Pachinko game machine
Patent Information
- Application Number
- JP2024047515
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-25
- Publication Date
- 2025-10-07
AI Technical Summary
【0006】 本態様に係る遊技機によれば、遊技者にとって有利な遊技進行状態を創り出すという概念を採用した遊技機において、更なる斬新な遊技性を実現することができる。
Smart Images

Figure 2025147305000001_ABST
Abstract
Description
[Technical Field]
[0001] Regarding pachinko gaming machines. [Background technology]
[0002] In recent years, the mainstream pachinko gaming machine is one in which a jackpot lottery with a predetermined probability is triggered when a gaming ball enters a starting slot on the gaming board (play area). If the jackpot lottery is won, the machine transitions to a jackpot (special game) state, in which a large prize slot on the gaming board opens, allowing the player to win a large number of prize balls. Among pachinko gaming machines configured in this way, there are gaming machines that are equipped with a probability-changing game state that increases the probability of winning the jackpot lottery, or a time-saving game state that increases the efficiency of the symbol fluctuations used to notify the result of the jackpot lottery. These game states create a game progress state that is advantageous to the player, thereby increasing the enjoyment of the game. There are also gaming machines that increase the enjoyment of the game by devising the game board configuration or the presentation content. One example of a configuration that devises the presentation content is a configuration that adds variety to the presentation by executing a reserve change presentation. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-112239 Summary of the Invention [Problem to be solved by the invention]
[0004] However, since many such gaming machines have existed in the past, there is a need for the development of machines that offer even more innovative gaming features. [Means for solving the problem]
[0005] The pachinko gaming machine according to this aspect is A starting hole through which the game ball can be inserted; an identification information display unit capable of displaying identification information; a main gaming unit that controls the progress of the game; a performance display unit capable of displaying a performance; a speaker unit capable of outputting sound; a sub-game unit that controls the effect display on the effect display unit; Equipped with The main gaming department is A random number acquisition means for acquiring a random number based on the ball entering the starting hole; a random number temporary storage means for temporarily storing the acquired random number until a condition for starting the variable display of the identification information is satisfied when the random number is acquired by the random number acquisition means; an identification information display control means for controlling the identification information display unit to variably display the identification information and then to statically display the identification information based on the random number acquired by the random number acquisition means; a special game control means for executing a special game advantageous to a player after the identification information is stopped and displayed in a predetermined manner; a game information transmitting means for transmitting game information required for effect display executed on the sub-game unit side to the sub-game unit side; Equipped with The sub-game section is a game information receiving means for receiving game information transmitted from the main gaming unit; a display content control means for controlling the display content to be displayed on the display unit based on the game information received by the game information receiving means; Equipped with The display of the identification information is configured to cyclically change multiple times and then stop displaying the identification information, A special effect pattern is executable in which a predetermined reach effect occurs during the variable display of the identification information and a predetermined confirmation effect indicating that the execution of the special game is confirmed occurs; The speaker unit is configured to output predetermined background music during the variable display of the identification information related to the special effect pattern, When a new ball enters the starting hole during game standby, which includes at least a situation in which the identification information is displayed in a stopped state and there are no pending balls, and the specified background music is not being output, and a special presentation pattern is executed based on the new ball, the specified background music being output during the display of the changes in the identification information relating to the special presentation pattern based on the new ball is configured to end output at the end of the final cyclical change in the display of the changes in the identification information relating to the special presentation pattern based on the new ball. [Effects of the Invention]
[0006] According to the gaming machine of this aspect, it is possible to realize even more innovative gameplay in a gaming machine that adopts the concept of creating a game progress state that is advantageous to the player. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 2] FIG. 2 is a rear view of the pachinko gaming machine according to this embodiment. [Figure 3] FIG. 3 is a diagram showing the overall electrical configuration of the pachinko gaming machine according to this embodiment. [Figure 4] FIG. 4 is a functional block diagram of the pachinko gaming machine according to this embodiment. [Figure 5] FIG. 5 is a main flowchart on the main control board side in the pachinko gaming machine according to this embodiment. [Figure 6] FIG. 6 is a flowchart of the auxiliary game content determination random number acquisition process on the main control board side in the pachinko gaming machine according to this embodiment. [Figure 7] FIG. 7 is a flowchart of the electric accessory drive determination process on the main control board side in the pachinko gaming machine according to this embodiment. [Figure 8] FIG. 8 is a flowchart of the main game content determination random number acquisition process on the main control board side in the pachinko gaming machine according to this embodiment. [Figure 9] FIG. 9 is a flowchart of the main game symbol display process on the main control board side in the pachinko gaming machine according to this embodiment. [Figure 10] FIG. 10 is a flowchart of the first (second) main game symbol display process on the main control board side in the pachinko gaming machine according to this embodiment. [Figure 11] FIG. 11 is a diagram showing a table configuration used in the first (second) main game symbol display process on the main control board side in the pachinko gaming machine according to this embodiment. [Figure 12] FIG. 12 is a diagram showing a table configuration used in the first (second) main game symbol display process on the main control board side in the pachinko gaming machine according to this embodiment. [Figure 13] FIG. 13 is a diagram showing a table configuration used in the first (second) main game symbol display process on the main control board side in the pachinko gaming machine according to this embodiment. [Figure 14] FIG. 14 is a flowchart of the specific game end determination process on the main control board side in the pachinko gaming machine according to this embodiment. [Figure 15] FIG. 15 is a flowchart of the special game operation condition determination process on the main control board side in the pachinko gaming machine according to this embodiment. [Figure 16] FIG. 16 is a flowchart of the special game control process on the main control board side in the pachinko gaming machine according to this embodiment. [Figure 17] FIG. 17 is a flowchart of the game state determination process after the special game ends on the main control board side in the pachinko gaming machine according to this embodiment. [Figure 18] FIG. 18 is a main flowchart on the sub-main control unit side in the pachinko gaming machine according to this embodiment. [Figure 19] FIG. 19 is a flowchart of the pending information management process on the sub-main control unit side in the pachinko gaming machine according to this embodiment. [Figure 20]FIG. 20 is a flowchart of the decorative symbol display content determination process on the sub-main control unit side in the pachinko gaming machine according to this embodiment. [Figure 21] FIG. 21 is an example of a decorative symbol effect table on the sub-main control unit side in the pachinko gaming machine according to this embodiment. [Figure 22] FIG. 22 is an example of a decorative symbol effect table on the sub-main control unit side in the pachinko gaming machine according to this embodiment. [Figure 23] FIG. 23 is a flowchart of the first decorative symbol display control process on the sub-main control unit side in the pachinko gaming machine according to this embodiment. [Figure 24] FIG. 24 is a flowchart of the second decorative symbol display control process on the sub-main control unit side in the pachinko gaming machine according to this embodiment. [Figure 25] FIG. 25 is a flowchart of the special game related display control process on the sub-main control unit side in the pachinko gaming machine according to this embodiment. [Figure 26] FIG. 26 is a flowchart of the background effect control process on the sub-main control unit side in the pachinko gaming machine according to this embodiment. [Figure 27] FIG. 27 is an example of a decorative symbol effect table on the sub-main control unit side in a pachinko gaming machine according to Modification 1 of the present embodiment. [Figure 28] FIG. 28 is an example of a decorative symbol effect table on the sub-main control unit side in a pachinko gaming machine according to Modification 1 of this embodiment. [Figure 29] FIG. 29 is an example of a decorative symbol effect table on the sub-main control unit side in a pachinko gaming machine according to Modification 2 of this embodiment. [Figure 30] FIG. 30 shows an example of a decorative symbol effect table on the sub-main control unit side in a pachinko gaming machine according to Modification 2 of the present embodiment. [Figure 31] FIG. 31 is a flowchart of the decorative symbol display content determination process on the sub-main control unit side in a pachinko gaming machine according to Modification 3 of the present embodiment. [Figure 32] FIG. 32 is a flowchart showing the process of determining the symbols to be stopped on the sub-main control unit side in a pachinko gaming machine according to a third modified example of the present embodiment. [Figure 33] FIG. 33 is an image diagram of a display mode of decorative symbols on the sub-main control unit side in a pachinko gaming machine according to a third modified example of the present embodiment. [Figure 34] FIG. 34 is an example of a decorative symbol effect table on the sub-main control unit side in a pachinko gaming machine according to Modification 3 of this embodiment. [Figure 35] FIG. 35 is an example of a decorative symbol effect table on the sub-main control unit side in a pachinko gaming machine according to Modification 3 of this embodiment. [Figure 36] FIG. 36 is a flowchart of the first decorative symbol display control process on the sub-main control unit side in a pachinko gaming machine according to Modified Example 3 of the present embodiment. [Figure 37] FIG. 37 is a flowchart of the special game related display control process on the sub-main control unit side in a pachinko gaming machine according to Modification 3 of this embodiment. [Figure 38] FIG. 38 is a diagram showing the configuration of the effect display device in a pachinko gaming machine according to a third modified example of the present embodiment. [Figure 39] FIG. 39 is an image diagram of a transparent effect being executed in a pachinko gaming machine according to a third modified example of the present embodiment. [Figure 40] FIG. 40 is a flowchart of the main game content determination random number acquisition process on the main control board side in the pachinko gaming machine according to the second embodiment. [Figure 41] FIG. 41 is a diagram showing a table configuration used in the first (second) main game symbol display process on the main control board side in the pachinko gaming machine according to the second embodiment. [Figure 42] FIG. 42 is a diagram showing a table configuration used in the first (second) main game symbol display process on the main control board side in the pachinko gaming machine according to the second embodiment. [Figure 43]FIG. 43 is a main flowchart on the sub-main control unit side in the pachinko gaming machine according to the second embodiment. [Figure 44] FIG. 44 is a flowchart of pending information management processing on the sub-main control unit side in the pachinko gaming machine according to the second embodiment. [Figure 45] FIG. 45 is a flowchart of a pre-reading determination process at the time of winning in the first main game on the sub-main control unit side in the pachinko gaming machine according to the second embodiment. [Figure 46] FIG. 46 is a flowchart of a pre-reading determination process at the sub-main control unit side when a second main game wins in the pachinko gaming machine according to the second embodiment. [Figure 47] FIG. 47 is a flowchart of the pre-read reserved content determination process on the sub-main control unit side in the pachinko gaming machine according to the second embodiment. [Figure 48] FIG. 48 is a flowchart of the decorative symbol reservation content determination process on the sub-main control unit side in the pachinko gaming machine according to the second embodiment. [Figure 49] FIG. 49 is a flowchart of the notice performance / decision process for the stop symbol of the decoration picture on the sub-main control unit side in the pachinko gaming machine according to the second embodiment. [Figure 50] FIG. 50 is a flowchart of background effect control processing on the sub-main control unit side in the pachinko gaming machine according to the second embodiment. [Figure 51] FIG. 51 is a flowchart of a decorative symbol display content determination process on the sub-main control unit side in a pachinko gaming machine according to Modification 1 from the second embodiment. [Figure 52] FIG. 52 is a flowchart of the decorative symbol display content determination process on the sub-main control unit side in a pachinko gaming machine according to Modification 2 from the second embodiment. [Figure 53] FIG. 53 is a flowchart of the first main game notice effect and decoration stop symbol determination process on the sub-main control unit side in the pachinko gaming machine according to the second modified example from the second embodiment. [Figure 54]FIG. 54 is a flowchart of the second main game notice effect and decoration stop symbol determination process on the sub-main control unit side in the pachinko gaming machine according to the second modified example from the second embodiment. [Figure 55] FIG. 55 is a main flowchart on the sub-main control unit side in a pachinko gaming machine according to Modification 3 of the second embodiment. [Figure 56] FIG. 56 is a flowchart of pending information management processing on the sub-main control unit side in a pachinko gaming machine according to Modification 3 of the second embodiment. [Figure 57] FIG. 57 is a flowchart of a pre-reading determination process at the sub-main control unit side when a first main game wins in a pachinko gaming machine according to Modification 3 of the second embodiment. [Figure 58] FIG. 58 is a flowchart of the decorative symbol display content determination process on the sub-main control unit side in the pachinko gaming machine according to Modification 3 from the second embodiment. [Figure 59] FIG. 59 is a flowchart of the reserved display mode change control process on the sub-main control unit side in a pachinko gaming machine according to Modification 3 from the second embodiment. [Figure 60] FIG. 60 is an image diagram of a reserve change in a specific advance notice performance on the sub-main control unit side in a pachinko gaming machine according to Modification 3 from the second embodiment. [Figure 61] FIG. 61 is a flowchart of the reserved consumption transmission image display process on the sub-main control unit side in a pachinko gaming machine according to Modification 3 from the second embodiment. [Figure 62] FIG. 62 is an image diagram of a change in a reserved consumption transmission image on the sub-main control unit side in a pachinko gaming machine according to Modification 3 from the second embodiment. [Figure 63] FIG. 63 is a flowchart of background effect control processing on the sub-main control unit side in a pachinko gaming machine according to Modification 3 of the second embodiment. [Figure 64] FIG. 64 is a diagram showing a table configuration used in the first (second) main game symbol display process on the main control board side in the pachinko gaming machine according to the third embodiment. [Figure 65] FIG. 65 is a diagram showing a table configuration used in the first (second) main game symbol display process on the main control board side in the pachinko gaming machine according to the third embodiment. [Figure 66] FIG. 66 is a diagram showing a table configuration used in the first (second) main game symbol display process on the main control board side in the pachinko gaming machine according to the third embodiment. [Figure 67] FIG. 67 is a flowchart of the specific game end determination process on the main control board side in the pachinko gaming machine according to the third embodiment. [Figure 68] FIG. 68 is a flowchart of the special game control process on the main control board side in the pachinko gaming machine according to the third embodiment. [Figure 69] FIG. 69 is a flowchart of the allocation game execution process on the main control board side in the pachinko gaming machine according to the third embodiment. [Figure 70] FIG. 70 is a flowchart of the game state determination process after the special game ends on the main control board side in the pachinko gaming machine according to the third embodiment. [Figure 71] FIG. 71 is a main flowchart on the sub-main control unit side in the pachinko gaming machine according to the third embodiment. [Figure 72] FIG. 72 is a flowchart of the decorative symbol display content determination process on the sub-main control unit side in the pachinko gaming machine according to the third embodiment. [Figure 73] FIG. 73 is a flowchart of the first decoration figure content determination process during time reduction on the sub-main control unit side in the pachinko gaming machine according to the third embodiment. [Figure 74] FIG. 74 is a flowchart of the decorative symbol display control process during time reduction on the sub-main control unit side in the pachinko gaming machine according to the third embodiment. [Figure 75] FIG. 75 is a main flowchart on the sub-main control unit side in the pachinko gaming machine according to the fourth embodiment. [Figure 76]FIG. 76 is a flowchart of the right hit instruction display control process on the sub-main control unit side in the pachinko gaming machine according to the fourth embodiment. [Figure 77] FIG. 77 is an image diagram showing the display mode and display position of the decorative symbols in the pachinko gaming machine according to the fourth embodiment. [Figure 78] FIG. 78 is an image diagram of a display area of a decorative symbol in a pachinko gaming machine according to the fourth embodiment. [Figure 79] FIG. 79 is an image diagram showing the variable display period of decorative symbols in the pachinko gaming machine according to the fourth embodiment. [Figure 80] FIG. 80 is an image diagram of decorative symbols used in the pachinko gaming machine according to the fourth embodiment. [Figure 81] FIG. 81 is an image diagram showing a stopped display mode of decorative symbols in the pachinko gaming machine according to the fourth embodiment. [Figure 82] FIG. 82 is an example of display priorities in the pachinko gaming machine according to the fourth embodiment. [Figure 83] FIG. 83 is an image diagram relating to priority in the pachinko gaming machine according to the fourth embodiment. [Figure 84] FIG. 84 is a main flowchart on the sub-main control unit side in a pachinko gaming machine according to Modification 1 of the fourth embodiment. [Figure 85] FIG. 85 is a flowchart of pending information management processing on the sub-main control unit side in a pachinko gaming machine according to Modification 1 of the fourth embodiment. [Figure 86] FIG. 86 is a flowchart of the decorative symbol display control process on the sub-main control unit side in a pachinko gaming machine according to Modification 1 from the fourth embodiment. [Figure 87] FIG. 87 is an image diagram showing the change in the pending display in a pachinko gaming machine according to a first modified example of the fourth embodiment. [Figure 88] FIG. 88 is an image diagram showing the hold display for each game state in a pachinko gaming machine according to a first modified example of the fourth embodiment. [Figure 89] FIG. 89 is an image diagram showing the erasure of the reserved display in a pachinko gaming machine according to a first modified example of the fourth embodiment. [Figure 90] FIG. 90 is a front view of the pachinko gaming machine according to the fifth embodiment. [Figure 91] FIG. 91 is an operational diagram of the distributing member unit of the pachinko game machine according to the fifth embodiment. [Figure 92] FIG. 92 is a flowchart of the main game symbol display process on the main control board side in the pachinko gaming machine according to the fifth embodiment. [Figure 93] FIG. 93 is a flowchart of the first (second) main game symbol display process on the main control board side in the pachinko gaming machine according to the fifth embodiment. [Figure 94] FIG. 94 is a diagram showing a table configuration used in the first (second) main game symbol display process on the main control board side in the pachinko gaming machine according to the fifth embodiment. [Figure 95] FIG. 95 is a diagram showing a table configuration used in the first (second) main game symbol display process on the main control board side in the pachinko gaming machine according to the fifth embodiment. [Figure 96] FIG. 96 is a main flowchart on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 97] FIG. 97 is a flowchart of the symbol standby display control process on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 98] FIG. 98 is an image diagram of a decorative symbol display mode in the pachinko gaming machine according to the fifth embodiment. [Figure 99] FIG. 99 is a flowchart of the pending information management process on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 100] FIG. 100 is a flowchart of the hold change display control process on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 101]FIG. 101 is an image diagram of a pending occurrence display in the pachinko gaming machine according to the fifth embodiment. [Figure 102] FIG. 102 is an image diagram of the reserved consumption display in the pachinko gaming machine according to the fifth embodiment. [Figure 103] FIG. 103 is an image diagram of a reserved passage route in the pachinko gaming machine according to the fifth embodiment. [Figure 104] FIG. 104 is a flowchart of the pre-reading determination process at the time of winning the first main game on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 105] FIG. 105 is a flowchart of the pre-reading determination process at the time of winning the second main game on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 106] FIG. 106 is a flowchart of the decorative symbol display content determination process on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 107] FIG. 107 is a flowchart of the effect content determination process on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 108] FIG. 108 is a first decorative symbol effect content determination table on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 109] FIG. 109 is a second decorative symbol effect content determination table on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 110] FIG. 110 is a flowchart of the main area interrupt process A on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 111] FIG. 111 is a flowchart of the display control process during pre-reading on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 112] FIG. 112 is a flowchart of the first decorative symbol display control process on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 113]FIG. 113 is a flowchart of the second decorative symbol display control process on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 114] Figure 114 is an image diagram of the stop pattern display when a jackpot occurs in the pachinko gaming machine according to the fifth embodiment. [Figure 115] FIG. 115 is a flowchart of the main area interrupt process B on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 116] FIG. 116 is an image diagram of an interrupt effect execution in the pachinko gaming machine according to the fifth embodiment. [Figure 117] FIG. 117 is a flowchart of the main area interrupt process C on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 118] FIG. 118 is a flowchart of the background effect control process on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 119] FIG. 119 is a flowchart of the accessory drive control process on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 120] FIG. 120 is a flowchart of the decorative symbol content determination process on the sub-main control unit side in a pachinko gaming machine according to Modification 1 from the fifth embodiment. [Figure 121] FIG. 121 is a first decorative symbol effect content determination table on the sub-main control unit side in a pachinko gaming machine according to Modification 1 from the fifth embodiment. [Figure 122] FIG. 122 is a flowchart of the main area interrupt process A on the sub-main control unit side in a pachinko gaming machine according to Modification 1 of the fifth embodiment. [Figure 123] FIG. 123 is a flowchart of the first decorative symbol display control process on the sub-main control unit side in a pachinko gaming machine according to Modification 1 from the fifth embodiment. [Figure 124]FIG. 124 is a flowchart of the main area interrupt process B on the sub-main control unit side in a pachinko gaming machine according to Modification 1 from the fifth embodiment. [Figure 125] FIG. 125 is a flowchart of the main area interrupt process C on the sub-main control unit side in a pachinko gaming machine according to Modification 1 from the fifth embodiment. [Figure 126] FIG. 126 is a diagram showing a screen display during a fluctuation standby state in the pachinko gaming machine according to the sixth embodiment. [Figure 127] FIG. 127 is a diagram showing a screen display for adjusting the volume or the light intensity in the pachinko gaming machine according to the sixth embodiment. [Figure 128] FIG. 128 is a diagram showing the screen display during normal fluctuation in the pachinko gaming machine according to the sixth embodiment. [Figure 129] FIG. 129 is a diagram showing a screen display during SP reach in the pachinko gaming machine according to the sixth embodiment. [Figure 130] FIG. 130 is a diagram showing the transition of update of the pending display in the pachinko gaming machine according to the sixth embodiment. [Figure 131] FIG. 131 is a diagram showing the relationship between the look-ahead effect (hold change effect) and the probability that the first decorative symbol will be displayed in a predetermined manner in the pachinko gaming machine according to the sixth embodiment. [Figure 132] Figure 132 is a diagram showing the relationship between the number of reserved symbols and the probability that the first decorative symbol will be displayed in a predetermined manner in a pachinko gaming machine according to the sixth embodiment. [Figure 133] FIG. 133 is a diagram showing the relationship between the game state and the final display mode in the pachinko gaming machine according to the sixth embodiment. [Figure 134] FIG. 134 is a diagram showing the relationship between the game state and the hitting warning display (left hitting warning display, right hitting warning display) in the pachinko gaming machine according to the sixth embodiment. [Figure 135] FIG. 135 is a diagram showing the relationship between the prediction effect and the probability of displaying pseudo consecutive symbols in the pachinko gaming machine according to the sixth embodiment. [Figure 136]Figure 136 is a diagram showing the relationship between the probability of pseudo consecutive symbols being displayed during the pre-reading performance display and the probability of pseudo consecutive symbols being displayed during the fluctuation of the trigger fluctuation in a pachinko gaming machine according to the sixth embodiment. [Figure 137] FIG. 137 is a diagram showing the relationship between a power cut (not RAM clearing) and decorative symbols after power recovery in the pachinko gaming machine according to the sixth embodiment. [Figure 138] FIG. 138 is a diagram showing the relationship between the decorative symbols when the power is turned off (RAM cleared) and after the power is restored in the pachinko gaming machine according to the sixth embodiment. [Figure 139] FIG. 139 is a diagram showing the relationship between the reach voice and the probability of displaying a pseudo consecutive pattern in the pachinko gaming machine according to the sixth embodiment. [Figure 140] FIG. 140 is a diagram showing the display mode of decorative symbols in the full rotation effect in the pachinko gaming machine according to the sixth embodiment. [Figure 141] FIG. 141 is a diagram showing how decorative symbols change for each stage in the pachinko gaming machine according to the sixth embodiment. [Figure 142] FIG. 142 is a diagram showing the display contents of decorative symbols during fluctuation in the pachinko gaming machine according to the sixth embodiment. [Figure 143] FIG. 143 is an image diagram showing the display mode of the first decorative symbol and the second decorative symbol when a re-variation is executed in the pachinko gaming machine according to the sixth embodiment. [Figure 144] Figure 144 is an image diagram showing the display transition when a specific pattern is displayed and a super reach effect is produced in the pachinko gaming machine according to the sixth embodiment. [Figure 145] Figure 145 is an image diagram showing the display transition when a development pattern is displayed corresponding to the type of notice in the pachinko gaming machine according to the sixth embodiment, resulting in a super reach performance. [Figure 146] Figure 146 is an image diagram showing the display transition when a super reach effect is produced when different display modes of the same notice type are displayed in a pachinko gaming machine according to the sixth embodiment. [Figure 147]Figure 147 is an image diagram showing the display transition when a different pre-reading effect is performed and a super reach effect is produced in the pachinko gaming machine according to the sixth embodiment. [Figure 148] Figure 148 is an image diagram showing the display transition when a different display mode of the same pre-reading performance type is performed to result in a super reach performance in a pachinko gaming machine according to the sixth embodiment. [Figure 149] Figure 149 is an image diagram showing the display transition when the display progresses to the same super reach presentation via different displays in the pachinko gaming machine according to the sixth embodiment. [Figure 150] FIG. 150 is an image diagram showing the display transition when the effect progresses to the super reach effect via the button effect in the pachinko gaming machine according to the sixth embodiment. [Figure 151] FIG. 151 is an image diagram showing the display transition when a super reach effect is achieved in different effect stages in the pachinko gaming machine according to the sixth embodiment. [Figure 152] FIG. 152 is an image diagram showing the display transition when a re-variation is executed in a different presentation stage in the pachinko gaming machine according to the sixth embodiment. [Figure 153] Figure 153 is an image diagram showing the display transition when pseudo consecutive symbols and specific symbols are displayed and a super reach effect is executed in the pachinko gaming machine according to the sixth embodiment. [Fig. 154] Figure 154 is an image diagram showing the display transition when pseudo consecutive symbols and specific symbols are displayed and a super reach effect is executed in the pachinko gaming machine according to the sixth embodiment. [Figure 155] FIG. 155 is an image diagram showing a display transition when the first decorative symbols are displayed overlapping each other in the pachinko gaming machine according to the sixth embodiment. [Figure 156] FIG. 156 is an image diagram showing the transition of the fluctuation speed of the first decorative symbol and the second decorative symbol in the pachinko gaming machine according to the sixth embodiment. [Figure 157]Figure 157 is an illustration of what happens when a power outage occurs during execution of a losing variation in the pachinko gaming machine according to the sixth embodiment. [Figure 158] Figure 158 is an illustration of what happens when a power outage occurs during a jackpot variation in the pachinko gaming machine according to the sixth embodiment. [Figure 159] FIG. 159 is an illustration of the case where a power outage occurs when the pre-reading effect is not being executed in the pachinko gaming machine according to the sixth embodiment. [Figure 160] FIG. 160 is an image diagram showing a case where a power outage occurs during execution of a pre-reading effect in the pachinko gaming machine according to the sixth embodiment. [Figure 161] FIG. 161 is an image diagram showing the execution of a special effect in the pachinko gaming machine according to the sixth embodiment. [Figure 162] FIG. 162 is an image diagram showing the effect of the non-time-reduced gaming state in the pachinko gaming machine according to the sixth embodiment. [Figure 163] Figure 163 is an image diagram showing the final fluctuations in the time-shortened game state in the pachinko gaming machine according to the sixth embodiment. [Fig. 164] Figure 164 is an image diagram showing the display priority when an error occurs in the pachinko gaming machine according to the sixth embodiment. [Figure 165] FIG. 165 is an image diagram showing the display priority when a button effect is