whether the protagonist character wins and a big win 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 special figure variation pattern of the variable display of the special figure is a big win variation (SP big win variation), as shown in Fig. 27(A-1), after the enemy character makes a swing and misses and wins the confrontation, as shown in Fig. 27(B-1), the protagonist character who strikes out the enemy character and shouts 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 who has won the confrontation and is shouting, 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 stop display of the effect symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 is performed in a manner indicating a big win.
[0247] On the other hand, after this win / loss branch point, if the special figure variation pattern of the variable display of the special figure is a reach loss variation (SP loss variation), without performing a big win suggestion effect, on the SP reach background image G115, as shown in Fig. 27(A-2), 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 who has lost the confrontation and is dejected constitutes a loss suggestion effect. After the loss suggestion effect, as shown in Fig. 27(C-2), the stop display of the effect symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 is performed with a losing result for the 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 displayed in a fluctuating manner 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 displayed in a fluctuating manner again, and an effect (so-called "revival effect") indicating whether a big win will occur 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 displayed in a fluctuating manner 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 variation effect will be described. The movable body effect and the operation effect may be performed as part of these effects incorporated in the aforementioned SP reach, L reach, and N reach, and further in a 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 variation 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 degree of expectation of a big win or the development into an SP reach.
[0252] For example, when the movable body performance functions as a performance suggesting the development to the SP reach, as shown in FIG. 28(A), in the special figure variation performance, 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 ascends 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 performance can be appropriately changed or added.
[0253] 4-4. Operation performance Next, the operation performance will be described. The pachinko gaming machine PY can perform an operation performance including an operation promotion performance and an operation result performance corresponding to operations of the first performance button 41k, the second performance button 42k, etc. at a predetermined timing in a predetermined performance such as a special figure variation performance or a jackpot gaming performance. The operation promotion performance is a performance that prompts the player to operate the operation means, and the operation result performance is a performance that is performed according to the operation of the operation means in the operation promotion performance, and each functions as a performance 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 during which the pressing operation of the first performance button 41k is valid (operation valid period) occurs, and along with the occurrence of this operation valid period, as shown in FIG. 29(A), a performance that prompts the operation of the first performance button 41k (operation promotion performance) 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 a 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 operation 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 rises, thereby ending the operation result presentation. When the operation result presentation ends, a big hit suggestion presentation is performed.
[0259] On the other hand, if 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 also be executed in the jackpot effect.
[0261] 4-5. Anticipatory effect Next, the anticipatory effect that can be executed before the variable display of the special figure to be reserved is performed will be described. The pachinko game machine PY can perform an anticipatory 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 anticipatory determination at any timing of the special figure variation effect. The anticipatory 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 anticipatory 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 the reservation display area 50d formed in a horizontally long rectangular shape in a section approximately at the center 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 obtained by dividing 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, on the left adjacent side 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, and 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 said 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 said 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 displays of the small symbols KZ1 to KZ3 are 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, and 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. Also, in the said 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 of the special drawing 1 are displayed side by side from the left end to the right in the hold display area 50d in the order in which they occurred. That is, the variable displays of the held special symbols, in other words, the unexecuted variable displays of the special symbols based on the special drawing-related determination information stored in the special drawing hold memory unit 105, are 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 (special symbol variable effect) of the special symbol is started based on the special symbol 1 hold representing 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] Also, 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 and 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 twofold 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. However, while it is being displayed, it exists under different names (hold icon and that icon) according to the state (hold 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 have the expectation 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 occurs 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 winning the first start port 11). For example, as shown in Fig. 31(A), when a game ball wins the first start port 11 and the reservation of Special Figure 1 occurs from the situation before the reservation icon HA4 is displayed (the situation in Fig. 30(D)), 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 gently sway in place.
