Gaming machine
By allowing players to customize light and sound effects through a switchable mode, the gaming machine addresses the lack of engagement in existing systems, enhancing the gaming experience through controlled animations and effects.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-25
- Publication Date
- 2026-04-06
AI Technical Summary
Existing gaming machines lack enhancements in player engagement and enjoyment during customization of effects, particularly when a start winning occurs, as they do not effectively utilize light emitters to create anticipation and excitement.
The gaming machine allows players to switch between a default mode and a custom mode, where specific animations and light effects are controlled based on predetermined conditions, enhancing the anticipation and enjoyment by varying the probability and timing of light and sound effects.
The solution enhances player engagement by creating anticipation and excitement through varied and controlled light and sound effects, improving the overall gaming experience.
Smart Images

Figure 2026058450000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine in which a player can arbitrarily set specific matters regarding effects and can cause a light emitter to emit light.
Background Art
[0002] Conventionally, there has been known a gaming machine in which a player can arbitrarily set (customize) specific matters regarding effects and can cause a light emitter to emit light. For example, in Citation 1, a gaming machine in which a player can arbitrarily customize the pre-read chance is disclosed, and in Citation 2, a gaming machine capable of executing an effect of causing a light emitter (lamp for flash at the time of winning) to emit light when a start winning occurs is disclosed.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0004] Regarding a gaming machine in which a player can arbitrarily customize specific matters regarding effects as described in Patent Document 1 and a gaming machine capable of causing a light emitter to emit light when a start winning occurs as described in Patent Document 2, there has been room for improvement in the effect when a start winning occurs while a customization is being set.
[0005] This invention has been made in view of the above actual situation, and an object thereof is to improve the interest of the effect when a start winning occurs while a customization is being set. [Means for solving the problem]
[0006] The gaming machine according to claim 1 of the present invention is A gaming machine that can be controlled to be in a favorable state, A game setting means that allows the player to change the game settings, The system includes a retained storage means capable of storing information related to variable display as retained storage based on the fulfillment of predetermined conditions, The aforementioned game setting means allows switching from the default mode to a custom mode. The default mode is, This is a mode in which the first performance cannot be executed. This is a mode in which the second performance can be executed. The aforementioned custom mode is, This is a mode in which the first performance can be executed. The information relating to the variable display includes a first variation pattern and a second variation pattern, The aforementioned first variation pattern makes it possible to execute the first reach, The aforementioned second variation pattern allows for a second reach, The first reach is controlled to the advantageous state at a lower rate than the second reach. The proportion of times the first performance is executed when the second variation pattern is stored in reserve is higher than the proportion of times the first performance is not executed. It is characterized by the following. Based on these characteristics, by ensuring that the first animation is not executed during the first reach, which has a low probability of being controlled to a favorable state, and thus controlling the player to a favorable state, it becomes possible to create the expectation that the player may be controlled to a favorable state even if the first animation is not executed, and as a result, the enjoyment of the game is enhanced.
[0007] Furthermore, the present invention may have only the inventive features described in the claims of the present invention, or it may have the inventive features described in the claims of the present invention along with other features not described therein. [Brief explanation of the drawing]
[0008] [Figure 1] This is a front view of the pachinko gaming machine in this embodiment. [Figure 2] This is a configuration diagram showing various control boards and the like mounted on the pachinko gaming machine. [Figure 3] This is an explanatory diagram showing the content of VRAM [Figure 4] This is an explanatory diagram of each drawing area. [Figure 5] This is an explanatory diagram of display priorities. [Figure 6] (A) and (B) are diagrams illustrating production control commands. [Figure 7] This is an explanatory diagram showing each random number. [Figure 8] This is an explanatory diagram showing a display result determination table. [Figure 9] (A) is an explanatory diagram showing a jackpot type determination table, and (B) is an explanatory diagram of jackpot types. <...>This flowchart shows an example of timer interrupt processing for game control. [Figure 22] This is a flowchart showing an example of the special pattern processing. [Figure 23] This is a flowchart showing an example of the process for determining whether a player has entered the competition at the start of the competition. [Figure 24] This is a flowchart showing an example of the random value determination process when winning a prize. [Figure 25] This flowchart shows an example of the normal processing of special symbols. [Figure 26] This is a flowchart showing an example of the process for setting the variation pattern. [Figure 27] This is a flowchart showing an example of the special symbol stopping process. [Figure 28] This flowchart shows an example of the processing during a jackpot release. [Figure 29] This is a flowchart showing an example of the process that ends after a big win. [Figure 30] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 31] This flowchart shows an example of the performance control process. [Figure 32] This is a flowchart showing an example of the pre-announcement setting process. [Figure 33] This is a flowchart showing an example of the first setup process. [Figure 34] This flowchart shows an example of the second setting process. [Figure 35] The first [Recommended] is an explanatory diagram showing the look-ahead determination table. [Figure 36] This is an explanatory diagram showing the first [chance] pre-read judgment table. [Figure 37] This is an explanatory diagram showing the first [thermal] look-ahead determination table. [Figure 38] The second [Recommended] is an explanatory diagram showing the look-ahead judgment table. [Figure 39] This is an explanatory diagram showing the second [chance] pre-read judgment table. [Figure 40]This is an explanatory diagram showing the second [thermal] look-ahead determination table. [Figure 41] This is an explanatory diagram showing the second [none] look-ahead determination table. [Figure 42] This is an explanatory diagram showing the setting table for the first sub-variation pattern for losing outcomes. [Figure 43] This is an explanatory diagram showing the setting table for the first sub-variation pattern for big wins. [Figure 44] This is an explanatory diagram showing the setting table for the second sub-variation pattern for losing outcomes. [Figure 45] This is an explanatory diagram showing the setting table for the second sub-variation pattern for big wins. [Figure 46] This is an explanatory diagram showing the voice settings table. [Figure 47] This is an explanatory diagram showing the lighting settings table. [Figure 48] This is a diagram illustrating specific examples of the animation flow for development sequences and strong special reach sequences. [Figure 49] This is a diagram illustrating a specific example of the animation for the appearance of the corresponding display. [Figure 50] This is a diagram illustrating a specific example of the animation sequence when the main lamp illumination animation is not performed upon winning a prize. [Figure 51] This is a diagram illustrating a specific example of the animation sequence that occurs when the main lamp lights up upon winning a prize. [Figure 52] This is a diagram illustrating a specific example of the detailed animation flow for the main lamp illumination effect upon winning a prize. [Figure 53] This is a diagram illustrating a specific example of the detailed animation flow for the main lamp illumination effect upon winning a prize. [Figure 54] This is a diagram illustrating a specific example of the detailed animation flow for the main lamp illumination effect upon winning a prize. [Figure 55] This is a diagram illustrating a specific example of the detailed animation flow for the main lamp illumination effect upon winning a prize. [Figure 56] This is a diagram illustrating a specific example of the detailed animation flow for the main lamp illumination effect upon winning a prize. [Figure 57] This is a diagram illustrating a specific example of the detailed animation flow for the main lamp illumination effect upon winning a prize. [Figure 58] This is a diagram illustrating a specific example of the detailed animation flow for the main lamp illumination effect upon winning a prize. [Figure 59] This is a diagram illustrating a specific example of the detailed animation flow for the main lamp illumination effect upon winning a prize. [Figure 60] This is a timing chart showing the execution timing of each effect in the detailed flow of the main lamp illumination effect upon winning a prize. [Figure 61] This is a diagram illustrating a specific example of the button lamp illumination effect (white) when a prize is won. [Figure 62] This is a diagram illustrating a specific example of the detailed animation flow for the button lamp illumination (white) effect upon winning a prize. [Figure 63] This is a diagram illustrating a specific example of the detailed animation flow for the button lamp illumination (white) effect upon winning a prize. [Figure 64] This is a diagram illustrating a specific example of the detailed animation flow for the button lamp illumination (white) effect upon winning a prize. [Figure 65] This is a diagram illustrating a specific example of the detailed animation flow for the button lamp illumination (white) effect upon winning a prize. [Figure 66] This is a diagram illustrating a specific example of the detailed animation flow for the button lamp illumination (white) effect upon winning a prize. [Figure 67] This is a diagram illustrating a specific example of the detailed animation flow for the button lamp illumination (white) effect upon winning a prize. [Figure 68] This is a timing chart showing the execution timing of each effect in the detailed flow of the winning button lamp illumination effect (white). [Figure 69] This is a diagram illustrating a specific example of the button lamp illumination effect (red) when a prize is won. [Figure 70] This is a diagram showing a specific example of the detailed animation flow for the button lamp illumination (red) effect upon winning a prize. [Figure 71] This is a diagram showing a specific example of the detailed animation flow for the button lamp illumination (red) effect upon winning a prize. [Figure 72] This is a diagram showing a specific example of the detailed animation flow for the button lamp illumination (red) effect upon winning a prize. [Figure 73] This is a diagram showing a specific example of the detailed animation flow for the button lamp illumination (red) effect upon winning a prize. [Figure 74] This is a diagram showing a specific example of the detailed animation flow for the button lamp illumination (red) effect upon winning a prize. [Figure 75] This is a diagram showing a specific example of the detailed animation flow for the button lamp illumination (red) effect upon winning a prize. [Figure 76] This is a timing chart showing the execution timing of each effect in the detailed flow of the winning button lamp illumination effect (red). [Figure 77] This is a timing chart showing the execution timing of each effect in the example situation (1) where the button lamp illumination effect (red) is performed upon winning a prize. [Figure 78] This is a timing chart showing the execution timing of each effect in example situation (2) when the button lamp lights up (red) upon winning a prize. [Figure 79] (A) is a timing chart showing the timing of each effect in the example situation (3) when the button lamp illumination effect (red) is performed upon winning, and (B) is a timing chart showing the timing of each effect in the example situation when the button lamp illumination effect (white) is performed upon winning. [Figure 80] This is a timing chart showing the execution timing of each effect related to example situation (4) when the button lamp lights up (red) upon winning a prize. [Figure 81] This is a timing chart showing the execution timing of each effect related to example situation (5) when the button lamp lights up (red) upon winning a prize. [Figure 82] (A) is a timing chart showing the execution timing of each effect related to example situation (6) when the button lamp illumination effect (red) is performed upon winning, and (B) is a timing chart showing the execution timing of each effect related to example situation (7) when the button lamp illumination effect (red) is performed upon winning. [Figure 83] This is an explanatory diagram showing the conditions under which the button lamp illumination effect upon winning a prize can be performed. [Figure 84] This is an explanatory diagram showing the conditions under which the button lamp illumination effect upon winning a prize can be performed. [Figure 85] This is an explanatory diagram showing the conditions under which the button lamp illumination effect upon winning a prize can be performed. [Figure 86] This is an explanatory diagram showing the conditions under which the button lamp illumination effect upon winning a prize can be performed. [Figure 87] This is an explanatory diagram showing a concrete example of the color wheel. [Modes for carrying out the invention]
[0009] [Form 1] The gaming machine of type 1 is, A gaming machine that can be controlled to be in a favorable state, A game setting means that allows the player to change the game settings, A reserved storage means capable of storing information related to variable display as reserved storage based on the fulfillment of predetermined conditions, The system includes a performance execution means capable of displaying a specific display based on the fact that a reserved memory has been stored in the reserved memory means, The aforementioned game setting means allows switching from the default mode to a custom mode. The default mode is, This is a mode in which the first performance cannot be executed. This is a mode in which the second performance can be executed. The aforementioned custom mode is, This is a mode in which the first performance can be executed. The information relating to the variable display includes specific information for executing a notification effect that indicates whether or not the system is controlled to the advantageous state. The aforementioned performance execution means is The first performance can be executed based on the fact that the predetermined conditions are met when the custom mode is set and the specific information is stored in the reserved storage means. The first performance can be executed based on the fact that the predetermined condition is met when the custom mode is set and information different from the specific information and not controlled to the advantageous state is stored in the reserved storage means. It is characterized by the following.
[0010] These features allow the settings to draw the player's attention to the first animation, and the first animation can be executed if there is a reserved ball with information stored that will trigger the notification animation, or if there is a reserved ball with information that will not be controlled by the advantageous state, thus ultimately improving the enjoyment of the game. Corresponding drawing: Figure 77 Default mode: Custom illumination [OFF] Custom Mode: Custom Illumination [ON] First effect: Button lamp lights up when a prize is won (red). Second effect: Main lamp lights up when a prize is won. Notification effects: Weak SP reach, Strong SP reach
[0011] [Form 2] The gaming machine of type 2 is, A gaming machine that can be controlled to be in a favorable state, A game setting means that allows the player to change the game settings, A reserved storage means capable of storing information related to variable display as reserved storage based on the fulfillment of predetermined conditions, The system includes a performance execution means capable of displaying a specific display based on the fact that a reserved memory has been stored in the reserved memory means, The aforementioned game setting means allows switching from the default mode to a custom mode. The default mode is, This is a mode in which the first performance cannot be executed. This is a mode in which the second performance can be executed. The aforementioned custom mode is, This is a mode in which the first performance can be executed. The information relating to the variable display includes specific information for executing a notification effect that indicates whether or not the system is controlled to the advantageous state. The aforementioned performance execution means is The first performance can be executed based on the fact that the predetermined conditions are met when the custom mode is set and the specific information is stored in the reserved storage means. The first performance can be executed based on the fact that the predetermined condition is met when the custom mode is set and information that controls the advantageous state, different from the specific information, is stored in the reserved storage means. It is characterized by the following.
[0012] These features allow the settings to draw the player's attention to the first animation, and the first animation can be executed if there is a reserved ball containing information that will trigger the notification animation, or if there is a reserved ball containing information that will control the game into an advantageous state, thus ultimately improving the enjoyment of the game. Corresponding drawing: Figure 78 Default mode: Custom illumination [OFF] Custom Mode: Custom Illumination [ON] First effect: Button lamp lights up when a prize is won (red). Second effect: Main lamp lights up when a prize is won. Notification effects: Weak SP reach, Strong SP reach
[0013] [Form 3] The gaming machine of type 3 is, A gaming machine that can be controlled to be in a favorable state, A game setting means that allows the player to change the game settings, A reserved storage means capable of storing information related to variable display as reserved storage based on the fulfillment of predetermined conditions, Based on the fact that a reserved memory has been stored in the reserved memory means, a performance execution means capable of displaying a specific display, It comprises a sound output means capable of outputting sound, The aforementioned game setting means allows switching from the default mode to a custom mode. The default mode is, This is a mode in which the first performance cannot be executed. This is a mode in which the second performance can be executed. The aforementioned custom mode is, This is a mode in which the first performance can be executed. The aforementioned performance execution means is It is possible to perform a notification effect that suggests whether or not the system will be controlled to the aforementioned advantageous state. Before executing the aforementioned notification effect, a predetermined effect can be executed that suggests the system is controlled to the advantageous state. The custom mode is set, and the first performance can be executed based on the fact that the predetermined conditions are met when the notification performance is being executed. The custom mode is set, and the first performance can be executed based on the fact that the predetermined condition is met when the predetermined performance is being executed. The sound output means is It is possible to output special sounds corresponding to the first effect described above, It is possible to output a notification sound corresponding to the aforementioned notification effect, It is possible to output a predetermined sound corresponding to the predetermined effect, The aforementioned special sound is, The sound is more emphasized than the aforementioned notification sound. A sound that is more emphasized than the aforementioned predetermined sound, The special sound can be output in a common manner whether the first performance is performed during the notification performance or during the predetermined performance. It is characterized by the following.
[0014] These features allow the settings to draw the player's attention to the first animation, and even when notification animations or predetermined animations are being performed, the first animation can be emphasized, ultimately improving the enjoyment of the game. Corresponding drawings: Figures 80 and 81 Default mode: Custom illumination [OFF] Custom Mode: Custom Illumination [ON] First effect: Button lamp lights up when a prize is won (red). Second effect: Main lamp lights up when a prize is won. Notification effects: Weak SP reach, Strong SP reach Pre-defined sequence: Sequence after a reach is achieved
[0015] [Form 4] The gaming machine of type 4 is, A gaming machine that can be controlled to be in a favorable state, A game setting means that allows the player to change the game settings, A reserved storage means capable of storing information related to variable display as reserved storage based on the fulfillment of predetermined conditions, Based on the fact that a reserved memory has been stored in the reserved memory means, a performance execution means capable of displaying a specific display, Equipped with a light-emitting means, The aforementioned game setting means allows switching from the default mode to a custom mode. The default mode is, This is a mode in which the first performance cannot be executed. This is a mode in which the second performance can be executed. The aforementioned custom mode is, This is a mode in which the first performance can be executed. The aforementioned performance execution means is It is possible to perform a notification effect that suggests whether or not the system will be controlled to the aforementioned advantageous state. Before executing the aforementioned notification effect, a predetermined effect can be executed that suggests the system is controlled to the advantageous state. The custom mode is set, and the first performance can be executed based on the fact that the predetermined conditions are met when the notification performance is being executed. The custom mode is set, and the first performance can be executed based on the fact that the predetermined condition is met when the predetermined performance is being executed. The light-emitting means is When the aforementioned first effect is being performed, it is possible to emit light in a special manner corresponding to the first effect, It is capable of emitting light in a first mode corresponding to the notification effect when the aforementioned notification effect is being performed. When the predetermined performance is being performed, it is possible to emit light in a second mode corresponding to the predetermined performance, The aforementioned special embodiment is, This is a more exaggerated aspect than the first aspect described above. This is a more exaggerated embodiment than the second embodiment described above. The first performance can be illuminated in a common special manner whether the first performance is performed during the aforementioned notification performance or during the predetermined performance. It is characterized by the following.