executed in the pachinko gaming machine according to the sixth embodiment. [Figure 166] Figure 166 is an image diagram of the first decorative pattern and the game state in the pachinko gaming machine according to the sixth embodiment. [Figure 167] Figure 167 is an image diagram showing the characteristics of the first decorative pattern depending on the game state in the pachinko gaming machine according to the sixth embodiment. [Figure 168] Figure 168 is a diagram showing the execution timing of each action, etc. in a specific pattern change on the first main game side in a non-time-shortened game state in a pachinko gaming machine according to the sixth embodiment. [Figure 169] Figure 169 is a diagram showing the execution timing of each action, etc. in the variable standby state in the pachinko gaming machine according to the sixth embodiment. [Figure 170] Figure 170 is a diagram showing the execution timing and execution time of each action of the first decorative pattern in the left, right, and middle columns during a specific pattern change on the first main game side in a non-time-shortened game state in a pachinko game machine related to the sixth embodiment. [Figure 171] Figure 171 is a diagram showing the execution timing and execution time of each action of the first decorative pattern in the left, right, and middle columns during a specific pattern change on the first main game side in a non-time-shortened game state in a pachinko game machine related to the sixth embodiment. [Fig. 172] Figure 172 is a diagram showing the execution timing and execution time of each action of the first decorative pattern in the left, right, and center rows during a specific pattern change on the first main game side in a non-time-shortened game state in a pachinko game machine related to the sixth embodiment. [Figure 173] Figure 173 is an image diagram of the pachinko gaming machine according to the sixth embodiment, from the confirmation and stopping of the losing symbol to the first re-change of the pseudo consecutive symbol. [Fig. 174] Figure 174 is an image diagram of the pachinko gaming machine according to the sixth embodiment, from the action 2 at the start of the fluctuation to the fixed position action 2 of the pseudo consecutive pattern. [Figure 175] FIG. 175 is an image diagram showing the fixed position action 2 to the swinging action 2 of the first decorative symbol in the middle row in the pachinko gaming machine according to the sixth embodiment. [Figure 176] FIG. 176 is an image diagram showing the fixed position action 3 of the first decorative symbol in the middle row to the fixed stop in the pachinko gaming machine according to the sixth embodiment. [Figure 177]Figure 177 is an image diagram of the display from the state in which the first decorative pattern that has changed in response to the pattern change of the first main game pattern has stopped as a losing pattern to the second shaking action, and the display from the end of the jackpot demo to the second shaking action, in a non-time-shortened game state in a pachinko game machine related to the sixth embodiment, when there are no holds on the first main game side or the second main game side. [Figure 178] Figure 178 is an image diagram showing the overlapping relationship between the normal pattern fluctuations on the first main game side in a non-time-reduced game state and the first decorative patterns in the left and right columns and the middle column in a reach fluctuation in a pachinko game machine related to the sixth embodiment. [Figure 179] Figure 179 is an image diagram showing a fixed position action when a chance eye pre-reading performance is executed with the first decorative pattern corresponding to the pattern change of the first main game pattern in a non-time-reduced game state in a pachinko game machine according to the sixth embodiment. [Figure 180] Figure 180 is an image diagram showing a fixed position action in response to a pending trigger when a chance eye pre-reading effect is executed with the first decorative pattern corresponding to the pattern change of the first main game pattern in a pachinko game machine according to the sixth embodiment. [Figure 181] Figure 181 is an image diagram showing a fixed position action when a chance eye pre-reading performance is executed with the first decorative pattern corresponding to the pattern change of the second main game pattern in a time-shortened game state in a pachinko game machine according to the sixth embodiment. [Figure 182] Figure 182 is a front view of a pachinko gaming machine. [Figure 183] FIG. 183 shows the detailed configuration of the display device. [Figure 184] FIG. 184 is an example of a lighting pattern of the first main game symbol reserved display section. [Figure 185] FIG. 185 is an example of a lighting pattern of the first main game symbol display section. [Figure 186] Figure 186 is a diagram comparing the size of the display device and the game ball. [Figure 187]FIG. 187 is a diagram showing the lighting pattern of the first main game symbol display section and the display mode of the second decorative symbol. [Figure 188] FIG. 188 is a diagram showing the positions of the round indicator light and the round indicator. [Figure 189] Figure 189 is a diagram showing the operation check of movable props after a power outage. [Figure 190] FIG. 190 is a timing chart regarding when a power outage occurs. [Figure 191] FIG. 191 is a main flowchart on the sub-main control unit side in the pachinko gaming machine according to the seventh embodiment. [Figure 192] Figure 192 is a flowchart of the pending information management process on the sub-main control unit side in the pachinko gaming machine according to the seventh embodiment. [Figure 193] FIG. 193 is a flowchart of the pre-reading determination process at the time of winning the first main game on the sub-main control unit side in the pachinko gaming machine according to the seventh embodiment. [Figure 194] FIG. 194 is a flowchart of the pre-reading determination process at the time of winning the second main game on the sub-main control unit side in the pachinko gaming machine according to the seventh embodiment. [Figure 195] FIG. 195 is a flowchart of the decorative symbol display content determination process on the sub-main control unit side in the pachinko gaming machine according to the seventh embodiment. [Figure 196] FIG. 196 is a flowchart of the decorative symbol display control process on the sub-main control unit side in the pachinko gaming machine according to the seventh embodiment. [Figure 197] FIG. 197 is a flowchart of the button rapid-press effect execution process on the sub-main control unit side in the pachinko gaming machine according to the seventh embodiment. [Figure 198] FIG. 198 is a flowchart of the button single effect execution process on the sub-main control unit side in the pachinko gaming machine according to the seventh embodiment. [Figure 199] FIG. 199 is a flowchart of the special game related display control process on the sub-main control unit side in the pachinko gaming machine according to the seventh embodiment. [Figure 200] Figure 200 is an image diagram of the execution of the rapid-fire effect in the pachinko gaming machine according to the seventh embodiment. [Figure 201] FIG. 201 is a flowchart of the button rapid-press effect execution process on the sub-main control unit side in a pachinko gaming machine according to Modification 1 of the seventh embodiment. [Figure 202] FIG. 202 is a first modification of the seventh embodiment, showing an image diagram of a continuous hitting effect execution in the pachinko gaming machine according to the first modification. [Figure 203] FIG. 203 is an example of a win / loss lottery table for the first main game (a win / loss lottery table for the second main game) in the pachinko gaming machine according to the eighth embodiment. [Figure 204] Figure 204 is a transition diagram regarding the setting change method in the pachinko gaming machine according to the eighth embodiment. [Figure 205] Figure 205 is a transition diagram regarding the setting change method in the pachinko gaming machine according to the eighth embodiment. [Figure 206] Figure 206 is a transition diagram regarding the setting confirmation method in the pachinko gaming machine according to the eighth embodiment. [Figure 207] Figure 207 is an image diagram of the button vibration in a pachinko game machine. [Figure 208] Figure 208 is a diagram showing the operation of a pachinko game machine when the power is cut off. [Figure 209] Figure 209 is an image diagram of the button effects in a pachinko gaming machine. [Figure 210] Figure 210 is a list of the lighting patterns of button lamps in a pachinko gaming machine. [Figure 211] Figure 211 is an image diagram of the button effects in a pachinko gaming machine. [Figure 212] Figure 212 is an operational diagram of a pachinko gaming machine when a special game is executed. [Figure 213] Figure 213 is a list of instruction displays on pachinko gaming machines. [Figure 214]Figure 214 is an illustration of the effects that occur during a jackpot on a pachinko machine. [Figure 215] Figure 215 is an image diagram of button effects in a pachinko gaming machine. [Figure 216] Figure 216 is an image diagram of the hold change effect that can be performed in stage A of a pachinko gaming machine. [Figure 217] Figure 217 is an illustration of the hold change effect that can be performed on stage B in a pachinko gaming machine. [Figure 218] Figure 218 is an image diagram of specific effects and gaming machine settings that can be executed in a pachinko gaming machine in a non-time-reduced gaming state. [Figure 219] Figure 219 is an image diagram of a specific effect during the execution of the first predetermined effect and the second predetermined effect in a pachinko gaming machine. [Figure 220] Figure 220 is an image diagram of the hold change effects that can be performed in the non-time-reduced play state and the time-reduced play state in a pachinko gaming machine. [Figure 221] Figure 221 is a timing chart showing the output timing of the hold sound and the lighting timing of the board lamp in a pachinko gaming machine in a non-time-reduced game state. [Figure 222] Figure 222 is an illustration of a hold change effect that can be executed during special effects, special effects, and super reach effects in a non-time-reduced play state in a pachinko gaming machine. [Figure 223] Figure 223 is an illustration of a hold change effect that can be performed during the initialization operation upon power-on in a pachinko gaming machine. [Figure 224] Figure 224 is an illustration of the initialization operation during pattern change and the hold change effect after the initialization operation in a pachinko gaming machine. [Figure 225] Figure 225 is an image diagram of a hold change effect in a pachinko game machine, accompanied by a specific advance notice effect that suggests an icon change. [Figure 226]Figure 226 is an image diagram of a hold change effect in a pachinko gaming machine, which involves a specific advance notice effect in the pattern change following a certain pattern change. [Figure 227] Figure 227 is an illustration of the hold change presentation when an alternative display is executed in a pachinko gaming machine. [Figure 228] Figure 228 is an image diagram of the button effects that can be performed on stage A in the pachinko gaming machine according to the ninth embodiment. [Figure 229] Figure 229 is an image diagram of the button effects during the initialization operation in the pachinko gaming machine according to the ninth embodiment. [Figure 230] FIG. 230 is an image diagram of the button effects that occur when the detection sensor fails in the pachinko gaming machine according to the ninth embodiment. [Figure 231] FIG. 231 is an image diagram showing button effects during initialization in the pachinko gaming machine according to the ninth embodiment. [Figure 232] FIG. 232 is an image diagram showing the illumination state of the lamp of the sub-input button SB during an error notification in the pachinko gaming machine according to the ninth embodiment. [Figure 233] Figure 233 is a diagram showing the number of elements that emit light during the initialization operation in the pachinko gaming machine according to the ninth embodiment. [Figure 234] Figure 234 is an image diagram regarding advance suppression notification and suppression notification in the pachinko gaming machine according to the ninth embodiment. [Figure 235] FIG. 235 is an image diagram of an operation prompt image and an operation prompt sound in the pachinko gaming machine according to the ninth embodiment. [Figure 236] FIG. 236 is an image diagram showing the illumination state of the lamp of the sub-input button SB during an error notification in the pachinko gaming machine according to the ninth embodiment. [Figure 237] FIG. 237 is an image diagram showing the illumination state of the lamp of the sub-input button SB during the execution of the special effect and the winning confirmation effect in the pachinko gaming machine according to the ninth embodiment. [Figure 238] Figure 238 is an image diagram regarding advance suppression notification, warning notification, and suppression notification in the pachinko gaming machine according to the ninth embodiment. [Figure 239] Figure 239 is an image diagram showing the volume settings for advance suppression notification and suppression notification in the pachinko gaming machine according to the ninth embodiment. [Figure 240] FIG. 240 is an image diagram relating to images of the sub-input button SB before and after the display of the standby demo screen in the pachinko gaming machine according to the ninth embodiment. [Figure 241] Figure 241 is an illustration of the notification to prompt the player to operate the launch handle during a jackpot in the pachinko gaming machine according to the ninth embodiment. [Figure 242] FIG. 242 is a front view of a pachinko gaming machine according to the ninth embodiment, in which an imaginary line is drawn vertically from the center of the effect button image on the effect display device SG. [Figure 243] Figure 243 is a time chart of the suppression function pre-activation signal and the suppression function activation signal in the pachinko gaming machine according to the tenth embodiment. [Figure 244] Figure 244 is an image diagram showing an example of a presentation in the pachinko gaming machine according to the 10th embodiment when the count value of the difference ball number counter reaches a predetermined number while a jackpot game is not being executed. [Figure 245] Figure 245 is an image diagram showing an example of a presentation in the pachinko gaming machine according to the 10th embodiment when the count value of the difference ball number counter reaches a predetermined number while a jackpot game is not being executed. [Figure 246] Figure 246 is an image diagram showing an example of a presentation in which the advance suppression notification is released after the count value of the difference ball number counter reaches a specific number in the pachinko gaming machine according to the tenth embodiment. [Figure 247] Figure 247 is an image diagram showing an example of a presentation when the count value of the difference ball number counter reaches a predetermined number during a jackpot game in the pachinko game machine according to the tenth embodiment. [Figure 248]Figure 248 is an image diagram of the prize ball count-up effect and emphasis effect in the pachinko gaming machine according to the 10th embodiment. [Figure 249] Figure 249 is a time chart for the pachinko gaming machine according to the 10th embodiment when the transition conditions are met during the execution of the prize ball count-up effect. [Figure 250] Figure 250 is a time chart for the pachinko gaming machine according to the tenth embodiment when the advance notification condition is met during the execution of the prize ball count-up effect. [Figure 251] FIG. 251 is a time chart of the pachinko gaming machine according to the tenth embodiment when the transition condition is satisfied during execution of the emphasis effect. [Figure 252] FIG. 252 is a time chart showing the case where the advance notification condition is satisfied during execution of the emphasis effect in the pachinko gaming machine according to the tenth embodiment. [Figure 253] Figure 253 is a time chart showing the relationship between the execution time of the prize ball count-up effect and the execution time of the emphasis effect in the pachinko gaming machine according to the tenth embodiment. [Figure 254] FIG. 254 is a time chart showing a case where multiple game balls enter the big prize opening consecutively in the pachinko game machine according to the tenth embodiment. [Figure 255] FIG. 255 is an image diagram showing an example of a performance when a music selection performance and an emphasis performance are executed simultaneously in a pachinko gaming machine according to the tenth embodiment. [Figure 256] FIG. 256 is a time chart when the music is changed in the music selection presentation in the pachinko gaming machine according to the tenth embodiment. [Figure 257] FIG. 257 is a time chart when the music is changed in the music selection presentation in the pachinko gaming machine according to the tenth embodiment. [Figure 258] Figure 258 is a time chart for the pachinko gaming machine according to the 10th embodiment, in which a power outage occurs just before the transition condition is satisfied. [Figure 259]Figure 259 is a time chart showing the case where a power outage occurs just before the advance notification conditions are met in the pachinko gaming machine according to the tenth embodiment. [Figure 260] Figure 260 is a time chart showing the case where a power outage occurs after the transition conditions are satisfied in the pachinko gaming machine according to the tenth embodiment. [Figure 261] Figure 261 is a time chart showing the case where a power outage occurs after the advance notification conditions are met in the pachinko gaming machine according to the tenth embodiment. [Figure 262] Figure 262 is an image diagram showing examples of the prize ball count-up effect, emphasis effect, and result display effect in the pachinko gaming machine according to the tenth embodiment. [Figure 263] Figure 263 is an image diagram showing an example of the time sequence of the prize ball count-up effect, the highlight effect, and the result display effect in the pachinko gaming machine according to the tenth embodiment. [Figure 264] Figure 264 is an image diagram showing an example of the movement of the movable device YK when the result display effect is executed in the pachinko gaming machine according to the 10th embodiment. [Figure 265] Figure 265 is an image diagram showing an example of the display of a volume adjustment image when an emphasis effect is executed in a pachinko gaming machine according to the tenth embodiment. [Figure 266] Figure 266 is a time chart showing what happens when a power outage occurs before the highlighting effect is executed in a pachinko gaming machine according to the 10th embodiment. [Figure 267] Figure 267 is a time chart showing what happens when a power outage occurs during the execution of the prize ball count-up effect in the pachinko gaming machine according to the 10th embodiment. [Figure 268] Figure 268 is an image diagram of an example of the presentation when multiple game balls consecutively enter the big prize opening in the pachinko game machine according to the 10th embodiment. [Figure 269] Figure 269 is an image diagram of the presentation on the presentation display device when no ball enters the big prize slot during a big win game in the pachinko game machine according to the 10th embodiment. [Figure 270] Figure 270 is an image diagram of the character display, effect settings, and volume settings for over winning effects, etc. in the pachinko gaming machine according to the 10th embodiment. [Figure 271] Figure 271 is an image diagram of the lamp pattern of the result display effect in which the cumulative number of winning balls is displayed differently in the pachinko gaming machine according to the 10th embodiment. [Fig. 272] Figure 272 is a time chart showing what happens when an error other than an error related to the payout of prize balls occurs during a jackpot game in the pachinko game machine according to the 10th embodiment. [Fig. 273] Figure 273 is a time chart showing what happens when an error occurs regarding the payout of prize balls during a jackpot game in the pachinko game machine according to the 10th embodiment. [Fig. 274] Figure 274 is an image diagram of control variation (2). [Figure 275] Figure 275 is an image diagram of control variation (3). [Figure 276] Figure 276 is an image diagram of control variation (4). [Figure 277] Figure 277 is an image diagram of control variation (5). [Fig. 278] Figure 278 is an image diagram of control variation (6). [Figure 279] Figure 279 is an image diagram of control variation (7). [Figure 280] Figure 280 is an image diagram of control variation (8). [Figure 281] Figure 281 is an image diagram of control variation (9). [Figure 282] Figure 282 is an image diagram of control variation (10). [Figure 283] Figure 283 is an image diagram of control variation (11). [Fig. 284] Figure 284 is an image diagram of control variation (14). [Figure 285]Figure 285 is an image diagram of control variation (15). [Figure 286] Figure 286 is an image diagram of control variation (16). DETAILED DESCRIPTION OF THE INVENTION
[0008] First, the meaning of each term in this specification will be explained. "Success" includes not only winning, in which a prize ball is paid out, but also passing through a gate without a prize ball being paid out. "Open state" and "closed state" refer to, for example, in the configuration of a typical large prize opening (a so-called attacker), the open state = a state where it is easy to win a prize, and the closed state = a state where it is not easy to win a prize. Also, for example, in a configuration (a so-called tongue-type attacker) that can adopt a state where it protrudes from the game board (player side) (hereinafter sometimes referred to as the advancing state) and a state where it retracts into the game board (opposite the player side) (hereinafter sometimes referred to as the retreating state), the advancing state = a state where it is easy to win a prize, and the retreating state = a state where it is not easy to win a prize. "Random numbers" are random numbers used in lotteries (computer-based lotteries) to determine the content of certain games in pachinko gaming machines, and include pseudo-random numbers in addition to random numbers in the strict sense (for example, hard random numbers as random numbers and software random numbers as pseudo-random numbers). Examples include so-called "basic random numbers" that affect the outcome of games, specifically, "winning random numbers (random numbers for winning / losing lotteries)" related to transition to special games, "variation mode determining random numbers" that determine the variation mode (or variation time) of identification information, "symbol determining random numbers" that determine the stop symbols, and "winning symbol determining random numbers" that determine whether or not a transition to a specific game (e.g., probability-varying game) will occur after a special game. Note that when determining the content of the variation mode or the content of the fixed identification information, it is not necessary to use all of these random numbers; it is sufficient to use at least one random number that is the same or different from each other. Furthermore, although the number of random numbers may be expressed in the form of "number of random numbers" or "plurality of random numbers" in this specification, a random number obtained by a single ball entering an entry port (e.g., a starting port, gate, or general winning port) that triggers the acquisition of a random number is referred to as one random number (i.e., in the above example, a bundle of random numbers consisting of a winning random number, a variation mode determining random number, a pattern determining random number, etc. is referred to as one random number). Also, for example, one type of random number (e.g., a winning random number) may also serve as another type of random number (e.g., a pattern determining random number).A "game state" is, for example, a special game state in which the large prize opening can be opened; a probability-varying game state (high probability state) in which the probability of winning a lottery to transition to the special game state is higher than in a non-probability-varying game state (low probability state) in which the probability of winning a lottery to transition to the special game state is a predetermined value; an auxiliary game state in which there is assistance for winning a prize at the starting hole that triggers the lottery to transition to the special game (a so-called high base state; for example, in the case where a variable element is attached to the starting hole, it is possible to lengthen the opening period of the variable element, increase the probability of winning the lottery to open the variable element, and shorten the time for notifying the result of the lottery to open the variable element, a state in which all of these are valid or a state in which at least one of them is valid); a non-auxiliary game state (low base state) in which there is no assistance for winning a prize at the starting hole that triggers the lottery to transition to the special game. The "variable display stop time" refers to the time for which the identifier is held in a stopped state when the display of the variable information stops. If any reserved items remain after the display of the variable information stops, the fluctuation of the remaining reserved items will begin after this variable display stop time has elapsed (the condition for starting the fluctuation and the condition for permitting the determination of whether or not a winning / losing prize has been satisfied). Furthermore, in this specification, "identification information" may also be referred to as a main game symbol (special symbol) or a decorative symbol (a symbol for presentation, a decorative symbol). A main game symbol (special symbol) is identification information whose display is controlled by the main control board, and a decorative symbol (a symbol for presentation, a decorative symbol) is identification information displayed as a presentation on the sub-control board. The term "capable of displaying identification information" is not limited to the display method, and examples include light emission (including not only the presence or absence of light emission but also different colors) from a light-emitting device (e.g., LCD, LED, 7-segment display) and physical display (e.g., displaying a symbol drawn on a reel band in a stopped position). "Presentation" refers to display content that enhances the entertainment value of the game, and includes, for example, fluctuations and stops of identification information, advance notices, etc., as well as moving images such as animations and live action, still images such as pictures, photographs, and letters, or a combination of these. "Decorative designs" may be in any form as long as the type of design can be identified through the five senses (sight, hearing, touch, etc.), but preferably are visual designs, such as numbers (including Chinese numerals), alphabets, letters, symbols, pictures, and designs, that are printed on image objects such as card types or character types.The occurrence of a jackpot is notified when the image objects are finally stopped and displayed on the active line in a combination of the same numbers and symbols. The "first decorative symbol (symbol for first performance)" and the "second decorative symbol (symbol for second performance)" are both "decorative symbols (symbol for performance, decorative symbols)", but each is configured to be able to independently notify the occurrence of a jackpot (for example, the "first decorative symbol (symbol for first performance)" can be "777" to notify the occurrence of a jackpot, and the "second decorative symbol (symbol for second performance)" can be "777" to notify the occurrence of a jackpot). "Variation mode" includes, for example, variation time (including variation time of main game symbols (special symbols), variation time of decorative symbols (performance symbols, decoration symbols), and variation time of normal symbols), scrolling the decorative symbols (performance symbols, decoration symbols) from top to bottom (scrolling from bottom to top, left to right, right to left, etc. is also possible), switching the type of decorative symbols (performance symbols, decoration symbols) visible to the player, and rotating the decorative symbols (performance symbols, decoration symbols) on the spot and rotating them half a turn or one turn to switch the type of decorative symbols (performance symbols, decoration symbols) visible to the player (such scrolling and rotating displays are sometimes referred to as "switching display modes"). "Provisionally stopping (or provisionally stopping) decorative symbols (performance symbols, decoration symbols)" is synonymous with "provisionally stopping → re-changing" being one set, and performing / not performing this set. "Re-change" is a term that includes situations such as "temporarily stopping the decorative pattern (design for performance, decoration) → changing again," "start of change → temporarily stopping the decorative pattern (design for performance, decoration)," and "start of change again → temporarily stopping the decorative pattern (design for performance, decoration) (temporary stop after the second time)," and refers to pseudo-changes in pseudo consecutive performances and revival changes in revival performances (for example, during a super reach performance, a combination of decorative patterns (design for performance, decoration) that indicates a loss is temporarily stopped, and then a re-change is performed in the performance stage to which the super reach performance is transitioned after the end of the super reach performance, before temporarily stopping to the decorative pattern that indicates a win, and then finally stopping).It is also synonymous with excluding the final stop display timing that notifies whether or not a jackpot has occurred (typically, the timing is subsequently determined to be stopped together with the stop display of the so-called main game symbol). Also, the "decorative symbol (design for presentation, decorative symbol)" is based on a second element (for example, numbers), and may be configured with a first element (presence / content of additional information such as characters or "SUPER") and a third element (for example, color effects). Also, when the presentation mode is different, the "decorative symbol (design for presentation, decorative symbol)" may be configured so that the first element and / or the third element are different even if the second element is the same (same number, same alphabet, same letter, same symbol, etc.). Furthermore, by varying the first element and / or the third element, the player's profit margins may be different, such as the likelihood of a reach fluctuation resulting in a jackpot, the likelihood of a jackpot resulting from a pattern fluctuation related to a specific symbol combination stopping during a pre-reading effect, the number of rounds when a jackpot occurs, and the game state after the jackpot ends. In such a configuration, the first element and / or the third element may be configured to be more advantageous to the player in a high-probability state and a high-base state (high-probability high-base state), a low-probability state and a high-base state (low-probability high-base state), or a high-probability state and a low-base state (high-probability low-base state), compared to the low-probability state and a low-base state (low-probability low-base state), which is the normal game state. The "information display unit" displays information including preview effects, etc., and may be, for example, a performance display device, a 7-segment LED, an LED lamp, etc., and may represent each of these individually or a combination of multiple display media (the entire unit), such as a performance display device + 7-segment LED + LED lamp. Furthermore, the "performance display unit" is a device that displays performances including preview performances, and may be, for example, a performance display device, a 7-segment LED, an LED lamp, etc., and may refer to each of these individually, or may refer to a combination of multiple display media (the entire unit), such as a performance display device + 7-segment LED + LED lamp. Also, volume and light intensity adjustments are performed using the cross button SB-2, but they may also be adjusted by providing a volume button dedicated to volume adjustment and a light intensity button dedicated to light intensity adjustment.
[0009] The following embodiment is a model (a Type 1 / Type 1 composite machine) that combines two conventional Type 1 pachinko gaming machines. However, this is not limiting, and application to other gaming machines (e.g., conventional Type 1, Type 2, Type 3, and general electronic pachinko gaming machines) is also within the scope. Note that the first embodiment is merely an example, and the location and function of each means, the order of each step in various processes, the timing of flag on / off, and the names of means responsible for processing each step are not limited to the following aspects. Furthermore, the above-described embodiments and modified examples should not be interpreted as being limited to specific applications and may be combined in any way. For example, a modified example of one embodiment should be understood as a modified example of another embodiment. Furthermore, even if one modified example and another modified example are described independently, it should be understood that a combination of the one modified example and the other modified example is also described. Furthermore, in the first embodiment, there are lottery tables and reference tables for various tables, but these are not limiting, and the lottery table may be the reference table or vice versa.
[0010] Before describing the present invention in detail, a brief configuration of the present invention will be described.
[0011] In the pachinko gaming machine of the present invention, two types of decorative patterns (designs for performance, decorations) are provided, namely, a first decorative pattern and a second decorative pattern, and a configuration in which the second decorative pattern is displayed (variable display) when the first decorative pattern is not displayed or is difficult to see is described in detail in (first embodiment).