[0277] And immediately after that, 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 occurs 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), when a game ball wins the first start port 11 and the reservation of Special Figure 1 occurs from the situation before the reservation icon HA4 is displayed (the situation in Fig. 30(D)), 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 that 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 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 big hit expectation degree varies 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. Then, the big hit expectation degree indicated by the display mode 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, the sound output from the speaker 52, the light emission by the frame lamp 53, and the operations 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 based on FIGS. 33 to 42. Note that the flowchart for controlling the game described below is an example. For a plurality of processes in the flowchart, the execution order can be appropriately changed or executed in parallel within a range where there is no contradiction in the processing content.
[0283] Also, 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 access to the game RAM 104. Thereby, writing and reading of information to and from the game RAM 104 become possible. Subsequently, the game control microcomputer 101 determines whether or not 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 subsequently determines whether or not 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 work 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 work 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 the 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 a power-on command setting process.
[0291] Following the power-on process, the game control microcomputer 101 prohibits interrupts (S002) and executes a 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" and 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 main random number update process (S003) for the normal symbol and special symbol 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 4 msec cycle. That is, the game control side timer interrupt process (S005) is executed at a 4 msec cycle. 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 main random number update process (S003) for the normal symbol and special symbol 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 immediately started and 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 dish full switch that detects the fullness of the surplus ball storage hole 35A and stores it as lower dish full data in the output buffer of the game RAM 104.
[0295] The main random number update process for the normal symbol and special symbol (S103) to be performed next is the same as the main random number update process for the normal symbol and special symbol (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 normal 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) and until the next game control side timer interrupt process (S005) is started).
[0296] Following the main random number update process for the normal symbol and special symbol (S103), the game control microcomputer 101 performs a sensor detection process (S104), then a normal operation process (S105), and further a special operation process (S106). The sensor detection process, normal 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, until an interrupt pulse is input to the game control microcomputer 101, the game control main process steps S002 to S004 are repeatedly executed. When an 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 port 10, that is, whether or not a game ball has been detected by the general winning port sensor 10a (S201). If no game ball has won a prize in the general winning port 10 (NO in S201), the process proceeds to step S203. If a game ball has won a prize in the general winning port 10 (YES in S201), a general winning port prize ball process for paying out a predetermined number of prize balls for the game ball is performed (S202). In the general winning port prize ball process, the number of prize balls corresponding to the winning in the general winning port 10 (\"3\" in the basic embodiment) is added to the prize ball counter for the general winning port 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, and 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, and 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 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 or more (the upper limit storage number) (S209). If the special figure 2 reservation number is 4 or more (YES in S209), the process proceeds to step S214, but 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 indicator 83b is incremented by 1.
[0303] Subsequently, special symbol random number counter (label - TRND - T), jackpot symbol type random number counter (label - TRND - OS), reach random number counter (label - TRND - RC), and special figure variation pattern random number counter (label - TRND - HP) which constitute special figure 2 related determination information are acquired, and stored in the buffer for special figure related determination information provided in the game RAM 104 (S211).
[0304] Next, the second pre - reading determination process is performed (S212). In the second pre - reading determination process, the second start winning command is specified by collating the current game state and the special figure 2 related determination information acquired in step S211 with the second pre - reading determination table shown in FIG. 14, and the specified second start winning command is set in the output buffer of the game RAM 104.
[0305] Subsequently, the game control microcomputer 101 stores the special figure 2 related determination information acquired in step S211 in the special figure 2 hold memory unit 105b (S213).
[0306] Subsequently, in step S214, it is determined whether or not a game ball has won in the first start port 11, that is, whether or not 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), the 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 drawing 1 (specifically, the value of a counter (special drawing 1 reserved number counter) that counts the number of reserved special drawing 1 provided in the game RAM 104) is 4 or more (the upper limit storage number) (S216). If the number of reserved special drawing 1 is 4 or more (YES in S216), the process proceeds to step S221. However, if the number of reserved special drawing 1 is less than 4 (NO in S216), a special drawing 1 reserved number addition process is performed (S217). In the special drawing 1 reserved number addition process, the special drawing 1 reserved number counter is incremented by 1, and the number of reserved special drawing 1 indicated by the special drawing 1 reserved display 83a is incremented by 1.