[0016] These features allow the settings to draw the player's attention to the first animation, and even when notification animations or predetermined animations are being performed, the first animation can be emphasized, ultimately improving the enjoyment of the game. Corresponding drawings: Figures 80 and 81 Default mode: Custom illumination [OFF] Custom Mode: Custom Illumination [ON] First effect: Button lamp lights up when a prize is won (red). Second effect: Main lamp lights up when a prize is won. Notification effects: Weak SP reach, Strong SP reach Pre-defined sequence: Sequence after a reach is achieved
[0017] [Form 5] The gaming machine of type 5 is, A gaming machine that can be controlled to be in a favorable state, A game setting means that allows the player to change the game settings, A reserved storage means capable of storing information related to variable display as reserved storage based on the fulfillment of predetermined conditions, Based on the fact that a reserved memory has been stored in the reserved memory means, a performance execution means capable of displaying a specific display, Light-emitting means, It comprises a sound output means capable of outputting sound, The aforementioned game setting means allows switching from the default mode to a custom mode. The default mode is, This is a mode in which the first performance cannot be executed. This is a mode in which the second performance can be executed. The aforementioned custom mode is, This is a mode in which the first performance can be executed. The light-emitting means is capable of emitting light in a first light-emitting mode corresponding to the first effect, The sound output means is capable of outputting a first sound corresponding to the first performance, The aforementioned performance execution means is The custom mode is set, and the first performance can be executed based on the fulfillment of the predetermined conditions. The first performance can be executed in a special pattern in which the predetermined condition is met when the first performance is being executed based on the fulfillment of the predetermined condition, and the subsequent first performance is given priority based on the fulfillment of the predetermined condition. When the first performance is executed in the special pattern described above, The light-emitting means prioritizes emitting light in the first light-emitting mode corresponding to the later first performance over emitting light in the first light-emitting mode corresponding to the earlier first performance, The sound output means outputs the first sound corresponding to the later first performance with priority over outputting the first sound corresponding to the earlier first performance. It is characterized by the following.
[0018] These characteristics allow the settings to draw the player's attention to the first animation, allowing them to focus on each individual animation, ultimately improving the enjoyment of the game. Corresponding drawing: Figure 79 Default mode: Custom illumination [OFF] Custom Mode: Custom Illumination [ON] First effect: Button lamp lights up when a prize is won (red). Second effect: Main lamp lights up when a prize is won.
[0019] [Form 6] The gaming machine of type 6 is, A gaming machine that can be controlled to be in a favorable state, A game setting means that allows the player to change the game settings, A reserved storage means capable of storing information related to variable display as reserved storage based on the fulfillment of predetermined conditions, The system includes a performance execution means capable of displaying a specific display based on the fact that a reserved memory has been stored in the reserved memory means, The aforementioned game setting means allows switching from the default mode to a custom mode. The default mode is, This is a mode in which the first performance cannot be executed. This is a mode in which the second performance can be executed. The aforementioned custom mode is, This is a mode in which the first performance can be executed. The first performance can be executed based on the fulfillment of the predetermined conditions during variable display. During the variable display of 1, the first performance is executed based on the predetermined conditions and the variable display of 1 ends, and thereafter the next variable display is executed, and if the next variable display is not a variable display corresponding to the first performance, the first performance can be executed based on the predetermined conditions during the next variable display. If the first performance is executed based on predetermined conditions during the variable display of 1, and the variable display of 1 ends, and thereafter the next variable display is a variable display corresponding to the first performance, then the first performance can be executed based on predetermined conditions during the next variable display. It is characterized by the following.
[0020] These characteristics allow the settings to draw the player's attention to the first animation, allowing them to focus on each individual animation, ultimately improving the enjoyment of the game. Corresponding drawing: Figure 82 Default mode: Custom illumination [OFF] Custom Mode: Custom Illumination [ON] First effect: Button lamp lights up when a prize is won (red). Second effect: Main lamp lights up when a prize is won.
[0021] [Form 7] The gaming machine of type 7 is, A gaming machine that can be controlled to be in a favorable state, A game setting means that allows the player to change the game settings, A reserved storage means capable of storing information related to variable display as reserved storage based on the fulfillment of predetermined conditions, The system includes a performance execution means capable of displaying a specific display based on the fact that a reserved memory has been stored in the reserved memory means, The aforementioned game setting means allows switching from the default mode to a custom mode. The default mode is, This is a mode in which the first performance cannot be executed. This is a mode in which the second performance can be executed. The aforementioned custom mode is, This is a mode in which the first performance can be executed. Based on the fulfillment of the aforementioned predetermined conditions, the first performance can be executed. There are two cases in which the first performance is executed: when the predetermined conditions are met a predetermined number of times, and when the first performance is executed when the predetermined conditions are met a specific number of times greater than the predetermined number. The proportion of control to the advantageous state is different between the first performance, which is performed after the predetermined condition is met a predetermined number of times, and the first performance, which is performed after the predetermined condition is met a specific number of times. It is characterized by the following.
[0022] With these characteristics, by varying the expected outcome of the first performance depending on the number of times a predetermined condition is met, players become aware of the number of times the predetermined condition is met, which directs their attention in various directions and ultimately improves the enjoyment of the game. Corresponding drawings: Figures 33, 35, and 36 Default mode: Custom illumination [OFF] Custom Mode: Custom Illumination [ON] First effect: Button lamp lights up when a prize is won (red). Second effect: Main lamp lights up when a prize is won. Number of times: 300 Number of occurrences: 600 times
[0023] [Form 8] The gaming machine of type 8 is, A gaming machine that can be controlled to be in a favorable state, A game setting means that allows the player to change the game settings, A reserved storage means capable of storing information related to variable display as reserved storage based on the fulfillment of predetermined conditions, The aforementioned game setting means allows switching from the default mode to a custom mode. The default mode is, This is a mode in which the first performance cannot be executed. This is a mode in which the second performance can be executed. The aforementioned custom mode is, This is a mode in which the first performance can be executed. The information relating to the variable display includes a first variation pattern and a second variation pattern, The aforementioned first variation pattern makes it possible to execute the first reach, The aforementioned second variation pattern allows for a second reach, The first reach is controlled to the advantageous state at a lower rate than the second reach. The proportion of times the first performance is executed when the second variation pattern is stored in reserve is higher than the proportion of times the first performance is not executed. It is characterized by the following.
[0024] Based on these characteristics, by ensuring that the first animation is not executed during the first reach, which has a low probability of being controlled to a favorable state, and thus controlling the player to a favorable state, it becomes possible to create the expectation that the player may be controlled to a favorable state even if the first animation is not executed, and as a result, the enjoyment of the game is enhanced. Corresponding drawing: Figure 35 Default mode: Custom illumination [OFF] Custom Mode: Custom Illumination [ON] First effect: Button lamp lights up when a prize is won (red). Second effect: Main lamp lights up when a prize is won. First reach: Normal reach Second reach: Battle reach C
[0025] [Form 9] The gaming machine of type 9 is, A gaming machine that can be controlled to be in a favorable state, A game setting means that allows the player to change the game settings, A game control means that controls the progress of the game and transmits a command based on the fulfillment of predetermined conditions, The system includes a performance execution means that stores information based on commands transmitted by the game control means and is capable of displaying a specific display (hold) based on said information, The aforementioned game setting means allows switching from the default mode to a custom mode. The default mode is, This is a mode in which the first performance cannot be executed. This is a mode in which the second performance can be executed. The aforementioned custom mode is, This is a mode in which the first performance can be executed. When the predetermined conditions are met, the performance pattern of the first performance can be determined based on whether the already stored information is normal or not. The performance pattern of the first performance includes a specific first performance and a predetermined first performance, The probability of being controlled to the advantageous state is higher when the specified first performance is executed than when the predetermined first performance is executed. When the aforementioned predetermined conditions are met, and the already stored information is normal, the specific first performance or the predetermined first performance can be determined. When the aforementioned predetermined conditions are met, if the already stored information is not normal, the specific first performance is not determined. It is characterized by the following.
[0026] Based on these characteristics, by preventing the execution of a specific first performance when abnormal information is present, it is possible to prevent a decline in the enjoyment of the game. Corresponding drawings: Figures 83, 84, 85, and 86 Default mode: Custom illumination [OFF] Custom Mode: Custom Illumination [ON] First effect: Button lamp lights up when a prize is won. Second effect: Main lamp lights up when a prize is won. Specific First Performance: Button lamp lights up upon winning (red) Pre-designated first effect: Button lamp lights up upon winning (white)
[0027] [Form 10] The gaming machine of type 10 is, A gaming machine that can be controlled to be in a favorable state, A game setting means that allows the player to change the game settings, A game control means that controls the progress of the game and transmits a command based on the fulfillment of predetermined conditions, The system includes a performance execution means that stores information based on commands transmitted by the game control means and is capable of displaying a specific display based on said information, The aforementioned game setting means allows switching from the default mode to a custom mode. The default mode is, This is a mode in which the first performance cannot be executed. This is a mode in which the second performance can be executed. The aforementioned custom mode is, This is a mode in which the first performance can be executed. When the predetermined conditions are met, the performance pattern of the first performance can be determined based on whether the stored information is normal or not. The performance pattern of the first performance includes a specific first performance and a predetermined first performance, The probability of being controlled to the advantageous state is higher when the specified first performance is executed than when the predetermined first performance is executed. When the predetermined conditions are met and the stored information is normal, the specific first performance or the predetermined first performance can be determined. If the information stored when the predetermined conditions are met is not normal, the specific first performance is not determined. It is characterized by the following.
[0028] Based on these characteristics, by preventing the execution of a specific first performance when abnormal information is detected, it is possible to prevent a decline in the enjoyment of the game. Corresponding drawings: Figures 83, 84, 85, and 86 Default mode: Custom illumination [OFF] Custom Mode: Custom Illumination [ON] First effect: Button lamp lights up when a prize is won. Second effect: Main lamp lights up when a prize is won. Specific First Performance: Button lamp lights up upon winning (red) Pre-designated first effect: Button lamp lights up upon winning (white)
[0029] [Form 11] The gaming machine of type 11 is, A gaming machine that can be controlled to be in a favorable state, It is equipped with a game setting means that allows the player to change the game settings through their actions. The aforementioned game setting means allows switching from the default mode to a custom mode. The default mode is, This is a mode in which the first performance cannot be executed. This is a mode in which the second performance can be executed. The aforementioned custom mode is, This is a mode in which the first performance can be executed. The first performance is a performance that suggests that a performance suggesting that the game will be controlled to the advantageous state will be performed, There is a first pattern in which the first performance is performed and the suggestive performance is performed, and a second pattern in which the first performance is performed and the suggestive performance is not performed. When the first pattern is executed, there are cases where it is controlled to the advantageous state and cases where it is not controlled to the advantageous state. If the second pattern is executed, the system is controlled to the advantageous state. The second pattern is executed less frequently than the first pattern. It is characterized by the following.
[0030] Based on these characteristics, the first performance may or may not trigger a suggestive performance, and even after the first performance is executed, the degree to which the game is controlled to a favorable state changes depending on whether or not a suggestive performance is performed. Therefore, even after the first performance ends, performances can be continued without reducing the enjoyment of the game, and as a result, the enjoyment of the game is improved. Corresponding drawings: Figures 44 and 45 Default mode: Custom illumination [OFF] Custom Mode: Custom Illumination [ON] First effect: Button lamp lights up when a prize is won (red). Second effect: Main lamp lights up when a prize is won. Suggestive presentation: Special effect presentation
[0031] [Form 12] The gaming machine of type 12 is, A gaming machine that can be controlled to be in a favorable state, A game setting means that allows the player to change the game settings, A reserved storage means capable of storing information related to variable display as reserved storage based on the fulfillment of predetermined conditions, Based on the fact that a reserved memory has been stored in the reserved memory means, a performance execution means capable of displaying a specific display, Light-emitting means, It comprises a sound output means capable of outputting sound, Based on the fulfillment of the aforementioned predetermined conditions, A special light-emitting effect can be performed by illuminating the light-emitting means before the display of the specified indication is completed. The predetermined light-emitting effect can be performed by emitting light from the light-emitting means before the display of the specified indication is completed. The aforementioned game setting means allows switching from the default mode to a custom mode. The default mode is, This is a mode in which the aforementioned special light-up effect cannot be performed. This is a mode in which the predetermined light-emitting effect can be performed. The aforementioned custom mode is, This is a mode in which the aforementioned special light-up effect can be performed. The probability of being controlled to the advantageous state is higher when the special light-emitting effect is performed than when the predetermined light-emitting effect is performed. The sound output means is It is possible to output special sounds corresponding to the aforementioned special light-emitting effects, It is possible to output a predetermined sound corresponding to the predetermined light emission effect, The aforementioned special sound is a sound that is more emphasized than the aforementioned predetermined sound. It is characterized by the following.
[0032] These characteristics mean that there are special and predetermined lighting effects that occur under the same conditions. By using different visuals even under the same conditions, the range of gameplay can be broadened, and as a result, the enjoyment of the game can be enhanced. Corresponding drawings: Figures 35, 38, and 46 Pre-defined lighting effect: Main lamp lighting effect upon winning a prize. Special lighting effect: Button lamp lights up (red) upon winning. Default mode: Custom illumination [OFF] Custom Mode: Custom Illumination [ON]
[0033] [Form 13] The gaming machine of type 13 is, A gaming machine that can be controlled to be in a favorable state, A game setting means that allows the player to change the game settings, A reserved storage means capable of storing information related to variable display as reserved storage based on the fulfillment of predetermined conditions, Based on the fact that a reserved memory has been stored in the reserved memory means, a performance execution means capable of displaying a specific display, Equipped with a light-emitting means, Based on the fulfillment of the aforementioned predetermined conditions, A special light-emitting effect can be performed by illuminating the light-emitting means before the display of the specified indication is completed. The predetermined light-emitting effect can be performed by emitting light from the light-emitting means before the display of the specified indication is completed. The aforementioned game setting means allows switching from the default mode to a custom mode. The default mode is, This mode does not allow for special lighting effects. This is a mode in which a predetermined light-emitting effect can be performed. The aforementioned custom mode is, This is a mode that allows special lighting effects to be performed. The probability of being controlled to the advantageous state is higher when the special light-emitting effect is performed than when the predetermined light-emitting effect is performed. The light-emitting means is It can emit light in a special mode corresponding to the aforementioned special light-emitting effect. It is possible to emit light in a predetermined manner corresponding to the predetermined light emission effect described above. When the predetermined conditions are met, a decision is made on whether or not to perform the special light-emitting effect based on the stored information. In the variable display corresponding to the information for which it has been decided to execute the special light-emitting effect, it is possible to execute an indication effect that suggests the system will be controlled to the advantageous state. The aforementioned suggestive effect is, There are cases where it is displayed in at least the first aspect and cases where it is displayed in the second aspect. The display in the second embodiment results in a higher proportion of being controlled to the advantageous state than when it is displayed in the first embodiment. The aforementioned special embodiment is the same color as the second embodiment. It is characterized by the following.
[0034] These characteristics mean that there are special and predetermined lighting effects that occur under the same conditions. By using different visuals even under the same conditions, the range of gameplay can be broadened, and as a result, the enjoyment of the game can be enhanced. Corresponding drawings: Figures 35 and 38 Pre-defined lighting effect: Main lamp lighting effect upon winning a prize. Special lighting effect: Button lamp lights up (red) upon winning. Default mode: Custom illumination [OFF] Custom Mode: Custom Illumination [ON] Suggestive effects: Conversation preview effects, SP cut-in effects
[0035] [Form 14] The gaming machine of type 14 is, A gaming machine that can be controlled to be in a favorable state, A game setting means that allows the player to change the game settings, A reserved storage means capable of storing information related to variable display as reserved storage based on the fulfillment of predetermined conditions, Based on the fact that a reserved memory has been stored in the reserved memory means, a performance execution means capable of displaying a specific display, Equipped with a light-emitting means, Based on the fulfillment of the aforementioned predetermined conditions, A special light-emitting effect can be performed by illuminating the light-emitting means before the display of the specified indication is completed. The predetermined light-emitting effect can be performed by emitting light from the light-emitting means before the display of the specified indication is completed. The aforementioned game setting means allows switching from the default mode to a custom mode. The default mode is, This is a mode in which the aforementioned special light-up effect cannot be performed. This is a mode in which the predetermined light-emitting effect can be performed. The aforementioned custom mode is, This is a mode in which the aforementioned special light-up effect can be performed. The probability of being controlled to the advantageous state is higher when the special light-emitting effect is performed than when the predetermined light-emitting effect is performed. The aforementioned special light-emitting effect has a shorter duration than the aforementioned predetermined light-emitting effect. When the reserved memory that is the target of the special light-emitting effect is stored, the special light-emitting effect can be executed on reserved memory stored after the reserved memory that is the target of the special light-emitting effect, When a reserved memory that is the target of the predetermined light-emitting effect is stored, the predetermined light-emitting effect is not performed on any reserved memory stored after the reserved memory that is the target of the predetermined light-emitting effect. It is characterized by the following.