[0012] Among the pachinko gaming machines according to the present invention, a configuration that has been modified from the configuration of (first embodiment) so that special symbols and specific results (results consisting of numbers only) can be temporarily stopped at the timing of the temporary stop of the middle row when pseudo-continuous fluctuation is executed will be described in detail in (Modification example 1 from first embodiment).
[0013] Among the pachinko gaming machines according to the present invention, the configuration of (first embodiment) has been modified so that the later the provisional stop timing of the middle row in the pseudo-continuous fluctuation is {or the greater the number of pseudo-consecutive times (number of provisional stops in the middle row)) the more stop patterns are possible for provisional stops}. This configuration will be described in detail in (Modification example 2 from the first embodiment).
[0014] Among the pachinko gaming machines according to the present invention, a configuration is provided in which the display area SG10 of the effect display device SG is made transparent so that the reels in the effect display device SG can be seen, and a configuration is provided in which the effect display in the second decorative pattern display device is executed even if the first decorative pattern is not displayed during the execution of the transparent effect (Modification Example 3 from the first embodiment) so that the machine can execute a transparent effect.
[0015] Among the pachinko gaming machines according to the present invention, a configuration is described in detail in (second embodiment) that has a first decorative pattern and a second decorative pattern as decorative patterns (patterns for performance, decoration patterns), is configured to be able to execute a pre-reading performance, and the special pattern can be stopped as a confirmed stopping pattern for the final variation of the pre-reading performance (variation related to trigger hold), and can be stopped as a pseudo consecutive pattern for pseudo consecutive variation.
[0016] Among the pachinko gaming machines according to the present invention, a configuration modified from the configuration of (Second embodiment) to provide a notice effect that is executed only when a specific hold display mode is changed when a hold change effect (an effect in which the hold display mode changes) based on a win in a pre-reading lottery is executed will be described in detail in (Modification 1 from Second embodiment). The hold change effect is an effect that suggests, by the display mode of the hold icon, that there is a trigger hold in the hold. In addition, the hold change effect is an effect that suggests, by the display mode of the change icon, that the pattern change in question is a trigger hold.
[0017] Among the pachinko gaming machines according to the present invention, a configuration that has been modified from the configuration of (second embodiment) so that the appearance rate of special symbols (pre-reading lottery winning rate and angel zone transition lottery winning rate) differs between fluctuations on the first main game side and fluctuations on the second main game side will be described in detail in (Modification example 2 from second embodiment).
[0018] In the pachinko game machine of the present invention, a configuration in which, in the time-shortened game state, the time for one change of the first decorative pattern can become the time value for multiple changes of the second decorative pattern (or the main game pattern) will be described in detail in (third embodiment).
[0019] Various configurations regarding the display mode, display position, display area, priority, etc. of the first decorative pattern and the second decorative pattern that can be applied to the pachinko gaming machine of the present invention will be explained in detail in (Fourth embodiment).
[0020] Among the pachinko gaming machines of the present invention, a configuration in which displays corresponding to two holds, the first hold display and the second hold display, are displayed on the performance display device will be described in detail in (Example 1 of modification from the fourth embodiment).
[0021] Among the pachinko gaming machines according to the present invention, a configuration capable of executing parallel lotteries and in which a decorative pattern (a pattern for performance, a design) corresponding to the variation of the first main gaming pattern is the first decorative pattern, and a decorative pattern (a pattern for performance, a design) corresponding to the variation of the second main gaming pattern is the second decorative pattern will be described in detail in (Fifth embodiment).
[0022] Of the pachinko gaming machines according to the present invention, a configuration in which the configuration regarding the area in which the first decorative pattern and the second decorative pattern are displayed has been changed from the configuration of (5th embodiment) will be described in detail in (Modification example 1 from 5th embodiment).
[0023] A configuration applicable to the pachinko gaming machine according to the present invention will be described in detail in (sixth embodiment).
[0024] (First embodiment)
[0025] Before describing each component, the features (outline) of the pachinko gaming machine according to the first embodiment will be described below. Each component will be described in detail below with reference to the drawings.
[0026] First, the basic structure of the front side of the pachinko gaming machine according to the first embodiment will be described with reference to Figure 1. The pachinko gaming machine is mainly composed of a gaming machine frame and a gaming board. These will be described in order below.
[0027] The frame of a pachinko machine includes an outer frame D12, a front frame D14, a transparent plate D16, a door D18, an upper ball tray D20, a lower ball tray D22, and a launch handle D44. The outer frame D12 is a frame body for fixing the pachinko machine in a desired location. The front frame D14 is a frame body that fits into the opening of the outer frame D12 and is attached to the outer frame D12 via a hinge mechanism (not shown) so as to be openable and closable. The front frame D14 includes a mechanism for launching game balls, a mechanism for detachably accommodating the game board, a mechanism for guiding or retrieving game balls, and the like. The transparent plate D16 is made of glass or the like and is supported by the door D18. The door D18 is attached to the front frame D14 via a hinge mechanism (not shown) so as to be openable and closable. The upper ball tray D20 has mechanisms for storing game balls, sending game balls to the launch rail, and removing game balls to the lower ball tray D22. The lower ball tray D22 has mechanisms for storing and removing game balls. In addition, speakers D24 are provided on the top left and right sides of the gaming machine, and sound effects (sound effects) are output according to the game status, etc.
[0028] Next, the game board has a game area D30 defined by an outer rail D32 and an inner rail D34. The game area D30 contains a plurality of game pins, mechanisms such as a windmill, and various general winning slots (not shown), as well as a first main game start slot A10, a second main game start slot B10, an auxiliary game start slot H10, a first large winning slot C10, a second large winning slot C20, a first main game symbol display device A20, a second main game symbol display device B20, a performance display device SG, an auxiliary game symbol display device H20, a center decoration D38, and an outlet D36. Each element will be described in detail below.
[0029] Next, the first main game start opening A10 is installed as a start opening corresponding to the first main game. Specifically, the first main game start opening A10 is equipped with a first main game start opening ball entry detection device A11s. Here, the first main game start opening ball entry detection device A11s is a sensor that detects the entry of a game ball into the first main game start opening A10, and generates first main game start opening ball entry information indicating the entry of the ball when the ball enters.
[0030] Next, the second main game start opening B10 is installed as a start opening corresponding to the second main game. Specifically, the second main game start opening B10 is equipped with a second main game start opening ball entry detection device B11s and a second main game start opening electric device B11d. Here, the second main game start opening ball entry detection device B11s is a sensor that detects the entry of a game ball into the second main game start opening B10, and generates second main game start opening ball entry information indicating the entry of the ball when the ball enters. Next, the second main game start opening electric device B11d is variable between a closed state in which it is difficult for a game ball to enter the second main game start opening B10 and an open state in which it is easier for a game ball to enter than in the normal state.
[0031] Here, in the first embodiment, the first main game start opening A10 and the second main game start opening B10 are arranged so as to be stacked one on top of the other, and the upper part of the second main game start opening B10 is blocked by the presence of the first main game start opening A10. In addition, both the game ball flowing down the left side of the game area D30 (based on the center of the game area) and the game ball flowing down the right side of the game area D30 (based on the center of the game area) are configured to be guided to the first main game start opening A10 and the second main game start opening B10.
[0032] In the first embodiment, the electric device is provided on the second main game start opening B10 side, but the present invention is not limited to this, and the electric device may be provided on the first main game start opening A10 side. Furthermore, in the first embodiment, the first main game start opening A10 and the second main game start opening B10 are arranged so as to be stacked one on top of the other, but the present invention is not limited to this, and the first main game start opening A10 and the second main game start opening B10 may be arranged so as to be spaced apart. In such a configuration, a member for blocking the top of the second main game start opening electric device B11d may be provided. Also, it may be configured so that game balls flowing down the left side of the game area D30 (based on the center of the game area) are easily guided to the first main game start opening A10 but are difficult to guide to the second main game start opening B10, and game balls flowing down the right side of the game area D30 (based on the center of the game area) are difficult to guide to the first main game start opening A10 but are easily guided to the second main game start opening B10. Note that "easy to guide" and "difficult to guide" are determined by the number of balls that enter when 10,000 game balls are shot to the right and left sides, respectively, for example.
[0033] Next, the auxiliary game start opening H10 is equipped with an auxiliary game start opening ball entry detection device H11s. Here, the auxiliary game start opening ball entry detection device H11s is a sensor that detects the entry of a game ball into the auxiliary game start opening H10, and generates auxiliary game start opening ball entry information indicating the entry of the game ball when the ball enters. Note that the entry of a game ball into the auxiliary game start opening H10 triggers a lottery to open the second main game start opening electric device B11d of the second main game start opening B10.
[0034] Here, in the first embodiment, the auxiliary game start opening H10 is configured so that game balls flowing down the right side of the game area D30 (based on the center of the game area) are easily guided, and game balls flowing down the left side of the game area D30 are not easily guided {however, this is not limited to this, and the auxiliary game start opening H10 may also be configured so that game balls flowing down the left side of the game area D30 (based on the center of the game area) are easily guided to the auxiliary game start opening H10 (for example, auxiliary game start openings H10 may be provided on both the left and right sides of the game area D30)}.
[0035] Next, to the upper right of the outlet D36, the first large prize opening C10 and the second large prize opening C20 are arranged so that they overlap, and game balls flowing down the right side of the game area D30 (based on the center of the game area) are configured to easily pass through the area where the first large prize opening C10 and the second large prize opening C20 are located before reaching the outlet D36.
[0036] Next, the first large prize opening C10 is a prize opening corresponding to the main game, which has a horizontal rectangular shape and is located to the upper right of the outlet D36 and below the second large prize opening C20. The prize opening opens when the first main game symbol (first special symbol) or the second main game symbol (second special symbol) stops in a jackpot pattern. Specifically, the first large prize opening C10 is equipped with a first large prize opening entry detection device C11s for detecting the entry of a game ball, and a first large prize opening electric device C11d (and a first large prize opening solenoid C13). Here, the first large prize opening entry detection device C11s is a sensor that detects the entry of a game ball into the first large prize opening C10, and generates first large prize opening ball entry information indicating the entry of the ball when the ball enters. The first large prize opening electric device C11d changes the first large prize opening C10 between a normal state in which game balls cannot or have difficulty winning a prize and an open state in which game balls can easily win a prize (by energizing the first large prize opening solenoid C13). In the first embodiment, the large prize opening is shaped like a horizontal rectangle and can be changed between a normal state in which game balls cannot or have difficulty winning a prize and an open state in which game balls can easily win a prize, but this is not limited to this. In this case, for example, a rod-shaped member provided inside the large prize opening may be configured to take an advanced state in which it protrudes toward the player and a retracted state in which it retracts from the player (a so-called tongue-type attacker), which is suitable when it is desired to ensure that the number of balls entering the large prize opening is a predetermined number (e.g., 10).
[0037] Next, the second large prize opening C20 is a prize opening corresponding to the main game, which is in the shape of a horizontal rectangle and is located to the upper right of the outlet D36 and above the first large prize opening C10, and opens when the first main game symbol (first special symbol) or the second main game symbol (second special symbol) stops as a jackpot symbol. Specifically, the second large prize opening C20 is equipped with a second large prize opening entry detection device C21s for detecting the entry of a game ball, and a second large prize opening electric device C21d (and a second large prize opening solenoid C23). Here, the second large prize opening entry detection device C21s is a sensor that detects the entry of a game ball into the second large prize opening C20, and generates second large prize opening ball entry information indicating the entry of the ball when the ball enters. The gaming ball that enters the second large prize opening C20 is detected by a second large prize opening entry detection device C21s. Next, the second large prize opening electric device C21d changes the second large prize opening C20 between a normal state in which gaming balls cannot or have difficulty entering the second large prize opening C20, and an open state in which gaming balls can easily enter. Note that in the first embodiment, the large prize opening is a horizontally rectangular opening that can be changed between a normal state in which gaming balls cannot or have difficulty entering the second large prize opening C20, and an open state in which gaming balls can easily enter the second large prize opening, but the invention is not limited to this. In that case, for example, the rod-shaped member provided inside the large prize opening may be in an advanced state in which it protrudes toward the player, and in a retracted state in which it is retracted toward the player (a so-called tongue-type attacker), which is suitable when it is desired to ensure that the number of balls entering the large prize opening is a predetermined number (for example, 10).
[0038] Next, the first main game symbol display device A20 (second main game symbol display device B20) is a device that executes displays and the like related to the first main game symbol (second main game symbol) corresponding to the first main game (second main game). Specifically, the first main game symbol display device A20 (second main game symbol display device B20) includes a first main game symbol display section A21g (second main game symbol display section B21g) and a first main game symbol reserved display section A21h (second main game symbol reserved display section B21h). Here, the first main game symbol reserved display section A21h (second main game symbol reserved display section B21h) is composed of four lamps, and the number of lit lamps corresponds to the reserved number of random numbers related to the first main game (second main game) (the number of variations of main game symbols that have not been executed). The first main game symbol display unit A21g (second main game symbol display unit B21g) is composed of, for example, a 7-segment LED, and the first main game symbol (second main game symbol) is displayed with 10 numbers from "0" to "9" and "-" for a loss {however, this is not limited to this, and it is preferable to display with symbols or the like using a 7-segment LED so that it is difficult for the player to recognize which main game symbol is displayed. Also, the hold number display is not limited to being composed of four lamps, and it may be configured to be able to display up to four hold numbers (for example, it may be composed of one lamp, and configured so that hold number 1 is lit, hold number 2 is slow flashing, hold number 3 is medium flashing, and hold number 4 is fast flashing)}.
[0039] In addition, since the first main game symbol (second main game symbol) does not necessarily have to have a dramatic role, in the first embodiment, the size of the first main game symbol display device A20 (second main game symbol display device B20) is set to an inconspicuous level. However, when a method is adopted in which the first main game symbol (second main game symbol) itself has a dramatic role and the decorative symbol on the first main game side (the decorative symbol on the second main game side) is not displayed, the first main game symbol (second main game symbol) may be configured to be displayed on a liquid crystal display such as the decorative symbol display device SG described later.
[0040] Next, the effect display device SG is a device that executes the display of effect images including decorative symbols (first decorative symbols and second decorative symbols) that change and stop in conjunction with the first and second main game symbols. Specifically, the effect display device SG includes a display area SG10 in which effects are executed, including the display of the changing decorative symbols. The display area SG10 includes a first hold display area SG12 (and a second hold display area SG13) that displays main game hold information, and a decorative symbol display area SG11 that displays moving images of multiple rows of changing decorative symbols (first decorative symbols and second decorative symbols) that mimic a slot machine game, for example. While the effect display device SG is configured with a liquid crystal display in the first embodiment, it may also be configured with other display means such as a mechanical drum or LED. Next, the first hold display area SG12 (and the second hold display area SG13) are configured with four lamps, which are linked to the hold lamps of the main game symbols.
[0041] Next, the auxiliary game symbol display device H20 is a device that executes displays related to auxiliary game symbols. Specifically, the auxiliary game symbol display device H20 includes an auxiliary game symbol display section H21g and an auxiliary game symbol reserved display section H21h. Here, the auxiliary game symbol reserved display section H21h is composed of four lamps, and the number of lit lamps corresponds to the number of reserved auxiliary game symbol variations (the number of auxiliary game symbol variations that have not been executed).
[0042] Next, the center ornament D38 is installed around the effect display device SG and has functions such as a flow path for game balls, protection of the effect display device SG, decoration, etc. Also, the game effect lamp D26 is installed in the game area D30 or an area other than the game area D30 and plays a role in effecting the game by flashing, etc.
[0043] Next, the basic structure of the rear side of the pachinko gaming machine will be explained with reference to Figure 2. The pachinko gaming machine is comprised of a main control board M that controls the overall operation of the pachinko gaming machine, and in particular controls the overall game operation (i.e., controls directly related to the player's profits), such as the lottery when a ball enters the first main game start port A10 (second main game start port B10), a sub-main control board SM that controls the display of various effects on the effect display device SG that adds interest to the game content, a sub-sub control board S that controls the overall effects, and a prize ball tank KT, a prize ball rail KR, and a sub-sub control board S that controls the prize balls supplied from the prize ball tank KT in response to winning balls entering each winning port. A prize ball payout device (set base) KE having a payout unit KE10 that pays out game balls to the upper ball tray D20, a prize ball payout control board KH that controls the payout operation by the payout unit KE10, a launching device D42 that launches the game balls (reserved balls) in the upper ball tray D20 one by one into the game area D30, a launching control board D40 that controls the launching operation of the launching device D42, a power supply unit E that supplies power to each part of the pachinko game machine, and a power switch Ea that turns the power of the pachinko game machine on and off are all provided on the back side of the front frame D14 (opposite the game side).
[0044] Next, the electrical configuration of the pachinko gaming machine according to the first embodiment will be described with reference to the block diagram of Fig. 3. First, as described above, the pachinko gaming machine according to the first embodiment is mainly composed of a main control board M that controls the progress of the game, a prize ball payout control board KH that controls the payout of game balls based on information (signals, commands, etc.) from the main control board M, a sub-control board S (in this example, a sub-main control unit SM and a sub-sub control unit SS are arranged on one board) that controls the execution of various effects on the effect display device SG, such as the variation and stopping of decorative symbols (first decorative symbols and second decorative symbols), sound from the speaker D24, the lighting of the game effect lamp D26, error notification, etc., based on information (signals, commands, etc.) from the main control board M, and a power supply unit E that supplies power to the entire gaming machine including these control boards. Here, the sub-control board S is equipped with two control units: a sub-main control unit SM that controls various effects on the effect display device SG, such as the variation and stopping of decorative symbols (first decorative symbol and second decorative symbol), sound from the speaker D24, the lighting of the game effect lamp D26, and error alerts, and a sub-sub control unit SS that executes display processing on the effect display device SG, such as the variation and stop display of decorative symbols (first decorative symbol and second decorative symbol), hold display, and advance notice display.The main control board M, prize ball payout control board KH, sub-main control unit SM, and sub-sub control unit SS are equipped with a CPU that performs various arithmetic processing, a ROM that pre-stores programs that define the CPU's arithmetic processing, and a RAM that temporarily stores data handled by the CPU (various data generated during play, computer programs read from the ROM, etc.). Although not specifically shown here, it is preferable that the ROM mounted on the main control board M be configured so as not to have any unused areas in order to prevent programs or the like that have been modified through fraudulent activity from being written into it (for example, by filling all unused areas with 0s and writing used areas to lower addresses, etc.). Also, to prevent data that is not normally referenced from being referenced due to noise or fraudulent activity, it is preferable that the ROM be configured so as not to have any unused data (for example, data that is referenced in gaming machines with different specifications, data that is used only for testing during the development stage, etc.).Similarly, when using RAM areas, it is preferable to use areas at lower addresses and configure the RAM so that no unused program areas are left. Below, we will outline the general configuration of each board and the electrical connections between each board and the device.
[0045] First, the main control board M is electrically connected to input / output devices essential for the progress of the game, such as the winning port sensors Ns (the aforementioned first main game start port ball entry detection device A11s, second main game start port ball entry detection device B11s, auxiliary game start port ball entry detection device H11s, first large prize port entry detection device C11s, second large prize port entry detection device C21s, general prize detection device (not shown, a general prize port is a ball entry port that has prize balls but does not perform a pattern lottery)), drive solenoids (not shown, such as the aforementioned first large prize port solenoid C13, second large prize port solenoid C23), and information display LEDs (not shown), and controls the progress of the game based on the input signals from each input device. Furthermore, the main control board M is electrically connected to the prize ball payout control board KH and the sub-control board S (sub-main control unit SM and sub-sub control unit SS), and is configured to be able to send information (commands) regarding prize ball payout, etc. to the prize ball payout control board KH based on the progress of the game, and to send information (commands) regarding the presentation, game progress, etc. to the sub-control board S. The main control board M can be connected to the hall computer HC, etc. via an external connection terminal (not shown), and is configured to be able to output game-related information from the main control board M to an external device by wiring the main control board M to the hall computer HC via the external connection terminal.
[0046] Also, in the first embodiment, as indicated by the arrows in Figure 3, the main control board M and the prize ball payout control board KH are configured to enable two-way communication, while the main control board M and the sub-main control unit SM are configured to enable one-way communication from the main control board M to the sub-main control unit SM (either serial communication or parallel communication may be used as the communication method). Note that communication between control boards (between control devices) may be either one-way or two-way communication.
[0047] Next, the prize ball payout control board KH is connected to a prize ball payout device KE that executes the payout of game balls, and a game ball lending device R that is a device that can be operated by a player and receives a game ball lending request and transmits it to the prize ball payout control board KH. Also, although not shown, in the first embodiment, a control circuit unit for the launching device is also provided within the prize ball payout control board, and the prize ball payout control board and the launching device (launch handle, launch motor, ball feed device, etc.) are also connected. Note that in the first embodiment, the game ball lending device R is a separate entity adjacent to the gaming machine, but it may also be integrated with the gaming machine, in which case the prize ball payout control board KH may perform overall control of lending and management control of recording media for lending electronic money, etc.
[0048] Next, the sub-control board S is connected to the effect display device SG that displays the decorative symbols (first and second decorative symbols), etc., the speaker D24, the game effect lamp D26, and other effect drive devices (not shown), as described above. In the first embodiment, as described above, the sub-control board S has a sub-main control unit SM and a sub-sub control unit SS, and the sub-main control unit SM controls the sound output from the speaker D24, controls the lighting of the game effect (illumination) lamp D26, and determines the display content to be displayed on the effect display device, while the sub-sub control unit SS controls the display on the effect display device (actual display control). Note that in the first embodiment, the sub-main control unit SM and the sub-sub control unit SS are configured to be integrated on the sub-control board S, but this is not limited thereto (they may be configured as separate boards, but integrating them provides advantages such as space savings and reduced noise contamination in wiring, etc.). The division of work between the two control units can also be changed as appropriate, for example by having the sub-sub control unit SS execute voice control (suitable when a voice control circuit is integrated into the VDP). Also, electronic value may be awarded instead of physical prize balls.
[0049] Next, various functions of the pachinko gaming machine according to the first embodiment will be described with reference to the block diagram of Fig. 4. First, the main control board M is connected to the game peripherals related to the game (first main game peripheral A, second main game peripheral B, first and second main game shared peripheral C, auxiliary game peripheral H), the sub-main control unit SM (sub-game control means SM) related to the effects, and the prize ball payout control board KH that controls the payout of a predetermined number of prize balls based on a payout command from the main control board M so as to be able to communicate information. The sub-main control unit SM (sub-game control means SM) is also electrically connected to the sub-sub control unit SS (effect display means SS) that executes image effects, various game effect lamps D26 (e.g., side lamps), speaker D24, etc. Furthermore, the prize ball payout control board KH is electrically connected to the prize ball payout device KE, which is equipped with a stepping motor, sprocket, etc. In addition, the main control board M, sub-main control unit SM (sub-game control means SM), sub-sub control unit SS (effect display means SS), prize ball payout control board KH, etc. are composed of hardware elements such as ROM and RAM for storing data and programs, and a CPU used for arithmetic processing. Note that each of the means hereinafter included in the main control board M may be configured to be mounted on a peripheral device (e.g., a gaming peripheral device). For example, each of the means hereinafter included in a peripheral device (e.g., a gaming peripheral device) may be configured to be mounted on the main control board M. In addition, the main control board M is equipped with a performance display monitor (not shown), which will be described later. Below, the above means (devices) will be described in detail.
[0050] First, the main control board M includes a game information control means MJ for controlling the acquisition of game information, a game content determination means MN for determining the content of the game, a game progress means MP for managing the progress of games such as special games and specific games, and a current and past game state [for example, a state related to the main game {normal game state, specific game state (probability-varying game state, time-shortening game state), special game state}, a state related to the auxiliary game (easy-opening state, non-easy-opening state), information on the stopped symbols and variation modes related to the main game symbols and auxiliary game symbols, the on / off status of various flags, the game state during the special game (for example, information on the number of rounds and the number of winnings)]. ] etc., an information transmission control means MT (and a command transmission buffer MT10 for storing unsent commands) for transmitting various game information {for example, stopping pattern information, attribute information of stopping patterns {for example, 16R jackpot, 8R jackpot, 4R jackpot, miss}, information on the fluctuation mode (for example, fluctuation time), start signal, status information, end signal of special game, hold information, etc.} to the gaming peripheral device side, and a prize ball payout determination means MH for controlling the prize ball payout control board KH to pay out predetermined prize balls based on the entry of game balls into various winning ports. For example, three prize balls are paid out based on a win at the first main game start port A10, one prize ball is paid out based on a win at the second main game start port B10, 15 prize balls are paid out based on a win at the first large prize port C10 and the second large prize port C20, and three prize balls are paid out based on a win at the left general prize port and the right general prize port.
[0051] Here, the game information control means MJ has an entry ball determination means MJ10 for determining the flow of game balls into each entry port (starting port, etc.), a random number acquisition determination execution means MJ20 for determining whether or not each random number can be acquired and acquiring each random number based on the determination result, and a hold control means MJ30 for temporarily storing balls that enter each starting port during the variable display as reserved balls up to an upper limit number. The game progression means MP also includes a display control means MP10 for controlling the variation and stop display of each symbol, a second main game start opening electric device opening / closing control means MP20-B for performing various processes directly related to the opening / closing decision of the second main game start opening electric device B11d of the second main game start opening B10, a special game control means MP30 for controlling the special game that is more advantageous to the player than the normal game, and a specific game control means MP50 for determining which game state the current game state should be transitioned to for the first main game, the second main game, and the auxiliary game, and for performing the process of transitioning the game state based on the decision. Each means will be described in detail below.
[0052] First, the ball entry determination means MJ10 has a first main game start port ball entry determination means MJ11-A that determines whether a game ball has entered the first main game start port A10, a second main game start port ball entry determination means MJ11-B that determines whether a game ball has entered the second main game start port B10, an auxiliary game start port ball entry determination means MJ11-H that determines whether a game ball has flowed into the auxiliary game start port H10, a first large prize port ball entry determination means MJ11-C10 that determines whether a game ball has entered the first large prize port C10, and a second large prize port ball entry determination means MJ11-C20 that determines whether a game ball has entered the second large prize port C20.
[0053] Next, the random number acquisition judgment execution means MJ20 has a first main game random number acquisition judgment execution means MJ21-A which judges whether or not to acquire a first main game side random number based on the entry of a game ball into the first main game start port A10, and acquires the random number (e.g., first winning random number, first variable mode determining random number, first main game pattern determining random number, etc.) according to the judgment result, a second main game random number acquisition judgment execution means MJ21-B which judges whether or not to acquire a second main game side random number based on the entry of a game ball into the second main game start port B10, and acquires the random number (e.g., second winning random number, second variable mode determining random number, second main game pattern determining random number, etc.) according to the judgment result, and an auxiliary game random number acquisition judgment execution means MJ21-H which judges whether or not to acquire an auxiliary game side selected random number, and acquires the random number based on the judgment result.