[0308] Subsequently, special drawing 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 drawing variation pattern random number counter (label - TRND - HP) is acquired and stored in a buffer for special drawing related determination information provided in the game RAM 104 (S218).
[0309] Next, a first pre - reading determination process is performed (S219). In the first pre - reading determination process, a first start winning command is specified by collating the current game state and the special drawing 1 related determination information acquired in step S218 with a first pre - reading determination table shown in FIG. 13, 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 drawing 1 related determination information acquired in step S218 in a storage area corresponding to the current number of reserved special drawing 1 in the special drawing 1 reserved storage unit 105a (S220).
[0311] In step S221, it is determined whether or not a game ball has won a prize in the big winning opening 14, that is, whether or not 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 or not 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) related to the prize balls in one round of the game for the big winning opening 14 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). Further, 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, processes other than the processes shown in FIGS. 35 to 36 may be performed.
[0314] [Normal operation process] Next, the normal operation process regarding the control of the general pattern display 82 and the electric chewing gum 12D will be described. As shown in FIG. 37, the processes regarding the general pattern display 82 and the electric chewing gum 12D are divided into four statuses (stages). And "normal operation status = 1, 2, 3, 4" is assigned to each of those statuses. In the normal operation process (S105), the game control microcomputer 101 first checks the "normal operation status" (S1101). When the "normal operation status" is "1", the general pattern standby process (S1102) is performed. When the "normal operation status" is "2", the general pattern variation process (S1103) is performed. When the "normal operation status" is "3", the general pattern determination process (S1104) is performed. When the "normal operation status" is "4", the auxiliary game control process (S1105) is performed. Note that the "normal operation status" is set to "1" by default.
[0315] The general pattern standby process (S1102) is a process performed during standby when the variable display of the general pattern and the auxiliary game are not being performed. In the general pattern standby process (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". In addition, 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 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 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 stopped and displayed normal symbol is a winning symbol. If it is not a winning symbol (if the stopped and displayed normal symbol is a losing symbol), the normal operation status is changed to "1". On the other hand, if a winning symbol is 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, when 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 figure display 81, the special figure hold display 83, and the big winning device 14D will be described. As shown in FIG. 38, the processes related to the special figure display 81, the special figure 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" in the initial setting.
[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 played. 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 a jackpot game. By performing the jackpot game control process, the game control microcomputer 101 conducts 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 that 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 referred to as 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 a 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 accordingly. 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 a 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 accordingly. 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 at 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 at 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 turned 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 gaming 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 at 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 gaming 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, a jackpot symbol type random number is read out, and a determination of the jackpot symbol type (jackpot symbol type determination) is made based on the first jackpot symbol type determination table. Then, jackpot symbol data representing the jackpot symbol type is set in the special figure buffer provided in the game RAM 104, and a 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", miss symbol data representing a miss is set in the special figure buffer, and a symbol designation command representing a miss is set in the output buffer.
[0332] Next, the special figure 1 variation pattern determination process (S1610) will be described with reference to FIG. 40. In the special figure 1 variation pattern determination process, first, it is determined whether the current state is a non-time-short state (S1651). If it is a non-time-short state (YES in S1651), the special figure 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 a non-time-short state (NO in S1651), the special figure 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), a special figure 1 variation pattern determination table for jackpot symbols is selected from the special figure 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, a reach random number is read out, and the reach random number is compared with a 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 reach-loss special symbol 1 variation pattern determination table from among the special symbol 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 held special symbols 1, selects a no-reach-loss special symbol 1 variation pattern determination table corresponding to the number of held special symbols 1 from among the special symbol 1 variation pattern determination tables selected in either step S1652 or step S1653 (S1657), and then proceeds to step S1660.