[0036] These characteristics mean that there are special and predetermined lighting effects that occur under the same conditions. By using different visuals even under the same conditions, the range of gameplay can be broadened, and as a result, the enjoyment of the game can be enhanced. Corresponding drawings: Figures 35, 38, and 79 Pre-defined lighting effect: Main lamp lighting effect upon winning a prize. Special lighting effect: Button lamp lights up (red) upon winning. Default mode: Custom illumination [OFF] Custom Mode: Custom Illumination [ON]
[0037] [Form 15] The gaming machine of type 15 is, A gaming machine that can be controlled to be in a favorable state, A game setting means that allows the player to change the game settings, A reserved storage means capable of storing information related to variable display as reserved storage based on the fulfillment of predetermined conditions, Based on the fact that a reserved memory has been stored in the reserved memory means, a performance execution means capable of displaying a specific display, Equipped with a light-emitting means, Based on the fulfillment of the aforementioned predetermined conditions, A special light-emitting effect can be performed by illuminating the light-emitting means before the display of the specified indication is completed. The predetermined light-emitting effect can be performed by emitting light from the light-emitting means before the display of the specified indication is completed. The aforementioned game setting means allows switching from the default mode to a custom mode. The default mode is, This is a mode in which the aforementioned special light-up effect cannot be performed. This is a mode in which the predetermined light-emitting effect can be performed. The aforementioned custom mode is, This is a mode in which the aforementioned special light-up effect can be performed. The probability of being controlled to the advantageous state is higher when the special light-emitting effect is performed than when the predetermined light-emitting effect is performed. It is possible to perform a predetermined performance that suggests being controlled to the advantageous state, and a special performance that has a higher probability of being controlled to the advantageous state than the predetermined performance, The special lighting effect is performed more frequently than the predetermined lighting effect is performed. It is characterized by the following.
[0038] These characteristics mean that there are special and predetermined lighting effects that occur under the same conditions. By using different visuals even under the same conditions, the range of gameplay can be broadened, and as a result, the enjoyment of the game can be enhanced. Corresponding drawings: Figures 35 and 38 Pre-defined lighting effect: Main lamp lighting effect upon winning a prize. Special lighting effect: Button lamp lights up (red) upon winning. Default mode: Custom illumination [OFF] Custom Mode: Custom Illumination [ON] Pre-determined sequence: Strong SP Reach A Special effect: Strong SP Reach C
[0039] The embodiments for implementing the gaming machine according to the present invention are described below.
[0040] (Configuration of Pachinko Game Machine 1, etc.) Figure 1 is a front view of the pachinko game machine 1, showing the layout of its main components. The pachinko game machine (game machine) 1 is broadly composed of a game board (gauge board) 2 that constitutes the game surface, and a game machine frame (frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls, which serve as the game medium, are launched from a predetermined ball launching device and fired into this game area.
[0041] Furthermore, "variable display" of special symbols refers to, for example, the display of multiple types of special symbols in a variable manner (the same applies to other symbols described later). Variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / shrinking one or more symbols. In the variation of special symbols and the regular symbols described later, multiple types of special symbols or regular symbols are displayed in an updated manner. In the variation of decorative symbols described later, multiple types of decorative symbols are displayed in a scrolling or updated manner, or one or more decorative symbols are transformed or enlarged / shrinked. Furthermore, variation also includes the display of a certain symbol blinking. At the end of the variable display, a predetermined special symbol is displayed as a stopped display (also called derived or derived display, etc.) as the display result (the same applies to the variable display of other symbols described later). Furthermore, variable display may be expressed as variable display or simply variable.
[0042] Furthermore, the special symbols that are variably displayed in the first special symbol display device 4A are also called "first special symbols," and the special symbols that are variably displayed in the second special symbol display device 4B are also called "second special symbols." In addition, a special symbol game using the first special symbols is called a "first special symbol game," and a special symbol game using the second special symbols is also called a "second special symbol game." Furthermore, there may be only one type of special symbol display device that performs the variable display of special symbols.
[0043] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display) or an organic EL (electroluminescence) and displays various visual effects. The image display device 5 may also consist of a projector and a screen. Various visual effects are displayed on the image display device 5.
[0044] For example, on the screen of the image display device 5, a variable display of decorative symbols (such as symbols showing numbers) that are different from special symbols, is performed in synchronization with the first special symbol game and the second special symbol game. Here, in synchronization with the first or second special symbol game, the decorative symbols are displayed variably (for example, by scrolling up and down or updating) in the left, middle, and right decorative symbol display areas 5L, 5C, and 5R, respectively. Note that the synchronous execution of the special symbol game and the variable display of decorative symbols are collectively referred to simply as variable display.
[0045] Furthermore, a display area 5S is provided in the upper left of the display screen (display area) of the image display device 5 for displaying the first reserved memory number (for example, the number "0"), the second reserved memory number (for example, the number "4"), and small symbols corresponding to the decorative symbols. The small symbols are displayed variably in accordance with the variable display of the decorative symbols.
[0046] Furthermore, the first reserved memory count, second reserved memory count, reserved display, small symbols, error display (not shown) indicating an error state occurring in the pachinko game machine 1, right-hand shooting notification images prompting the player to shoot to the right, and time-saving display showing the remaining number of time-saving rounds can be displayed in front of (upper layer) the performance images (object images) such as characters to prevent the performance images from overlapping and reducing the visibility of the first reserved memory count, second reserved memory count, small symbols, and error display. On the other hand, decorative symbols can be displayed behind (lower layer) the performance images to prevent the decorative symbols from overlapping and reducing the visibility of the performance images.
[0047] The above-mentioned small symbol is also called the fourth symbol. The fourth symbol is a symbol that indicates that the special symbols (first special symbol, second special symbol) are being displayed in a variable manner, and is displayed in a variable manner by a certain operation in a manner that is always visible on a display device such as the image display device 5. Because the fourth symbol is displayed in a variable manner, even if the decorative symbols are difficult to recognize, such as when the performance content including the variable display of the decorative symbols disappears from the screen for a moment, or when the movable body 32 obscures all or part of the screen of the image display device 5, it becomes possible to recognize whether or not the decorative symbols are currently being displayed in a variable manner. The performance control CPU 120 performs the variable display of the fourth symbol corresponding to the first special symbol by operating the image display device 5 based on the receipt of the first variable display start command. The performance control CPU 120 also performs the variable display of the fourth symbol corresponding to the second special symbol by operating the image display device 5 based on the receipt of the second variable display start command.
[0048] The lower part of the screen of the image display device 5 is provided with display areas (special symbol hold memory display area 5U (hold display area), active display area 5F) for displaying a hold display corresponding to a variable display whose execution is pending, and an active display corresponding to a variable display that is currently being executed. The hold display and active display are collectively referred to as variable display corresponding displays (simply "corresponding displays"). In this embodiment, a special symbol hold memory display area 5U common to the first special symbol and the second special symbol is provided, but a first special symbol hold memory display area (first hold display area) where a first hold display representing a variable display whose execution of the first special symbol is pending is displayed, and a second special symbol hold memory display area (first hold display area) where a second hold display representing a variable display whose execution of the second special symbol is pending is displayed may be provided separately. Furthermore, in this embodiment, the special symbol hold memory display area 5U is a display area that displays a hold corresponding to the first special symbol when the game state is the normal state, and a display area that displays a hold corresponding to the second special symbol when the game state is the time-saving state or the probability variation state. In addition, the active display area 5F is a display area that displays an active display corresponding to the first special symbol when the game state is the normal state, and a display area that displays an active display corresponding to the second special symbol when the game state is the time-saving state or the probability variation state.
[0049] A first reserve indicator 25A and a second reserve indicator 25B, each composed of multiple LEDs, are provided at a predetermined position on the game board 2. The first reserve indicator 25A displays the first reserve memory count by the number of LEDs lit. The second reserve indicator 25B displays the second reserve memory count by the number of LEDs lit.
[0050] A prize ball device 6A is provided below the image display device 5, and a variable prize ball device 6B is provided to the right of the prize ball device 6A.
[0051] The prize ball entry device 6A forms a first starting prize entry opening that is kept in a constant open state, allowing game balls to enter at all times, for example, by a predetermined ball receiving member. When a game ball enters the first starting prize entry opening, a predetermined number of prize balls (for example, 3) are dispensed, and the first special game may be started.
[0052] The variable prize ball device 6B (ordinary electric mechanism) forms a second starting prize opening that changes between a closed state and an open state by a solenoid 81 (see Figure 2). The variable prize ball device 6B includes, for example, an electric mechanism with a movable piece that can be opened and closed. When the solenoid 81 is in the off state, the movable piece is in the upright position, resulting in a closed state where no game balls can enter the second starting prize opening (this is also said to be the second starting prize opening being in the closed state). On the other hand, when the solenoid 81 is in the on state, the movable piece of the variable prize ball device 6B is in the tilted position, resulting in an open state where game balls can enter the second starting prize opening (this is also said to be the second starting prize opening being in the open state). When a game ball enters the second starting prize opening, a predetermined number of prize balls (for example, 3) are dispensed, and the second special game may be started. Furthermore, the variable prize ball device 6B is not limited to those described above, as long as it changes between a closed state and an open state.
[0053] General prize slots 10 are provided at predetermined locations on the game board 2 (in the example shown in Figure 1, three locations in the lower left of the game area and one location above the variable prize ball device 6B) and are kept in a constant open state by predetermined ball receiving members. In this case, when a ball enters any of the general prize slots 10, a predetermined number of game balls (for example, 10 balls) are dispensed as prize balls.
[0054] Between the prize ball device 6A and the variable prize ball device 6B, there are a first special variable prize ball device 7A and a second special variable prize ball device 7B, both having large prize openings. The first special variable prize ball device 7A is equipped with a large prize opening door that is opened and closed by a solenoid 82 (see Figure 2), and forms a first large prize opening as a specific region that changes between an open state and a closed state by this large prize opening door. The second special variable prize ball device 7B is equipped with a large prize opening door that is opened and closed by a solenoid 83 (see Figure 2), and forms a second large prize opening as a specific region that changes between an open state and a closed state by this large prize opening door.
[0055] In the first special variable prize ball device 7A, when the solenoid 82 for the large prize opening door (for the special electric mechanism) is in the off state, the large prize opening door closes the first large prize opening, preventing game balls from entering (passing through) the first large prize opening. On the other hand, in the first special variable prize ball device 7A, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the first large prize opening, making it easier for game balls to enter the first large prize opening.
[0056] Similarly, in the second special variable prize ball device 7B, when the solenoid 83 for the large prize opening door (for the special electric mechanism) is in the off state, the large prize opening door closes the second large prize opening, preventing game balls from entering (passing through) the second large prize opening. On the other hand, in the second special variable prize ball device 7B, when the solenoid 83 for the large prize opening door is in the on state, the large prize opening door opens the second large prize opening, making it easier for game balls to enter the second large prize opening.
[0057] Game balls that enter the first major prize slot are detected by the first count switch 23 (see Figure 2), and game balls that enter the second major prize slot are detected by the second count switch 24 (see Figure 2). When game balls are detected by these first count switches 23 and 2 count switches 24, that is, when game balls enter the major prize slots, a predetermined number of game balls (for example, 15) are dispensed as prize balls. When game balls enter the major prize slots, more prize balls are dispensed than when game balls enter, for example, the first starting prize slot, the second starting prize slot, or the general prize slot 10.
[0058] When a game ball enters any of the prize-winning slots, including the general prize-winning slot 10, it is also called "winning a prize." In particular, when a ball enters the starting slots (first starting prize-winning slot, second starting prize-winning slot), it is also called a "starting prize."
[0059] A regular symbol display unit 20 is provided at a predetermined position on the game board 2 (in the example shown in Figure 1, the lower left of the game area). For example, the regular symbol display unit 20 consists of a 7-segment LED and performs a variable display of regular symbols as multiple types of regular identification information distinct from special symbols. Regular symbols are represented by lighting patterns such as numbers "0" to "9" or "-". Regular symbols may also include a pattern in which all LEDs are turned off. Such a variable display of regular symbols is also called a regular symbol game.
[0060] To the right of the image display device 5, there is a passage gate 41 through which game balls can pass. Based on the fact that a game ball has passed through the passage gate 41, the regular game is executed.
[0061] Below the regular symbol display unit 20, a regular symbol hold indicator unit 25C is provided. The regular symbol hold indicator unit 25C is composed of, for example, four LEDs and displays the number of regular symbol hold memories, which is the number of regular symbol games whose execution is pending, by the number of lit LEDs.
[0062] In addition to the above configuration, the surface of the game board 2 is equipped with windmills and numerous obstacle pins that change the direction and speed of the game balls. At the bottom of the game area, there is an outlet where game balls that do not enter any of the winning pockets are taken in.
[0063] In this embodiment, the game area consists of a left game area 2L, which is formed to the left of the image display device 5 and into which game balls can enter the general prize entry 10 and the first starting prize entry 6A formed by the prize ball entry device 6A as they flow down, and a right game area 2R, which is formed to the right of the image display device 5 and into which game balls can enter the second starting prize entry 6B formed by the variable prize ball entry device 6B, the first large prize entry 6B and the second large prize entry 7 formed by the special variable prize ball entry device 7, and can also pass through the passage gate 41.
[0064] In this embodiment, the normal state is a game state in which the player mainly shoots game balls toward the left game area 2L, while the time-saving state, probability variation state, and jackpot game state in this embodiment are game states in which the player shoots game balls toward the right game area 2R.
[0065] Speakers 8L and 8R for playing and outputting sound effects are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and side lamps 9b are provided to the left and right of the main lamp 9a so as to surround the game area, and a button lamp 9e is provided below the game board 2. These main lamp 9a, side lamps 9b and button lamps 9e provided on the gaming machine frame 3 are also called "frame lamps".
[0066] A movable body 32 that operates according to the effects is provided at a predetermined position on the game board 2 (above the image display device 5 in Figure 1), and a movable body lamp 9d is provided on the movable body 32. In addition, an attacker lamp 9c is provided near the special variable prize ball device 7 on the game board 2, and a decorative lamp 9f is provided on the left side of the game board 2. These attacker lamp 9c, movable body lamp 9d, and decorative lamp 9f provided on the game board 2 are also called "board lamps". Furthermore, these main lamps 9a, side lamps 9b, attacker lamps 9c, movable body lamps 9d, button lamps 9e, and decorative lamps 9f are sometimes collectively referred to as game effect lamps 9. Note that these main lamps 9a, side lamps 9b, attacker lamps 9c, movable body lamps 9d, button lamps 9e, and decorative lamps 9f are composed of LEDs. The various lamps will be described later.
[0067] A ball-launching handle (operating knob) 30 is provided at the lower right position of the gaming machine frame 3, which is operated by the player or others to launch the game balls towards the game area using a ball-launching device.
[0068] A ball supply tray (upper tray) is provided at a predetermined position on the gaming machine frame 3 below the game area, which holds (stores) game balls dispensed as prize balls or game balls dispensed by a predetermined ball dispenser so that they can be supplied to the ball launching device. In addition, the gaming machine frame 3 may also be provided with a dispensing section (ball supply tray) separate from the upper tray, from which prize balls are dispensed when the upper tray is full.
[0069] A stick controller 31A, which can be grasped and tilted by the player, is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is equipped with a trigger button that can be pressed by the player. Operations on the stick controller 31A are detected by the controller sensor unit 35A (see Figure 2).
[0070] A push button 31B is provided at a predetermined position on the gaming machine frame 3 below the gaming area, allowing the player to perform predetermined instruction operations by pressing it. Operations on the push button 31B are detected by a push sensor 35B (see Figure 2).
[0071] In the pachinko game machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but other detection means may also be provided.
[0072] (Outline of how the game progresses) The player rotates the ball-shooting handle 30 on the pachinko game machine 1, launching the game ball towards the game area. When the game ball passes through the passage gate 41, the regular symbol game is started using the regular symbol display 20. If the game ball passes through the passage gate 41 during the execution of the previous regular symbol game (i.e., the game ball passes through the passage gate 41 but the regular symbol game based on that passage cannot be executed immediately), the regular symbol game based on that passage is held up to a predetermined upper limit (for example, 4).
[0073] In this regular symbol game, if a specific regular symbol (regular symbol winning symbol) stops and is displayed, the display result for the regular symbol will be "Regular Symbol Win". On the other hand, if a regular symbol other than the regular symbol winning symbol (regular symbol losing symbol) stops and is displayed as a confirmed regular symbol, the display result for the regular symbol will be "Regular Symbol Loss". When "Regular Symbol Win" occurs, an opening control is performed that keeps the variable prize ball device 6B open for a predetermined period of time (the second starting prize entry point becomes open).
[0074] When a game ball enters the first starting prize entry opening formed in the prize ball entry device 6A, the first special symbol game is started by the first special symbol display device 4A.
[0075] When a game ball enters the second starting prize entry opening formed in the variable prize ball entry device 6B, the second special symbol game is started by the second special symbol display device 4B.
[0076] Furthermore, if a game ball enters (wins) the starting entry point during the execution of a special feature game or during the period when the game is controlled to be in a jackpot state as described later (i.e., a starting entry occurs but the special feature game based on that entry cannot be executed immediately), the execution of the special feature game based on that entry will be suspended until a predetermined maximum number of entries (for example, 4) are reached.
[0077] In the special feature game, if a specific special symbol (a winning symbol, for example, "7," although the actual symbol will differ depending on the type of jackpot described later) stops and is displayed as a guaranteed special symbol, it is a "jackpot." If a special symbol other than the winning symbol (a losing symbol, for example, "-") stops and is displayed, it is a "miss."
[0078] After the display result in the special game is "Big Win," the game is controlled to a Big Win game state, which is advantageous for the player.