[0054] Here, a "random number" in the claims and this specification, including the above, refers to a value randomly selected from a predetermined range, such as "0" to "65535" or "0" to "255," assigned according to the type of random number (e.g., winning random number or variation pattern determining random number). Furthermore, random numbers do not have to be mathematically generated; they may be pseudo-random numbers generated by hardware random number generators or software random number generators. For example, the method of generating each value in a random number may include a method in which values are generated sequentially along a sequence of random numbers (the "plus-one method"), a method in which the next value (initial value) when the final value of a sequence of random numbers is generated is determined by a random value (initial value update method), or a combination of these. Obtaining random numbers in this manner makes it possible to generate non-periodic random numbers that are difficult for players to predict. Conversely, if a random number used in a certain lottery is used to generate the next random number, the next random number becomes easily predictable. Therefore, when generating a random number, it is preferable to generate a new random number without using the random number used in the previous lottery.
[0055] Next, the reservation control means MJ30 includes reservation consumption control means MJ31 for controlling the process relating to reservation consumption and change start, first main game symbol reservation means MJ32-A for determining whether or not to temporarily store the first main game side random number acquired in a situation where the first main game symbol change permission has not been granted, and for reserving the random number in first main game symbol reservation information temporary storage means MJ32b-A based on the determination result until the symbol change permission is granted, and second main game symbol reservation information temporary storage means MJ32-A for temporarily storing the second main game side random number acquired in a situation where the second main game symbol change permission has not been granted. and auxiliary game symbol holding means MJ32-H for determining whether or not to temporarily store an auxiliary game side random number obtained when permission for changing the auxiliary game symbol has not been granted, and for holding the random number in auxiliary game symbol holding information temporary storage means MJ32b-H based on the determination result until permission for changing the symbol is granted.
[0056] Here, the reserved consumption control means MJ31 has a fluctuation start condition satisfaction determination means MJ31j that determines whether or not the condition for starting fluctuation is satisfied.
[0057] Next, the first main game symbol holding means MJ32-A, the second main game symbol holding means MJ32-B and the auxiliary game symbol holding means MJ32-H each have a first main game symbol holding information temporary storage means MJ32b-A, a second main game symbol holding information temporary storage means MJ32b-B and an auxiliary game symbol holding information temporary storage means MJ32b-H for temporarily storing random numbers combined with the holding order, each of which can store up to four random numbers.
[0058] Next, the game content determination means MN has a win / loss lottery means MN10 that draws a lottery on whether the special game will be won and whether the second main game start port electric device B11d will be opened, a special game transition determination means MN20 that determines whether to transition to the special game if the result of the win / loss lottery is a win (for example, internally turns on a win flag), a pattern content determination means MN40 that determines the stopping pattern of each pattern based on each random number, and a variation mode determination means MN50 that determines the variation mode (variation time, etc.) of each pattern based on each random number. Here, the win / loss lottery means MN10 has a first main game win / loss lottery means MN11-A that draws a lottery on whether the first main game pattern will be won, a second main game win / loss lottery means MN11-B that draws a lottery on whether the second main game pattern will be won, and an auxiliary game win / loss lottery means MN11-H that draws a lottery on whether the auxiliary game pattern will be won. Here, the first main game win / loss lottery means MN11-A, the second main game win / loss lottery means MN11-B and the auxiliary game win / loss lottery means MN11-H respectively have a first main game win / loss lottery table MN11ta-A which is referred to when drawing a win / loss lottery for the first main game symbol, a second main game win / loss lottery table MN11ta-B which is referred to when drawing a win / loss lottery for the second main game symbol, and an auxiliary game win / loss lottery table MN11ta-H which is referred to when drawing a win / loss lottery for the auxiliary game symbol. An example of a detailed table configuration will be described later.
[0059] Here, when executing a win / loss lottery based on the main game random number, the win / loss lottery means MN10 executes a win / loss determination by determining whether the main game random number is the same as any of all win random number values, or, if some or all of the win random number values are consecutive numbers, by determining whether the main game random number is less than the upper limit and greater than or equal to the lower limit of the win random number value. By executing this type of win / loss determination, an accurate determination process can be executed. Conversely, if a win / loss determination is executed by comparing only with the upper limit or only with the lower limit of the win random number range, the win random number must be one of the extreme values of the random number range (e.g., 0 or 1023 if the range of random number values is 0 to 1023), which may make the lottery vulnerable to fraud (e.g., fraudulent behavior of passing current through the main control board M, which easily sets all bits in the memory area to 0 or 1). In addition, in this example, one random number is used to perform one lottery (because when multiple random numbers are used in one lottery (i.e., performing a two-stage lottery), it is necessary to prevent the two random numbers from being synchronized).
[0060] Next, the pattern content determination means MN40 has first main game pattern determination means MN41-A which determines the stopping pattern of the first main game pattern based on the acquired game content determination random number (first main game random number), second main game pattern determination means MN41-B which determines the stopping pattern of the second main game pattern based on the acquired game content determination random number (second main game random number), and auxiliary game pattern determination means MN41-H which determines the stopping pattern of the auxiliary game pattern based on the acquired auxiliary game pattern winning random number.
[0061] Here, the first main game symbol determination means MN41-A has a lottery table MN41ta-A for determining the first main game symbol that is referred to when determining the stop symbol for the first main game symbol, and the lottery table MN41ta-A for determining the first main game symbol is provided with various lottery tables that differ depending on the win / loss result and game state (for example, with regard to the game state, normal game → lottery table for first main game normal game state, probability variable game → lottery table for first main game probability variable game state, time-shortened game → lottery table for first main game time-shortened game state). Further, the second main game symbol determination means MN41-B has a lottery table MN41ta-B for determining the second main game symbol that is referred to when determining the stop symbol for the second main game symbol, and the lottery table MN41ta-B for determining the second main game symbol is provided with various lottery tables that differ depending on the win / loss result and the game state (for example, with regard to the game state, normal game → lottery table for second main game normal game state, probability variable game → lottery table for second main game probability variable game state, time-shortened game → lottery table for second main game time-shortened game state). An example of a detailed table configuration will be described later. Furthermore, the auxiliary game symbol determination means MN41-H has a lottery table MN41ta-H for determining auxiliary game symbols that is referred to when determining the stop symbols related to the auxiliary game symbols, and the lottery table MN41ta-H for determining auxiliary game symbols is provided with various winning tables that differ depending on the game status (normal game → normal lottery table for auxiliary game, probability-varying game and time-shortening game → lottery table for auxiliary game time-shortening).
[0062] Next, the fluctuation mode determination means MN50 has a first main game fluctuation mode determination means MN51-A that determines the fluctuation mode (fluctuation time, etc.) of the first main game pattern based on the acquired game content determination random number (first main game random number), a second main game fluctuation mode determination means MN51-B that determines the fluctuation mode (fluctuation time, etc.) of the second main game pattern based on the acquired game content determination random number (second main game random number), and an auxiliary game fluctuation mode determination means MN51-H that determines the fluctuation mode (fluctuation time, etc.) of the auxiliary game pattern based on the acquired auxiliary game pattern winning random number.
[0063] Here, the first main game variation mode determining means MN51-A has a lottery table MN51ta-A for determining the first main game variation mode which is referred to when determining the variation mode relating to the first main game symbol, and the lottery table MN51ta-A for determining the first main game variation mode is provided with various lottery tables which differ depending on the win / loss result and the game state (for example, with regard to the game state, normal game → lottery table for first main game normal game state, probability variable game → lottery table for first main game probability variable game state, time-shortened game → lottery table for first main game time-shortened game state). Further, the second main game variation mode determining means MN51-B has a lottery table MN51ta-B for determining the second main game variation mode which is referred to when determining the variation mode relating to the second main game symbol, and the lottery table MN51ta-B for determining the second main game variation mode is provided with various lottery tables which differ depending on the win / loss result and the game state (for example, with regard to the game state, normal game → lottery table for second main game normal game state, probability variable game → lottery table for second main game probability variable game state, time-shortened game → lottery table for second main game time-shortened game state). An example of a detailed table configuration will be described later. Furthermore, the auxiliary game variation mode determination means MN51-H has a lottery table MN51ta-H for determining auxiliary game variation modes that is referenced when determining the variation mode related to the auxiliary game symbol, and the lottery table MN51ta-H for determining auxiliary game variation modes is provided with various winning tables that differ depending on the game status (normal game → normal auxiliary game lottery table, probability variable game and time-shortened game → auxiliary game time-shortened lottery table).
[0064] Next, the display control means MP10 has first and second main game symbol control means MP11-C which controls the first main game symbol to fluctuate for a predetermined time on the first main game symbol display section A21g of the first main game symbol display device A20 and the second main game symbol display section B21g of the second main game symbol display device B20 and then to display it stationary, and auxiliary game symbol control means MP11-H which controls the auxiliary game symbol to fluctuate for a predetermined time on the auxiliary game symbol display section H21g of the auxiliary game symbol display device H20 and then to display it stationary.
[0065] Here, the first and second main game symbol control means MP11-C has a first and second main game symbol variation management timer MP11t-C (decrement counter) that can be reset to zero. Furthermore, the auxiliary game symbol control means MP11-H further has an auxiliary game symbol variation management timer MP11t-H that can measure time.
[0066] Next, the second main game start port electric device opening / closing control means MP20-B has a second main game start port electric device opening / closing condition determination means MP21-B for determining whether the conditions for performing the process of opening and closing the second main game start port electric device B11d are met, and a second main game start port electric device opening timer MP22t-B for measuring the driving (opening) time of the second main game start port electric device B11d.
[0067] Next, the special game control means MP30 has a condition determination means MP31 that determines whether the conditions for transitioning to special game are met, a special game content determination means MP32 that determines the content of the special game (specifically, the large prize opening that will be opened, the number of rounds, the time between rounds, etc.) if the special game transition conditions are met and sets this in the special game related information temporary storage means MB20b, a special game execution means MP33 that executes a special game (large win) that opens the first large prize opening C10 or the second large prize opening C20 under predetermined conditions, and a special game time management means MP34 that manages the time of various processes related to the special game (for example, the opening and closing times of the first large prize opening C10 and the second large prize opening C20). The special game execution means MP33 includes first and second large prize opening electric device opening / closing control means MP33-C for opening and closing the first large prize opening electric device C11d and the second large prize opening electric device C21d, and a winning ball counter MP33c for counting winning balls entering the first large prize opening C10 and the second large prize opening C20. The special game time management means MP34 further includes a special game timer MP34t for managing the round time. The special game content determination means MP32 further includes a special game content reference table MP32ta (details of the table are not shown) that is referenced when specifying the content of the special game to be set in the special game-related information temporary storage means MB20b.
[0068] Next, the specific game control means MP50 has a probability variable game end condition determination means MP51 that determines whether the end condition of the probability variable game state is satisfied, and a time-saving game end condition determination means MP52 that determines whether the end condition of the time-saving game state is satisfied. Here, the time-saving game end condition determination means MP52 has a time-saving count counter MP52c that can count the number of time-saving times. Here, "specific game" refers to, for example, a probability variable game in which the lottery probability for a special game is higher than in normal game, or a time-saving game in which the change time of the main game symbol is relatively shorter than in normal game.
[0069] Here, in the first embodiment, during time-shortened play, the variation time of the first main game symbol and the second main game symbol is relatively shortened compared to during non-time-shortened play (time-shortened function). Furthermore, the variation time of the auxiliary game symbol is also relatively shortened, and the opening extension time of the second main game start opening electric device B11d is relatively extended (opening time extension function). Furthermore, the time-shortened play in the first embodiment ends when the total number of times the first main game symbol changes and the second main game symbol changes exceeds a predetermined number (excluding probability-variable play with no time-shortened number limit). In other words, the number of time-shortened play times is configured to be subtracted each time the first main game symbol and the second main game symbol change (stop). The probability variable game termination condition determination means MP51 and the time-saving game termination condition determination means MP52 may have a function of, for example, conducting a lottery to transition from a specific game (e.g., a probability variable game or a time-saving game) to a normal game with a predetermined probability each time a symbol changes (in the case of a pachinko game machine with a drop-down lottery function). The time-saving game state in this example may be that the main game time-saving flag is on or that the auxiliary game time-saving flag is on. In other words, the time-saving game state may indicate that the opening time extension function is activated (including a high-probability, high-base state and a low-probability, high-base state), and the non-time-saving game state may indicate that the opening time extension function is not activated (including a low-probability, low-base state). The time-saving game state may be referred to as a specific game state, and the non-time-saving game state may be referred to as a normal game state. In addition, the probability-varying game state may be referred to as a high-probability lottery state, and the non-probability-varying game state may be referred to as a low-probability lottery state. In addition, the high-probability low-base state as another game state is preferably referred to as a time-shortened game state when a time-shortened game in which the time for which the main game symbols change is relatively shorter than that in the normal game state is executed, and as a non-time-shortened game state when a time-shortened game in which the time for which the main game symbols change is relatively shorter than that in the normal game state is not executed.
[0070] Next, the game status temporary storage means MB has first and second main game status temporary storage means MB10-C for temporarily storing the current game status in the first main game (game from the change of the first main game symbol until it stops) and the second main game (game from the change of the second main game symbol until it stops), auxiliary game status temporary storage means MB10-H for temporarily storing the current game status in the auxiliary game, special game related information temporary storage means MB20b for temporarily storing the current game status in the special game (for example, the number of rounds, the number of winning game balls in any round, the on / off status of various flags related to the special game, etc.), and specific game related information temporary storage means MB30b for temporarily storing the current game status in the specific game (for example, the remaining number of times of time reduction, the on / off status of various flags related to the specific game, etc.).
[0071] Here, the first and second main game status temporary storage means MB10-C has a first and second main game pattern information temporary storage means MB11b-C for temporarily storing the stopped pattern and change mode information relating to the first or second main game pattern currently changing (the first or second main game pattern for which the change start condition has been met).
[0072] In addition, the auxiliary game status temporary storage means MB10-H has an auxiliary game pattern information temporary storage means MB11b-H for temporarily storing information such as stopped patterns related to the auxiliary game pattern currently changing (auxiliary game pattern for which the change start condition has been met).
[0073] Next, we will explain the gaming peripherals. Since the detailed configurations of some peripherals have already been described, we will briefly explain the remaining configurations. The gaming peripherals include a first main gaming peripheral A, which is a peripheral for the first main gaming side; a second main gaming peripheral B, which is a peripheral for the second main gaming side; a first and second main gaming shared peripheral C, which is a peripheral shared by both the first and second main gaming sides; an auxiliary gaming peripheral H related to the auxiliary games; a sub-main control unit (sub-main control unit) SM; a sub-sub control unit SS (and an effect display device SG); etc. The effects controlled by the sub-main control unit SM involve the display of only information that does not affect the outcome of the game, including the fluctuation of decorative symbols (first decorative symbols and second decorative symbols) synchronized in time with the fluctuation of the first main gaming symbol and the second main gaming symbol. Below, we will explain these peripherals in order.
[0074] First, the first main game peripheral device A has a first main game start port A10 which is the trigger for transition to a special game, and a first main game pattern display device A20 which is capable of displaying a stopped and variable first main game pattern.
[0075] Next, the second main game peripheral device B has a second main game start port B10 which is the trigger for transition to a special game, and a second main game pattern display device B20 which can display the second main game pattern in a stopped state and a variable state.
[0076] Next, the first and second main game shared peripheral device C has a first large prize opening C10 and a second large prize opening C20 which are closed during normal play and open under specified conditions during special play (jackpot).
[0077] Next, the auxiliary game peripheral device H has an auxiliary game start port H10 which triggers the opening of the second main game start port electric device B11d of the second main game start port B10, and an auxiliary game pattern display device H20 which is capable of displaying stopped and changing auxiliary game patterns.
[0078] Next, the sub-game control means (sub-main control unit) SM has a display information receiving means SM10 for receiving various information from the main control board M, a performance display control means SM20 for determining the performance content related to the performance display and for controlling the display, and an information transmission / reception control means SM40 for controlling the transmission and reception of information with the sub-sub control unit SS. Each of the above means will be described in detail below.
[0079] First, the display information receiving means SM10 has main side information temporary storage means SM11b for temporarily storing symbol information and display instruction information relating to the first main game and the second main game from the main control board M side.
[0080] Next, the effect display control means SM20 has a decorative pattern display control means SM21 that controls the change patterns of the decorative patterns (first decorative pattern and second decorative pattern) and the determination processing of the stop patterns and the display control processing, a decorative pattern hold information display control means SM22 that controls the management of the number of hold decorative patterns (first decorative pattern and second decorative pattern) and the hold display processing, a background effect display control means SM23 that controls the determination processing of the background image and the display control processing, a preview effect display control means SM24 that controls the determination processing of the preview effect content and the display control processing, and a reach effect display control means SM25 that controls the determination processing of the reach effect content and the display control processing.
[0081] Here, the decorative pattern display control means SM21 has a decorative pattern display content determination means SM21n that determines the stopping pattern and change mode of the decorative pattern {in the first embodiment, there are two types of decorative patterns (hereinafter referred to as the first decorative pattern and the second decorative pattern), the first decorative pattern and the second decorative pattern are each independent, and the game result can be announced by combining three number patterns of the first decorative pattern or the second decorative pattern} based on information from the main control board M, a decorative pattern display related information temporary storage means SM21b that temporarily stores various information (change mode information, stopping pattern information, various flags, etc.) related to the pattern change of the decorative pattern (first decorative pattern and second decorative pattern), and a first decorative pattern change time management timer SM21t-1 that measures the change time of the decorative pattern (first decorative pattern and second decorative pattern). Here, the decorative symbol display content determination means SM21n further has a decorative symbol change content determination lottery (reference) table SM21ta (details of the table are not shown) which is referred to when determining the stop symbols and change modes of the decorative symbols (first decorative symbol and second decorative symbol), and a decorative symbol effect table SM21ta-2 which is referred to when determining (or setting) the effect contents, display update timing, and display update contents of the decorative symbols (first decorative symbol and second decorative symbol). Note that both the first decorative symbol and the second decorative symbol are independently displayed and controlled by the effect display control means SM20 based on information from the main control board M, and by making good use of these two types of decorative symbols, it is configured to increase the interest in the effect and make it easier to grasp the progress of the game, which will be described later.
[0082] Next, the decoration design reservation information display control means SM22 has decoration design reservation information temporary storage means SM22b for temporarily storing information relating to reservations related to decorative designs (first decorative design and second decorative design).
[0083] Next, the background performance display control means SM23 has a background performance display content determination means SM23n that determines the display content of the background performance based on information from the main control board M, and a background performance related information temporary storage means SM23b that temporarily stores information related to the background performance display.
[0084] Next, the preview performance display control means SM24 has a preview performance display content determination means SM24n that determines the display content and display timing of the preview performance based on information from the main control board M, and a preview performance related information temporary storage means SM24b that temporarily stores information related to the preview performance display.
[0085] Next, the reach effect display control means SM25 has reach effect display content determination means SM25n that determines the display content and display timing of the reach effect based on information from the main control board M, and reach effect related information temporary storage means SM25b that temporarily stores information related to the reach effect display.
[0086] The effect display means (sub-sub control section) SS has sub-information transmission / reception control means SS10 that controls the transmission and reception of information to and from the sub-main control section SM, and image display control means SS20 that displays images in the display area SG10 on the effect display device SG. Here, the image display control means SS20 further has image display related information temporary storage means SS21b that temporarily stores commands received from the sub-main control section SM and information related to various image displays.
[0087] The effect display means (sub-sub control unit) SS is electrically connected to an effect display device SG that displays an image related to the effect based on information from the effect display means (sub-sub control unit) SS. Here, the effect display device SG has a display area SG10 that displays an image.
[0088] Here, the display area SG10 has a decorative pattern display area SG11 for variably displaying decorative patterns (first decorative pattern and second decorative pattern), and a first hold display area SG12 (and second hold display area SG13) for displaying main game hold information.
[0089] The first main game symbol display device A20, the second main game symbol display device B20, and the auxiliary game symbol display device H20 are connected to the main control board M so as to be able to communicate information, and the remaining effect display means (sub-sub control unit) SS is connected to the auxiliary game control means (sub-main control unit) SM so as to be able to communicate information. In other words, the first main game symbol display device A20, the second main game symbol display device B20, and the auxiliary game symbol display device H20 are controlled by the main control board M, and the effect display means (sub-sub control unit) SS is controlled by the auxiliary game control means (sub-main control unit) SM. It is also possible to configure the main control board M to control another peripheral device via another peripheral device controlled by one-way communication (one-way communication) with the main control board M.
[0090] Next, an example of a general processing flow in the gaming machine according to the first embodiment will be described using a flowchart. The flowchart is mainly composed of processing steps (shown as rectangles), decisions (shown as diamonds), flow lines (arrows), and terminals (shown as rounded rectangles) indicating start, end, return, etc. Furthermore, when a processing step is shown in detail in another flowchart, a subroutine (shown as a rectangle with double lines on the left and right) that references the other flowchart is shown. Here, during the development stage of a gaming machine, gaming machines with different specifications are often developed simultaneously. In this example, the main processing is configured so that subroutines (subroutines that are not normally used) that are executed in gaming machines with different specifications are not left in the main processing, thereby preventing processing related to unused subroutines that are not normally executed from being executed due to noise or fraudulent activity.
[0091] First, FIG. 5 is a main flowchart showing the general processing flow performed by the main control board M. After the gaming machine is powered on, the processing shown in FIG. 5(a) is executed. That is, after the gaming machine is powered on and initialization (not shown) is performed, in step 1002, the main control board M checks the input port of the RAM clear button and determines whether the reset button (RAM clear button) on the power supply unit E has been operated, i.e., whether an operation to clear the RAM contents has been intentionally performed by an amusement facility manager or the like. If the answer is Yes in step 1002, in step 1004, the main control board M clears all RAM contents on the main control board M side (e.g., information in the game status temporary storage means MB, etc.). Next, in step 1006, the information transmission control means MT transmits RAM clear information (command) indicating that the RAM of the main control board M has been cleared to the sub-main control unit SM (this may be transmitted at the same time, or the command may be set at the same time and transmitted in the control command transmission processing described below), and the processing proceeds to step 1016. On the other hand, if the answer is No in step 1002, then in step 1008 the main control board M checks the contents of the RAM area on the main control board M (for example, by comparing the checksum recorded at the time of power outage with the amount of information stored in the RAM area). Next, in step 1010, the main control board M determines whether the contents of the RAM are abnormal (whether the information at the time of power outage has not been accurately backed up in the RAM) based on the check result. If the answer is Yes in step 1010, i.e., if the data backed up in the RAM is abnormal, the process proceeds to step 1004 (the RAM clear process described above). On the other hand, if the answer is No in step 1010, i.e., if the data backed up in the RAM is normal, then in step 1012 the main control board M acquires various information commands stored (backed up) in the RAM on the main control board M at the time of power outage, and in step 1014 transmits the acquired various information commands to the sub-main control unit SM (they may be transmitted at that timing, or the commands may be set at that timing and transmitted in the control command transmission process described below), and then proceeds to step 1016.Next, in step 1016, the main control board M permits a scheduled execution interrupt (for example, triggered by a hardware interrupt every approximately 4.0 ms, but in this example, the interrupt period is T) related to the main processing on the main control board M side shown in Fig. 10(b) {as a result, when the scheduled execution interrupt timing arrives, Fig. 10(b) is executed}, and proceeds to processing in step 1018. After step 1018, the main control board M repeatedly executes various random number update processes (for example, incrementing the random number counter) until the next scheduled interrupt timing arrives.
[0092] Furthermore, it is preferable to configure the initial value of the temporary memory area (RAM, etc.) installed on the main control board M so that it is not a value that will result in the execution of a special game (to prevent a special game from being executed by mistake if a process for determining whether a special game will be executed is executed due to noise or fraudulent activity immediately after the program processing begins).
[0093] Next, the timer interrupt processing will be explained. The main control board M executes the processing shown in FIG. 1(b) based on an interrupt request generated when the fixed-time interrupt timing is reached. That is, when the fixed-time interrupt period T is reached (for example, a hardware interrupt every approximately 4.0 ms), in step 1100, the main control board M executes the auxiliary game content determination random number acquisition processing described below. Next, in step 1200, the main control board M executes the electric role device drive determination processing described below. Next, in step 1300, the main control board M executes the main game content determination random number acquisition processing described below. Next, in step 1400, the main control board M executes the main game symbol display processing described below. Next, in step 1500, the main control board M executes the special game operation condition determination processing described below. Next, in step 1600, the main control board M executes the special game control processing described below. Next, in step 1997, the main control board M (particularly the prize ball payout determination means MH) executes a prize ball payout control process (such as having the prize ball payout control board KH execute drive control of the prize ball payout device KE and managing the results) based on the winning slot into which the game ball entered. Next, in step 1998, the main control board M executes an external signal output process (outputting information to the external terminal board, hall computer HC, etc.). Next, in step 1999, the main control board M executes a control command transmission process (sending the commands set in each of the above-mentioned processes to the sub-main control unit) and returns to the process that was being executed immediately before the execution of this interrupt process. Note that in the control command transmission process, the order in which commands are received on the sub-main control unit SM side is important (for example, receiving one command followed by another command may result in normal processing). Therefore, the commands are transmitted in the order in which they were determined to be transmitted on the main control board M side (the order in which the commands were set).
[0094] Next, the NMI interrupt processing will be explained. As mentioned above, the main control board M is configured so that a power-off signal from the reset IC is input to the NMI terminal of the CPU, and when the power to the gaming machine is turned off, the processing shown in FIG. 10(c) is executed. That is, when the power to the gaming machine is turned off (in this example, when an NMI interrupt occurs), in step 1020, the main control board M sets power-off information (e.g., a checksum) based on the information in the RAM area. Next, in step 1022, the main control board M prohibits writing to the RAM area and also prohibits timer interrupt processing, and proceeds to power-off waiting loop processing.
[0095] Next, Figure 6 is a flowchart of the auxiliary game content determination random number acquisition process related to the subroutine of step 1100 in Figure 5. First, in step 1102, the auxiliary game start port ball entry determination means MJ11-H determines whether a game ball has entered (flowed in, or passed through in the case of a gate) the auxiliary game start port H10. If the answer is Yes in step 1102, in step 1104, the auxiliary game random number acquisition determination execution means MJ21-H references the auxiliary game symbol reserved information temporary storage means MJ32b-H and determines whether the reserved balls are at the upper limit (for example, four). If the answer is Yes in step 1104, in step 1106, the auxiliary game random number acquisition determination execution means MJ21-H acquires an auxiliary game content determination random number (for example, a winning auxiliary game symbol random number). Next, in step 1108, the auxiliary game symbol reserving means MJ32-H adds 1 to the reserved ball by setting the random number together with information on which symbol is reserved in the auxiliary game symbol reservation information temporary storage means MJ32b-H, and proceeds to the next process (processing of step 1200). Note that if the answer is No in step 1102 or step 1104, the process also proceeds to the next process (processing of step 1200).