[0336] In step S1660, the game control microcomputer 101 reads a special symbol variation pattern random number, collates the special symbol variation pattern random number with the special symbol 1 variation pattern determination table selected in either step S1657 to step S1659, and performs a special symbol 1 variation pattern determination for determining the special symbol 1 variation pattern. Subsequently, the game control microcomputer 101 sets a special symbol 1 variation start command indicating the determined special symbol 1 variation pattern in the output buffer (S1661), sets a special symbol variation time corresponding to the determined special symbol 1 variation pattern in the special operation timer (S1662), ends the special symbol 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 symbol 1 variation start command includes information regarding the type of special symbol (that it is special symbol 1) and information regarding the result of the special symbol variation pattern determination performed in the special symbol 1 variation pattern determination process (S1610) (special symbol variation pattern information including the presence or absence of a reach and information on the special symbol 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 shift process on the special figure 1 hold memory unit 105a, shifting the storage location (memory area) of each counter value in the special figure 1 hold memory unit 105a by one position to the side where it is read from the current position, and clearing the memory area corresponding to the first hold in the special figure 1 hold memory unit 105a (the memory area farthest from the side where it is read). In this way, the special figure 1 holds are consumed in the order in which they are held.
[0340] Next, the game control microcomputer 101 subtracts "1" from the special figure 1 hold count (S1613), decreases the special figure 1 hold count indicated by the special figure 1 hold 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, when the special figure 2 hold count is not "0" in step S1601 (NO in S1601), that is, when there is one or more stored pieces of 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 in the jackpot determination is the second jackpot determination table and the table used in the jackpot symbol type determination is the second jackpot symbol type determination table, so the description 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 in the special figure 2 variation pattern determination is the special figure 2 variation pattern determination table, so the description 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 by one position to the side that 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 where 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 retention of Special Figure 1 is performed only when the retention of Special Figure 2 is "0" (YES in S1601). That is, the digestion of the retention of Special Figure 2 is executed prior to the digestion of the retention of Special Figure 1. And in the basic embodiment, the lottery based on the retention 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 retention of Special Figure 1. Note that the digestion of the retention of Special Figure 1 may be executed prior to the digestion of the retention of Special Figure 2. Also, the digestion of the retention of Special Figure 1 and the digestion of the retention of Special Figure 2 may be performed in the order in which the retention occurred regardless of the type of special figure.
[0348] [Special Symbol Variation Process] Next, the special symbol variation process will be described with reference to FIG. 41. In the special symbol variation process, the game control microcomputer 101 first determines whether to end the variable display of the special symbol, that is, whether the special figure variation 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 ended (NO in S1701), the special symbol variation process ends. 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 variation 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 variation process ends.
[0350] [Special Symbol Determination Process] 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 in the normal probability state at present (NO in S1752), it proceeds to step S1757. If it is in the normal probability state at present (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 in the time shortening state at present (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), the state 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 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 jackpot symbol. Furthermore, an opening command indicating the type of jackpot symbol is set in the output buffer of the game RAM 104 according to the type of jackpot symbol. The opening command corresponding to the type of jackpot symbol indicates that the 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 executed in parallel within a range where 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 figure, in the effect control main process, first, a power-on process in response to power-on is performed (S4001). In the power-on process, for example, settings of the effect CPU 122, SIO, PIO, CTC (circuit for managing 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 there are 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, among the random numbers for effect determination.