[0079] In a jackpot state, the first and second large prize pockets formed by the special variable prize ball device 7 are opened in a predetermined manner. This open state continues until the earlier of the following two timings: the elapsed time of a predetermined period (for example, 29 seconds or 1.8 seconds) or the number of game balls that have entered the large prize pockets reaches a predetermined number (for example, 9 balls). The predetermined period is the upper limit period for which the large prize pockets can be opened in one round, and is hereinafter also referred to as the upper limit period. One cycle in which the large prize pockets are open in this manner is called a round (round game). In a jackpot state, the round can be repeated until it reaches a predetermined upper limit number of times (10 times, 6 times, etc.).
[0080] In a jackpot state, players can win prize balls by getting them into the jackpot slot. Therefore, a jackpot state is advantageous for the player. The more rounds there are in a jackpot state, and the longer the maximum opening period, the more advantageous it is for the player.
[0081] Furthermore, each "jackpot" has a designated jackpot type. For example, there may be multiple types of opening patterns for the jackpot opening (number of rounds and maximum opening period) and game states after a jackpot (normal state, time-saving state, probability variation state, etc.), and the jackpot type is set according to these. There may also be jackpot types that award many prize balls, jackpot types that award few prize balls, or jackpot types that award almost no prize balls.
[0082] After the jackpot game state ends, the game may be controlled to a time-saving state or a probability-increasing state depending on the type of jackpot.
[0083] In the time-saving state, a control (time-saving control) is implemented that shortens the average special symbol variation time (the period during which the special symbols vary) compared to the normal state. In the time-saving state, a control (high-open control, high-base control) is also implemented that makes it easier for game balls to enter the second starting prize entry point, such as shortening the average normal symbol variation time (the period during which the normal symbols vary) compared to the normal state, or increasing the probability of getting a "normal symbol win" in the normal symbol game compared to the normal state. The time-saving state is advantageous for the player because it improves the variation efficiency of the special symbols (especially the second special symbol).
[0084] In the probability variation state, in addition to the time-saving control, probability variation control is implemented that makes the probability of the displayed result being "jackpot" higher than in the normal state. The probability variation state is even more advantageous for the player because, in addition to the improved efficiency of special symbol variations, it is a state in which "jackpot" is more likely to occur.
[0085] The time-saving mode and the probability-increasing mode continue until one of the following termination conditions is met first: either a predetermined number of special symbol games have been played, or the next jackpot game state has begun. When the termination condition is the execution of a predetermined number of special symbol games, it is also called a count-restriction mode (count-restriction time-saving mode, count-restriction probability-increasing mode, etc.).
[0086] The normal state refers to any game state other than advantageous states such as the jackpot game state, the time-saving state, the probability variation state, etc., which are advantageous to the player. It is a state in which the pachinko game machine 1 is controlled to be the same as its initial state (for example, when a system reset is performed and a predetermined recovery process is not executed after power-on).
[0087] The state in which probability variation control is being performed is also called a high probability state, and the state in which probability variation control is not being performed is also called a low probability state. The state in which time reduction control is being performed is also called a high base state, and the state in which time reduction control is not being performed is also called a low base state. Combining these, the time reduction state is also called a low probability high base state, the probability variation state is also called a high probability high base state, and the normal state is also called a low probability low base state. The state that is both a high probability state and a low base state is also called a high probability low base state.
[0088] In this embodiment, the type of big win determines which large prize slot opens in a specific round (for example, the 6th round). In the type of big win where the second prize slot opens in a specific round, the game state is controlled to a probability variation state (high probability, high base state) after the big win ends, based on the detection by the second count switch 24 that a game ball enters the second large prize slot.
[0089] (Regarding the progress of the performance, etc.) In the pachinko game machine 1, various effects (effects that notify the progress of the game or enhance the excitement of the game) are executed according to the progress of the game. These effects are described below. These effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of such displays, they may also be performed using sound output from speakers 8L and 8R, the lighting and extinguishing of game effect lamps 9, the operation of movable parts 32, or any effect device that includes some or all of these.
[0090] As an effect executed in accordance with the progress of the game, the decorative symbol display areas 5L, 5C, and 5R on the image display device 5, designated as "left," "center," and "right," begin to display variable decorative symbols in response to the start of the first or second special symbol game. At the timing when the display result (also called the confirmed special symbol) is displayed in a stopped state during the first or second special symbol game, the confirmed decorative symbol (a combination of three decorative symbols) which is the display result of the variable display of decorative symbols is also displayed in a stopped state (derived).
[0091] During the period from the start to the end of the variable display of decorative symbols, the mode of variable display of decorative symbols may become a predetermined reach mode (a reach is achieved). Here, a reach mode refers to a mode in which, when the stopped display of decorative symbols on the screen of the image display device 5 constitutes part of the jackpot combination described later, the variable display of decorative symbols that have not yet been stopped continues.
[0092] Furthermore, a reach animation is executed in response to the above-mentioned reach pattern occurring during the variable display of decorative symbols. In pachinko machine 1, multiple types of reach animations are executed, each with a different probability (also called the jackpot reliability or jackpot expectation) of the display result (display result of the special symbol game or display result of the variable display of decorative symbols) being a "jackpot" depending on the animation pattern. Reach animations include, for example, a normal reach and a super reach, which has a higher jackpot reliability than a normal reach.
[0093] When the display result of the special game is "Big Win," the image display device 5 screen displays a predetermined combination of decorative symbols that results in a big win (the display result of the variable display of decorative symbols is "Big Win"). For example, identical decorative symbols (for example, "7" etc.) are lined up and displayed on predetermined active lines in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R.
[0094] If the display result of the special game is a "miss," the variable display mode of the decorative symbols may not become a reach mode, and the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a non-reach combination (also called a "non-reach miss") (the display result of the variable display of the decorative symbols will be a "non-reach miss"). In addition, if the display result is a "miss," the variable display mode of the decorative symbols may become a reach mode, and then the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a predetermined reach combination that is not a winning combination (also called a "reach miss") (the display result of the variable display of the decorative symbols will be a "reach miss").
[0095] The effects that Pachinko machine 1 can perform include displaying the above-mentioned variable display-compatible displays (hold displays and active displays). In addition, other effects, such as a prediction effect that foreshadows the probability of a big win, are performed while the decorative symbols are being displayed in a variable display. Prediction effects include prediction effects that foreshadow the probability of a big win in the variable display that is currently being performed, and pre-announcement effects that foreshadow the probability of a big win in the variable display before execution (variable display whose execution is pending). As a pre-announcement effect, an effect that changes the display mode of the variable display-compatible displays (hold displays and active displays) to a mode different from the normal mode may be performed.
[0096] Furthermore, the image display device 5 may perform a pseudo-consecutive display effect by temporarily pausing the display of the decorative pattern while it is being displayed in a variable manner, and then resuming the variable display, thereby making a single variable display appear as if it were multiple variable displays.
[0097] During a jackpot game, a jackpot animation is performed to inform the player of the jackpot state. This jackpot animation may include an animation that announces the number of rounds, or an upgrade animation that indicates an increase in the value of the jackpot state.
[0098] Furthermore, when, for example, a special game is not being played, a demo image is displayed on the image display device 5 (a customer-waiting demo is performed).
[0099] (Substrate Configuration) The pachinko machine 1 is equipped with, for example, a main board 11, a production control board 12, a sound control board 13, a lamp control board 14, a relay board 15, etc. as shown in FIG. 2. In addition, on the back of the pachinko machine 1, various boards such as a payout control board, an information terminal board, a launch control board, etc. are arranged. Furthermore, a power supply board 17 is also installed. The various control boards include not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and electrical components can be mounted, but also electronic circuit mounting boards on which electrical components are mounted on the electronic circuit board to realize specific electrical functions.
[0100] A power switch 91 is connected to the power supply board 17. By operating (turning on) the power switch 91, power from an AC power supply such as AC100V in an external power supply such as a commercial power supply can be supplied from the power supply board 17 to electrical components including various control boards such as the main board 11 and the production control board 12. The power supply board 17 is provided with, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (such as DC12V or DC5V), etc.
[0101] The main board 11 is a control board on the main side and has a function of controlling the progress of the above games in the pachinko machine 1 (execution of special figure games (including management of holds), execution of general figure games (including management of holds), jackpot game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, an output circuit 111, etc.
[0102] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, an I / O (Input / Output port) 105, and a real-time clock 106.
[0103] By executing the program stored in the ROM 101, the CPU 103 performs a process of controlling the progress of the game (a process that realizes the functions of the main board 11). At this time, various data stored in the ROM 101 (data such as variable patterns described later, effect control commands described later, and various tables referred to when making various determinations described later) are used, and the RAM 102 is used as the main memory. A part or all of the RAM 102 is a backup RAM whose stored content is preserved for a predetermined period even when the power supply to the pachinko machine 1 stops. Incidentally, all or part of the program stored in the ROM 101 may be expanded to the RAM 102 and executed on the RAM 102.
[0104] The random number circuit 104 countably updates numerical data indicating various random values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0105] The I / O 105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals for controlling (driving) the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display 20, the first hold display 25A, the second hold display 25B, the normal symbol hold display 25C, etc., solenoid drive signals).
[0106] The switch circuit 110 captures detection signals (detection signals indicating that a game ball has passed or entered and the switch has turned on, etc.) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), first count switch 23, second count switch 2). and transmits it to the game control microcomputer 100. By transmitting the detection signal, it is detected that a game ball has passed or entered.
[0107] The switch circuit 110 receives the reset signal, power-off signal, and clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal used to stop the operation of control circuits such as the game control microcomputer 100, and can be output using any of the following: a power supply monitoring circuit, a watchdog timer built-in IC, or a system reset IC. The power-off signal is turned off when the predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and turns on when the period during which the predetermined power supply voltage is below the predetermined value continues for a period longer than the power-off reference time. The clear signal is turned on in response to, for example, a press operation on the clear switch 92 provided on the power supply board 17.
[0108] The output circuit 111 transmits solenoid drive signals from the game control microcomputer 100 (for example, signals to turn on solenoids 81 and 82 and 83) to solenoid 81 for the regular electric mechanism and solenoids 82 and 83 for the large prize door.
[0109] Furthermore, the pachinko game machine 1 in this embodiment is also provided with a payout control board (not shown). The payout control board is connected to a payout device that is driven to dispense a predetermined number of game balls (for example, 3, 5, 10, 15, etc.) to the player based on the receipt of a payout signal, and to a game ball detection sensor provided in the payout passage through which the game balls dispensed by the payout device pass. The drive of the payout device can be stopped according to the nature of the game ball detection signal received from the game ball detection sensor.
[0110] Furthermore, the payout control board is connected to a handle sensor for detecting the amount of operation performed by the player, and a touch ring (touch sensor) for detecting whether the player is gripping the ball-shooting handle 30. Based on the signals input from these sensors, the payout control board controls the launching device that can launch game balls into the game board 2. In addition, signals indicating whether or not the touch ring has been detected, and signals indicating that a game ball has been launched by the launching device are input from the payout control board to the game control microcomputer 100 on the main board 11.
[0111] The main board 11 (game control microcomputer 100) supplies performance control commands (commands that specify (notify) the progress of the game, etc.) to the performance control board 12 as part of the control of the game's progress. Performance control commands output from the main board 11 are relayed by the relay board 15 and supplied to the performance control board 12. These performance control commands include, for example, commands that specify various decision results on the main board 11 (e.g., display results of the special feature game (including the type of jackpot), the variation pattern used when executing the special feature game (details will be described later)), the status of the game (e.g., start and end of variable display, opening status of the big prize slot, occurrence of a prize, number of reserved items, game state), and the occurrence of an error.
[0112] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances corresponding to the progress of the game, including various notifications such as driving the movable body 32, error notification, and power outage recovery notification) based on the received performance control commands.
[0113] The performance control board 12 is equipped with a performance control CPU 120, ROM 121, RAM 122, display control unit 123, random number circuit 124, and I / O 125.
[0114] The CPU 120 for performance control executes a program stored in the ROM 121, and together with the display control unit 123, performs processing to execute the performance (processing to realize the above functions of the performance control board 12, including determining which performance to execute). At this time, various data stored in the ROM 121 (data such as various tables) is used, and the RAM 122 is used as the main memory.
[0115] The CPU 120 for controlling the game's presentation may also instruct the display control unit 123 to execute a game presentation based on detection signals from the controller sensor unit 35A and the push sensor 35B (signals output when an operation by a player is detected, and which appropriately indicate the content of the operation).
[0116] The display control unit 123 is equipped with a VDP (Video Display Processor), CGROM (Character Generator ROM), VRAM (Video RAM), etc., and executes performances based on performance execution instructions from the performance control CPU 120.
[0117] The display control unit 123, based on the execution instructions for the performance control CPU 120, supplies a video signal corresponding to the performance to be executed to the image display device 5, thereby displaying the performance image on the image display device 5. It also performs display processing to output the image data of the display image creation area in the VRAM area specified in the display register as a video signal. In this embodiment, the display image creation area and the drawing area switch with each V-blank. Therefore, drawing is performed in the area allocated as the drawing area in one V-blank, and then in the next V-blank, it switches to the display image creation area, so the image data drawn in the previous V-blank is displayed, while drawing continues in the other area during that time.
[0118] Furthermore, as shown in Figure 3, the display control unit 123 generates an image for display on the image display device 5 by superimposing (combining) multiple layers. Therefore, the VRAM area contains a layer image drawing area for drawing and arranging the images of each of these layers, and a display image creation area for generating an image for display on the image display device 5 by further superimposing (combining) the images drawn and arranged in each layer image drawing area. Note that each layer image drawing area has the concepts of upper, middle, and lower levels, and images in the upper layer image drawing area have a higher display priority on the image display device 5, while images in the lower layer image drawing area have a lower display priority on the image display device 5.
[0119] As shown in Figure 4, the VRAM area contains a Layer 1 image drawing area for drawing and placing background images as Layer 1 images, a Layer 2 image drawing area for drawing and placing decorative patterns as Layer 2 images, a Layer 3 image drawing area for drawing and placing object images such as characters as Layer 3 images, a Layer 4 image drawing area for drawing and placing enlargement effect images described later as Layer 4 images, a Layer 5 image drawing area for drawing and placing decorative effect images described later as Layer 5 images, a Layer 6 image drawing area for drawing and placing crack warning images (glass plate images, etc.) described later as Layer 6 images, and a Layer 7 image of a glass plate image A and a cracked glass plate image A displayed in place of the glass plate image. Layer 7 is an image drawing area for drawing and arranging the resulting fragment images; Layer 8 is an image for drawing and arranging the action effect images described later as Layer 8; Layer 9 is an image for drawing and arranging the whiteout image 003SG303 described later as Layer 9; Layer 10 is an image for drawing and arranging the operation prompt images described later as Layer 10; Layer 11 is an image for drawing and arranging the variable display compatible display (hold display and active display) as Layer 11; Layer 12 is an image for drawing and arranging the right-hand and left-hand display images described later as Layer 12; and Layer 13 is an image for drawing and arranging the small symbols (fourth symbol) as Layer 13.
[0120] In this embodiment, the enlargement effect is an image that mimics (is similar to) the target image in each effect, and is displayed enlarged over time. It has a higher transparency than the target image, and its transparency gradually increases as it is enlarged. In this embodiment, the decorative effect is an image that has a different shape from the target image in each effect, and has the same transparency as the target image at least at the start of display (transparency 0%). Furthermore, the development cost of the enlargement effect is lower compared to the decorative effect. Specifically, the decorative effect requires the preparation of dedicated material data and processing that data as appropriate, so it takes a certain amount of time to create, whereas the enlargement effect can be created by reusing material data for decorative patterns, so it can be created in a short period of time. In other words, the enlargement effect is an image that can effectively make the target image stand out while having a low development cost.
[0121] In this embodiment, by superimposing the images drawn and arranged in the Layer 1 to Layer 13 image drawing areas, an image can be generated to be displayed on the display screen of the image display device 5. Furthermore, as shown in Figures 4 and 5, the image drawn in the Layer 1 image drawing area has the lowest display priority, the image drawn in the Layer 2 image drawing area has a higher display priority than the image drawn in the Layer 1 image drawing area, the image drawn in the Layer 3 image drawing area has a higher display priority than the image drawn in the Layer 2 image drawing area, the image drawn in the Layer 4 image drawing area has a higher display priority than the image drawn in the Layer 3 image drawing area, the image drawn in the Layer 5 image drawing area has a higher display priority than the image drawn in the Layer 4 image drawing area, the image drawn in the Layer 6 image drawing area has a higher display priority than the image drawn in the Layer 5 image drawing area, and the image drawn in the Layer 7 image drawing area has a lower display priority than the image drawn in the Layer 6 image drawing area. Images drawn in the Layer 8 image drawing area have a higher display priority than images drawn in the Layer 7 image drawing area, images drawn in the Layer 9 image drawing area have a higher display priority than images drawn in the Layer 8 image drawing area, images drawn in the Layer 10 image drawing area have a higher display priority than images drawn in the Layer 9 image drawing area, images drawn in the Layer 11 image drawing area have a higher display priority than images drawn in the Layer 10 image drawing area, images drawn in the Layer 12 image drawing area have a higher display priority than images drawn in the Layer 11 image drawing area, and images drawn in the Layer 13 image drawing area have a higher display priority than images drawn in the Layer 12 image drawing area.