[0096] Next, Figure 7 is a flowchart of the electric accessory drive determination process related to the subroutine of step 1200 in Figure 5. First, in step 1202, the second main game start opening electric accessory open / close control means MP20-B refers to the flag area of the auxiliary game status temporary storage means MB10-H and determines whether the electric accessory open flag is off. If the answer is Yes in step 1202, in step 1204, the auxiliary game symbol control means MP11-H refers to the auxiliary game status temporary storage means MB10-H and determines whether the auxiliary game symbol changing flag is off. If the answer is Yes in step 1204, in step 1206, the auxiliary game symbol reserve means MJ32-H accesses the auxiliary game symbol reserve information temporary storage means MJ32b-H and determines whether there are any reserved balls related to the auxiliary game symbol. If the answer is Yes in step 1206, in step 1216, the auxiliary game pattern determination means MN41-H refers to the auxiliary game state temporary storage means MB10-H to obtain the game state of the auxiliary game side (flag state of the auxiliary game time reduction flag), and also refers to the lottery table MN41ta-H for determining the auxiliary game pattern, and determines the stopping pattern based on the obtained game state of the auxiliary game side and the auxiliary game pattern random number based on the reserved ball (for example, if the auxiliary game time reduction flag is on, a winning pattern is selected with a higher probability than when it is off), and temporarily stores it in the auxiliary game pattern information temporary storage means MB11b-H. Next, in step 1218, the auxiliary game symbol control means MP11-H sets a predetermined time related to the variation time of the auxiliary game symbol in the auxiliary game symbol variation management timer MP11t-C based on the game status on the auxiliary game side (flag status of the auxiliary game time reduction flag). Then, in step 1220, the auxiliary game symbol control means MP11-H turns on the auxiliary game symbol variation flag in the flag area of the auxiliary game status temporary storage means MB10-H.Next, in step 1222, the auxiliary game symbol holding means MJ32-H subtracts 1 from the number of reserved balls related to the auxiliary game symbol and updates the reserved information recorded in the auxiliary game symbol holding information temporary storage means MJ32b-H, and the auxiliary game symbol control means MP11-H starts the auxiliary game symbol change management timer MP11t-H and then begins displaying the changes in the auxiliary game symbol on the auxiliary game symbol display section H21g.
[0097] Next, in step 1224, the auxiliary game symbol control means MP11-H refers to the auxiliary game symbol change management timer MP11t-C to determine whether a predetermined time for the auxiliary game symbol change time has been reached. If the answer is Yes in step 1224, in step 1226, the auxiliary game symbol control means MP11-H refers to the auxiliary game symbol information temporary storage means MB11b-H to acquire the stopped auxiliary game symbol and display the acquired stopped auxiliary game symbol on the auxiliary game symbol display unit H21g. Then, in step 1228, the auxiliary game symbol control means MP11-H turns off the auxiliary game symbol change flag in the flag area of the auxiliary game status temporary storage means MB10-H. Next, in step 1230, the second main game start opening electric device opening / closing condition determination means MP21-B determines whether the stopped auxiliary game symbol is a "win." If the answer is Yes in step 1230, in step 1232, the second main game start port electric device opening / closing control means MP20-B sets a predetermined time for the opening time of the electric device in the second main game start port electric device opening timer MP22t-B based on the game status of the auxiliary game side (flag status of the auxiliary game time reduction flag). Next, in step 1234, the second main game start port electric device opening / closing control means MP20-B turns on the electric device opening flag in the flag area of the auxiliary game status temporary storage means MB10-H. Then, in step 1236, the second main game start port electric device opening / closing control means MP20-B opens the second main game start port electric device B11d. Next, in step 1238, the second main game start port electric device opening / closing control means MP20-B refers to the second main game start port electric device opening timer MP22t-B and determines whether or not the predetermined time for the opening time of the electric device has been reached. If the answer is Yes in step 1238, in steps 1240 and 1242, the second main game start port electric device opening / closing control means MP20-B closes the second main game start port electric device B11d, turns off the electric device opening flag in the flag area of the auxiliary game status temporary storage means MB10-H, and proceeds to the next process (processing of step 1300).
[0098] If the answer is No in step 1202, proceed to step 1238; if the answer is No in step 1204, proceed to step 1224; if the answer is No in step 1206, step 1224, step 1230, or step 1238, proceed to the next process (processing in step 1300).
[0099] In addition, in this flowchart, for convenience, the process moves to the next step immediately after the display of the stopped symbols in step 1226, but this is not limited to this. In that case, the process may be configured to move to the next process after a stopped display fixation time of about 500 ms has passed (for example, this process can be achieved by performing branching processing using a stopped display fixation flag and a timer).
[0100] Next, Figure 8 is a flowchart of the main game content determination random number acquisition process related to the subroutine of step 1300 in Figure 5. First, in step 1302, the first main game start port ball entry determination means MJ11-A determines whether first main game start port ball entry information has been received from the first main game start port ball entry detection device A11s of the first main game start port A10. If the answer is Yes in step 1302, in step 1304, the first main game random number acquisition determination execution means MJ21-A refers to the first main game symbol reserved information temporary storage means MJ32b-A and determines whether the reserved balls for the main game (particularly the first main game side) are at the upper limit (e.g., four). If the answer is Yes in step 1304, in step 1306, the first main game random number acquisition determination execution means MJ21-A acquires the first main game content determination random number. In the first embodiment, three random numbers are acquired as the first main game content determination random numbers: a win / lose lottery random number for determining whether a win occurs, a symbol lottery random number for determining the symbol at the time of a win, and a variation pattern lottery random number for determining the variation pattern (variation time) of the main game symbol (special symbol). Incidentally, these three random numbers are generated by random number generating means with different update periods and random number ranges, and are acquired consecutively at this timing. Next, in step 1308, the first main game symbol reserve means MJ32-A temporarily stores (reserves) the acquired first main game content determination random number in the first main game symbol reserve information temporary storage means MJ32b-A. Next, in step 1310, the hold control means MJ30 sets information indicating that the first main game random number has been acquired (first main game hold generation command) in the command transmission buffer MT10 for transmission to the sub-main control unit SM (transmitted to the sub-main control unit SM by the control command transmission process of step 1999), and proceeds to step 1312. Note that if the answer is No in step 1302 or step 1304, the process also proceeds to step 1312.
[0101] Next, in step 1312, the second main game start port ball entry determination means MJ11-B determines whether or not second main game start port ball entry information has been received from the second main game start port ball entry detection device B11s of the second main game start port B10. If the answer is Yes in step 1312, in step 1314, the second main game random number acquisition determination execution means MJ21-B refers to the second main game symbol reserved information temporary storage means MJ32b-B and determines whether or not the reserved balls for the main game (particularly the second main game side) are at the upper limit (for example, four). If the answer is Yes in step 1314, in step 1316, the second main game random number acquisition determination execution means MJ21-B acquires a second main game content determination random number. In the first embodiment, three random numbers are acquired as the second main game content determination random numbers, namely, a win / lose lottery random number, a pattern lottery random number, and a variation mode lottery random number, in the same way as the first main game content determination means. Incidentally, the acquisition range of each random number of the first main game content determination random numbers and the acquisition range of each random number of the second main game content determination random numbers (for example, the acquisition range of the win / lose lottery random numbers for the first main game and the win / lose lottery random numbers for the second main game) are set to be the same. Next, in step 1318, the second main game symbol reservation means MJ32-B temporarily stores (reserves) the acquired second main game content determination random numbers in the second main game symbol reservation information temporary storage means MJ32b-B. Next, in step 1320, the hold control means MJ30 sets information indicating that the second main game random number has been acquired (second main game hold generation command) in the command transmission buffer MT10 for transmission to the sub-main control unit SM (sent to the sub-main control unit SM by the control command transmission process of step 1999), and proceeds to the next process (processing of step 1400). Note that even if the answer is No in step 1312 or step 1314, the next process (processing of step 1400) also proceeds.
[0102] In the first embodiment, the information sent to the sub-main control unit SM in steps 1310 and 1320 is information that a random number has been obtained, but information on the random number value or the number of reserved main game symbols may also be sent, and these pieces of information can be used as a substitute for information that a random number has been obtained.
[0103] Next, Fig. 9 is a flowchart of the main game symbol display processing related to the subroutine of step 1400 in Fig. 5. First, in step 1401, the reserved consumption control means MJ31 refers to the second main game symbol reserved information temporary storage means MJ32b-B and checks whether or not there is a reserved second main game symbol. If the answer is Yes in step 1401, in step 1400(1), the game content determination means MN executes a first main game symbol display processing described below and proceeds to the next processing (the processing of step 1500). On the other hand, if the answer is No in step 1401, in step 1400(2), the game content determination means MN executes a second main game symbol display processing described below and proceeds to the next processing (the processing of step 1500).
[0104] In this way, in the first embodiment, when there is a reserved ball of the second main game pattern, the reserved ball of the second main game pattern is consumed first regardless of the presence of a reserved ball of the first main game pattern (even if the reserved ball of the first main game pattern comes first in the winning order), but this is not limited to this (it may be configured to consume the reserved balls based on the winning order, or to perform a parallel lottery in which both main game patterns are drawn simultaneously in parallel).
[0105] Next, FIG. 10 is a flowchart of the first main gaming symbol display process (second main gaming symbol display process) related to the subroutine of step 1400(1) {step 1400(2)} in FIG. 9. Since this process is substantially identical for both the first main gaming symbol and the second main gaming symbol, the first main gaming symbol will be mainly described, and the second main gaming symbol process will be described in parentheses. First, in step 1403, the reserved game consumption control means MJ31 determines whether a change start condition is met. Here, the change start condition is that a special game is not being played (or a condition device is being operated), the main gaming symbol is not being changed, and there is a reserved main gaming symbol. Although not shown in this example, if a change fixation time (the time during which the fixed display symbol is displayed in a static state after the fixed display of the main gaming symbol) is provided, the change start condition for the next change may be configured not to be met during the change fixation time.
[0106] If the answer is Yes in step 1403, in steps 1405 and 1406, the reserve consumption control means MJ31 reads out the first main game content determination random number (second main game content determination random number) related to the current pattern change, which is temporarily stored in the first main game pattern reserve information temporary storage means MJ32b-A (second main game pattern reserve information temporary storage means MJ32b-B), deletes it from the first main game pattern reserve information temporary storage means MJ32b-A (second main game pattern reserve information temporary storage means MJ32b-B), and shifts the remaining information that has been temporarily stored (reserve consumption processing). Next, in step 1410-1, the winning / losing lottery means MN10 refers to the first main game winning / losing lottery table MN11ta-A (second main game winning / losing lottery table MN11ta-B) corresponding to each game state, and performs a lottery to determine the winning / losing of the main game pattern based on the first main game content determination random number (second main game content determination random number) (in particular, the winning lottery random number).
[0107] Here, FIG. 11 (main game table 1) is an example of a first main game win / loss lottery table MN11ta-A (second main game win / loss lottery table MN11ta-B). As shown in this example, in the first embodiment, the probability of winning a jackpot in a probability-varying game state is configured to be higher than the probability of winning a jackpot in a non-probability-varying game state. Note that the winning probability is merely an example and is not limited to this. Also, in the first embodiment, a win that does not cause the game state to shift (a so-called small win) is not illustrated, but a small win may occur (a small win may be won). In addition, in such a configuration, for example, (1) the probability of winning a small win differs between the first main game side and the second main game side, and it is easier to win on the first main game side than on the second main game side (the second main game side does not need to have a small win), (2) when a small win is won, the game state after the small win ends remains the same as the game state before the start of the small win (when a big win is won, the game state after the big win ends may differ from the game state before the start of the big win), (3) the probability of winning a big win is the same between the first main game side and the second main game side, and the winning probability becomes higher when the game enters a probability-changing game state, whereas the winning probability of a small win may differ between the first main game side and the second main game side, and the winning probability does not change when the game enters a probability-changing game state, (4) the stopping diagram of the decorative pattern of the pattern change that won a small win As for the pattern, a "special pattern" exclusive to winning a small prize (for example, ★ in "2★2" or "3★9" corresponds to a "special pattern") can stop, (5) as the decorative pattern of the pattern change that wins a small prize, it is possible to stop a specific result that is not a set of three identical patterns and is a combination of numbers with a certain regularity (for example, a sequence such as "234", a reverse sequence such as "432", an odd sequence such as "357", etc.), (6) a jackpot that, from the player's perspective, will have the same (or similar) opening pattern of the large prize opening as a small prize (2R or more, the number of rounds is different but the opening pattern appears to be the same from the player's perspective (a small prize is only one round, and the large prize opening opens multiple times in that one round, and a jackpot will open the same number of times as that multiple times in multiple rounds)} (if configured in this way,It is preferable to stop and display a combination of decorative symbols that is difficult for the player to distinguish between a small win and a big win), (8) the second decorative symbol does not stop a "special symbol" that is exclusive to small wins (or may not stop), (9) even in a configuration in which a combination of decorative symbols that is difficult for the player to distinguish between a small win and a big win is stopped and displayed, the probability of a small win or a big win differs depending on the type of decorative symbol combination that is difficult for the player to distinguish (for example, if the stopped symbols include decorative symbols that, when three of them line up, make it almost certain (or certain) that a transition to a probability-varying game state will occur after the big win ends, the probability of a big win is higher than if they do not).
[0108] Next, in step 1410-2, the first main game symbol determination means MN41-A (second main game symbol determination means MN41-B) refers to the lottery table MN41ta-A for determining the first main game symbol (lottery table MN41ta-B for determining the second main game symbol), determines the stopping symbol for the main game symbol based on the result of the lottery for determining the main game symbol and the first main game content determination random number (second main game content determination random number) (particularly, the symbol lottery random number), and temporarily stores these in the first / second main game symbol information temporary storage means MB11b-C.
[0109] Here, Figure 11 (main game table 2) is an example of the lottery table MN41ta-A for determining the first main game symbol (lottery table MN41ta-B for determining the second main game symbol). As shown in this example, in the first embodiment, when a jackpot is won, one main game symbol is determined as the jackpot symbol from among a plurality of main game symbol candidates (in this example, "4A, 5A, 7A" and "4B, 5B, 7B"). The number of rounds of the special game determined by referring to the main game symbols is 4R for 4A and 5A, 8R for 4B and 5B, and 16R for 7A and 7B. Furthermore, the random number values and types of stopping patterns are merely examples and are not limited to these {for example, the losing pattern is not limited to one type of pattern, but multiple types of patterns may be provided, and when a specific pattern is stopped and displayed, the game may be configured to transition to a state (limited frequency state) in which the type of variation pattern and / or selection rate of the main game pattern is different from before the specific pattern was stopped and displayed}.
[0110] Next, in step 1410-3, the first main game variation mode determination means MN51-A (second main game variation mode determination means MN51-B) refers to the lottery table MN51ta-A for determining the first main game variation mode (lottery table MN51ta-B for determining the second main game variation mode) corresponding to each game state, determines the variation mode of the main game symbol based on the result of the main game symbol lottery and the first main game content determination random number (second main game content determination random number) (in particular, the variation mode lottery random number), temporarily stores these in the first / second main game symbol information temporary storage means MB11b-C, and proceeds to step 1414.
[0111] 12 and 13 (main game table 3) are an example of the first main game variation mode determination lottery table MN51ta-A (second main game variation mode determination lottery table MN51ta-B). As shown in this example, in the first embodiment, both the first main game side and the second main game side are configured to determine the variation mode (variation time) of the main game symbol based on the result of the lottery for determining whether the main game symbol is a hit or a miss, the state of the main game time-saving flag, and the number of reserved symbols at the time of the start of the variation. That is, when the result of the lottery for determining whether the main game symbol is a hit or a miss is obtained, a variation mode with a relatively long variation time is likely to be determined, when the main game time-saving flag is on (time-saving game state), a variation mode with a relatively short variation time is likely to be determined, and when the number of reserved symbols is 2 to 3, a variation mode with a relatively short variation time is likely to be determined compared to when the number of reserved symbols is 0 to 1 (only when the number is a miss). Note that this example is merely an example, and is not limited in any way to the type of stop symbol, selection rate, etc. Also, the symbol change time on the first main game side in the time-shortened game state (when the main game time-shortened flag is on) may be configured to be relatively long {when the execution of symbol change on the second main game side is configured to be advantageous to the player, the purpose is to create a situation in which the second main game side is more likely to have a hold (advantageous to the player) by reducing the symbol change efficiency on the first main game side, and this is particularly effective when it is not possible to distinguish between hitting the start slot on the first main game side and the start slot on the second main game side}. Note that "Performance Mode Executed on the Sub Side" shows an example of the performance executed when each variation mode is selected.Furthermore, as a presentation mode executed on the sub side, a "pseudo consecutive failure presentation" may be provided, which is a presentation that prompts the player as to whether or not a pseudo consecutive fluctuation (a presentation that makes it appear as if multiple pattern fluctuations are occurring during one display of a change in the main game pattern) described below will be executed, and then notifies the player that the pseudo consecutive fluctuation will not be executed.If configured in this way, for example, when there is a loss and in the same game state, the random number distribution (execution frequency) of "pseudo consecutive failure presentation → stop of losing number" may be configured to be more frequent when the number of reserved numbers is 0 to 1 than when the number of reserved numbers is 2 to 3 (this may be configured in either the non-time-shortened game state or the time-shortened game state).Furthermore, when the "pseudo consecutive success presentation" is executed, the player may be prompted as to whether or not a pseudo consecutive fluctuation described below will be executed, and then notified that a pseudo consecutive fluctuation will be executed. Furthermore, the "pseudo consecutive failure effect" and the "pseudo consecutive success effect" are effects that use a "special symbol" or a specific result, which will be described later. For example, when the "pseudo consecutive failure effect" is executed, the player is prompted to decide whether or not the "special symbol" will temporarily stop in the middle row, and then the decorative symbol one frame after the "special symbol" stops (temporarily stops) in the middle row. When the "pseudo consecutive success effect" is executed, the player is prompted to decide whether or not the "special symbol" will temporarily stop in the middle row, and then the "special symbol" stops (temporarily stops) in the middle row. Furthermore, in order to cause a second main game hold during the change of the first main game symbol in a time-reduced game state, which is an irregular pattern change, the contents of the change mode determination table for the first main game symbol related to a miss in the time-reduced game state may be configured so that a short-term change mode is not selected regardless of the number of holds (for example, all change times are 5 seconds or more). Furthermore, the number of reserves shown in the same figure is not the total number of the first main game reserves and the second main game reserves, but in the case of the lottery table MN51ta-A for determining the first main game fluctuation mode, it is the number of first main game reserves, and in the case of the lottery table MN51ta-B for determining the second main game fluctuation mode, it is the number of second main game reserves.
[0112] Next, in step 1414, the game content determination means MN sets the symbol variation display start command (information about the determined main game symbols such as stopped symbol information, attribute information of the stopped symbols, variation mode information, etc., and commands related to the current game state, etc.) temporarily stored in the first / second main game symbol information temporary storage means MB11b-C in a command transmission buffer MT10 for transmission to the sub-main control unit SM (transmitted to the sub-main control unit SM by the control command transmission process of step 1999). Next, in step 1416, the first / second main game symbol control means MP11-C sets a predetermined time related to the variation time of the main game symbols in the first / second main game symbol variation management timer MP11t-C. Next, in step 1417, the first / second main game symbol control means MP11-C starts displaying the changing of the main game symbol on the first main game symbol display section A21g (second main game symbol display section B21g) of the first main game symbol display device A20 (second main game symbol display device B20) in accordance with the changing mode stored in the first / second main game symbol information temporary storage means MB11b-C. Next, in step 1418, the first / second main game symbol control means MP11-C turns on the changing flag in the flag area of the first / second main game status temporary storage means MB10-C, and proceeds to step 1420.
[0113] On the other hand, if the answer is No in step 1403, the first / second main game symbol control means MP11-C refers to the flag area of the first / second main game status temporary storage means MB10-C and determines whether the variable flag is on or not in step 1419. If the answer is Yes in step 1419, the process proceeds to step 1420, and if the answer is No in step 1419, the process proceeds to the next process (the process of step 1500).
[0114] Next, in step 1420, the first / second main game symbol control means MP11-C determines whether or not a predetermined time for the main game symbol variation time has been reached. If the answer is Yes in step 1420, in step 1422, the first / second main game symbol control means MP11-C sets information indicating that the symbol variation has ended (a symbol determination display instruction command) in the command transmission buffer MT10 for transmission to the sub-main control unit SM (this information is transmitted to the sub-main control unit SM by the control command transmission process in step 1999). Next, in step 1423, the first / second main game symbol control means MP11-C stops the varying display of the main game symbols on the first main game symbol display section A21g (second main game symbol display section B21g) of the first main game symbol display device A20 (second main game symbol display device B20), and controls the display of the stopped symbols stored in the first / second main game symbol information temporary storage means MB11b-C as the confirmed stopped symbols. Next, in step 1428, the first / second main game symbol control means MP11-C turns off the varying flag in the flag area of the first / second main game status temporary storage means MB10-C.
[0115] Next, in step 1430, the game content determination means MN refers to the first / second main game symbol information temporary storage means MB11b-C and determines whether the stopped main game symbol is a jackpot symbol. If the answer is Yes in step 1430, in step 1432, the game content determination means MN turns on the condition device operation flag in the flag area of the special game related information temporary storage means MB20b. On the other hand, if the answer is No in step 1430, step 1432 is skipped.
[0116] Next, in step 1450, the specific game control means MP50 executes the specific game end determination process described later, and proceeds to the next process (processing of step 1500). Note that even if the result of step 1420 is No, the process proceeds to the next process (processing of step 1500).
[0117] Next, Figure 14 is a flowchart of the specific game end determination process related to the subroutine of step 1450 in Figure 10. First, in step 1452, the specific game control means MP50 refers to the flag area of the specific game-related information temporary storage means MB30b and determines whether the main game probability variable flag is off. If the answer is Yes in step 1452, in step 1470, the specific game control means MP50 refers to the value of the time-reduction count counter MP52c and determines whether the counter value is greater than 0. If the answer is Yes in step 1470, in step 1472, the specific game control means MP50 subtracts (decrements) the counter value of the time-reduction count counter MP52c by 1. Next, in step 1474, the specific game control means MP50 refers to the value of the time-reduction count counter MP52c and determines whether the counter value (remaining time-reduction count) is 0. If the answer is Yes in step 1474, in steps 1476 and 1478, the specific game control means MP50 turns off the main game time reduction flag and the auxiliary game time reduction flag in the flag area of the specific game related information temporary storage means MB30b, and proceeds to the next process (processing of step 1500). Note that if the answer is No in step 1452, step 1470, or step 1474, the process also proceeds to the next process (processing of step 1500).
[0118] Next, FIG. 15 is a flowchart of the special game activation condition determination process related to the subroutine of step 1500 in FIG. 5. First, in step 1502, the condition determination means MP31 references the flag area of the special game-related information temporary storage means MB20b and determines whether the condition device activation flag is on. If the answer is Yes in step 1502, in step 1514, the special game control means MP30 turns off the special game flags (main game probability variable flag, main game time reduction flag, auxiliary game time reduction flag) in the flag area of the special game-related information temporary storage means MB30b. Next, in step 1518, the special game control means MP50 clears the value of the time reduction counter MP52c. Next, in step 1520, the special game control means MP30 turns on the special game transition permission flag in the flag area of the special game-related information temporary storage means MB20b. Next, in step 1522, the special game control means MP30 turns off the condition device operation flag in the flag area of the special game related information temporary storage means MB20b, and proceeds to the next process (processing of step 1600). Note that even if the answer is No in step 1502, the special game control means MP30 also proceeds to the next process (processing of step 1600).
[0119] Next, Figure 16 is a flowchart of the special game control process related to the subroutine of step 1600 in Figure 5. First, in step 1602, the special game execution means MP33 refers to the flag area of the special game-related information temporary storage means MB20b and determines whether the special game transition permission flag is on. If the answer is Yes in step 1602, in steps 1604 and 1606, the special game execution means MP33 turns off the special game transition permission flag and turns on the special game execution flag, both of which are in the flag area of the special game-related information temporary storage means MB20b. Next, in step 1607, the special game execution means MP33 sets an initial value (1 in this example) to a round number counter (not shown) in the special game-related information temporary storage means MB20b. Next, in step 1608, the special game execution means MP33 sets information indicating that a special game is to be started (special game start display instruction command) in the command transmission buffer MT10 for transmission to the sub-main control unit side (sent to the sub-main control unit SM side in the control command transmission process of step 1999), and proceeds to step 1612.
[0120] On the other hand, if the answer is No in step 1602, the special game execution means MP33 refers to the special game related information temporary storage means MB20b in step 1610 and determines whether the special game execution flag is on. If the answer is Yes in step 1610, the process proceeds to step 1612. If the answer is No in step 1610, the special game execution means MP33 determines that permission for a special game has not been granted, and proceeds to the next process (the process of step 1997).
[0121] Next, in step 1612, the special game execution means MP33 refers to the flag area of the special game-related information temporary storage means MB20b and determines whether the round continuation flag is off, in other words, whether the start of each round is imminent. If the answer is Yes in step 1612, that is, if the start of each round is imminent, first, in step 1614, the special game execution means MP33 sets an opening pattern in the special game-related information temporary storage means MB20b. Next, in step 1616, the special game execution means MP33 clears the counter value of the winning ball counter MP33c to zero. Next, in step 1618, the special game execution means MP33 turns on the round continuation flag in the flag area of the special game-related information temporary storage means MB20b. Next, in step 1620, the special game execution means MP33 drives the first large prize opening electric device C11d (or the second large prize opening electric device C21d) of the first large prize opening C10 to open the first large prize opening C10 (or the second large prize opening C20), sets and starts the special game timer MP34t (particularly the opening time timer) to a predetermined time (for example, 30 seconds), and proceeds to step 1622. On the other hand, if the answer is No in step 1612, that is, if the large prize opening is currently open, the process proceeds to step 1622 without performing the processing of steps 1614 to 1620.
[0122] Next, in step 1622, the special game execution means MP33 sets game status commands related to the current special game (e.g., the current round number, the number of winning game balls, etc.) in the command transmission buffer MT10 for transmission to the sub-main control unit SM (these are transmitted to the sub-main control unit SM in the control command transmission process of step 1999). Next, in step 1624, the special game execution means MP33 references the counter value of the winning ball counter MP33c and determines whether a predetermined number of winning balls (e.g., 10 balls) have entered the first large prize opening C10 (or the second large prize opening C20) in the relevant round. If the answer is Yes in step 1624, the process proceeds to step 1628. On the other hand, if the answer is No in step 1624, in step 1626, the special game execution means MP33 references the special game timer MP34t (particularly the opening time timer) and determines whether a predetermined time (e.g., 30 seconds) related to the opening of the large prize opening has elapsed. If the answer is Yes in step 1626, the process also proceeds to step 1628. If the answer is No in step 1626, the process proceeds to the next process (the process of step 1997).