[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 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 (executes various effects by 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 (executes various effects by the sound), causes the frame lamp 53 to emit light via the sub-drive board 162 (executes various effects by the light emission), and operates the board movable body 55k (executes various effects by the operation). 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, the reception interrupt process (S4010), the 1ms timer interrupt process (S4011), and the 10ms timer interrupt process (S4012) can be executed. 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 by 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 an effect by an image 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 setting (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 10 msec cycle is input to the production control board 120. In the 10 ms timer interrupt processing, the production control microcomputer 121 first performs reception command analysis processing (S4201) for analyzing commands and the like stored in the reception buffer in step S4010. The reception 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 effect 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 effect content indicated by the special figure variation effect data set in the effect 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 effect control microcomputer 121 first determines whether or not 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 or not the start winning command has been stored in the reception buffer (S4301). If the effect 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 effect 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 effect RAM 124. Next, the effect control microcomputer 121 analyzes the stored start winning command and determines whether or not to execute a prediction effect indicating the jackpot expectation level. The prediction effects include, in addition to the hold change notice that displays the hold icon in a special mode, continuous prediction effects that are performed over a series of consecutive special symbol variations. If it is determined to execute these prediction effects, a prediction effect start command for executing the determined effect is set in the output buffer of the effect 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. Also, 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 disk movable body 55k (executes the pre-reading performance by the 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, while 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, while 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] The dedicated microcomputer 121 for performance control, in the special figure variation performance start process, first stores the special figure variation start command in the special figure variation start command storage unit 127 in the performance RAM 124. Next, based on the content of the stop special figure indicated by the symbol designation command already stored in step S4304 (the type of jackpot symbol, losing special figure) and the special figure variation pattern indicated by the special figure variation start command, it selects a stop symbol pattern determination table for performing stop symbol determination to determine the performance symbols EZ1 to EZ3 and small symbols KZ1 to KZ3 to be stopped and displayed. A plurality of stop symbol pattern determination tables are provided in association with the special figure and the special figure variation pattern. Therefore, the dedicated microcomputer 121 for performance control selects one stop symbol pattern determination table associated with the stop special figure and the special figure variation 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 rate (%). 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-reach 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 reach losing variation, 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 special figure variation performance pattern determination for determining 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 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. Also, in addition to the special figure variation performance by the image performed on 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 disc movable body 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 disc movable body 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, in the game state setting process, 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. 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. Furthermore, 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, in the waiting-for-player performance timer, the waiting time (waiting-for-player performance waiting time: for example, 30 seconds) from when the stop display of the performance symbols is performed until the waiting-for-player performance is started. Note that the dedicated microcomputer 121 for performance control can determine whether this waiting time has elapsed, and 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 be executed, 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 specifying command from the game control board 100, in other words, whether it has stored the round number specifying command in the reception buffer. If it has not received the round number specifying command (NO in S4315), it proceeds to step S4317. On the other hand, if it has received the round number specifying 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 specifying command and determines whether to execute a round effect corresponding to the upcoming round game. If it is to be executed, 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 upcoming jackpot game ending. 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 the 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 configurations that are the same as or similarly correspond to those in the basic embodiment.
[0399] In the pachinko gaming machine PY1 according to the first embodiment, the images displayed on the display unit 50a are formed by overlapping the 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, the 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 relevant icon are displayed on the fifth layer. The small symbols KZ1 to KZ3 are displayed on the eighth layer.
[0401] By the way, when the 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, the background defect effect includes 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). That is, according to the difference in the visibility of the background image, the types of the background defect effect include a first background defect effect and a second background defect effect.
[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 (first background obscuring effect image) G31 consisting of a single black color with 0% transparency is displayed across the entire sixth layer. Therefore, when the first background obscuring effect is executed, images displayed on layers in front of the sixth layer, such as 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 images displayed on layers behind the sixth layer (first layer to fifth layer), such as effect symbols EZ1 to EZ3, hold icons, and said icons, in addition to the background image, become invisible. Then, when the first background obscuring effect ends, the first background obscuring effect image G31 is erased, and the back side (images displayed on 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 (second background obscuring effect image) G32 consisting of a single black color with 50% transparency is displayed across the entire third layer. Therefore, when the second background obscuring effect is executed, images displayed on layers in front of the third layer, such as effect symbols EZ1 to EZ3, hold icons, said icons, and 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, images displayed on layers behind the third layer (first layer and second layer), such as the background image and effect symbols EZ1 to EZ3, can be visually recognized, but the contrast ratio decreases (e.g., 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. Then, when the second background obscuring effect ends, the second background obscuring effect image G32 is erased, and the back side (images displayed on 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 becomes the normal state and becomes clearer.
[0404] During the execution of the first background partial display effect, it is assumed that the display effect is progressing on the back side (lower layer) of the first background partial display image G31 in the same manner as when the first background partial display effect was not executed. Similarly, during the execution of the second background partial display effect, it is assumed that the display effect is progressing on the back side (lower layer) of the second background partial display image G32 in the same manner as when the second background partial display effect was not executed.