[0122] In other words, images drawn in the Layer 1 image drawing area are displayed at the lowest level on the image display device 5, images drawn in the Layer 2 image drawing area are displayed above (prioritized) the images drawn in the Layer 1 image drawing area on the image display device 5, images drawn in the Layer 3 image drawing area are displayed above (prioritized) the images drawn in the Layer 2 image drawing area on the image display device 5, images drawn in the Layer 4 image drawing area are displayed above (prioritized) the images drawn in the Layer 3 image drawing area on the image display device 5, images drawn in the Layer 5 image drawing area are displayed above (prioritized) the images drawn in the Layer 4 image drawing area on the image display device 5, images drawn in the Layer 6 image drawing area are displayed above (prioritized) the images drawn in the Layer 5 image drawing area on the image display device 5, and images drawn in the Layer 7 image drawing area are displayed above (prioritized) the images drawn in the Layer 6 image drawing area on the image display device 5. The Layer 8 image drawing area is an image that is displayed on top of (prioritized for display) images drawn in the Layer 8 image drawing area on the image display device 5, the Layer 9 image drawing area is an image that is displayed on top of (prioritized for display) images drawn in the Layer 8 image drawing area on the image display device 5, the Layer 10 image drawing area is an image that is displayed on top of (prioritized for display) images drawn in the Layer 9 image drawing area on the image display device 5, the Layer 11 image drawing area is an image that is displayed on top of (prioritized for display) images drawn in the Layer 10 image drawing area on the image display device 5, the Layer 12 image drawing area is an image that is displayed on top of (prioritized for display) images drawn in the Layer 11 image drawing area on the image display device 5, and the Layer 13 image drawing area is the image that is displayed on the uppermost layer on the image display device 5.
[0123] The display control unit 123 further supplies a sound designation signal (a signal for designating the output sound) to the sound control board 13 and a lamp signal (a signal for designating the lighting / extinguishing mode of the lamp) to the lamp control board 14 in order to perform sound output synchronized with the display of the effect image and lighting / extinguishing of the game effect lamp 9. Also, the display control unit 123 supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0124] The sound control board 13 is equipped with various circuits for driving the speakers 8L and 8R, drives the speakers 8L and 8R based on the sound designation signal, and outputs the sound designated by the sound designation signal from the speakers 8L and 8R.
[0125] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, drives the game effect lamp 9 based on the lamp signal, and lights / extinguishes the game effect lamp 9 in the mode designated by the lamp signal. In this way, the display control unit 123 controls the sound output and the lighting / extinguishing of the lamp.
[0126] Note that the control of the sound output, the lighting / extinguishing of the lamp (such as the supply of the sound designation signal and the lamp signal), and the control of the movable body 32 (such as the supply of the signal for operating the movable body 32) may be executed by the effect control CPU 120.
[0127] The random number circuit 124 countably updates numerical data indicating various random number values (random numbers for effects) used for executing various effects in a manner that can be updated. The random numbers for effects may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software).
[0128] The I / O 125 mounted on the effect control board 12 includes an input port for capturing an effect control command transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signal, sound designation signal, lamp signal).
[0129] Other boards besides the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. In a pachinko game machine 1, multiple sub-boards may be provided for different functions, or the sub-boards of machine 1 may be configured to have multiple functions.
[0130] Figure 6(A) is an explanatory diagram showing an example of the content of a performance control command used in this embodiment. A performance control command is, for example, a 2-byte structure, where the first byte indicates MODE (command classification) and the second byte indicates EXT (command type). The first bit (bit 7) of the MODE data is always set to "0", and the first bit of the EXT data is also set to "0". Note that the command form shown in Figure 6(A) is just one example, and other command forms may be used. In this example, the control command consists of two control signals, but the number of control signals constituting the control command may be one or three or more.
[0131] In the example shown in Figure 6(A), command 8001H is a first variable display start command that specifies the start of variable display in a special game using the first special symbol on the first special symbol display device 4A. Command 8002H is a second variable display start command that specifies the start of variable display in a special game using the second special symbol on the second special symbol display device 4B. Command 81XXH is a variation pattern specification command that specifies the variation pattern (variation time (variable display time)) of decorative symbols (also called performance symbols) that are variably displayed in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R of the image display device 5, corresponding to the variable display of special symbols in a special game. Here, XXH indicates an unspecified hexadecimal number, and it can be any value that is set arbitrarily according to the instructions given by the performance control command. Note that different EXT data is set depending on the variation pattern specified in the variation pattern specification command.
[0132] Command 8CXXH is a variable display result specification command, and is a performance control command that specifies variable display results such as special symbols and decorative symbols. With the variable display result specification command, different EXT data is set depending on the determination result (pre-determined result) of whether the variable display result (also called the variable display result) is a "miss" or a "jackpot", and the determination result (jackpot type determination result) of which of the multiple types of jackpots to be used when the variable display result is a "jackpot".
[0133] In the variable display result specification command, for example, as shown in Figure 6(B), command 8C00H is the first variable display result specification command that indicates a pre-determined result that the variable display result will be "miss". Command 8C01H is the second variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "jackpot A", as well as the jackpot type determination result. Command 8C02H is the third variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "jackpot B", as well as the jackpot type determination result. Command 8C03H is the fourth variable display result specification command that notifies the pre-determined result that the variable display result will be "jackpot" and the jackpot type will be "jackpot C", as well as the jackpot type determination result.
[0134] Command 8F00H is a symbol confirmation command that specifies the stopping (confirmation) of the variation of decorative symbols in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R of the image display device 5. Command 95XXH is a game state specification command that specifies the current game state of the pachinko game machine 1. Different EXT data is set depending on the current game state of the pachinko game machine 1, for example, when a game state is specified. As a specific example, command 9500H is set as the first game state specification command corresponding to a game state in which neither time-saving control nor probability variation control is performed (low probability low base state, normal state), command 9501H is set as the second game state specification command corresponding to a game state in which time-saving control is performed but probability variation control is not performed (low probability high base state, time-saving state), and command 9502H is set as the third game state specification command corresponding to a game state in which both time-saving control and probability variation control are performed (high probability high base state, probability variation state). Furthermore, the high probability, high base state is sometimes simply referred to as the "probability change state."
[0135] Command A0XXH is a win start command (also called the "fanfare command") that specifies the display of a visual effect indicating the start of a jackpot game. Command A1XXH is a jackpot opening notification command that indicates the period during which the jackpot opening is open during a jackpot game. Command A2XXH is a jackpot opening after notification command that indicates the period during which the jackpot opening has changed from open to closed during a jackpot game. Command A3XXH is a win end command that specifies the display of a visual effect at the end of a jackpot game.
[0136] In the win start specification command and win end specification command, different EXT data may be set depending on the pre-determined result and the jackpot type determination result, for example, by setting the same EXT data as in the variable display result specification command. Alternatively, in the win start specification command and win end specification command, the correspondence between the pre-determined result and the jackpot type determination result and the set EXT data may be made different from the correspondence in the variable display result specification command. In the big prize slot open notification command and big prize slot after opening notification command, for example, different EXT data may be set corresponding to the number of rounds executed in the jackpot state described later (for example, "0" to "10").
[0137] Command B100H is a first start-out entry designation command that notifies that the first start condition for executing a special symbol game using the first special symbol in the first special symbol display device 4A has been met, based on the fact that a game ball that has passed through (entered) the first start-out entry point formed by the prize ball entry device 6A has been detected by the first start-out switch 22A and a start-up entry (first start-up entry) has occurred. Command B200H is a second start-out entry designation command that notifies that the second start condition for executing a special symbol game using the second special symbol in the second special symbol display device 4B has been met, based on the fact that a game ball that has passed through (entered) the second start-out entry point formed by the variable prize ball entry device 6B has been detected by the second start-out switch 22B and a start-up entry (second start-up entry) has occurred. Command B300H is a special prize-winning ball entry command that notifies the system that 15 prize balls will be dispensed based on the detection by the first count switch 23 and the second count switch 24 of the special variable prize-winning ball device 7 when a game ball has passed through (entered) the first or second prize-winning ball, resulting in a prize being won.
[0138] Command C1XXH is a first reserved memory count notification command that notifies the first reserved memory count in order to identify the number of reserved special symbols. Command C2XXH is a second reserved memory count notification command that notifies the second reserved memory count in order to identify the number of reserved special symbols. The first reserved memory count notification command is sent from the main board 11 to the performance control board 12 when a first start entry designation command is sent, for example, based on the first start condition being met when a game ball passes through (enters) the first start entry point. The second reserved memory count notification command is sent from the main board 11 to the performance control board 12 when a second start entry designation command is sent, for example, based on the second start condition being met when a game ball passes through (enters) the second start entry point. Furthermore, the first reserved memory count notification command and the second reserved memory count notification command may be sent in response to the start of execution of the special feature game when either the first start condition or the second start condition is met (when the number of reserved memories decreases).
[0139] Commands C4XXH and C6XXH are performance control commands (winning result specification commands) that indicate the content of the winning result judgment. Of these, command C4XXH is a symbol specification command that indicates whether the variable display result will be a "jackpot" and the type of jackpot (probability variation, non-probability variation, or sudden probability variation) as the winning result judgment. Command C6XXH is a variation category command that indicates whether the random value used for determining the variation pattern will be "non-reach", "super reach", or "other (normal reach)" as the winning result judgment.
[0140] Instead of the first and second pending memory count notification commands, a total pending memory count notification command may be sent to notify the total number of pending memories. In other words, a total pending memory count notification command may be used to notify of an increase (or decrease) in the total number of pending memories.
[0141] Command D000H is a V-entry notification command that notifies that a game ball has entered the second large prize slot during a jackpot game, that is, that a game ball has been detected by the second count switch 24. Hereinafter in this embodiment, the detection of a game ball by the second count switch 24 during a jackpot game may be referred to as "V-entry". In this embodiment, "V-entry" refers to the execution of both time-saving control and probability variation control in the high-base state after the jackpot game in which the entry occurred (the state is controlled to be a high-probability, high-base state).
[0142] Command 9F00H is a command to specify the display of a customer waiting demonstration (customer waiting demo) and to execute it.
[0143] Note that the commands shown in Figure 6(A) are just examples, and the system may not have some of these commands, may use different commands in place of these commands, or may add commands different from these. For example, a prize ball count notification command may be provided to specify the number of prize balls that will be paid out based on the number of game balls that have entered each prize slot, a gate passage notification command may be provided to notify when a game ball has passed through the passage gate 41, and a notification command may be provided to notify the remaining number of variable display times for which probability variation control or time reduction control will be executed.
[0144] Figure 7 is an explanatory diagram illustrating the random numbers counted on the main board 11. As shown in Figure 7, on the main board 11, numerical data representing the random numbers MR1 for determining the special display result, MR2 for determining the type of jackpot, MR3 for determining the variation pattern, MR4 for determining the normal display result, and MR6 for determining the initial value of random number MR4 are controlled to be countable. In addition, other random numbers may be used to enhance the game's effect. Random numbers used to control the progress of the game are also called game random numbers.
[0145] The random number circuit 104 only needs to count numerical data that represents some or all of these random values MR1 to MR5. The CPU 103 may use a random counter different from the random number circuit 104, such as a random counter provided in a game control counter setting unit (not shown), and update various numerical data by software to count numerical data that represents some of the random values MR1 to MR5.
[0146] The random value MR1 used for determining the result of the special symbol display is a random value used to determine whether or not to control the game into a jackpot state by treating the variable display result of special symbols, etc., in the special symbol game as a "jackpot," and takes values in the range of "0" to "65536".
[0147] The random value MR2 used for determining the type of jackpot is a random value used to determine whether the jackpot type is "Jackpot A," "Jackpot B," or "Jackpot C" when the variable display result is "Jackpot," and it takes values in the range of "0" to "99."
[0148] The random value MR3 used for determining the variation pattern is a random value used to make the variation pattern in the variable display of special symbols and decorative symbols one of several types that have been prepared in advance, and can take values in the range of "0" to "9999".
[0149] The random value MR4 used for determining the result of the regular symbol display is a random value used to determine whether the variable display result in the regular symbol game using the regular symbol display unit 20 is a "regular symbol win" or a "regular symbol loss," and takes values in the range of "3" to "13".
[0150] The random value MR5 used for determining the initial value of the random value MR5 is a random value used to determine the initial value of the random value MR5, and can take values in the range of "3" to "13".
[0151] Figure 8 shows an example of the configuration of the display result determination table stored in ROM 101. In this embodiment, a common display result determination table is used for both the first and second special figures, but the present invention is not limited to this, and separate display result determination tables may be used for the first and second special figures.
[0152] The display result determination table is a table referenced in special symbol games using the first special symbol by the first special symbol display device 4A and special symbol games using the second special symbol by the second special symbol display device 4B to determine, based on the random value MR1 for special symbol display result determination, whether or not to control the game state as a "jackpot" with the variable display result before the confirmed special symbol that will be a variable display result is derived and displayed.
[0153] In the display result determination table, a numerical value (determination value) is compared with the random value MR1 used for determining the special symbol display result, depending on whether the game state of the pachinko game machine 1 is the normal state, the time-saving state (low probability state), or the probability variation state (high probability state), and this value is assigned to the special symbol display result of "jackpot" or "miss".
[0154] In the display result determination table, the table data showing the determination value compared with the random value MR1 for determining the special symbol display result is determination data assigned to the decision result of whether or not to control the special symbol display result to a jackpot game state as a "jackpot". In the display result determination table, when the game state is a probability variation state (high probability state), more determination values are assigned to the special symbol display result of "jackpot" than when it is a normal state or a time-saving state (low probability state). As a result, the probability of the pachinko game machine 1 deciding to control the special symbol display result to a jackpot game state as a "jackpot" is higher (approximately 1 / 30 in this embodiment) compared to the probability of the pachinko game machine 1 deciding to control the special symbol display result to a jackpot game state as a "jackpot" when it is in a time-saving state (low probability state) (approximately 1 / 300 in this embodiment). In other words, in the display result determination table, the determination data is assigned to the decision result of whether or not to control the game to a jackpot state, such that when the game state of the pachinko game machine 1 is a probability variation state (high probability state), the probability of determining whether or not to control it to a jackpot game state is higher compared to when it is in a normal state or a time-saving state.
[0155] Figure 9(A) shows an example of the configuration of the jackpot type determination table stored in ROM 101. In this embodiment, the jackpot type determination table is a table that is referenced to determine the jackpot type from among several types based on the random value MR2 for jackpot type determination when it is decided to control the game state to a jackpot as a "jackpot" based on the special symbol display result. In the jackpot type determination table, a numerical value (determination value) that is compared with the random value MR2 for jackpot type determination is assigned to one of several types of jackpots, such as "jackpot A", "jackpot B", and "jackpot C", depending on whether the special symbol that was displayed variably (variable display) in the special symbol game is the first special symbol (special symbol game using the first special symbol display device 4A) or the second special symbol (special symbol game using the second special symbol display device 4B).
[0156] Here, the types of jackpots in this embodiment will be explained using Figure 9(B). In this embodiment, the types of jackpots provided are Jackpot A, Jackpot B, and Jackpot C, in which time-saving control is performed for up to 100 variable displays after the end of the jackpot game state. Furthermore, Jackpots A, Jackpot B, and Jackpot C are also jackpots in which, when a game ball enters the second large prize slot (so-called V-entry) in the 6th round of the jackpot game state, probability-changing control is performed for up to 100 variable displays after the end of the jackpot game.
[0157] The jackpot game state for "Jackpot A" is a jackpot game state in which the first major prize slot is changed to a favorable open state for the player in rounds 1 to 6, and this is repeated 6 times (6 rounds and no V-entry possible jackpot). The jackpot game state for "Jackpot B" is a jackpot game state in which the first major prize slot is changed to a favorable open state for the player in rounds 1 to 5, while the second major prize slot is changed to a favorable open state for the player in round 6 (6 rounds and V-entry possible jackpot). The jackpot game state for "Jackpot C" is a jackpot game state in which the first major prize slot is changed to a favorable open state for the player in rounds 1 to 5 and rounds 7 to 10, while the second major prize slot is changed to a favorable open state for the player in round 6 (10 rounds and V-entry possible jackpot).
[0158] In this embodiment, since time-saving control is performed at least after the end of the jackpot game state, if a jackpot occurs while this time-saving control is being performed, time-saving control (and probability variation control) is performed again after the end of the jackpot game state, resulting in a so-called continuous win state in which the jackpot game state occurs continuously without going through the normal state.
[0159] In this embodiment, an example is shown in which there are three types of jackpots, A to C. However, the present invention is not limited to this, and there may be two or fewer types of jackpots, or four or more types.
[0160] Furthermore, as shown in Figure 9(A), in the jackpot type determination table, the assignment of determination values to the jackpot types "jackpot A," "jackpot B," and "jackpot C" differs depending on whether the variable-display special symbol is the first special symbol or the second special symbol. Specifically, when the variable-display special symbol is the first special symbol, a predetermined range of determination values (values in the range of "0" to "49") are assigned to the jackpot types "jackpot A" and "jackpot B," which have fewer rounds. On the other hand, when the variable-display special symbol is the second special symbol, no determination values are assigned to the jackpot types "jackpot A" and "jackpot B." With this setting, the proportion of times the jackpot type is determined to be "Jackpot A" or "Jackpot B," which have fewer rounds, can be made different when determining the jackpot type from one of several types in a special symbol game using the first special symbol display device 4A, and when determining the jackpot type from one of several types in a special symbol game using the second special symbol display device 4B. In particular, in special symbol games using the second special symbol, the jackpot type is not determined to be "Jackpot A" or "Jackpot B," which results in a jackpot state with fewer rounds. For example, in a game state where game balls are more likely to enter the second starting prize entry point formed by the variable prize ball entry device 6B due to high opening control associated with time-saving control, it is possible to avoid frequent occurrences of jackpot states with fewer prize balls, thereby preventing a decrease in the enjoyment of the game.