[0123] Next, in step 1628, the special game execution means MP33 stops driving the first large prize opening electric device C11d of the first large prize opening C10 (or the second large prize opening electric device C21d of the second large prize opening C20) and closes the first large prize opening C10 (or the second large prize opening C20). Next, in step 1630, the special game execution means MP33 resets the special game timer MP34t (particularly the opening time timer). Next, in step 1632, the special game execution means MP33 turns off the round continuation flag in the flag area of the special game-related information temporary storage means MB20b. Next, in step 1633, the special game execution means MP33 adds 1 to the counter value of the round number counter (not shown) in the special game-related information temporary storage means MB20b. Next, in step 1634, the special game execution means MP33 refers to the special game-related information temporary storage means MB20b and determines whether the final round has ended (for example, whether the counter value of a round number counter (not shown) in the special game-related information temporary storage means MB20b has exceeded the maximum number of rounds). If the answer is Yes in step 1634, in step 1636, the special game execution means MP33 turns off the special game execution flag in the flag area of the special game-related information temporary storage means MB20b. Next, in step 1638, the special game execution means MP33 sets information indicating that the special game has ended (a special game end display instruction command) in the command transmission buffer MT10 for transmission to the sub-main control unit SM (this is transmitted to the sub-main control unit SM in the control command transmission process of step 1999). Then, in step 1650, the special game control means MP50 executes a game state determination process after the special game has ended, which will be described later, and proceeds to the next process (the process of step 1997). Incidentally, even if the answer is No in step 1634, the process proceeds to the next step (the process of step 1997).
[0124] Next, Figure 17 is a flowchart of the game state determination process after the special game ends, which is related to the subroutine of step 1650 in Figure 16. First, in step 1652, the specific game control means MP50 refers to the first and second main game symbol information temporary storage means MB11b-C and determines whether the stopped symbol is a probability variable jackpot symbol (a jackpot symbol that transitions to a probability variable game state after the execution of the special game ends; in this example, 5A, 5B, 7A, and 7B). If the answer is Yes in step 1652, in step 1654, the specific game control means MP50 turns on the main game probability variable flag in the flag area of the specific game-related information temporary storage means MB30b and proceeds to step 1658. On the other hand, if the answer is No in step 1652, that is, if the stopped symbol is a non-probability variable jackpot symbol (a jackpot symbol that does not transition to a probability variable game state after the special game is completed, in this example, 4A / 4B), in step 1656, the specific game control means MP50 sets the counter value of the time-reduction count counter MP52c to a predetermined number of times (100 times in this example), and proceeds to step 1658.
[0125] Next, in steps 1658 and 1660, the specific game control means MP50 turns on the main game time reduction flag and the auxiliary game time reduction flag in the flag area of the specific game related information temporary storage means MB30b, and proceeds to the next processing (processing of step 1997).
[0126] Next, the control processing executed on the sub-main control unit SM side will be described with reference to FIGS. 18 to 26. First, FIG. 18 is a main flowchart of the sub-control board S side (particularly the sub-main control unit SM side) in the pachinko gaming machine according to the first embodiment. Here, the processing in FIG. 18(a) is processing on the sub-main control unit SM side executed after a reset, such as when the gaming machine is powered on. That is, when the gaming machine is powered on, in step 2002, the sub-main control unit SM executes initialization processing based on information received from the main side (main control board M side) (for example, if RAM clear information is received, the sub-side RAM is initialized; if various information commands are received, performance-related information at the time of power outage is reset to the sub-side RAM). Next, in step 2003, the sub-main control unit SM restores the number of reserved items (for example, the value of the reserved design counter) based on information received from the main side (main control board M side). Note that currently running performances are not restored, and a "Preparing" screen is displayed until the start of the next variation. Thereafter, the process proceeds to a loop process in which (b), which is a repetitive processing routine of the sub-main control unit SM, is repeatedly executed. Here, when (b) is executed, as shown in the process of the same figure (b), first, in step 2100, the sub-game control means (sub-main control unit) SM executes a pending information management process, which will be described later. Next, in step 2200, the sub-game control means (sub-main control unit) SM executes a decorative symbol display content determination process, which will be described later. Next, in step 2300, the sub-game control means (sub-main control unit) SM executes a first decorative symbol display control process, which will be described later. Next, in step 2350, the sub-game control means (sub-main control unit) SM executes a second decorative symbol display control process, which will be described later. Next, in step 2400, the sub-game control means (sub-main control unit) SM executes a special game-related display control process, which will be described later. Next, in step 2500, the sub-game control means (sub-main control unit) SM executes a background effect control process, which will be described later. Next, in step 2999, the sub-game control means (sub-main control unit) SM executes a display command transmission control process (sends the commands set in this series of subroutines to the sub-sub control unit SS) and ends this repeat processing routine.
[0127] As described above, the sub-main control unit SM employs a loop process of the sub-main side routine (S2100-S2999) after being reset. The process in FIG. 2(c) is an interrupt process of the sub-main control unit SM, and is a process flow (c) when a signal from the STB signal line in the main control board M is connected to one terminal (in this example, the NMI terminal) of the CPU of the sub-main control unit SM. That is, when an NMI interrupt occurs in the CPU of the sub-main control unit SM (when the STB signal line is turned on), in step 2004, the sub-main control unit SM checks the command input port (the input port of the data signal line) from the main control board M. Then, in step 2006, based on the check result, the sub-main control unit SM temporarily stores the command sent from the main control board M in the RAM on the sub-main control unit SM (for example, the main side information temporary storage means SM11b) and returns to the process that was being executed immediately before this interrupt process.
[0128] Next, Fig. 19 is a flowchart of the reserved information management process related to the subroutine of step 2100 in Fig. 18. First, in step 2102, the decorative image reserved information display control means SM22 refers to the main-side information temporary storage means SM11b and determines whether or not a command related to new reserved occurrence (reserved information related to the first main game symbol or the second main game symbol) has been received from the main control board M. If the answer is Yes in step 2102, in step 2104, the decorative image reserved information display control means SM22 adds "1" to the decorative image reserved counter (in this example, a maximum of four for the first main game and a maximum of four for the second main game) in the decorative image reserved information temporary storage means SM22b. Next, in step 2106, the decoration symbol pending information display control means SM22 temporarily stores the pending information (particularly, the random number value related to the main game symbol lottery and the pending advance read group information) in the decoration symbol pending information temporary storage means SM22b based on the pending generation command sent from the main control board M, and proceeds to step 2118.
[0129] On the other hand, if the answer is No in step 2102, in step 2111, the decoration picture reserved information display control means SM22 refers to the main-side information temporary storage means SM11b and determines whether or not a symbol variation display start instruction command has been received from the main control board M. If the answer is Yes in step 2111, in step 2112, the decoration picture reserved information display control means SM22 subtracts "1" from the decoration picture reserved counter in the decoration picture reserved information temporary storage means SM22b. Next, in step 2114, the decoration picture reserved information display control means SM22 deletes the reserved information related to the symbol variation (especially the random number value related to the main game symbol lottery) from the decoration picture reserved information temporary storage means SM22b and shifts the remaining reserved information. Next, in step 2116, the decoration picture reserved information display control means SM22 turns on the symbol content determination permission flag in the flag area of the decoration picture display related information temporary storage means SM21b, and proceeds to step 2118. If the answer is No in step 2111, the process also proceeds to step 2118.
[0130] Next, in step 2118, the display control means SM22 for pending drawing information uses the performance display means SS to light and display the same number of pending images as the pending drawing counter value in the temporary storage means SM22b for pending drawing information on the performance display device SG (particularly, the first pending display area SG12 and the second pending display area SG13), and then proceeds to the next process (processing of step 2200).
[0131] Next, Fig. 20 is a flowchart of the decorative pattern display content determination process related to the subroutine of step 2200 in Fig. 18. First, in step 2202, the decorative pattern display content determination means SM21n refers to the flag area of the decorative pattern display related information temporary storage means SM21b and determines whether the pattern content determination permission flag is on. If the answer is Yes in step 2202, in step 2204, the decorative pattern display content determination means SM21n turns off the pattern content determination permission flag in the flag area of the decorative pattern display related information temporary storage means SM21b. Next, in step 2206, the decorative symbol display content determination means SM21n (and the notice effect display content determination means SM24n and reach effect display content determination means SM25n) refers to the symbol information (stop symbols and variation modes related to the main game symbols) temporarily stored in the main side information temporary storage means SM11b and the decorative symbol variation content determination lottery table SM21ta, and determines whether the first decorative symbol (as described above, the display is controlled based on information from the main control board M, and the display size and operation content thereof will be described in detail later) is stopped. The symbols {for example, if the stopped symbols related to the main gaming symbols are jackpot symbols, a number sequence (winning number) such as "7 7 7" is selected, and if the symbols are losing symbols, a number sequence such as "1 3 5" is selected} and the variation mode {for example, if the variation mode related to the main gaming symbols is a short-time variation, a non-reach is selected, and if it is a long-time variation, a normal reach or a super reach is selected} are determined and temporarily stored in the decorative symbol display related information temporary storage means SM21b (and the notice performance related information temporary storage means SM24b and the reach performance related information temporary storage means SM25b). Here, in the first embodiment, the first decorative symbols are configured in three columns, the left column, the center column, and the right column, and there is one active line (a line on which a win or loss result can be announced by lining up three number symbols), and if the same number symbols are lined up on the active line, it means a jackpot (conversely, if the same number symbols are not lined up on the active line, it means a loss).Furthermore, in the left, middle and right columns (or only in the middle column), in addition to the number symbols, "special symbols" (which, when displayed on the relevant valid line, do not indicate a jackpot, but which warn that a jackpot may occur later; details of their display size and operation will be described later) can be stopped (temporarily stopped), and the number symbols can also be temporarily stopped in the middle of their pattern change. Note that a temporary stop means that the decorative symbols in all columns are temporarily stopped and displayed during the period from when the main game symbols start to change and when they stop, and refers to a state in which the decorative symbols that have been temporarily stopped and displayed can start changing again during that period (hereinafter, the terms will be used in the same sense). Although details will be given later, the "special symbols" in the pseudo-continuous fluctuation are configured to be capable of temporary stops (provisional stops), but not fixed stops, and are not included in the stop modes that notify of a jackpot, and the "special symbols" when the pre-reading performance is executed are configured to be capable of temporary stops (provisional stops), but not fixed stops, and are not included in the stop modes that notify of a jackpot.
[0132] Next, in step 2208, the decorative symbol display content determination means SM21n (and the notice effect display content determination means SM24n and reach effect display content determination means SM25n) refers to the symbol information (stop symbols and variation modes related to the main game symbols) temporarily stored in the main side information temporary storage means SM11b and the decorative symbol variation content determination lottery table SM21ta, and determines the stopping symbol of the second decorative symbol (as described above, the so-called decorative symbol whose display is controlled based on information from the main control board M side, and the display size and operation content thereof will be described in detail later). The pattern {for example, if the stopped pattern related to the main gaming symbol is a jackpot pattern, a number repeat (winning number) such as "7 7 7" is selected, and if it is a losing pattern, a number variation such as "1 3 5"} and the variation mode {for example, if the variation mode related to the main gaming symbol is a short-time variation, it is a non-reach, and if it is a long-time variation, it is a normal reach or a super reach} are determined and temporarily stored in the decorative symbol display related information temporary storage means SM21b (and the notice performance related information temporary storage means SM24b and the reach performance related information temporary storage means SM25b). Here, in the first embodiment, the second decorative symbol is composed of three columns, the left column, the center column, and the right column, and there is one active line (a line on which the same number symbols line up) and if the same number symbols line up on the active line, it means a jackpot (conversely, if the same number symbols do not line up on the active line, it means a loss). In addition, only number symbols can stop in the left, middle, and right columns ("special symbols" like the first decorative symbol cannot stop), and the symbols are configured not to stop temporarily during the change. In this way, the first decorative symbol and the second decorative symbol are configured to independently determine the display content for notifying the win or loss of the main game symbol, that is, the first decorative symbol and the second decorative symbol both have the basic property of being able to independently notify the win or loss result of the main game symbol.
[0133] Next, in step 2216, the decorative symbol display content determination means SM21n determines the decorative symbol effect content by referring to the decorative symbol effect table SM21ta-2 (e.g., decorative symbol effect table 1 to decorative symbol effect table 2) in the decorative symbol change content determination lottery table SM21ta based on the winning / losing result of the main game symbol and the change mode of the decorative symbols (first decorative symbol and second decorative symbol) temporarily stored in the main side information temporary storage means SM11b, sets the display update timing and display update content, and temporarily stores it in the decorative symbol display related information temporary storage means SM21b. Next, in step 2218, the decorative symbol display content determination means SM21n turns on the symbol content determination flag in the flag area of the decorative symbol display related information temporary storage means SM21b, and proceeds to the next process (processing of step 2300). Note that even if the answer is No in step 2202, the next process (processing of step 2300) also proceeds.
[0134] In addition, the above explanation does not mention whether the main game pattern displayed and controlled on the main control board M side is that of the first main game side (first main game pattern) or that of the second main game side (second main game pattern), but basically, the display contents of both the first decorative pattern and the second decorative pattern may be determined in correspondence with the first main game pattern, or the display contents of both the first decorative pattern and the second decorative pattern may be determined in correspondence with the second main game pattern.In other words, regardless of whether the variable display of the first main game pattern or the variable display of the second main game pattern is performed, the variable display of both the first decorative pattern and the second decorative pattern may be made executable in conjunction with it. However, this is not the case in a time-reduced game state (a state involving a so-called electric support state), and for example, in a time-reduced game state, regardless of whether a variable display of the first main game pattern or a variable display of the second main game pattern is performed, it is possible to make it possible to execute a variable display of only one of the first decorative pattern and the second decorative pattern in conjunction with that.
[0135] Here, Figures 21 and 22 (decorative symbol effect table 1, decorative symbol effect table 2) are examples of decorative symbol effect table SM21ta-2 (decorative symbol effect table 1, particularly a part when the winning or losing result is a loss, and decorative symbol effect table 2, particularly a part when the winning or losing result is a big win). In the figures, for simplicity, the first decorative symbol may be referred to as the first decorative symbol, and the second decorative symbol may be referred to as the second decorative symbol (same below). As shown in this example, in the first embodiment, the content of the decorative pattern effect (shown in the fourth column from the left, in this example, "Main effect A-1 (miss) pseudo-consecutive 1" or "Main effect B-1 (jackpot) no pseudo-consecutive" etc.) can be determined based on the result of the main game symbol (shown in the leftmost column, in this example, "miss" or "jackpot") and the change mode of the decorative symbols (first decorative symbol and second decorative symbol) (shown in the second column from the left, in this example, only the cases of "pseudo-consecutive failure (total effect time 30 seconds)" and "super reach (total effect time 60 seconds)" are exemplified) and the acquired random number value (a random number value acquired on the sub-main board SM side, a portion of which is shown in the third column from the left). Then, when the content of the decorative pattern effect is determined, the "display update timing" and "display update content" can be uniquely determined. For example, if the decorative symbol effect content is "A-1 (miss) pseudo consecutive 1", the "display update content" is determined as "decorative symbol change start (all columns of first decorative symbol and second decorative symbol)" at the "display update timing" = "change start time (0 seconds later)", and the "display update content" is determined as "first decorative symbol temporary stop display (left column), second decorative symbol non-display" at the "display update timing" = "12 seconds after change start". Then, as will be described later, the "display update content" that has reached the "display update timing" is executed sequentially for each of the first decorative symbol and the second decorative symbol according to the elapsed time related to the change time of the decorative symbol (first decorative symbol and second decorative symbol).In other words, when "A-1 (miss) pseudo consecutive 1" is determined, after all the rows of the first decorative pattern and all the rows of the second decorative pattern are displayed in a changing manner, until the "display update timing" = "12 seconds after the start of the change" is reached, the display of the first decorative pattern is controlled so that all the rows are hidden (even the changing display is not displayed), and then the display of the second decorative pattern is controlled so that all the rows are displayed in a changing manner (even the changing display is visible), and when the "display update timing" = "12 seconds after the start of the change" is reached, the display of the first decorative pattern is controlled so that only the left row stops, while the display of the second decorative pattern is controlled so that all the rows are hidden (even the changing display is not displayed). In this way, the basic operation in the example of this example is that when the first decorative pattern is visible (easy to see) to the player, the second decorative pattern is invisible (hard to see) to the player, while when the first decorative pattern is invisible (hard to see) to the player, the second decorative pattern is visible (easy to see) to the player, that is, the second decorative pattern is displayed complementarily to ensure that the player is notified that the pattern is changing. It should be noted that the presentation pattern (series of display contents) defined by "A-1 (miss) pseudo consecutive 1" is different from the presentation patterns defined by the names of other decorative pattern presentation contents (i.e., the display contents are different). In addition, the range of random number values is "0 to 1023" for all variation modes, and this diagram shows only a portion of the random number range for the design variation mode (therefore, the random number range of the acquired random number values corresponding to a certain design variation mode and the random number range of the acquired random number values corresponding to a different design variation mode from that certain design variation mode are separate, but both are in the range of "0 to 1023").
[0136] Here, in the first embodiment, the system is configured to be able to execute so-called pseudo-continuous fluctuations, and specifically, this is indicated by the decorative pattern presentation content in this example, "A-1 (miss) pseudo-continuous 1," "A-2 (miss) pseudo-continuous 2," and "B-2 (jackpot) pseudo-continuous 2." For example, in the decorative pattern performance content "A-2 (Miss) Pseudo-consecutive 2", after the "display update timing" = "when the change starts (0 seconds later)", the "display update content" = "start of decoration pattern change (all rows of the first decorative pattern and the second decorative pattern)" is executed, and then at the "display update timing" = "12 seconds after the change starts", "13 seconds after the change starts", and "14 seconds after the change starts", the "display update content" = "first decoration pattern temporary stop display (left row)" (the left row of the first decorative pattern is stopped), "first decoration pattern temporary stop display (right row)" (the right row of the first decorative pattern is stopped), and "first decoration pattern special pattern temporary stop display" (the middle row of the first decorative pattern is stopped at the aforementioned "special pattern") are executed sequentially. Then, after that, at the "display update timing" = "15 seconds after the start of fluctuation," the "display update content" = "1st decorative symbol fluctuation start (all columns)" (all columns of only the 1st decorative symbol are displayed changing again), and then at the "display update timing" = "26 seconds after the start of fluctuation," "27 seconds after the start of fluctuation," and "28 seconds after the start of fluctuation," the "display update content" = "1st decorative symbol temporary stop display (left column)" (the left column of the 1st decorative symbol is displayed stopped), "1st decorative symbol temporary stop display (right column)" (the right column of the 1st decorative symbol is displayed stopped), and "1st decorative symbol special symbol temporary stop display" (the middle column of the 1st decorative symbol is displayed stopped at the aforementioned "special symbol") are displayed sequentially, so that to the player, during one display of the change of the main game symbol, it appears as if multiple pattern changes are occurring for the 1st decorative symbol (see the image in Figure 40 for how this pseudo-continuous fluctuation is taking place and how the "special symbol" is displayed stopped).
[0137] In the first embodiment, when the first decorative symbol is not displayed (a state in which the stopped or variable display is not displayed) and when the middle row of the first decorative symbol is temporarily stopped at the above-mentioned "special symbol," the second decorative symbol is displayed variable, and in other cases, the second decorative symbol is not displayed. That is, when the player can see the first decorative symbol or can determine which symbol has stopped as the first decorative symbol, the second decorative symbol is not displayed (because the progress of the game is not affected by the display of only the first decorative symbol), and when the player cannot see the first decorative symbol or cannot determine which symbol has stopped as the first decorative symbol (for example, when a "special symbol" has stopped and the numbers in the middle row (or all rows) cannot be determined), the second decorative symbol is displayed variable, so that the player can always see either the first decorative symbol or the second decorative symbol, and the progress of the game can be easily understood. In the first embodiment, the second decorative symbols are configured so that "special symbols" do not temporarily stop. This is because the primary focus with regard to the first decorative symbols is to make it difficult to grasp the progress of the game while increasing the interest of the presentation, and the second decorative symbols, which are provided to ensure that it is easy to grasp the progress of the game, are configured not to display symbols that may make it difficult to grasp the progress of the game, such as "special symbols" (i.e., symbols that, when displayed on an active line, do not indicate a jackpot, but that predict that a jackpot may occur later). In addition, the aforementioned "non-display" (including both the first decorative symbol and the second decorative symbol) may include a state in which the symbol is displayed changing at high speed (a changing state in which an afterimage is visible), and the aforementioned "display" (including both the first decorative symbol and the second decorative symbol) may include a state in which the symbol is displayed changing at low speed (in the case of a display mode that changes from top to bottom, a state in which the symbol slowly changes from top to bottom toward the (temporary) planned stop position).
[0138] Furthermore, in the first embodiment, the second decorative symbols are configured not to stop temporarily during the change (and the "special symbols" are not stopped), but the present invention is not limited to this, and the second decorative symbols may be configured to be able to stop temporarily during the change (and pseudo-changes may occur) in the same way as the first decorative symbols. In other words, in such a configuration, the entire row of the first decorative symbols and the entire row of the second decorative symbols are configured so that the operational contents of the change display and stop display (including temporary stops) are approximately the same, but the types of symbols that are displayed as stopped are different.
[0139] Furthermore, the second decorative pattern does not need to be displayed at all times during the variable display of the main game pattern, and the display conditions and display mode of the second decorative pattern may be changed as appropriate. For example, (1) the second decorative pattern is displayed during the occurrence of a specific effect (instead of making the first decorative pattern invisible, examples include an effect in which a movie video is played using the entire display area on the effect display device SG, or an effect in which a so-called movable role object for the effect advances to a state in which it covers the display area on the effect display device SG), (2) the second decorative pattern is displayed only during a specific reach effect (instead of making the first decorative pattern invisible, when a reach effect in which the probability of a big win increases significantly is executed, for example, when a so-called freeze reach effect is executed in which the display content of the effect being executed on the effect display device SG is forcibly paused), and the second decorative pattern is displayed only during other reach effects (especially, (2) when a reach effect with a low expectation of a jackpot is being executed, the second decorative symbol is not displayed; (3) the appearance position of the second decorative symbol on the effect display device SG is varied depending on the effect pattern (for example, in the case of an effect in which the movable device for the effect described above advances to a state in which it covers the display area on the effect display device SG, the second decorative symbol is moved to a display area on the effect display device SG that is not covered by the movable device for the effect); (4) the first decorative symbol may be capable of being moved, reduced, or enlarged, while the second decorative symbol may not be capable of being moved, reduced, or enlarged, or the probability of moving, reduced, or enlarged being executed, the movement width, reduction rate, enlargement rate, etc. may be lower than those of the first decorative symbol, etc.
[0140] In addition, the second decorative pattern may be configured to be displayed in a variable manner during a specific reach performance or when the first decorative pattern forms a reach state (for example, when the left and right columns are temporarily stopped with the same pattern).
[0141] Next, FIG. 23 is a flowchart of the first decorative pattern display control process related to the subroutine of step 2300 in FIG. 18. First, in step 2302, the decorative pattern display control means SM21 refers to the flag area of the decorative pattern display related information temporary storage means SM21b and determines whether the pattern content determination flag is on. If the answer is Yes in step 2302, in step 2304, the decorative pattern display control means SM21 turns off the pattern content determination flag in the flag area of the decorative pattern display related information temporary storage means SM21b. Next, in step 2306, the decorative pattern display control means SM21 turns on the pattern changing flag in the flag area of the decorative pattern display related information temporary storage means SM21b. Next, in step 2309, the decorative pattern display control means SM21 starts the first decorative pattern change time management timer SM21t-1 and proceeds to step 2310. If the answer is No in step 2302, the process also proceeds to step 2310.
[0142] Next, in step 2310, the decorative pattern display control means SM21 refers to the flag area of the decorative pattern display related information temporary storage means SM21b and determines whether the pattern changing flag is on. If the answer is Yes in step 2310, the decorative pattern display control means SM21 checks the timer value of the first decorative pattern change time management timer SM21t-1 in step 2312. Next, in step 2314, the decorative pattern display control means SM21 determines whether the timing to start changing the first decorative pattern has been reached based on the first decorative pattern change time management timer SM21t-1 and the change mode temporarily stored in the decorative pattern display related information temporary storage means SM21b. If the answer is Yes in step 2314, in step 2316, the decorative pattern display control means SM21 sets a change display command for the first decorative pattern (sent to the sub-sub control unit SS in the display command transmission control process of step 2999), and proceeds to step 2330.
[0143] On the other hand, if the answer is No in step 2314, in step 2318, the decorative symbol display control means SM21 determines whether the timing for stopping the first decorative symbol (temporary stop display timing) has been reached based on the first decorative symbol fluctuation time management timer SM21t-1 and the fluctuation pattern temporarily stored in the decorative symbol display related information temporary storage means SM21b. If the answer is Yes in step 2318, in step 2320, the decorative symbol display control means SM21 references the decorative symbol display related information temporary storage means SM21b and determines whether the timing for stopping the aforementioned "special symbol" has arrived (in this example, the "special symbol" is configured to temporarily stop only on the center symbol). If the answer is Yes in step 2320, in step 2322, the decorative symbol display control means SM21 turns on the angel zone flag (a flag that triggers the display of a background image to notify the player of an increased likelihood of winning) in the flag area of the decorative symbol display related information temporary storage means SM21b, and proceeds to step 2324. On the other hand, if the answer is No in step 2320, the process also proceeds to step 2324. Next, in step 2324, the decorative symbol display control means SM21 sets a stop display command (temporary stop display command) for the first decorative symbol (sent to the sub-sub control unit SS in the display command transmission control process of step 2999), and the process proceeds to step 2330. In the first embodiment, the angel zone flag is turned on to display an "angel zone background" as a background effect. Examples of timings when the angel zone flag is turned on include (1) during a symbol change with a relatively high probability of winning (e.g., a symbol change resulting in a reach), and (2) when a symbol change related to a reserved symbol that is scheduled to be consumed before a symbol change with a high probability of winning stops. Although details will be described later, the "special symbol" that triggers the angel zone flag to be turned on may be temporarily stopped in the case of (1) described above, or may be permanently stopped in the case of (2) described above.