[0405] Also, the first background partial display effect may function as a fade-out for the background image. When the first background partial display effect functions as a fade-out, the display content of the background image changes. As will be described later, an effect that improves the degree of expectation (big win expectation) for the execution of a big win game by being executed along with the end of the first background partial display effect is executed.
[0406] On the other hand, the second background partial display effect may function as an effect that emphasizes a specific preview effect (specific preview effect). When the second background partial display 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 partial display effect include a first specific preview effect and a second specific preview effect.
[0407] The first specific preview performance is a performance suggesting that the icon change preview may be executed. The second specific preview performance is a performance suggesting 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 stays in a stage called a special zone 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 preview performance, an image (first specific preview performance image) G51 associated with the first specific preview performance is displayed on the fifth layer of the display unit 50a. On the other hand, in the second specific preview performance, an image (first specific preview performance image) G52 associated with the second specific preview performance is displayed on the fourth layer of the display unit 50a. Therefore, the images (specific preview performance images) G51 and G52 related to the specific preview performance will be superimposed and displayed on the second background incomplete performance image G32. In other words, the visibility of the specific preview performance images G51 and G52 is not affected by the second background incomplete performance. Here, since the second background incomplete performance image G32 is superimposed and displayed on the background image behind (lower layer) the specific preview performance images G51 and G52, it means that the specific preview performance images G51 and G52 are emphasized by the second background incomplete performance image G32. Note that the display contents of the first specific preview performance image G51 and the second specific preview performance image G52 are not particularly limited. In the first embodiment, the first specific preview performance image G51 represents a baseball bat, and the second specific preview performance image G52 represents a pair of sliding doors on the left and right.
[0409] Also, when the second specific preview performance is being executed, a background preview performance may be executed in the normal background images G111 to G113 that are more difficult to view than in the normal state due to the second background incomplete performance. The background preview 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 preview performance, an image (background preview performance image G42) associated with the background preview performance corresponding to the type of each of the various normal background images G111 to G113 is displayed as a part of the background related to the normal background images G111 to G113. Therefore, the background preview performance image G42 is also more difficult to view than in the normal state.
[0410] In the pachinko 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 2 times, and the executable timing (first execution timing) of the first background incomplete performance in the special figure variation performance is 3 times.
[0411] As the executable timings of the second background incomplete 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 incomplete 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 incomplete display is executed at the first execution timing t11, with the end of the said display, a special zone display is executed. Similarly, when the first background incomplete display is executed at the first execution timing t12, with the end of the said display, a next notice display is executed. Also, when the first background incomplete display is executed at the first execution timing t13, 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 the execution of a big win game by being executed. Specifically, the next notice display is a display that notifies the execution of 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 incomplete display (second background incomplete display time) is longer than the display time of the first background incomplete display (first background incomplete display time). The first background incomplete display time is set to 1.5 seconds or 2.5 seconds. Specifically, the first background incomplete display time at the first execution timing t11 is 1.5 seconds, and the first background incomplete 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 incomplete display time is set to 4 seconds or 5 seconds. Specifically, the second background incomplete display time at the second execution timing t21 is 5 seconds, and the second background incomplete display time at the second execution timing t22 is 4 seconds.
[0414] In the pachinko gaming machine PY1, the probability of executing the SP reach is higher when the first background defect effect is executed than when the second background defect effect is executed. In other words, when the first background defect effect and the second background defect effect are regarded as effects having the same function in the sense of widely reducing the visibility of the background image, the probability of executing the SP reach is higher when an effect that reduces the visibility of the background image for a second time (1.5 seconds, 2.5 seconds), which is shorter than the first time, is executed than when an effect that reduces the visibility of the background image for the first time (4 seconds, 5 seconds) is executed.
[0415] Furthermore, in the pachinko gaming machine PY1, the probability of executing the icon change notice is higher when the second background defect effect is executed than when the first background defect effect is executed. In other words, when the first background defect effect and the second background defect effect are regarded as effects 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 an effect that reduces the visibility of the background image while showing the icon is executed than when an effect that reduces the visibility of the background image while hiding the icon is executed.