[0161] Figures 10 and 11 are explanatory diagrams showing specific examples of variation patterns in this embodiment. The variation patterns in this embodiment are broadly composed of a losing variation pattern where the variable display result is a loss, and a winning variation pattern where the variable display result is a big win.
[0162] As shown in Figure 10, the losing fluctuation patterns can be broadly classified into: non-reach losing fluctuation patterns where no reach animation is performed and it is a loss (fluctuation pattern type is non-reach fluctuation pattern); normal reach fluctuation patterns where a normal reach animation is performed and it is a loss (fluctuation pattern type is normal reach fluctuation pattern); low-base weak super reach fluctuation patterns where a low-base weak super reach animation is performed in the normal state (low-base state) and it is a loss (fluctuation pattern type is low-base weak super reach fluctuation pattern); and low-base strong super reach A which is the final outcome in the normal state (low-base state). The following variations are provided: a variation pattern for low-base strong super reach A where the reach animation is performed but it is a miss (variation pattern type is low-base strong super reach A variation pattern); a variation pattern for low-base strong super reach B where the reach animation for low-base strong super reach B is performed in the normal state (low-base state) but it is a miss (variation pattern type is low-base strong super reach B variation pattern); and a variation pattern for low-base strong super reach C where the reach animation for low-base strong super reach C is performed in the normal state (low-base state) but it is a miss (variation pattern type is low-base strong super reach C variation pattern).
[0163] In addition, although not shown in the diagram, there are also variations in the following modes: High Base Super Reach A variation pattern (variation pattern type is High Base Super Reach A variation pattern) where, in a time-saving state or a probability variation state (high base state), the reach animation of High Base Super Reach A is ultimately executed and results in a loss; High Base Super Reach B variation pattern (variation pattern type is High Base Super Reach B variation pattern) where, in a time-saving state or a probability variation state (high base state), the reach animation of High Base Super Reach B is ultimately executed and results in a loss; High Base Super Reach C variation pattern (variation pattern type is High Base Super Reach C variation pattern) where, in a time-saving state or a probability variation state (high base state), the reach animation of High Base Super Reach C is ultimately executed and results in a loss; and High Base Super Reach D variation pattern (variation pattern type is High Base Super Reach D variation pattern) where, in a time-saving state or a probability variation state (high base state), the reach animation of High Base Super Reach D is ultimately executed and results in a loss.
[0164] (Not a reach) As for non-reach variation patterns, there are two types: PA1, in which the special symbol variation time is 12000ms and no reach effects are executed when the number of reserved special symbols for variable display in the normal state is 2 or less; and PA2, in which the special symbol variation time is 5750ms and no reach effects are executed when the number of reserved special symbols for variable display in the normal state is 3.
[0165] Although not shown in the diagram, there are two types of variation patterns: PB1, in which the special symbol variation time is 2000ms and no reach animations are performed during time-saving control (time-saving state or probability-changing state); and PB2, in which the special symbol variation time is 8000ms and no reach animations are performed during time-saving control (time-saving state or probability-changing state).
[0166] (Normal reach miss) For the variation pattern type, which is a normal reach, there are two types of variation patterns: PA3, in which the special symbol variation time is 20,000 ms and the normal reach animation is performed but it is a miss; and PA4, in which the special symbol variation time is 25,000 ms and the pseudo-consecutive animation is performed once and then the normal reach animation is performed but it is a miss.
[0167] (Weak super reach miss) As a variation pattern of the low-base weak super reach type, there is one variation pattern PA5 in which the special symbol variation time is 70,000 ms, and after the pseudo-consecutive performance is executed twice, the reach performance of a normal reach and the reach performance of a low-base weak super reach are executed, resulting in a loss. In the following, weak super reach will be referred to as "weak SP reach," "weak SP," etc., as appropriate.
[0168] (Strong Super Reach A misses) For the variation pattern type Low Base Strong Super Reach A, there are two variation patterns: PA6, in which the special symbol variation time is 110,000 ms (100,000 ms plus a 10,000 ms loss notification period), and after two pseudo-consecutive performances, the Low Base Strong Super Reach A reach performance is executed and it is a loss; and PA8, in which the special symbol variation time is 130,000 ms (120,000 ms plus a 10,000 ms loss notification period), and after two pseudo-consecutive performances, the development performance and the Low Base Strong Super Reach A reach performance are executed and it is a loss. In the following, "Strong Super Reach" will be referred to as "Strong SP Reach," "Strong SP," etc., as appropriate. Furthermore, Strong Super Reach A may be referred to as "Strong SP Reach A," "Strong SP-A," etc., as appropriate.
[0169] (Strong Super Reach B misses) For the variation pattern type Low Base Strong Super Reach B, there are two variation patterns: PA7, in which the special symbol variation time is 120,000ms (110,000ms plus a 10,000ms loss notification period), and after two pseudo-consecutive performances, the Low Base Strong Super Reach B reach performance is executed and it is a loss; and PA9, in which the special symbol variation time is 140,000ms (130,000ms plus a 10,000ms loss notification period), and after two pseudo-consecutive performances, the development performance and the Low Base Strong Super Reach B reach performance are executed and it is a loss. Hereafter, Strong Super Reach B will be referred to as "Strong SP Reach B," "Strong SP-B," etc., as appropriate.
[0170] (Strong Super Reach C Miss) For the variation pattern type of Low Base Strong Super Reach C, there is one variation pattern PA10 in which the special symbol variation time is 145,000 ms plus the miss notification period of 10,000 ms, totaling 155,000 ms, and after two pseudo-consecutive performances are executed, the development performance and the reach performance of Low Base Strong Super Reach C are executed, resulting in a miss. Hereafter, Strong Super Reach C will be referred to as "Strong SP Reach C," "Strong SP-C," etc., as appropriate.
[0171] (Advanced production) In this embodiment, it is possible to perform a development sequence that suggests development into a strong SP reach. As will be described in detail later, there are two types of development sequences: a cut-in sequence in which an image suggesting development into a strong SP reach is displayed on the screen of the image display device 5, and a mechanism sequence in which an image suggesting development into a strong SP reach is displayed on the screen of the image display device 5, and a mechanism (movable body) provided in the pachinko game machine 1 is activated.
[0172] The development sequence in this embodiment consists of (1) the development sequence (first half) and (2) the development sequence (second half).
[0173] (1) In the first half of the development sequence, the first half image (in this example, an image including ripple-like effects and star-shaped objects) is displayed across the entire screen of the image display device 5. The development sequence (first half) follows a common presentation pattern regardless of whether the development sequence is a cut-in sequence or a mechanical device sequence (see Figure 48(1)).
[0174] (2) In the second half of the development sequence, the second half image is displayed across the entire screen of the image display device 5. The second half of the development sequence features different presentation styles depending on whether the development sequence is a cut-in sequence or a mechanical device sequence.
[0175] If the development sequence is a cut-in sequence, the second half of the development sequence will display the first second half image (in this example, an image of character A standing with flames in the background) across the entire screen of the image display device 5 (see Figure 48(2A)). If the development sequence is a special effect sequence, the second half of the development sequence will display the second half image of the development sequence (in this example, an image including a swirling effect and star-shaped objects) across the entire screen of the image display device 5, and the movable body 32 provided in the pachinko game machine 1 will operate in such a way that it reduces the visibility of the screen of the image display device 5 (see Figure 48(2B)).
[0176] (Story Reach) In this embodiment, as a type of strong SP reach, a story reach can be executed in which the display result is announced as the story progresses. For example, in a story reach where the displayed result is "Big Win," the story will end with a happy ending, while in a story reach where the displayed result is "Loss," the story will end with a bad ending.
[0177] (Battle Reach) In this embodiment, as a type of strong SP reach, a battle reach can be executed, which displays the result of a battle between an ally character and an enemy character. For example, in a battle reach where the displayed result is "Big Win," a pattern unfolds in which the allied character defeats the enemy character, while in a battle reach where the displayed result is "Loss," a pattern unfolds in which the allied character loses to the enemy character.
[0178] In this embodiment, whether a story reach or a battle reach is executed among the strong SP reaches is determined within the pre-announcement setting process of the performance control process described later (see Figures 32, 42 to 45).
[0179] (Loss fluctuation pattern during low base) Although not shown in the diagram, when controlled to a high base, the following deviation fluctuation pattern is provided. For variation patterns of type High Base Super Reach A, there is one variation pattern PB3 in which the special symbol variation time is 40,000ms (30,000ms plus a 10,000ms loss notification period), and the reach animation of High Base Super Reach A is executed after the reach animation of Normal Reach is executed, resulting in a loss. For variation patterns of type High Base Super Reach B, there is one variation pattern PB4 in which the special symbol variation time is 40,000ms (30,000ms plus a 10,000ms loss notification period), and the reach animation of High Base Super Reach B is executed after the reach animation of Normal Reach is executed, resulting in a loss. For variation patterns of type High Base Super Reach C, there is one variation pattern PB5 in which the special symbol variation time is 40,000ms (30,000ms plus a 10,000ms loss notification period), and the reach animation of High Base Super Reach C is executed after the reach animation of Normal Reach is executed, resulting in a loss. The variation pattern type is High Base Super Reach D, and one variation pattern is provided for PB6, where the special symbol variation time is 30,000 ms, and the special symbol variation time is 40,000 ms (30,000 ms plus a 10,000 ms period for notifying a miss), and after the reach animation of a normal reach is performed, the reach animation of High Base Super Reach D is performed and it is a miss.
[0180] Furthermore, as shown in Figure 11, the winning variation patterns are the same as the losing variation patterns, and include normal reach, weak super reach, low base strong super reach A, low base strong super reach B, and low base strong super reach C.
[0181] Although not shown in the diagram, there are also variation patterns of different types: High Base Super Reach A, High Base Super Reach B, High Base Super Reach C, and High Base Super Reach D.
[0182] (Normal reach jackpot) For the variation pattern type, which is a normal reach, there are two types of variation patterns: PA11, in which the special symbol variation time is 25,000 ms and a normal reach reach animation is performed, resulting in a jackpot; and PA12, in which the special symbol variation time is 30,000 ms and a pseudo-consecutive animation is performed once before a normal reach reach animation is performed, resulting in a jackpot.
[0183] (Weak Super Reach Big Win) As a variation pattern of the low-base weak super reach type, there is one variation pattern PA13 in which the special symbol variation time is 75,000 ms, and after the pseudo-consecutive performance is executed twice, the reach performance of a normal reach and the reach performance of a low-base weak super reach are executed, resulting in a big win.
[0184] (Strong Super Reach A Big Win) For the variation pattern type of Low Base Strong Super Reach A, there are two types of variation patterns: PA14, in which the special symbol variation time is 115,000ms (100,000ms plus the jackpot notification period of 15,000ms), and after two pseudo-consecutive performances are executed, the Low Base Strong Super Reach A reach performance is executed and a jackpot is won; and PA16, in which the special symbol variation time is 135,000ms (120,000ms plus the jackpot notification period of 15,000ms), and after two pseudo-consecutive performances are executed, the development performance and the Low Base Strong Super Reach A reach performance are executed and a jackpot is won.
[0185] (Strong Super Reach B Big Win) For the variation pattern type of Low Base Strong Super Reach B, there are two variation patterns: PA15, where the special symbol variation time is 125,000ms (110,000ms plus the jackpot notification period of 15,000ms), and after two pseudo-consecutive performances, the Low Base Strong Super Reach B reach performance is executed, resulting in a jackpot; and PA17, where the special symbol variation time is 145,000ms (130,000ms plus the jackpot notification period of 15,000ms), and after two pseudo-consecutive performances, the development performance and the Low Base Strong Super Reach B reach performance are executed, resulting in a jackpot.
[0186] (Strong Super Reach C Big Win) For the variation pattern type of Low Base Strong Super Reach C, there is one variation pattern PA18 in which the special symbol variation time is 145,000 ms plus the jackpot notification period of 15,000 ms, totaling 160,000 ms, and after two pseudo-consecutive performances are executed, a development performance and a Low Base Strong Super Reach C reach performance are executed, resulting in a jackpot.
[0187] (Big win variation patterns when the base rate is high) Although not shown in the diagram, when the base is controlled to a high level, the following jackpot variation patterns are provided. For variation patterns of type High Base Super Reach A, there is one variation pattern PB11 in which the special symbol variation time is 45,000ms (30,000ms plus the jackpot notification period of 15,000ms), and the High Base Super Reach A reach animation is executed after the normal reach animation, resulting in a jackpot. For variation patterns of type High Base Super Reach B, there is one variation pattern PB12 in which the special symbol variation time is 45,000ms (30,000ms plus the jackpot notification period of 15,000ms), and the High Base Super Reach B reach animation is executed after the normal reach animation, resulting in a jackpot. For variation patterns of type High Base Super Reach C, there is one variation pattern PB13 in which the special symbol variation time is 45,000ms (30,000ms plus the jackpot notification period of 15,000ms), and the High Base Super Reach C reach animation is executed after the normal reach animation, resulting in a jackpot. For variation patterns of type High Base Super Reach D, there is one variation pattern PB14 in which the special symbol variation time is 45,000ms (30,000ms plus the jackpot notification period of 15,000ms), and the High Base Super Reach D reach animation is executed after the normal reach animation, resulting in a jackpot.
[0188] The judgment table stored in ROM101 includes multiple variable pattern type judgment tables for determining the type of variable pattern according to the game state and variable display results, as well as multiple variable pattern type judgment tables for determining the variable pattern according to the variable pattern determined in the variable pattern type judgment table, the game state, the variable display results, and the number of reserved special symbols that execute the variable display (number of reserved symbols that are subject to variable display).
[0189] (Common settings) In this embodiment, as will be described in detail later, based on the operation of the pachinko game machine 1's operating means (push button 31B, directional keys, etc.) by the player, a custom setting process can be executed in the main performance control process to set various custom settings for the pachinko game machine 1.
[0190] Furthermore, based on the player operating the control means (push button 31B, directional pad, etc.) of the pachinko machine 1, the main performance control processing can execute a process to initialize various custom settings in the pachinko machine 1. This custom setting initialization process may be included in the custom setting processing.
[0191] In this embodiment, the following customizations may be included as configurable customizations in the customization process. • Predictive Customization • Customizable button illumination upon winning • One-shot notification custom
[0192] (Pre-read custom) In this embodiment, a pre-read custom feature is provided that allows players to set the frequency of execution and the probability of winning a jackpot of a pre-read notification effect, which is an effect executed in the pachinko game machine 1 that suggests the display result of a pending memory whose execution is currently suspended, according to the player's preference. In this embodiment, there are four types of pre-read custom features: [Recommended], [Chance], [Hot], and [None]. Players can arbitrarily select and set their preferred pre-read custom feature from among these [Recommended], [Chance], [Hot], and [None].
[0193] If the pre-read custom setting is set to [Recommended], the frequency of pre-read notification effects and the probability of winning a jackpot will be set to the default (basic) settings.
[0194] When the pre-read custom setting is set to [Chance], the frequency of pre-read notification effects is lower than when the pre-read custom setting is set to [Recommended], and the probability of winning a jackpot is higher than when the pre-read custom setting is set to [Recommended].
[0195] When the pre-read custom setting is set to [Hot], the frequency of pre-read notification effects is lower than when the pre-read custom setting is set to [Chance], and the probability of winning a jackpot is higher than when the pre-read custom setting is set to [Chance].
[0196] When the pre-read custom setting is set to [None], the frequency of pre-read notification effects is lower than when the pre-read custom setting is set to [Hot], and the probability of winning a jackpot is higher than when the pre-read custom setting is set to [Hot]. In this example, when the pre-read custom setting is set to [None], the frequency of pre-read notification effects is extremely low, but it is not that they are never executed; they are still executed to some extent.
[0197] In this embodiment, the default setting for the pre-read custom is designed to be [Recommended]. This default setting is used when, for example, the pachinko game machine 1 is powered on for the first time after production, when the RAM is cleared when the power is turned on, or when the custom settings are reset. In this example, it is possible to reset (initialize) the custom settings at predetermined timings. These predetermined timings for resetting the custom settings include the timing when the player is prompted to reset the custom settings, or the timing when the game is controlled to a jackpot state.
[0198] (Customized button illumination upon winning) In this embodiment, a button light illumination customization feature is provided in the pachinko game machine 1 that allows the player to set whether or not to perform the button light illumination feature upon winning (details to be described later), which is a type of pre-announcement feature performed in the pachinko game machine 1, according to the player's preference. In this embodiment, there are two types of button light illumination customization features: [OFF] and [ON]. The player can arbitrarily select and set their preferred button light illumination customization feature from these two options, [OFF] and [ON]. In the following, the custom feature that illuminates the button upon winning will be referred to as "illumination custom" or similar terms as appropriate.
[0199] If the "Winning Button Light-Up Customization" is set to [OFF], the winning button light-up effect will not be performed. In other words, when the "Winning Button Light-Up Customization" is set to [OFF], the winning button light-up effect will never be performed.