[0144] On the other hand, if the answer is No in step 2318, then in step 2326 the preview effect display control means SM24 (and reach effect display control means SM25) determines whether the timing for displaying a preview image or a reach image has been reached, based on the first image variation time management timer SM21t-1 and the variation mode temporarily stored in the preview effect related information temporary storage means SM24b (and reach effect related information temporary storage means SM25b). If the answer is Yes in step 2326, then in step 2328 the preview effect display control means SM24 (and reach effect display control means SM25) sets an image display command related to the preview image or reach image (which is sent to the sub-sub control unit SS in the display command transmission control process of step 2999), and the process proceeds to step 2330. Note that even if the answer is No in step 2326, the process proceeds to step 2330.
[0145] Next, in step 2330, the decorative symbol display control means SM21 refers to the decorative symbol display related information temporary storage means SM21b and determines whether the first decorative symbol is normally displayed (as described above, when the player can visually recognize the first decorative symbol or can determine which symbol is stopped as the first decorative symbol, and the second decorative symbol is not displayed). If the answer is Yes in step 2330, in step 2332, the decorative symbol display control means SM21 turns off the second symbol display flag (a flag for switching the second decorative symbol between a hidden state (OFF) and a displayed state (ON)) in the flag area of the decorative symbol display related information temporary storage means SM21b, and proceeds to step 2336. On the other hand, if the answer is No in step 2330, in step 2334, the decorative symbol display control means SM21 turns on the second symbol display flag in the flag area of the decorative symbol display related information temporary storage means SM21b, and proceeds to step 2336.
[0146] Next, in step 2336, the decorative symbol display control means SM21 refers to the decorative symbol display related information temporary storage means SM21b and determines whether the main game symbol has been stopped and displayed (for example, it refers to the main side information temporary storage means SM11b and determines whether information indicating that the main game symbol has been stopped and displayed has been received from the main control board M side). If the answer is Yes in step 2336, in step 2338, the decorative symbol display control means SM21 sets a stop display command (confirmation display command) for the first decorative symbol (sent to the sub-sub control unit SS side in the display command transmission control process of step 2999). Next, in step 2340, the decorative symbol display control means SM21 stops and resets (clears to zero) the first decorative symbol variation time management timer SM21t-1. Next, in step 2342, the decorative pattern display control means SM21 turns off the pattern changing flag in the flag area of the decorative pattern display related information temporary storage means SM21b, and proceeds to the next process (processing of step 2350). Note that even if the answer is No in step 2310 or step 2336, the process proceeds to the next process (processing of step 2350).
[0147] In the first embodiment, the sub-main control unit SM is configured to use the first decorative pattern change time management timer SM21t-1 to manage the timing of the change display of the first decorative pattern and the timing of executing the background effect, etc., but the method of managing the timing of the change of the first decorative pattern and the timing of executing the background effect, etc. is not limited to this, and the decorative pattern display content determination process in step 2200 may determine all of the contents such as the temporary stop timing of the first decorative pattern, the timing of displaying the preview image / reach image, the timing of displaying the background effect (the timing of switching the display of the background effect), etc., and send them to the sub-sub control unit SS, and the sub-sub control unit SS may be configured to execute (display) the effect at any time at a timing in accordance with the received content (the same applies to the second decorative pattern).
[0148] Next, Figure 24 is a flowchart of the second decorative symbol display control process related to the subroutine of step 2350 in Figure 18. First, in step 2352, the decorative symbol display control means SM21 refers to the flag area of the decorative symbol display related information temporary storage means SM21b and determines whether the first symbol changing flag is on. If the answer is Yes in step 2352, in step 2354, the decorative symbol display control means SM21 refers to the flag area of the decorative symbol display related information temporary storage means SM21b and determines whether the second symbol display flag is on. If the answer is Yes in step 2354, in step 2356, the decorative symbol display control means SM21 sets a second decorative symbol changing display execution command (a command for changing the second decorative symbol) (sent to the sub-sub control unit SS in the display command transmission control process of step 2999), and proceeds to step 2360. On the other hand, if the answer is No in step 2354, in step 2358, the decorative pattern display control means SM21 sets a command to erase the variable display of the second decorative pattern (a command to hide the second decorative pattern) (sent to the sub-sub control unit SS in the display command transmission control process of step 2999), and proceeds to step 2360.
[0149] Next, in step 2360, the decorative symbol display control means SM21 refers to the decorative symbol display related information temporary storage means SM21b and determines whether the main game symbol has been stopped and displayed (for example, it refers to the main-side information temporary storage means SM11b and determines whether information indicating that the main game symbol has been stopped and displayed has been received from the main control board M). If the answer is Yes in step 2360, in step 2362, the decorative symbol display control means SM21 sets a stop display command (determined display command) for the second decorative symbol (sent to the sub-sub control unit SS in the display command transmission control process of step 2999). Next, in step 2364, the decorative symbol display control means SM21 turns off the second symbol display flag in the flag area of the decorative symbol display related information temporary storage means SM21b and proceeds to the next process (processing of step 2400). Note that if the answer is No in step 2352 or step 2360, the decorative symbol display control means SM21 also proceeds to the next process (processing of step 2400).
[0150] Here, the lower part of the figure is an image diagram of the decorative symbol display area. As shown in the figure, the first decorative symbol, the second decorative symbol, and the reserved display (reservations for the first main gaming symbol and the second main gaming symbol may be displayed simultaneously) are configured to be displayed on the effect display device SG, and in the first embodiment, the first decorative symbol is displayed stopped at the timing of the fixed display (the timing when the main gaming symbol is displayed stopped), and so the first decorative symbol becomes the main decorative symbol in the progress of the game, so the first decorative symbol is more visible than the second decorative symbol (the displayed area is assumed to be larger). Also, in the first embodiment, the timing of the start and end of the change of the first decorative symbol and the second decorative symbol (fixed display timing) are the same.
[0151] Next, Figure 25 is a flowchart of the special game-related display control process related to the subroutine of step 2400 in Figure 18. First, in step 2402, the background effect display control means SM23 references the flag area of the background effect-related information temporary storage means SM23b to determine whether the special game in progress flag is off. If the answer is Yes in step 2402, in step 2404, the background effect display control means SM23 references the main-side information temporary storage means SM11b to determine whether a special game start display instruction command has been received from the main side. If the answer is Yes in step 2404, in steps 2406 and 2408, the background effect display control means SM23 turns on the special game in progress flag in the flag area of the background effect-related information temporary storage means SM23b, and displays a jackpot start display on the effect display device SG (displaying an appropriate display based on the type of jackpot), and proceeds to step 2412. Note that if the answer is No in step 2402, the process also proceeds to step 2412.
[0152] Next, in step 2412, the background effect display control means SM23 sequentially displays the number of rounds and the number of winnings on the effect display device SG based on the game information sequentially transmitted from the main side (this can be executed appropriately as needed based on the gameplay, type of jackpot, etc.).
[0153] Next, in step 2413, the background effect display control means SM23 sets a command to display an effect related to the special game currently being played (sent to the sub-sub control unit SS in the display command transmission control process of step 2999) based on the game state at the time of the currently being played jackpot and the jackpot symbol currently being stopped (for example, in the case of a special game related to a latent probability variable jackpot symbol, an effect is executed so that the player cannot recognize that the game state will shift to a probability variable game state after the special game ends). Next, in step 2414, the background effect display control means SM23 refers to the main-side information temporary storage means SM11b and determines whether or not a special game end display instruction command has been received from the main side. If the answer is Yes in step 2414, in step 2416, the background effect display control means SM23 displays the end of the jackpot on the effect display device SG (displaying an appropriate display based on the type of jackpot). Next, in step 2418, the background effect display control means SM23 turns off the special game in progress flag in the flag area of the background effect related information temporary storage means SM23b, and proceeds to the next process (processing of step 2500). Note that even if the answer is No in step 2404 or step 2414, the next process (processing of step 2500) also proceeds.
[0154] Next, FIG. 26 is a flowchart of the background effect control process related to the subroutine of step 2500 in FIG. 18. First, in step 2502, the background effect display control means SM23 refers to the flag area of the decorative image display related information temporary storage means SM21b and determines whether the angel zone flag is on. If the answer is Yes in step 2502, in step 2504, the background effect display control means SM23 sets the "Angel Zone Background" (a background effect that can be displayed in response to the temporary stopping of a "special symbol") as the background effect, and proceeds to step 2506. Next, in step 2506, the background effect display control means SM23 refers to the main-side information temporary storage means SM11b and determines whether the fluctuation (part of the pseudo-continuous fluctuation) that triggered the transition to the "Angel Zone" has ended. If the answer is Yes in step 2506, in step 2508, the background effect display control means SM23 turns off the angel zone flag in the flag area of the decorative image display related information temporary storage means SM21b. Next, in step 2509, the background effect display control means SM23 sets a predetermined background effect (for example, sets the background effect that was set before the “Angel Zone Background” was set), and proceeds to step 2520.
[0155] On the other hand, if the answer is No in step 2502, then in step 2512 the background effect display control means SM23 refers to the main-side information temporary storage means SM11b and determines whether or not a symbol variation display start command has been received from the main side. If the answer is Yes in step 2512, then in step 2514 a stage transition lottery is held with a predetermined probability (1 / 20 in this example) (the stage transition lottery is held at the start of each variation). Next, in step 2516, the background effect display control means SM23 refers to the lottery result of step 2514 and determines whether or not the stage transition lottery has been won. If the answer is Yes in step 2516, then in step 2518 the background effect display control means SM23 sets the background effect based on a predetermined stage transition pattern (for example, transitioning through each stage in a loop in the order of plain stage → space stage → volcano stage → plain stage), and proceeds to step 2520. If the answer is No in step 2506, step 2512, or step 2516, the process also proceeds to step 2520.
[0156] Next, in step 2520, the background performance display control means SM23 sets a command to display the set background performance on the performance display device SG (sent to the sub-sub control unit SS in the display command transmission control process of step 2999), and proceeds to the next process (processing of step 2999).
[0157] By configuring as described above, the pachinko gaming machine according to the first embodiment has two types of decorative symbols, the first decorative symbol and the second decorative symbol, and is configured to display (variable display) the second decorative symbol when the first decorative symbol is not displayed (the stopped / variable display is not displayed) or is difficult to see, so that the player can always see one of the decorative symbols and can accurately determine whether the symbol is stopped or whether the jackpot symbol is stopped, making it a user-friendly gaming machine.
[0158] (Modification 1 from the first embodiment) In the first embodiment, when the pseudo continuous variation is executed, the temporary stop symbol in the middle row always stops as a "special symbol," and while the first decorative symbol is being displayed, the second decorative symbol is always hidden, but the display control method for the decorative symbols is not limited to this. Therefore, an example of such a configuration is referred to as Modification Example 1 from the first embodiment, and only the changes from the first embodiment will be described in detail below.
[0159] First, Figures 27 and 28 (decorative symbol presentation table 3, decorative symbol presentation table 4) are examples of decorative symbol presentation table SM21ta-2 (decorative symbol presentation table 3, particularly a part when the win / loss result is a miss, and decorative symbol presentation table 4, particularly a part when the win / loss result is a jackpot). The changes from the first embodiment will be described in detail, first, with regard to the first decorative symbol. In modified example 1 from the first embodiment, the first decorative symbol is configured to be displayed even while it is changing. Also, for example, when a pseudo-continuous change such as "A-6 (miss) pseudo-consecutive 2 (specific result)" is executed, a specific result other than the "special symbol" can stop at the timing when the middle symbol is temporarily stopped. Here, the specific symbols, unlike the "special symbols," are symbols that stop in numbers on all columns (left, middle, and right columns) but stop in a certain order (e.g., "345" or other sequential numbers), and are configured to notify the player that pseudo continuous variation is being executed when the specific symbols stop. Furthermore, in Modification Example 1 from the first embodiment, when pseudo continuous variation is executed, in the case of a miss, the specific symbols are more likely to stop than the "special symbols" at the provisional stop timing of the middle column, while in the case of a jackpot, the "special symbols" are more likely to stop than the specific symbols at the provisional stop timing of the middle column. In other words, the probability of a jackpot being won is higher when the "special symbols" stop than when the specific symbols stop. However, this is not limited to this, and there is no problem with configuring the system so that the probability of a jackpot being won is higher when the specific symbols stop than when the "special symbols" stop.Furthermore, when pseudo-fluctuation is executed in pseudo-continuous fluctuation, all the symbols will change again, that is, after three symbols have temporarily stopped, those three symbols will change again. In such a case, if a "special symbol" temporarily stops in the middle column and then the middle column changes again, the decorative symbol in the middle column at the start of the re-fluctuation will no longer be a "special symbol" {for example, if it temporarily stops at "6★7" (★=special symbol), it will change again as "667" (it is desirable that the middle symbol be a symbol "±1" frame from the right symbol or the left symbol)}. Alternatively, when the "special symbol" temporarily stops in the middle column, the three symbols of "667" will temporarily stop behind the "special symbol", and then when the "special symbol" changes again and is erased, the first decorative symbol in the left column, the first decorative symbol in the middle column, and the first decorative symbol in the right column will change again. In such a case, by setting the display priority of the image of the "special pattern" in the middle row higher than that of the first decorative pattern in the middle row, it is possible to prevent the method of determining the first decorative pattern from becoming complicated, since it is only necessary to display the "special pattern" in the pseudo-consecutive variation mode that displays the specific outcome.
[0160] Next, the changes from the first embodiment will be described in detail with regard to the second decorative symbol. In the first modification from the first embodiment, the second decorative symbol is configured to be always displayed while the main game symbol is fluctuating. In addition, when a reach is reached, the second decorative symbol also temporarily stops at the timing when the first decorative symbol is temporarily stopped, and the second decorative symbol also simultaneously becomes fixedly displayed at the timing when the first decorative symbol is finally displayed (the same symbol will be stopped and displayed as the first decorative symbol and the second decorative symbol). The variable display mode of the second decorative symbol is not limited to this. For example, if the first decorative symbol is visible and the player can easily grasp the game progress by viewing the first decorative symbol, the second decorative symbol may be hidden. That is, the second decorative symbol may be hidden when a specific result is stopped during the variable display of the first decorative symbol, while the left and right columns are temporarily stopped, or at the temporary stop timing of the middle column, while the second decorative symbol is displayed as a variable display (or a temporary stop display) when a "special pattern" is stopped at the temporary stop timing of the middle column. Also, the second decorative symbol may be configured to stop and temporarily stop all in accordance with the stop and temporary stop of the first decorative symbol. Furthermore, the second decorative symbol may be displayed as a variable display regardless of the variable status of the first decorative symbol, and the second decorative symbol may be displayed as a fixed stop only when the first decorative pattern is fixed and stopped.
[0161] By configuring as described above, in the gaming machine according to modified example 1 from the first embodiment, by configuring it so that a specific result can be temporarily stopped at the timing of the temporary stop of the middle row, it is possible to provide multiple types of stopping patterns at the time of temporary stop when pseudo-continuous variation is executed, and by making the expected probability of winning a jackpot different depending on the stopping pattern, the player will pay attention to which stopping pattern is in question, thereby increasing the interest of the game.
[0162] In addition, in modified example 1 from the first embodiment, the first decorative pattern is configured to be displayed in a variable manner, but this is not limited to this, and the first decorative pattern may be configured not to be displayed in a variable manner (hidden) during the execution of a specific performance such as a reach performance, or only a specific column (for example, the middle column) may be configured to be hidden.
[0163] In addition, in modified example 1 from the first embodiment, it is configured so that a specific result (or a "special pattern") can be temporarily stopped at the timing of the temporary stop of the middle column, but the display mode of the left and right columns when a specific result (or a "special pattern") is displayed may be changed, for example, (1) the left and right columns are the same number, and the middle column is a number that is ±1 of that same number (for example, "4·5·4", or a "special pattern" is placed at the 5 position in the middle column), (2) the stop mode is the same as a losing number that is not a specific result, but the fact that it is a specific result is announced by a sound or color change, (3) all columns are temporarily stopped at the same time, (4) the numbers in the left and / or right columns are changed at the timing of the temporary stop of the middle column, (5) the decorative patterns of the left and right columns are numbers that are "2" or more apart, or the decorative pattern of the middle column is a losing number that is "2" or more apart from the left and / or right column, etc. The conditions for the appearance of a specific result may also be changed, and may be configured to differ from the conditions for the appearance of a "special symbol," for example, by making it more likely to appear when the provisional stop symbols (numbers) in the left and right columns are the same (or appear only when they are the same). Also, the appearance of a "special symbol" (or a specific result) after a reach is reached may be configured to have a higher expectation of a jackpot than when a "special symbol" (or a specific result) appears when there is no reach, or may be configured to have a higher possibility of the "special symbol" provisionally stopping again during the subsequent pattern fluctuation {for example, "7★7" has a higher expectation of a jackpot than "7★8" (★=special symbol), or is more likely to provisionally stop again}. In addition, in the case where the left and right columns are the same number as shown in (1) and the middle column is made up of numbers ±1 of that same number, or where the middle and right columns are made up of numbers ±1 or ±2 of the number in the left column, in other words, where the numbers in the left column are used as the base and the numbers in the middle and right columns are predetermined numbers, only the number to be displayed in the left column needs to be determined by lottery or the like, and the numbers to be displayed in the middle and right columns can be determined to be the same numbers as the number to be displayed in the left column determined by lottery, or numbers ±1 or ±2 of the number to be displayed in the left column determined by lottery (in other words, the numbers to be displayed in the middle and right columns are not determined by lottery or the like, but numbers corresponding to the number to be displayed in the left column are simply determined).For example, if the left column is N (N is a number from 1 to 8, for example), the middle column is N+1, and the right column is N, the number to be displayed in the left column is determined by lottery or the like from among 1 to 8. If the number in the left column is determined to be "4," the middle column will be 4+1=5, and the right column will be the same "4" as the left column, and "4·5·4" is set as the specific result. This configuration makes it possible to set the specific result using a table that sets only the numbers in the left column, without using a table that sets multiple specific results for combinations of the left, middle, and right columns, thereby achieving the effect of facilitating the determination of the specific result in the decorative pattern display content determination process of step 2200. Note that, although the example has been given in which the numbers in the left column are determined by lottery and the numbers in the middle and right columns are determined based on the numbers in the left column, the numbers in the middle or right column may be determined by lottery or the like, and the numbers in the left and right columns may be determined for the numbers in the middle column, and the numbers in the left and middle columns may be determined for the numbers in the right column.
[0164] (Modification 2 from the first embodiment) Here, the first embodiment and the modified example 1 from the first embodiment have been described with respect to the configuration of the display mode of the first decorative symbol during pseudo continuous variation, but new gameplay can be created by the configuration of the display mode of the first decorative symbol during pseudo continuous variation other than the above configuration. Therefore, an example of such a configuration is the modified example 2 from the first embodiment, and only the changes from the modified example 1 from the first embodiment will be described in detail below.
[0165] First, Figures 29 and 30 (decorative symbol presentation table 5, decorative symbol presentation table 6) are examples of decorative symbol presentation table SM21ta-2 (decorative symbol presentation table 5, particularly a portion when the win / loss result is a miss, and decorative symbol presentation table 6, particularly a portion when the win / loss result is a jackpot). Regarding the changes from Modification Example 1 from the first embodiment, first, the first decorative symbol will be described in detail. In Modification Example 2 from the first embodiment, two types of "special symbols" are provided: "special symbol A" and "special symbol B," which are displayed while the first decorative symbol is fluctuating and can stop at the provisional stop timing of the middle row in the pseudo-continuous fluctuation. Here, "special symbol A" is configured to be provisionally stopped from the first provisional stop timing of the middle row in the pseudo-continuous fluctuation (and also after that timing), while "special symbol B" is configured to be provisionally stopped from the provisional stop timing of the second middle row in the pseudo-continuous fluctuation. Furthermore, the specific result is configured to be able to temporarily stop from (and after) the first provisional stop timing of the middle row in the pseudo continuous variation. That is, at the first provisional stop timing of the middle row in the pseudo continuous variation, two types of stop patterns can be temporarily stopped: "special symbol A" and a specific result, while at the second provisional stop timing of the middle row in the pseudo continuous variation, three types of stop patterns can be temporarily stopped: "special symbol A," "special symbol B," and a specific result. Thus, the second provisional stop timing of the middle row in the pseudo continuous variation has a greater variety of possible stop patterns than the first provisional stop timing of the middle row in the pseudo continuous variation. In this way, the provisional stop timing of the middle row in the pseudo continuous variation may be configured so that the later the provisional stop timing is, the more types of stop patterns there are, or the later the provisional stop timing is, the fewer types of stop patterns there are. Furthermore, in the case of a configuration in which the number of types of stop patterns increases as the provisional stop timing gets later, the configuration may be such that each time a pseudo-variation is executed, a new stop pattern that has a high probability of resulting in a jackpot is added as a selection candidate type, and by configuring it in this way, the player will pay attention each time a pseudo-variation is executed.In addition, in the case of a configuration in which the types of stop patterns become fewer as the provisional stop timing approaches in the latter half, it may be configured so that stop patterns with a low expectation that the variation will result in a jackpot are deleted as a selection candidate type each time a pseudo-variation is executed, and by configuring in this way, it is possible to guarantee the expectation that the variation will result in a jackpot each time a pseudo-variation is executed. Note that the second decorative pattern has the same configuration as modified example 1 from the first embodiment, so a description thereof will be omitted.
[0166] By configuring as described above, in the gaming machine according to modified example 2 from the first embodiment, the later the provisional stop timing of the middle row in the pseudo-continuous variation, the more stopping patterns there are that provisional stop possible, so that the player will pay attention to the number of times the middle row provisionally stops and the stopping patterns at the time of provisional stop, thereby increasing the interest of the game.
[0167] (Third modification of the first embodiment) Here, in the first embodiment, two types of decorative symbols, a first decorative symbol and a second decorative symbol, are provided, and the second decorative symbol is displayed (variably displayed) when the first decorative symbol is not displayed (a state in which the stopped display / variably displayed symbol is not displayed) or is difficult to see, but the configuration using the second decorative symbol is not limited to the configuration of the first embodiment. Therefore, an example of such a configuration is referred to as Modification Example 3 from the first embodiment, and only the changes from the first embodiment will be described in detail below.
[0168] First, Fig. 31 is a flowchart of the decorative symbol display content determination process related to the subroutine of step 2200 in Fig. 18 in Modification 3 from the first embodiment. The changes from the first embodiment are steps 2232 (variant 3) to 2236 (variant 3), step 2900 (variant 3), step 2246 (variant 3), and step 2248 (variant 3). That is, after the symbol content determination permission flag is turned off in step 2204, in step 2232 (variant 3), the decorative symbol display content determination means SM21n refers to the main-side information temporary storage means SM11b and determines whether or not the current game state is a probability-varying game state. If the answer is Yes in step 2232 (variant 3), in step 2234 (variant 3), the decorative symbol display content determination means SM21n determines the display mode of the first decorative symbol and the second decorative symbol to be the probability variable display mode (the display mode of the decorative symbol that will be displayed in a probability variable game state), and proceeds to step 2900 (variant 3). On the other hand, if the answer is No in step 2232 (variant 3), in step 2236 (variant 3), the decorative symbol display content determination means SM21n determines the display mode of the first decorative symbol and the second decorative symbol to be the non-probability variable display mode (the display mode of the decorative symbol that will be displayed in a non-probability variable game state), and proceeds to step 2900 (variant 3). In this way, in the third modification from the first embodiment, the display modes of the first and second decorative symbols are configured to differ depending on whether or not the game is in a probability-varying game state, and when the display mode of the first decorative symbol changes (for example, when a game state shifts from a non-probability-varying game state to a probability-varying game state), the display mode of the second decorative symbol is also configured to change in accordance with the change. Note that the display modes of the first and second decorative symbols are not limited to a configuration that differs only depending on whether or not the game is in a probability-varying game state, and may be configured to differ depending on, for example, whether or not the game is in a time-shortened game state, which background effect (effect stage) is being used, etc.
[0169] Next, in step 2900 (variant 3), the decorative symbol display content determination means SM21n executes a decorative symbol stop symbol determination process, which will be described later. Next, in step 2246 (variant 3), the decorative symbol display content determination means SM21n determines the variation mode of the first decorative symbol based on information relating to the variation mode of the main gaming symbol. Next, in step 2248 (variant 3), the decorative symbol display content determination means SM21n determines the variation mode of the second decorative symbol based on information relating to the variation mode of the main gaming symbol, and proceeds to step 2216.
[0170] Next, Figure 32 is a flowchart of the decoration stop symbol determination process related to the subroutine of step 2900 (variation 3) in Figure 31 in Modification 3 from the first embodiment. First, in step 2902, the decoration display content determination means SM21n refers to the main side information temporary storage means SM11b and determines whether the stopped symbol of the main game symbol related to the symbol change is a jackpot symbol. If the answer is Yes in step 2902, in step 2904, the decoration display content determination means SM21n refers to the main side information temporary storage means SM11b and determines whether the number of rounds executed in the special game related to the jackpot symbol is the maximum number of rounds (16R in this example). If the answer is Yes in step 2904, in step 2906, the decorative image display content determination means SM21n determines the stopped patterns of the first decorative pattern and the second decorative pattern to be either a set of three "white" patterns (for example, "777") or a set of three "black" patterns (for example, "444") (the total allocation rate for selecting three "white" patterns and the total allocation rate for selecting three "black" patterns is 1:1), and proceeds to the next process {processing of step 2246 (variant 3)}. On the other hand, if the answer is No in step 2904, in step 2908, the decorative image display content determination means SM21n determines the stopped patterns of the first decorative pattern and the second decorative pattern to be either a set of three "black" patterns (for example, "444"), and proceeds to the next process {processing of step 2246 (variant 3)}. In this way, in the third modified example from the first embodiment, a line of three "white" symbols (for example, "777") can only stop in the case of a special game with the maximum number of rounds (16R in this example), that is, when a line of three white symbols stops, it is almost certain (or certain) that a special game with the maximum number of rounds (16R in this example) will be played (which may be relatively more profitable for the player than a line of three "black" symbols).
[0171] On the other hand, if the answer is No in step 2902, in step 2910, the decorative symbol display content determination means SM1n determines the stopping symbol of the first decorative symbol based on the information about the stopping symbol of the main game symbol. Next, in step 2912, the decorative symbol display content determination means SM21n determines the stopping symbol of the second decorative symbol to be a predetermined losing symbol (in this example, "345", and the stopping symbol of the second decorative symbol is only one pattern), and proceeds to the next process {processing of step 2246 (variant 3)}. Note that the type of stopping symbol of the second decorative symbol does not have to be only one pattern, but it is desirable that the number of stopping symbols is fewer than the number of stopping symbols of the first decorative symbol. Furthermore, the symbol that stops when the second decorative symbol is a losing symbol is a predetermined losing symbol (in this example, "345"), whereas the symbol that stops when the first decorative symbol is a losing symbol is selected from a plurality of candidates (for example, randomly selected from 300 types of candidate stopping symbols), so the frequency with which the predetermined losing symbol stops when the second decorative symbol is a losing symbol is higher than that of the first decorative symbol (the first decorative symbol may be configured so that the predetermined losing symbol does not stop). Also, all of the losing symbols that can stop for the second decorative symbol (for example, only one pattern of "375" may be used) may be configured to include at least one symbol (for example, a "7" symbol) that will be most profitable to the player in any game state when three of the same symbols line up (for example, "375" and "276" may stop).