[0416] Next, specific examples of the first background defect effect and the second background defect effect will be described. FIGS. 48 to 49 are diagrams showing specific examples in which the first background defect effect is executed at the first execution timing t11, FIG. 50 is a diagram showing a specific example in which the first background defect effect is executed at the first execution timing t12, and FIG. 51 is a diagram showing a specific example in which the first background defect effect is executed at the first execution timing t13. FIGS. 52 to 53 are diagrams showing specific examples in which the second background defect effect is executed at the second execution timing t21, and FIGS. 54 to 55 are diagrams showing specific examples in which the second background defect effect 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 variable display of the special symbol currently being executed, the hold icon HA2 representing the hold of the first special symbol in the hold order 1, and the hold icon HA3 representing the hold of the first special symbol in the hold order 2 are being displayed. Further, 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, originally, 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 erasure 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 erasure effect is started. Specifically, as shown in FIG. 48(B), the first background partial erasure effect image G31 is displayed on the entire display unit 50a.
[0419] As described above, the first background partial erasure 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 erasure 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 defect display, a flash image G40 indicating the start of the first background defect display is shown. The flash image G40 is shown on the seventh layer. That is, the flash image G40 is shown superimposed on the first background defect display image G31. Note that the flash image G40 is first shown in a roughly circular, misty pattern at the center of the display unit 50a, and immediately after being shown, a sharp flash extends sharply in both the left and right directions from the mist. 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 shown 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 defect start suggestion display indicating the start of the first background defect display.
[0421] Then, as shown in FIG. 48(C), while the flash image G40 has disappeared and the first background defect display image G31 is being shown, when the performance time (2.5 seconds) has elapsed since the start of the first background defect display, the first background defect display ends.
[0422] When the first background partial display effect at the first execution timing t11 ends, the first background partial display image G31 is immediately erased. Then, with the end of the first background partial display effect, the special zone effect starts. However, here, there are further two cases: when the icon change notice has not been executed with the end of the first background partial display effect, and when the icon change notice has been executed with the end of the first background partial display effect. In the former case, as shown in Fig. 49(A-1), with the erasure of the first background partial display 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 partial display effect appears. On the other hand, in the latter case, as shown in Fig. 48(A-1), with the erasure of the first background partial display 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 partial display effect appears.
[0423] Note that the special zone effect can be executed by a special figure variation effect related to the L reach variation or the SP reach variation, and continues until the start of the L reach or the SP reach.
[0424] Next, the first background partial display 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 partial display effect starts. The effect content of the first background partial display 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 partial display effect is executed at the first execution timing t12, the first background partial display start suggestion effect with the same effect content as that at the first execution timing t11 is executed.
[0425] Therefore, when the first background failure effect is started, as shown in FIG. 50(B), the first background failure 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 have been displayed until then become completely unrecognizable. Further, when the display of the first background failure effect image G31 is started, 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 failure effect image G31 is being displayed, when the performance time (1.5 seconds) elapses from the start of the first background failure effect, the first background failure effect ends.
[0427] When the first background failure effect ends at the first execution timing t12, the next preview effect starts. However, in this case, even after the first background failure effect ends, the first background failure effect image G31 is not immediately erased, and the display of the first background failure effect image G31 continues. This is because the next preview effect is an effect using the first background failure effect image G31. Specifically, the next preview effect includes the display of the first background failure effect image G31 and the display of an image (next preview effect image) G41 corresponding to the next preview effect superimposed on the first background failure 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 failure effect at the first execution timing t12, as shown in FIG. 50(D), while the display of the first background failure effect image G31 on the display unit 50a continues, the next preview effect image G41 is displayed superimposed on the first background failure 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, it is assumed that 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, a 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 elapsed time of the first background defect effect (1.5 seconds) has passed 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 the 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 uniformly 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 preview 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 preview effect is started and 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 preview effect image G51 with its tip facing the icon HA1 is superposed and displayed 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 display of the second background incomplete effect image G32, in other words, can be visually recognized in the normal state. Also, since the first specific preview effect image G51 is displayed on the fifth layer, it is as clear as the icons HA1 to HA3, in other words, can be visually recognized in the normal state.