[0200] On the other hand, if the button illumination custom setting for winning is set to [ON], the button illumination effect for winning is enabled. In other words, the setting allows the button illumination effect for winning to be executed when a predetermined condition is met. This predetermined condition is when the pre-announcement setting process, described later, decides to execute the button illumination effect for winning. In this embodiment, when the button illumination custom setting for winning is set to [ON], and a starting win occurs, the pre-announcement setting process decides to always execute the button illumination effect for winning (either the red or white button illumination effect for winning, described later) (see Figures 32-34 below for details). In other words, when the button illumination custom setting for winning is set to [ON], the button illumination effect for winning will be executed every time a starting win occurs.
[0201] In this embodiment, the default setting for custom light emission is designed to be [OFF]. This default setting is controlled when, for example, the pachinko game machine 1 is powered on for the first time after production, when the RAM is cleared when the power is turned on, or when the custom settings are reset.
[0202] (One-shot notification custom) In this embodiment, a one-shot notification customization feature is provided in the pachinko game machine 1, which is an effect that is performed to notify the player that the display result of the target variable display is a "jackpot" at a timing that surprises the player. This feature allows the player to set whether or not to perform the one-shot notification effect according to their preference. In this embodiment, there are two types of one-shot notification customization: [OFF] and [ON]. The player can arbitrarily select and set their preferred one-shot notification customization type from these two options, [OFF] and [ON].
[0203] If the "One-Shot Notification Custom" setting is set to [OFF], the one-shot notification animation will not be executed.
[0204] On the other hand, if the instant notification custom setting is set to [ON], the instant notification effect is enabled.
[0205] If any of these custom settings are selected, the flag corresponding to that custom type should be set. For example, if the illumination custom is set to [OFF], the illumination custom OFF flag may be set, and if the illumination custom is set to [ON], the illumination custom ON flag may be set.
[0206] In this embodiment, the default setting for the one-shot notification custom is designed to be [OFF]. This default setting is controlled when, for example, the pachinko game machine 1 is powered on for the first time after production, when the RAM is cleared when the power is turned on, or when the custom settings are reset.
[0207] [Pre-announcement effect] In this embodiment, a pre-announcement effect can be performed, which is an effect that suggests the display result of a pending memory whose execution is being held in abeyance. In this embodiment, as an example of a pre-announcement effect, the effect shown below will be performed.
[0208] (Pending change effect) In this embodiment, a hold change effect can be executed as a pre-announcement effect that suggests the display result of a hold memory whose execution is pending, by displaying the hold display in a different display mode from the normal mode (for example, either a blue display mode or a red display mode).
[0209] The probability of winning a jackpot is higher when the hold change animation is performed (when the hold display is shown in blue or red) than when the hold change animation is not performed (when the hold display is shown in its normal form).
[0210] Furthermore, when a hold change animation is performed, the probability of a big win is higher when a red hold change animation is performed than when a blue hold change animation is performed.
[0211] Unlike pre-announcement effects, this is an in-spin announcement effect that suggests the display result of the currently running spinning display. This effect involves displaying the active display in a different format (either blue or red) than the normal format.
[0212] In this case, similar to the hold change animation, the probability of winning a jackpot is higher when the active change animation is performed (when the blue or red active display is shown) than when the active change animation is not performed (when the normal active display is shown).
[0213] Furthermore, when an active change animation is performed, the probability of winning a jackpot is higher when the red version of the active change animation is performed than when the blue version is performed.
[0214] (Main lamp lights up when a prize is won) In this embodiment, with the custom light emission set to [OFF], a pre-announcement effect is possible that, when a starting win occurs, illuminates the frame lamp 9b, attacker lamp 9c, movable body lamp 9d, and decorative lamp 9f along with the main lamp 9a (illumination patterns A and B for the main lamp light emission effect upon winning, as described later, are yellow), and outputs the main lamp light emission effect sound (in this example, main lamp light emission effect sound A and main lamp light emission effect sound B) from speakers 8L and 8R.
[0215] Then, when the main lamp lights up upon winning, the main lamp lights up upon winning ends at the moment a reach is established in the fluctuation display (target fluctuation) of the reserve memory that is the target of this main lamp lights up upon winning. The duration of this effect varies depending on which reserve memory is the target of this main lamp lights up upon winning, but it can be said that it is executed for a period of time longer than the period from when the fluctuation display of the reserve memory that is the target of this main lamp lights up upon winning starts until a reach is established (approximately 10,000 ms or more). In other words, the execution period of the main lamp lights up upon winning is at least 10,000 ms or more.
[0216] When a win occurs at the start of play, the main lamp illumination effect is executed, causing the lamps, primarily the main lamp 9a, to illuminate intensely, and the sound of the main lamp illumination effect is output at a loud volume from speakers 8L and 8R. This allows the player to recognize that some kind of effect is being executed in the pachinko machine 1 during gameplay, and draws their attention to the effect being displayed on the image display device 5.
[0217] A detailed explanation of the main lamp illumination effect upon winning will be provided in the detailed explanation of the main lamp illumination effect flow upon winning, which will be described later (see Figures 52 to 59).
[0218] The probability of winning a jackpot is higher when the main lamp lights up upon winning a ball than when it does not. Therefore, as a pre-announcement effect, when the main lamp lights up in the manner of the main lamp lighting up upon winning a ball, players can recognize that there is a reserve memory with a high probability of winning a jackpot, and thus pay more attention to the game.
[0219] <Prohibition of continuous execution of the main lamp illumination effect upon winning a prize> In this embodiment, when the main lamp illumination effect for winning is being performed, the execution of the main lamp illumination effect for winning a new prize is prohibited.
[0220] For example, if the main lamp illumination effect upon winning has already been performed (when the main lamp illumination flag upon winning is set), and the second setting process for the hold memory corresponding to a new start win decides to perform the main lamp illumination effect upon winning, then a process to cancel the decision to perform that main lamp illumination effect upon winning may be performed (not shown).
[0221] Furthermore, when the main lamp illumination effect upon winning has already been executed (when the main lamp illumination flag upon winning is set), if it is decided to execute another pre-announcement effect (such as a reserve change effect) along with the main lamp illumination effect upon winning during the pre-announcement effect setting process for the reserve memory corresponding to a new start win, the execution of only the button lamp illumination effect upon winning may be canceled. For example, if it is decided to execute a reserve change effect along with the main lamp illumination effect upon winning, the execution of only the main lamp illumination effect upon winning may be canceled, and it may be decided to execute the reserve change effect as a pre-announcement effect.
[0222] Furthermore, immediately before executing each pre-announcement effect setting process in the second setting process (steps TMS3020, 3040, TMS3060, and TMS3070), a process is executed to determine whether the main lamp illumination effect upon winning has already been executed (whether the main lamp illumination flag upon winning is set). If the determination is YES, the pre-announcement determination table referenced in the subsequent pre-announcement effect setting process may be configured so that no determination values are assigned to the items that determine whether to execute the main lamp illumination effect upon winning (items that determine whether to execute only the main lamp illumination effect upon winning, and items that determine whether to execute the reserve change and the main lamp illumination effect upon winning). By doing so, it is possible to prevent the execution of the main lamp illumination effect upon winning targeting the reserve memory corresponding to a new start win when the main lamp illumination effect upon winning has already been executed (when the main lamp illumination flag upon winning is set) (not shown).
[0223] (Button lamp lights up when a prize is won) In this embodiment, with the light emission custom setting set to [ON], a pre-announcement effect is possible that indicates the display result of a pending memory whose execution is being held in abeyance. When a starting win occurs, the button lamp 9e lights up (in this example, it lights up in white or red), and the sound of the button lamp lighting effect when a win occurs is output from speakers 8L and 8R.
[0224] Then, after a predetermined number of seconds have elapsed since the winning button lamp illumination effect was executed, this winning button lamp illumination effect will end. In this example, the execution period for the winning button lamp illumination effect (white), described later, is 2000ms, and the execution period for the winning button lamp illumination effect (red), described later, is 3000ms.
[0225] In this embodiment, there are two types of button lamp illumination effects when a prize is won: a white button lamp illumination effect when the expected value of the displayed result of the reserved memory being "jackpot" is low, and a red button lamp illumination effect when a prize is won being high.
[0226] In this example, with the custom light setting set to [ON], when a starting win occurs, the win button lamp light-up effect (white) is executed, causing button lamp 9e to light up white, and the win button lamp light-up effect sound is output from speakers 8L and 8R, allowing the player to recognize that there is a high probability that the display result of the held memory will be a "miss" (it may even be a "miss" 100%).
[0227] On the other hand, when the lighting custom setting is [ON] and a starting win occurs, if the winning button lamp lighting effect (red) is executed, the button lamp 9e will light up red, and the winning button lamp lighting effect sound will be output from speakers 8L and 8R, allowing the player to recognize that there is a high probability that the display result of the held memory will be a "jackpot" (it may also be a "jackpot" with a probability of 40%, 60%, 99%, 100%, etc.).
[0228] In this embodiment, when the button lamp illumination effect (red) is performed upon winning, the sound of the button lamp illumination effect upon winning (referred to as "red button lamp illumination effect sound") is output from speakers 8L and 8R, and when the button lamp illumination effect (white) is performed upon winning, the sound of the button lamp illumination effect upon winning (referred to as "white button lamp illumination effect sound") is also output from speakers 8L and 8R.
[0229] In this example, the sound for the red button light-up animation upon winning is output at a louder volume and for a relatively longer period (105ms) than the other sounds output simultaneously, so players can easily recognize the output of the red button light-up animation sound. On the other hand, the sound for the white button light-up animation upon winning is output at a volume equal to or lower than the other sounds output simultaneously and for a relatively short period (35ms), so players cannot easily recognize the output of the white button light-up animation sound.
[0230] Furthermore, while not limited to these examples, a configuration may be adopted in which the sound effect for the button lamp lighting up when a prize is won is not output when the button lamp lighting up when a prize is won is performed.
[0231] Detailed explanations of the button lamp illumination effect upon winning will be provided later in the detailed explanation of the illumination flow for the white button lamp illumination effect upon winning (see Figures 62-67) and the detailed explanation of the illumination flow for the red button lamp illumination effect upon winning (see Figures 70-75).
[0232] The probability of winning a jackpot is higher when the button lamp lights up red upon winning a jackpot than when the button lamp lights up white upon winning a jackpot. Therefore, as a pre-announcement effect, when the button lamp lights up in the manner of the button lamp lighting up red upon winning a jackpot, the player can recognize that there is a reserve memory with a high probability of winning a jackpot, and will be able to pay even more attention to the game.
[0233] When the lighting custom setting is set to [ON], the button lamp lighting effect (red) is executed when a win occurs at the start of play. This causes button lamp 9e to light up intensely, and the sound of the button lamp lighting effect (red) is output at a loud volume from speakers 8L and 8R, allowing the player to recognize that the button lamp lighting effect (red) has been executed.
[0234] Furthermore, the button lamp illumination effect (red) upon winning emphasizes the lamp's lighting pattern and sound effects more than the main lamp illumination effect upon winning (see Figures 46 and 47 for details), and also increases the expectation of winning a jackpot.
[0235] Here, when a player sets the lighting custom to [ON], it means that they do not want the low-probability pre-announcement animations that occur when a ball enters the game to be executed, and prefer a gameplay style where they wait for the high-probability button lamp lighting animation (red) to be executed. Furthermore, such players do not constantly pay attention to the image display device 5 while playing, so when a ball enters the game, an animation such as the button lamp lighting animation (red) that is accompanied by a more intense lighting pattern and sound effect than other pre-announcement animations such as the main lamp lighting animation at the time of entry can more reliably make players who were not paying attention to the image display device 5 realize that the animation they were waiting for has been executed, and can also draw their attention to the animation being executed on the image display device 5.
[0236] <Continuous execution of the button lamp illumination effect upon winning a prize> In this embodiment, when the button lamp illumination animation for winning is being performed, the execution of the button lamp illumination animation for winning a new prize is not prohibited in principle.
[0237] However, if the button lamp illumination effect (red) is being performed upon winning, and the pre-announcement effect setting process corresponding to the hold memory based on a new start winning determines that the button lamp illumination effect (white) should be performed, then the execution of the button lamp illumination effect (white) upon winning is prohibited.
[0238] For example, if the button lamp illumination effect (red) is already being performed (the button lamp illumination flag is set), and in the first setting process for the hold memory corresponding to a new start win, if it is decided to perform the button lamp illumination effect (white) (if it is decided not to perform the button lamp illumination effect (red)), a process may be executed to cancel the decision to perform the button lamp illumination effect (white) (not shown).
[0239] Furthermore, when the button lamp illumination effect (red) upon winning has already been executed (when the button lamp illumination flag upon winning is set), if it is decided to execute another pre-announcement effect (such as a hold change effect) along with the button lamp illumination effect (white) in the pre-announcement effect setting process for the hold memory corresponding to a new starting win, the execution of only the button lamp illumination effect (white) upon winning may be canceled. For example, if it is decided to execute the hold change effect along with the button lamp illumination effect (white) upon winning, the execution of only the button lamp illumination effect (white) upon winning may be canceled, and the hold change effect may be executed as the pre-announcement effect.
[0240] As shown in Figures 35 to 37 above, the button lamp illumination effect (red) can be performed regardless of whether the displayed result is "miss" or "jackpot," and the manner of the effect is the same regardless of the displayed result. Therefore, regardless of the displayed result, when the button lamp illumination effect (red) is performed, it can make the player expect a jackpot to occur.
[0241] (Differences between the main lamp illumination effect and the button lamp illumination effect upon winning a prize) In this embodiment, when a starting win occurs, the game effect lamp 9 is illuminated, which allows for the execution of a main lamp illumination effect and a button lamp illumination effect upon winning, suggesting that the probability of a big win in the reserved memory corresponding to that starting win is high. Here, we will explain the differences between the main lamp illumination effect and the button lamp illumination effect upon winning.
[0242] • Execution period In this embodiment, the execution period for the button lamp illumination effect upon winning is 3000ms or less, while the execution period for the main lamp illumination effect upon winning is 10000ms or more. Therefore, the execution period for the button lamp illumination effect upon winning is different from the execution period for the main lamp illumination effect upon winning, and furthermore, the execution period for the button lamp illumination effect upon winning is shorter than the execution period for the main lamp illumination effect upon winning.
[0243] • Maximum brightness (maximum basic light output) In this embodiment, the maximum brightness of the game effect lamp 9 when it lights up during the button lamp illumination animation upon winning is the basic light intensity 9 (B9), and the maximum brightness of the game effect lamp 9 when it lights up during the main lamp illumination animation upon winning is the basic light intensity 4 (B4) (see the lighting setting table in Figure 47, described later, for details). Therefore, the maximum brightness of the game effect lamp 9 when it lights up during the button lamp illumination animation upon winning is different from the maximum brightness of the game effect lamp 9 when it lights up during the main lamp illumination animation upon winning. Furthermore, the maximum brightness of the game effect lamp 9 when it lights up during the button lamp illumination animation upon winning is greater than the maximum brightness of the game effect lamp 9 when it lights up during the main lamp illumination animation upon winning.
[0244] • Luminous color In this embodiment, the light color of the game effect lamp 9 when it lights up during the button lamp illumination animation upon winning is "white" or "red," and the light color of the game effect lamp 9 when it lights up during the main lamp illumination animation upon winning is "yellow" (see the lighting setting table in Figure 47, described later, for details). Therefore, the light color of the game effect lamp 9 when it lights up during the button lamp illumination animation upon winning is different from the light color of the game effect lamp 9 when it lights up during the main lamp illumination animation upon winning.
[0245] In the winning button lamp lighting effect (red), when the game effect lamp 9 emits light, the emitted light color is "red", and this emitted light color shall be the same as the display color indicating a high probability of a big win in the hold change effect or other warning effects.
[0246] On the other hand, in the winning main lamp lighting effect, when the game effect lamp 9 emits light, the emitted light color is "yellow", and this emitted light color may be set to be the same as the display color indicating a high probability of a big win in the hold change effect or other warning effects.
[0247] Also, in the winning button lamp lighting effect (white), when the game effect lamp 9 emits light, the emitted light color is "white", and this emitted light color shall be the same as the display color indicating a low probability of a big win in the hold change effect or other warning effects.
[0248] In this embodiment, it is possible to execute a warning effect suggesting the probability of a big win, and as the warning effect, the following may be included. · Conversation warning effect · SP cut-in effect
[0249] The conversation warning effect is an effect in which characters talk to each other, and the probability of a big win is suggested by the content and display color of the caption image corresponding to the conversation content. In the conversation warning effect, the probability of a big win increases in the order of red caption image > yellow caption image > white caption image.
[0250] The SP cut-in effect is an effect in which, in an SP reach, before notifying the final display result, an SP cut-in image suggesting the probability of a big win is displayed. In the SP cut-in effect, the probability of a big win increases in the order of (rainbow-colored SP cut-in image >) red SP cut-in image > yellow SP cut-in image > white SP cut-in image.
[0251] · Maximum basic volume In this embodiment, the maximum basic volume when sound (sound of the button lamp lighting effect when a prize is won) is output from speakers 8L and 8R is basic volume 3 (V3), and the maximum basic volume when sound (sound of the main lamp lighting effect when a prize is won) is output from speakers 8L and 8R is basic volume 2 (V2) (see the sound setting table in Figure 46 described later for details).