[0172] Next, Figure 33 is an image diagram of the display mode of decorative symbols in Modification Example 3 from the first embodiment. As shown in the figure, Modification Example 3 from the first embodiment is configured so that the display mode (in this example, the display color, and display attributes such as color pattern, shape, size, etc.) of the first decorative symbol and the second decorative symbol can be different when the gaming state is a non-probability-varying gaming state and a probability-varying gaming state. Specifically, when the gaming state is a non-probability-varying gaming state, only the "7" symbol is displayed in "white" together with the first decorative symbol and the second decorative symbol, and all symbols other than the "7" are displayed in "black" (non-probability-varying display mode), while when the gaming state is a probability-varying gaming state, the "3" symbol and the "7" symbol are displayed in "white" together with the first decorative symbol and the second decorative symbol, and all symbols other than the "3" symbol and the "7" are displayed in "black." That is, the "3" symbol, along with the first and second decorative symbols, is configured so that its display mode can change depending on the game state (probability variable display mode). The condition for the different display mode is not limited to whether or not the game is in a probability variable game state, but may also be whether or not the game is in a time-saving game state, or may be configured so that the display mode can change depending on which background effect (effect stage) is being executed. Note that in Modification Example 3 from the first embodiment, the symbol whose display attribute can change depending on whether or not the game is in a probability variable game state is the "3" symbol, but the "3" symbol is included in the combination of predetermined losing symbols ("345" in this example) that will cause the second decorative symbol to stop when a win occurs (the symbol in the left column). In a non-probability variable game state, the stopped symbols of the second decorative symbol when a win occurs are all displayed in "black," while in a probability variable game state, the stopped symbols of the second decorative symbol when a win occurs are displayed in "white," "black," and "black" from the left column.While this diagram shows a configuration based on a comparison between a non-probability-varying gaming state and a probability-varying gaming state, this may also be a configuration based on a comparison between a non-time-shortened gaming state and a time-shortened gaming state (the non-probability-varying gaming state in this diagram may be the non-time-shortened gaming state, and the probability-varying gaming state may be the time-shortened gaming state), or a configuration based on a comparison between a non-time-shortened gaming state and a non-probability-varying gaming state and a time-shortened gaming state and a probability-varying gaming state (the non-probability-varying gaming state in this diagram may be the non-time-shortened gaming state and a non-probability-varying gaming state, and the probability-varying gaming state may be the time-shortened gaming state and a probability-varying gaming state). Note that this type of comparison fit-and-match substitution is applicable to all configurations of any of the embodiments and modified examples of this invention.
[0173] Next, Figures 34 and 35 (decorative symbol effect table 7, decorative symbol effect table 8) are examples of decorative symbol effect table SM21ta-2 (decorative symbol effect table 7, particularly a part when the win / loss result is a miss, and decorative symbol effect table 8, particularly a part when the win / loss result is a jackpot). The changes from the first embodiment are that the decorative symbol type item is set as a display update type, and three items, "first decorative symbol," "second decorative symbol," and "transparent LCD," are provided. In modified example 3 from the first embodiment, a transparent effect is executed in which the display area SG10 of the effect display device SG is transparent, and during the period when the transparent effect is executed, the first decorative symbol is hidden, but the second decorative symbol is displayed (see "33 seconds" in the display update timing).
[0174] Next, Fig. 36 is a flowchart of the decorative symbol display content determination process relating to the subroutine of step 2200 in Fig. 18 in Modification 3 from the first embodiment. The changes from the first embodiment are step 2327-1 (variant 3) and step 2327-2 (variant 3). That is, when the timing to display a preview image or reach image is reached in step 2326, in step 2327-1 (variant 3), the preview effect display control means SM24 determines whether or not it is the timing to execute a transparent effect (an effect in which the display area SG10 of the effect display device SG becomes transparent) based on the first decorative symbol change time management timer SM21t-1 and the change mode temporarily stored in the preview effect related information temporary storage means SM24b. If the answer is Yes in step 2327-1 (Variation 3), then in step 2327-2 (Variation 3), the preview effect display control means SM24 sets an image display command for the transparent effect (sent to the sub-sub control unit SS in the display command transmission control process of step 2999), and proceeds to step 2336. On the other hand, if the answer is No in step 2327-1 (Variation 3), then proceeds to step 2328. When the transparent effect is executed, the display area SG10 of the effect display device SG becomes transparent, allowing the state of the role device in the effect display device SG being activated to be seen, the display of the first decorative pattern is erased (hidden), and the second decorative pattern continues to be displayed by the second decorative pattern display device in the effect display device SG (details will be described later). Furthermore, in Modification Example 3 from the first embodiment, a reserve number display area is provided adjacent to the display of the second decorative pattern on the effect display device SG (to the right as seen from the player). This configuration allows the player to see the reserve number even during the transparent effect execution.
[0175] Next, Figure 37 is a flowchart of the special game-related display control process associated with the subroutine of step 2400 in Figure 18 in Modification 3 from the first embodiment. The change from the first embodiment is step 2410 (Variation 3). That is, after setting a command related to the jackpot display in step 2408, or if the special game flag is on, in step 2410 (Variation 3), the background effect display control means SM23 sets a command (transmitted to the sub-sub control unit SS in the display command transmission control process of step 2999) to continuously display the second decorative symbol related to the special game (for example, "777" continues to be displayed) from the time the jackpot symbol related to the special game stops, and the process proceeds to step 2412. In this way, in Modification 3 from the first embodiment, the second decorative symbol is displayed even during the special game, and the player can determine which decorative symbol (first decorative symbol or second decorative symbol) is related to the special game being played, even during the special game.
[0176] Next, FIG. 38 is an image diagram of the configuration of the effect display device in Modification Example 3 from the first embodiment. First, as shown in the conceptual perspective view and conceptual top view of the effect display device, a second decorative symbol display device is provided at the back side (as seen by the player) of the display area SG10, and when this device emits light (light is output in the direction of the display area SG10), the second decorative symbol and the reserved number display area are displayed in the display area SG10. Also, by outputting light from the light source, it is possible to display effects in the display area SG10, but effects are not displayed in the area of the display area SG10 adjacent to the second decorative symbol display device, and the display of the second decorative symbol and the reserved number display area by the second decorative symbol display device is configured to be visible to the player. Also, when a transparent effect is executed, the effect in the display area SG10 is no longer displayed, and the role object inside the effect display device SG is configured to be visible. Note that even during the execution of the transparent effect, the effect display in the second decorative symbol display device is executed, so it is visible to the player. By configuring in this way, even in a situation where a transparent effect is being executed, the player can recognize the change status of the decorative pattern and the reserved number by visually checking the effect display on the second decorative pattern display device. Note that the display of the reserved number may vary the type of reserved number to be displayed depending on the game state (for example, in a non-time-shortened game state, the first main game reserved number is displayed, and in a time-shortened game state, the second main game reserved number is displayed), or the first main game reserved number and the second main game reserved number may always be displayed, or the total reserved number of the first main game reserved number and the second main game reserved number may be displayed. The configuration for displaying the effects in the display area SG10 is not limited to this, and it is sufficient that the display area SG10 is configured to be switchable between a transparent state and a non-transparent state. For example, the position of the light source may be changed (for example, light may be output from diagonally behind the display area), or the display area may display through a light guide plate (a transparent plate-like member that scatters light emitted from light-emitting elements that enter from the side in the vertical direction) (a so-called edge-lit type), or the display area may be made of organic EL, etc.As an example of a configuration using a light guide plate, from the player's side, the following are arranged in this order from the front: "transparent liquid crystal (liquid crystal shutter)", "light guide plate {placed close to the transparent liquid crystal (approximately 5 mm), with light source A placed near the outer periphery of the light guide plate to distribute light throughout the light guide plate}", "light source B which constantly outputs light to the bottom left of the display area SG10", "reel", "light source C for emphasizing the reel to be seen by the player", and when a transparent effect is to be executed (when it is desired to emphasize the reel to be seen by the player), the output of light source A is turned OFF (the output of light source A may be reduced compared to when a transparent effect is not being executed) and the outputs of light source B and light source C are turned ON, and when a transparent effect is not to be executed (when it is desired to not show the reel to the player and to show the effect in the display area SG10 to the player), the output of light source A and light source B is turned ON and the output of light source C is turned OFF (the output of light source C may be reduced compared to when a transparent effect is being executed). Furthermore, the display of the second decorative pattern and the hold number display area is not limited to the configuration of this example, and for example, the second decorative pattern display device can be made to emit light (light is output in the direction of the display area SG10), and the second decorative pattern and hold number display area can be displayed in the display area SG10 in a similar mechanism to the mechanism in which the effect is displayed by light being output from a light source toward the display area SG10.In other words, the second decorative pattern display device can be configured to replace the light source, so that even when a transparent effect is executed and the light source no longer outputs light, the second decorative pattern display device will always output light, so that the display of the second decorative pattern and hold number display area can always be seen (the light guide plate is used to prevent light from passing through the transparent LCD).
[0177] Next, FIG. 39 is an image diagram of a transparent effect execution in Modification Example 3 from the first embodiment. This example illustrates a case where one symbol change is executed (a pseudo-continuous change is executed twice (a pseudo-continuous change 2 change)) in the normal game state (a non-probability-changing game state and a non-time-shortened game state). First, a certain decorative symbol (a first decorative symbol and a second decorative symbol) starts to change, and then a special symbol temporarily stops as the first center-row temporary stop symbol. Then, a certain decorative symbol (a first decorative symbol and a second decorative symbol) starts to change again, and then a special symbol temporarily stops again as the second center-row temporary stop symbol. Then, a certain decorative symbol (a first decorative symbol and a second decorative symbol) starts to change again, and the display area SG10 becomes transparent due to the execution of the transparent effect, and the player can see the state of the role device behind the display area SG10 (as seen by the player) being activated. After that, the transparent effect ends (the display area SG10 becomes opaque), the reel behind the display area SG10 (as seen by the player) becomes invisible, and the variable display of the first decorative symbol becomes visible (displayed) again. After that, in the case of a loss, the first decorative symbol and the second decorative symbol stop at a loss symbol (the second decorative symbol stops at a predetermined loss symbol ("345"), which is a combination of symbols that may differ from the loss symbol of the first decorative symbol ("787")). Furthermore, in the case of a jackpot, the first decorative symbol and the second decorative symbol stop at a jackpot symbol (the jackpot symbol of the first decorative symbol and the jackpot symbol of the second decorative symbol are the same combination of symbols). After that, a special game is executed, and even during the execution of the special game, the second decorative symbol continues to be displayed as a jackpot symbol, the same as when the special game started. Furthermore, even while a special game is being played, a transparent effect may be executed (the display area SG10 may be made transparent), and for example, by configuring the transparent effect to be executed just before the execution of an effect that notifies whether or not the game will enter a probability-changing game state after the special game has ended, the player can increase their anticipation of transitioning to a probability-changing game state after the special game has ended by viewing the transparent effect.Furthermore, even if a transparent effect is executed during the execution of a special game, the display of the second decorative symbol and the reserved number display area is maintained (because they are visible), so the progress of the game is not hindered. As an example of the display of decorative symbols during a special game, for example, during a special game, in order to notify the player which three decorative symbols have lined up to form a jackpot, only one of the aligned symbols is displayed (for example, if a jackpot occurs with "777", "7" is displayed), and when a transparent effect is executed, the display of the aligned symbols becomes invisible, so that the display of the second decorative symbol and the reserved number display area can be maintained even during the special game to enable the player to recognize the aligned symbols.
[0178] By configuring as described above, in the gaming machine according to modified example 3 from the first embodiment, the display area SG10 of the performance display device SG becomes transparent, making it possible to execute a transparent performance in which the reels in the performance display device SG become visible, and even if the first decorative pattern becomes hidden while the transparent performance is being executed, the performance display in the second decorative pattern display device is still executed.Therefore, by viewing the performance display in the second decorative pattern display device, the player can recognize the changing status of the decorative pattern and the number of reserved symbols, making it a more user-friendly gaming machine. Furthermore, by making the game state transition allocation rate after the end of the special game related to the ball entering the first main game start port A10 different from the game state transition allocation rate after the end of the special game related to the ball entering the second main game start port B10, and by making the display attributes of the decorative patterns (first decorative pattern and second decorative pattern) different depending on whether or not the game is in a probability-varying game state, and by making the number of types of patterns that can suggest or notify the player that a high profit is possible different, the probability-varying game state in which the game progresses by making the game ball enter the second main game start port B10 has a larger number of display attributes of jackpot patterns that make a transition to the probability-varying game state almost certain (or certain) after the special game is completed than the non-probability-varying game state in which the game progresses by making the game ball enter the first main game start port A10, and it becomes possible to configure the game system so that it can appropriately suggest or notify the player whether or not the current game state is highly profitable for the player.
[0179] Furthermore, in modified example 3 from the first embodiment, regardless of whether the first main game pattern or the second main game pattern changes, a decorative pattern with a display attribute corresponding to the current game state or presentation display mode (background presentation, etc.) is displayed and changed, and the decorative pattern corresponding to the change in the first main game pattern and the decorative pattern corresponding to the change in the second main game pattern have the same display (and display attribute) (the display attribute and display area of the decorative pattern are not differentiated between the first main game pattern and the second main game pattern).
[0180] (Second embodiment) In the first embodiment, two types of decorative symbols, the first decorative symbol and the second decorative symbol, are provided to allow the player to accurately recognize the results of the symbol fluctuations, but this configuration can also be applied to a configuration that allows a pre-reading lottery to be executed. Therefore, an example of such a configuration is the second embodiment, and only the differences from the first embodiment will be described in detail below.
[0181] First, Figure 40 is a flowchart of the main game content determination random number acquisition process in the second embodiment, which is a subroutine of step 1300 in Figure 5. The difference from the first embodiment is steps 1322 (2) to 1344 (2), whose purpose is to transmit variable mode random number separator information, which is information referenced when determining the pre-reading effect content, to the sub-side. That is, after storing the first main game content determination random number in step 1308, the reservation control means MJ30 refers to the flag area of the special game-related information temporary storage means MB20b in step 1322 (2) and determines whether the special game execution flag is off. If the answer is Yes in step 1322 (2), the reservation control means MJ30 determines whether the main game time-shortening flag in the flag area of the special game-related information temporary storage means MB30b is off in step 1324 (2). If the answer is Yes in step 1324 (2), in step 1326 (2), the reservation control means MJ30 pre-determines the winning / losing result and the stopped symbol for the stored reservation based on the reservation information (winning / losing lottery random number and symbol determination random number). Next, in step 1328 (2), the reservation control means MJ30 sets a command for the winning / losing result and the stopped symbol information for the newly generated reservation in the command transmission buffer MT10 for transmission to the sub-main control unit SM (sent to the sub-main control unit SM by the control command transmission process of step 1999).
[0182] Next, in step 1330 (2), the reservation control means MJ30 predetermines the fluctuation mode random number delimiter information and fluctuation mode group related to the stored reservation based on the reservation information (random number for determining fluctuation mode) (for the fluctuation mode random number delimiter information and fluctuation mode group, see main game table 3 in Figures 41 and 42), and proceeds to step 1332 (2). Also, if the answer is No in step 1322 (2) or step 1324 (2), it also proceeds to step 1332 (2). In the second embodiment, one fluctuation mode group is configured to include multiple types of fluctuation modes (fluctuation times). Next, in step 1332 (second), the hold control means MJ30 sets a command related to the generation of a new hold (a hold generation command for the first main game content determination random number, a command related to variable mode random number delimiter information, etc.) in the command transmission buffer MT10 for transmission to the sub-main control unit SM (sent to the sub-main control unit SM side by the control command transmission process of step 1999), and proceeds to step 1312. Note that when the configuration is such that symbol information is transmitted to the sub-side as in the second embodiment, a presentation suggesting a jackpot may be executed on the sub-side, and in such a configuration, it is desirable to have a configuration that can notify the player of the stopped symbol of the main game symbol that will result in the jackpot (the stopped symbol is notified only when the stopped symbol of the main game symbol results in a jackpot).
[0183] In this way, in the second embodiment, the variable pattern random number delimiter information and variable pattern group are determined when the main game content determination random number (first main game content determination random number or second main game content determination random number) is obtained (or when a hold occurs).
[0184] In addition, at the timing when a reservation occurs, the main game content determination random number information, the win / loss random number division information, the variable mode random number division information, and the variable mode group information may be configured to be transmitted to the sub side, but the information to be transmitted to the sub side is not limited to this, and may include information on the stopping pattern of the main game pattern, information on the profit mode of the main game pattern that will be a jackpot (the number of rounds of the special game related to the main game pattern that is scheduled to stop, etc.), the number of reservations immediately after the reservation win (only the number of reservations on the winning side of the first main game side or the second main game side, or the number of reservations on both the first main game side and the second main game side). The information may be configured to be capable of transmitting information relating to the probability of winning or losing (or the number of times ...
[0185] Next, in step 1318, after storing the second main game content determination random number, in step 1334 (2), the reservation control means MJ30 refers to the flag area of the special game related information temporary storage means MB20b and determines whether the special game execution flag is on. If the answer is Yes in step 1334 (2), in step 1338 (2), the reservation control means MJ30 pre-determines the win / lose result and the stopped symbol related to the stored reservation based on the reservation information (win / lose lottery random number and symbol determination random number). Next, in step 1340 (2), the reservation control means MJ30 sets commands related to the win / lose result and the stopped symbol information of the newly generated reservation in the command transmission buffer MT10 for transmission to the sub-main control unit SM (these are transmitted to the sub-main control unit SM by the control command transmission process of step 1999).
[0186] Next, in step 1342 (2), the hold control means MJ30 predetermines the fluctuation mode random number delimiter information and fluctuation mode group related to the stored hold based on the hold information (random number for determining fluctuation mode) (for the fluctuation mode random number delimiter information and fluctuation mode group, see main game table 3 in Figures 32 and 33), and proceeds to step 1344 (2). Next, in step 1344 (2), the hold control means MJ30 sets commands related to the new hold generation (hold generation command for the second main game content determination random number, command related to the fluctuation mode random number delimiter information, etc.) in the command transmission buffer MT10 for transmission to the sub-main control unit SM (sent to the sub-main control unit SM by the control command transmission process of step 1999), and proceeds to the next process (processing of step 1400).
[0187] On the other hand, if the answer is No in step 1334 (2), the reservation control means MJ30 determines in step 1336 (2) whether the main game time reduction flag in the flag area of the specific game-related information temporary storage means MB30b is OFF. If the answer is Yes in step 1336 (2), the process proceeds to step 1344 (2). On the other hand, if the answer is No in step 1336 (2), the process proceeds to step 1338 (2).
[0188] In addition, in steps 1308 and 1318, the first main game content determination random number and the second main game content determination random number are stored. When storing the main game content determination random number in the memory area of the RAM of the main control board, it is preferable to reserve a dedicated memory area and configure the byte storing information related to the main game content determination random number to store only information related to the "main game content determination random number" (not to store other information such as various timer values) (to prevent information related to the main game content determination random number from being overwritten by noise, etc. when manipulating other data stored in the same byte). Furthermore, with regard to the win / loss lottery random number, since a change in the game state may occur between the time when the win / loss lottery random number is acquired and the time when the win / loss lottery related to the win / loss lottery random number is executed (not only changes in the game state related to the already recorded reserves but also changes in the game state may occur due to newly occurring reserves, so the game state at the time when the win / loss lottery related to the lottery random number is executed is unpredictable), the lottery random number is configured to be stored until the win / loss lottery is executed. Note that in the second embodiment, a command to the sub-main control unit SM related to the reserve information can be transmitted only when a reserve related to the first main game occurs in the non-time-shortened game state, but can be transmitted only when a reserve related to the second main game occurs in the time-shortened game state, but the command may be transmitted regardless of whether the reserve is related to the first main game or the second main game in either game state, and in such a case, the sub-main control unit SM may be configured to execute a judgment on whether to use the received command. In addition, a specific example of a command related to the win / loss result information to be sent to the sub-main control unit SM is "D000H: miss, D001H: miss if low probability, win if high probability, D002H: win in both low and high probability", a specific example of a command related to the stopping pattern information to be sent to the sub-main control unit SM is "D100H: 16R sure win, D101H: 16R non-sure win, D102H: 2R sure win", and a specific example of a command related to the variable mode random number division information to be sent to the sub-main control unit SM is "D200H: division 1, D201H: division 2, D202H: division 3".
[0189] 41 and 42 (main game table 3) are an example of the first main game variation mode determination lottery table MN51ta-A (second main game variation mode determination lottery table MN51ta-B) in the second embodiment. The difference from the first embodiment is that variation mode groups and variation mode random number delimiter information are provided. That is, in the second embodiment, variation mode random number delimiter information is configured to be determined for a certain random number value (or random number range), and the number of variation mode groups (the number of random number delimiters), the variation time, and the random number range of the variation mode group can differ depending on the game state and the result of the win / lose lottery (for example, the range of random numbers can differ even for the same group 1), and by transmitting the variation mode random number delimiter information to the sub-side, the variation mode group corresponding to these game states can be derived on the sub-side. In other words, when the game state transitions between when a hold is placed and when the hold is consumed, the variable mode group planned when the hold is placed may differ from the variable mode group executed when the hold is consumed (for example, when the hold is placed, the game state is not time-shortened, so the variable mode group was planned to be group 1, but when the hold is consumed, the game state is time-shortened, so the actual variable mode group may be group 2). However, with regard to variable mode random number separator information to which a common variable mode group is assigned across all game states, it is possible to normally execute the so-called hold pre-reading performance at the time the variable mode random number separator information is received on the sub side (without considering the subsequent game state transition). Furthermore, the variable mode random number delimiter information in Figures 32 and 33 is configured to form different variable mode random number delimiter information depending on whether the variation is on the first main game side or the second main game side, whether the win / lose lottery result is a win or a loss, and whether the game state is a time-shortened game state or a non-time-shortened game state, but this is not limited to this, and it may be configured to form one variable mode random number delimiter information that also includes whether the variation is on the first main game side or the second main game side, whether the win / lose lottery result is a win or a loss, and whether the game state is a time-shortened game state or a non-time-shortened game state.Also, in order to generate a second main game reserve during the variation of the first main game symbol in a time-shortened game state, which is an irregular pattern variation, the contents of the variation mode determination table related to the first main game symbol related to a miss in the time-shortened game state may be configured so that a short-term variation mode is not selected regardless of the number of reserves (for example, all variation times are 5 seconds or more). Note that the number of reserves shown in the figure is not the total number of the first main game reserves and the second main game reserves, but is the first main game reserve number in the case of the lottery table MN51ta-A for determining the first main game variation mode, and is the second main game reserve number in the case of the lottery table MN51ta-B for determining the second main game variation mode.
[0190] Next, FIG. 43 is a main flowchart of the sub-control board S (particularly, the sub-main control unit SM) in the second embodiment. The difference from the first embodiment is step 2003 (2). After initial processing is performed in step 2002, the sub-main control unit SM restores the number of pending events (e.g., the value of the pending design counter) based on information received from the main side (the main control board M) in step 2003 (2). Information related to the currently running effects and pre-reading effects is not restored (nor is information related to the content of the pending events retransmitted from the main side), and the "Preparing" screen is displayed until the start of the next change. With this configuration, if a power outage occurs when the background effect is the "Angel Zone Background," as described below, the information stored on the sub-side is lost. Therefore, after the power outage is restored, the information indicating the trigger is pending is no longer present, and the background effect is changed from the "Angel Zone Background" to another background effect (such as a flat ground stage, as described below). As a result, even if a power outage (e.g., due to noise during a power outage or power recovery) causes a discrepancy between the pending information stored on the main side and the pending information stored on the sub side, it is possible to avoid a situation in which a low-expectation zone effect is being executed on the main side while a low-expectation zone effect is being executed on the sub side. Note that the processing after power recovery is not limited to this; even after power recovery, the information indicating a trigger pending that was stored immediately before the power outage may be restored, and the "Angel Zone Background" may be maintained as the background effect. In such a configuration, for example, a backup area that can maintain information even during a power outage may be provided on the sub side, and when a power outage occurs, information related to the effect may be backed up in the backup area, and the backed-up information may be restored when power is restored. In addition, the system may be configured to receive information regarding the contents of the hold again from the main side when power is restored after an interruption, when fluctuations begin, when fluctuations stop, and when a hold occurs (even for holds other than the newly created hold). {Note that, although not specifically shown in this example, when power is restored after an interruption, only information regarding the number of holds is sent from the main side (information regarding the contents of the hold is not sent).Therefore...
Claims
[Claim 1] A starting hole through which the game ball can be inserted; an identification information display unit capable of displaying identification information; a main gaming unit that controls the progress of the game; a performance display unit capable of displaying a performance; a speaker unit capable of outputting sound; a sub-game unit that controls the effect display on the effect display unit; Equipped with The main gaming department is A random number acquisition means for acquiring a random number based on the ball entering the starting hole; a random number temporary storage means for temporarily storing the acquired random number until a condition for starting the variable display of the identification information is satisfied when the random number is acquired by the random number acquisition means; an identification information display control means for controlling the identification information display unit to variably display the identification information and then to statically display the identification information based on the random number acquired by the random number acquisition means; a special game control means for executing a special game advantageous to a player after the identification information is stopped and displayed in a predetermined manner; a game information transmitting means for transmitting game information required for effect display executed on the sub-game unit side to the sub-game unit side; Equipped with The sub-game section is a game information receiving means for receiving game information transmitted from the main gaming unit; a display content control means for controlling the display content to be displayed on the display unit based on the game information received by the game information receiving means; Equipped with The display of the identification information is configured to cyclically change multiple times and then stop displaying the identification information, A special effect pattern is executable in which a predetermined reach effect occurs during the variable display of the identification information and a predetermined confirmation effect indicating that the execution of the special game is confirmed occurs; The display unit is configured to output predetermined background music (BGM) from the speaker unit while the identification information relating to the special effect pattern is being displayed. In a situation where the identification information is displayed in a stopped state and there are at least no reserved balls, and the predetermined BGM is not being output, if a new ball enters the starting hole and a special effect pattern is executed based on the new ball, the predetermined BGM being output during the display of the variation of the identification information related to the special effect pattern based on the new ball is configured to end output at the end of the final cycle of the display of the variation of the identification information related to the special effect pattern based on the new ball. A pachinko gaming machine characterized by the above.
Citation Information
Patent Citations
Pachinko machine
JP2015112239A