[0438] Then, when about 2 seconds have elapsed since the start of the first specific preview effect, the first specific preview effect image G51 starts to fly towards the icon HA1. Then, as shown in Fig. 52(C), when the first specific preview effect image G51 collides with the icon HA1, as shown in Fig. 53(A), the first specific preview effect image G51 disappears and a smoke image G53 that completely covers the icon HA1 is superposed and displayed 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%, the smoke image G53 completely disappears, and the icon HA1 that was previously covered completely appears. Note that the second background partial display effect time at the second execution timing t21 is 5 seconds. That is, the time from when the second background partial display image G32 appears together with the first specific preview effect image G51 until it disappears after the complete appearance of the icon HA1 is 5 seconds.
[0440] Here, when the icon change preview is being executed, as shown in FIG. 53(B-1), along with the erasure of the smoke image G53, the icon HA1 whose display mode (to a special mode) has changed once from before the display of the smoke image G53 appears, and subsequently, as shown in FIG. 53(C-1), the second background partial display image G32 is erased. On the other hand, when the icon change preview is not being executed, as shown in FIG. 53(B-2), along with the erasure of the smoke image G53, the icon HA1 whose display mode has not changed (remaining in the normal mode) once from before the display of the smoke image G53 appears, and subsequently, as shown in FIG. 53(C-2), the second background partial display 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 preview effect is started is the normal mode, and it has changed to the special mode due to the execution of the icon change preview after the first specific preview effect.
[0442] Also, the complete erasure of the smoke image G53 constitutes the end of the first specific preview effect. On the other hand, the complete erasure of the second background partial display image G32 constitutes the end of the second background partial display effect. In the first embodiment, immediately after the end of the first specific preview effect, the second background partial display image G32 is being displayed, and in the state where the second background partial display image G32 is being displayed, the icon HA1 that was previously covered by the smoke image G53 appears.
[0443] Then, when the second background blurring effect at the second execution timing t21 ends and the second background blurring effect image G32 is erased, on the entire display unit 50a, a first normal background image G111 that is as clear as (in the normal mode) before the second background blurring effect is executed appears, and the effect symbols EZ1 to EZ3 that are as clear as (in the normal mode) before the second background blurring effect is executed and are in variable display also appear.
[0444] Next, a specific example of the second background blurring 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 blurring effect at the second execution timing t22 is the second specific preview 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 preview effect is started and the second background blurring effect is started. Specifically, as shown in FIG. 54(B), on the entire display unit 50a, the second background blurring effect image G32 is displayed, and the second specific preview 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 displayed superimposed on the second background defect performance image G32. Therefore, the second specific preview performance image G52 has the same sharpness as the icons HA1 to HA3, in other words, it is visible in the normal mode. Also, the performance content of the second background defect performance when executed at the second execution timing t22 is the same as that at the second execution timing t21. Therefore, the second background defect performance image G32 consists of solid black with a transparency of 50% and is displayed across the entire third layer. As a result, 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 sharpness as before the second background defect 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 executed. In the former case, as shown in FIG. 54(C-1), between the second specific preview performance images G52, the background preview performance image G42 appears in the first normal background image G111, where the visibility is lower than normal but 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 cannot be visually recognized, 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, visible in the normal mode. After the closed state of the closet represented by the second specific preview effect...
Claims
【Claim 1】 comprising presentation execution means capable of executing a presentation, wherein the presentation execution means has a case where a specific presentation for making the predetermined image invisible is executed when the predetermined image is being displayed on the display unit, and a case where a non-specific presentation for making it difficult to recognize the predetermined image is executed.
Citation Information
Patent Citations
Game machine
JP2020043949A
Cited By
Gaming machine
JP2025184939A
Gaming machine
JP7924082B2