[0252] Therefore, the maximum basic volume when sound is output from speakers 8L and 8R during the button lamp illumination effect upon winning is different from the maximum basic volume when sound is output from speakers 8L and 8R during the main lamp illumination effect upon winning. Furthermore, the maximum basic volume when sound is output from speakers 8L and 8R during the button lamp illumination effect upon winning is higher than the maximum basic volume when sound is output from speakers 8L and 8R during the main lamp illumination effect upon winning.
[0253] • Can it be executed continuously? In this embodiment, when the main lamp illumination animation for winning is being performed, the execution of the main lamp illumination animation for winning corresponding to a new starting win is prohibited. On the other hand, when the button lamp illumination animation for winning is being performed, the execution of the button lamp illumination animation for winning corresponding to a new starting win is not prohibited. That is, the main lamp illumination animation for winning cannot be performed again during the period in which the main lamp illumination animation for winning is being performed, but the button lamp illumination animation for winning can be performed again even during the period in which the button lamp illumination animation for winning is being performed. For example, it is possible to perform the button lamp illumination animation (red) for winning based on the occurrence of one starting win, and then perform the button lamp illumination animation (red) for winning based on the occurrence of the next starting win immediately afterward.
[0254] • Expected probability of winning a jackpot In this embodiment, the probability of winning a jackpot differs between the button lamp illumination effect (red) and the main lamp illumination effect. In this example, the probability of winning a jackpot increases in the order of button lamp illumination effect (red) > main lamp illumination effect. The relationship of the probability of winning a jackpot, including the button lamp illumination effect (white), is as follows: button lamp illumination effect (red) > main lamp illumination effect > button lamp illumination effect (white).
[0255] • Supports custom settings In this embodiment, the button lamp illumination effect upon winning can only be executed when the light illumination custom setting is set to [ON]. The main lamp illumination effect upon winning can only be executed when the light illumination custom setting is set to [OFF] (see Figures 32 to 34). Therefore, a pachinko machine can be provided that allows players to customize settings according to their preferences, such as setting the light illumination custom setting to [ON] for players who prefer to wait for an effect that is executed infrequently but has a high reliability (a higher probability of winning than the main lamp illumination effect upon winning), and setting the light illumination custom setting to [OFF] for players who prefer to wait for an effect that is executed frequently but has a low reliability (a lower probability of winning than the button lamp illumination effect (red) upon winning).
[0256] • Frequency of execution for each prize won In this embodiment, when the custom light emission setting is set to [ON], when a starting win occurs, the button lamp light emission effect (either the red or white button lamp light emission effect) is always performed. On the other hand, when the custom light emission setting is set to [OFF], when a starting win occurs, the main lamp light emission effect is performed only if the process of determining whether or not to perform the pre-announcement effect determines that the main lamp light emission effect should be performed.
[0257] When the lighting customization is set to [ON], the button lamp lighting effect will always be executed each time a starting win occurs. However, the red button lamp lighting effect is executed infrequently, and in most starting wins, the white button lamp lighting effect will be executed. As will be explained in detail in Figures 35 to 41, the execution frequency of each effect when a starting win occurs is as follows: white button lamp lighting effect > main lamp lighting effect > red button lamp lighting effect.
[0258] [Variation Pattern Determination Table] In this embodiment, a variation pattern determination table is selected according to the game state, custom settings, and variable display results. Next, the selected variation pattern determination table is compared with the read random value MR3 to determine the variation pattern.
[0259] As shown in Figure 12(A), if the illumination custom is [OFF], the pre-read custom is [Recommended] or [None], the game state is normal, the variable display result is "Miss", and the number of reserved memories is 0 or 1, then the miss variation pattern determination table A (reserved 0 or 1) is selected. The variation pattern is determined by comparing the value of the random value MR3 with the value of the miss variation pattern determination table A.
[0260] If the value of random number MR3 is in the range of 0 to 7999, the variation pattern is determined to be PA1; if the value of random number MR3 is in the range of 8000 to 8799, the variation pattern is determined to be PA2; if the value of random number MR3 is in the range of 8800 to 9199, the variation pattern is determined to be PA3; if the value of random number MR3 is in the range of 9200 to 9479, the variation pattern is determined to be PA4; if the value of random number MR3 is in the range of 9480 to 9679, the variation pattern is determined to be PA5, and the random number If the value of MR3 is in the range of 9680 to 9829, the variation pattern is determined to be PA6; if the value of the random number MR3 is in the range of 9830 to 9929, the variation pattern is determined to be PA7; if the value of the random number MR3 is in the range of 9930 to 9979, the variation pattern is determined to be PA8; if the value of the random number MR3 is in the range of 9980 to 9994, the variation pattern is determined to be PA9; and if the value of the random number MR3 is in the range of 9995 to 9999, the variation pattern is determined to be PA10.
[0261] As shown in Figure 12(B), if the illumination custom is [OFF], the pre-read custom is [Recommended], the game state is normal, the variable display result is "miss", and the number of reserved memories is 2 or 3, then the miss variation pattern determination table B (reserved 2 or 3) is selected. The variation pattern is determined by comparing the value of the miss variation pattern determination table B with the value of the random number MR3.
[0262] If the value of random number MR3 is in the range of 0 to 5999, the variation pattern is determined to be PA1; if the value of random number MR3 is in the range of 6000 to 8799, the variation pattern is determined to be PA2; if the value of random number MR3 is in the range of 8800 to 9199, the variation pattern is determined to be PA3; if the value of random number MR3 is in the range of 9200 to 9479, the variation pattern is determined to be PA4; if the value of random number MR3 is in the range of 9480 to 9679, the variation pattern is determined to be PA5, and the random number If the value of MR3 is in the range of 9680 to 9829, the variation pattern is determined to be PA6; if the value of the random number MR3 is in the range of 9830 to 9929, the variation pattern is determined to be PA7; if the value of the random number MR3 is in the range of 9930 to 9979, the variation pattern is determined to be PA8; if the value of the random number MR3 is in the range of 9980 to 9994, the variation pattern is determined to be PA9; and if the value of the random number MR3 is in the range of 9995 to 9999, the variation pattern is determined to be PA10.
[0263] As shown in Figure 12(C), if the illumination custom is [OFF], the pre-read custom is [Recommended], the game state is normal, the variable display result is "Big Win", and the number of reserved memories is 0 to 3, then the big win variation pattern determination table (reserved 0 to 3) is selected. The variation pattern is determined by comparing this big win variation pattern determination table with the value of the random number MR3.
[0264] If the value of the random number MR3 is 0, the variation pattern is determined to be PA11; if the value of the random number MR3 is in the range of 1 to 2, the variation pattern is determined to be PA12; if the value of the random number MR3 is in the range of 3 to 12, the variation pattern is determined to be PA13; if the value of the random number MR3 is in the range of 13 to 212, the variation pattern is determined to be PA14; if the value of the random number MR3 is in the range of 213 to 712, the variation pattern is determined to be PA15; if the value of the random number MR3 is in the range of 713 to 2412, the variation pattern is determined to be PA16; if the value of the random number MR3 is in the range of 2413 to 4812, the variation pattern is determined to be PA17; and if the value of the random number MR3 is in the range of 4813 to 9989, the variation pattern is determined to be PA18.
[0265] As shown in Figure 13(A), if the illumination custom is [OFF], the pre-read custom is [Chance], the game state is normal, the variable display result is "Miss", and the number of reserved memories is 0 or 1, then the miss variation pattern determination table A (reserved 0 or 1) is selected. The variation pattern is determined by comparing the value of the miss variation pattern determination table A with the value of the random number MR3.
[0266] If the value of random number MR3 is in the range of 0 to 7999, the variation pattern is determined to be PA1; if the value of random number MR3 is in the range of 8000 to 8799, the variation pattern is determined to be PA2; if the value of random number MR3 is in the range of 8800 to 9199, the variation pattern is determined to be PA3; if the value of random number MR3 is in the range of 9200 to 9479, the variation pattern is determined to be PA4; if the value of random number MR3 is in the range of 9480 to 9679, the variation pattern is determined to be PA5, and the random number If the value of MR3 is in the range of 9680 to 9829, the variation pattern is determined to be PA6; if the value of the random number MR3 is in the range of 9830 to 9929, the variation pattern is determined to be PA7; if the value of the random number MR3 is in the range of 9930 to 9979, the variation pattern is determined to be PA8; if the value of the random number MR3 is in the range of 9980 to 9994, the variation pattern is determined to be PA9; and if the value of the random number MR3 is in the range of 9995 to 9999, the variation pattern is determined to be PA10.
[0267] As shown in Figure 13(B), if the illumination custom is [OFF], the pre-read custom is [Chance], the game state is normal, the variable display result is "Miss", and the number of reserved memories is 2 or 3, then the miss variation pattern determination table B (reserved 2 or 3) is selected. The variation pattern is determined by comparing the value of the random value MR3 with the value of the miss variation pattern determination table B.
[0268] If the value of random number MR3 is in the range of 0 to 5999, the variation pattern is determined to be PA1; if the value of random number MR3 is in the range of 6000 to 8799, the variation pattern is determined to be PA2; if the value of random number MR3 is in the range of 8800 to 9199, the variation pattern is determined to be PA3; if the value of random number MR3 is in the range of 9200 to 9479, the variation pattern is determined to be PA4; if the value of random number MR3 is in the range of 9480 to 9679, the variation pattern is determined to be PA5, and the random number If the value of MR3 is in the range of 9680 to 9829, the variation pattern is determined to be PA6; if the value of the random number MR3 is in the range of 9830 to 9929, the variation pattern is determined to be PA7; if the value of the random number MR3 is in the range of 9930 to 9979, the variation pattern is determined to be PA8; if the value of the random number MR3 is in the range of 9980 to 9994, the variation pattern is determined to be PA9; and if the value of the random number MR3 is in the range of 9995 to 9999, the variation pattern is determined to be PA10.
[0269] As shown in Figure 13(C), if the light emission custom is [OFF], the pre-read custom is [Chance], the game state is normal, the variable display result is "Big Win", and the number of reserved memories is 0 to 3, then the big win variation pattern determination table (reserved 0 to 3) is selected. The variation pattern is determined by comparing this big win variation pattern determination table with the value of the random number MR3.
[0270] If the value of the random number MR3 is 0, the variation pattern is determined to be PA11; if the value of the random number MR3 is in the range of 1 to 2, the variation pattern is determined to be PA12; if the value of the random number MR3 is in the range of 3 to 12, the variation pattern is determined to be PA13; if the value of the random number MR3 is in the range of 13 to 212, the variation pattern is determined to be PA14; if the value of the random number MR3 is in the range of 213 to 712, the variation pattern is determined to be PA15; if the value of the random number MR3 is in the range of 713 to 2412, the variation pattern is determined to be PA16; if the value of the random number MR3 is in the range of 2413 to 4812, the variation pattern is determined to be PA17; and if the value of the random number MR3 is in the range of 4813 to 9989, the variation pattern is determined to be PA18.
[0271] As shown in Figure 14(A), if the light emission custom is [OFF], the pre-read custom is [Hot], the game state is normal, the variable display result is "Miss", and the number of reserved memories is 0 or 1, then the miss variation pattern determination table A (reserved 0 or 1) is selected. The variation pattern is determined by comparing the value of the random value MR3 with the value of the miss variation pattern determination table A.
[0272] If the value of random number MR3 is in the range of 0 to 7999, the variation pattern is determined to be PA1; if the value of random number MR3 is in the range of 8000 to 8799, the variation pattern is determined to be PA2; if the value of random number MR3 is in the range of 8800 to 9199, the variation pattern is determined to be PA3; if the value of random number MR3 is in the range of 9200 to 9479, the variation pattern is determined to be PA4; if the value of random number MR3 is in the range of 9480 to 9679, the variation pattern is determined to be PA5, and the random number If the value of MR3 is in the range of 9680 to 9829, the variation pattern is determined to be PA6; if the value of the random number MR3 is in the range of 9830 to 9929, the variation pattern is determined to be PA7; if the value of the random number MR3 is in the range of 9930 to 9979, the variation pattern is determined to be PA8; if the value of the random number MR3 is in the range of 9980 to 9994, the variation pattern is determined to be PA9; and if the value of the random number MR3 is in the range of 9995 to 9999, the variation pattern is determined to be PA10.
[0273] As shown in Figure 14(B), if the illumination custom is [OFF], the pre-read custom is [Hot], the game state is normal, the variable display result is "Miss", and the number of reserved memories is 2 or 3, then the miss variation pattern determination table B (reserved 2 or 3) is selected. The variation pattern is determined by comparing the value of the random value MR3 with the value of the miss variation pattern determination table B.
[0274] If the value of random number MR3 is in the range of 0 to 5999, the variation pattern is determined to be PA1; if the value of random number MR3 is in the range of 6000 to 8799, the variation pattern is determined to be PA2; if the value of random number MR3 is in the range of 8800 to 9199, the variation pattern is determined to be PA3; if the value of random number MR3 is in the range of 9200 to 9479, the variation pattern is determined to be PA4; if the value of random number MR3 is in the range of 9480 to 9679, the variation pattern is determined to be PA5, and the random number If the value of MR3 is in the range of 9680 to 9829, the variation pattern is determined to be PA6; if the value of the random number MR3 is in the range of 9830 to 9929, the variation pattern is determined to be PA7; if the value of the random number MR3 is in the range of 9930 to 9979, the variation pattern is determined to be PA8; if the value of the random number MR3 is in the range of 9980 to 9994, the variation pattern is determined to be PA9; and if the value of the random number MR3 is in the range of 9995 to 9999, the variation pattern is determined to be PA10.
[0275] As shown in Figure 14(C), if the light emission custom is [OFF], the pre-read custom is [HOT], the game state is normal, the variable display result is "Big Win", and the number of reserved memories is 0 to 3, then the big win variation pattern determination table (reserved 0 to 3) is selected. The variation pattern is determined by comparing this big win variation pattern determination table with the value of the random number MR3.
[0276] If the value of the random number MR3 is 0, the variation pattern is determined to be PA11; if the value of the random number MR3 is in the range of 1 to 2, the variation pattern is determined to be PA12; if the value of the random number MR3 is in the range of 3 to 12, the variation pattern is determined to be PA13; if the value of the random number MR3 is in the range of 13 to 212, the variation pattern is determined to be PA14; if the value of the random number MR3 is in the range of 213 to 712, the variation pattern is determined to be PA15; if the value of the random number MR3 is in the range of 713 to 2412, the variation pattern is determined to be PA16; if the value of the random number MR3 is in the range of 2413 to 4812, the variation pattern is determined to be PA17; and if the value of the random number MR3 is in the range of 4813 to 9989, the variation pattern is determined to be PA18.
[0277] As shown in Figure 15(A), if the illumination custom is [ON], the pre-read custom is [Recommended] or [None], the game state is normal, the variable display result is "Miss", and the number of reserved memories is 0 or 1, then the miss variation pattern determination table A (reserved 0 or 1) is selected. The variation pattern is determined by comparing the value of the random value MR3 with the value of the miss variation pattern determination table A.
[0278] If the value of random number MR3 is in the range of 0 to 7999, the variation pattern is determined to be PA1; if the value of random number MR3 is in the range of 8000 to 8799, the variation pattern is determined to be PA2; if the value of random number MR3 is in the range of 8800 to 9199, the variation pattern is determined to be PA3; if the value of random number MR3 is in the range of 9200 to 9479, the variation pattern is determined to be PA4; if the value of random number MR3 is in the range of 9480 to 9679, the variation pattern is determined to be PA5, and the random number If the value of MR3 is in the range of 9680 to 9829, the variation pattern is determined to be PA6; if the value of the random number MR3 is in the range of 9830 to 9929, the variation pattern is determined to be PA7; if the value of the random number MR3 is in the range of 9930 to 9979, the variation pattern is determined to be PA8; if the value of the random number MR3 is in the range of 9980 to 9994, the variation pattern is determined to be PA9; and if the value of the random number MR3 is in the range of 9995 to 9999, the variation pattern is determined to be PA10.
[0279] As shown in Figure 15(B), if the illumination custom is [ON], the pre-read custom is [Recommended] or [None], the game state is normal, the variable display result is "Miss", and the number of reserved memories is 2 or 3, then the miss variation pattern determination table B (reserved 2 or 3) is selected. The variation pattern is determined by comparing the value of the random value MR3 with the value of the miss variation pattern determination table B.
[0280] If the value of random number MR3 is in the range of 0 to 5999, the variation pattern is determined to be PA1; if the value of random number MR3 is in the range of 6000 to 8799, the variation pattern is determined to be PA2; if the value of random number MR3 is in the range of 8800 to 9199, the variation pattern is determined to be PA3; if the value of random number MR3 is in the range of 9200 to 9479, the variation pattern is determined to be PA4; if the value of random number MR3 is in the range of 9480 to 9679, the variation pattern is determined to be PA5, and the random number If the value of MR3 is in the range of 9680 to 9829, the variation pattern is determined to be PA6; if the value of the random number MR3 is in the range of 9830 to 9929, the variation pattern is determined to be PA7; if the value of the random number MR3 is in the range of 9930 to 9979, the variation pattern is determined to be PA8; if the value of the random number MR3 is in the range of 9980 to 9994, the variation pattern is determined to be PA9; and if the value of the random number MR3 is in the range of 9995 to 9999, the variation pattern is determined to be PA10.
[0281] As shown in Figure 15(C), if the light emission custom is [ON], the pre-read custom is [Recommended] or [None], the game state is normal, the variable display result is "Big Win", and the number of reserved memories is 0 to 3, then the big win variation pattern determination table (reserved 0 to 3) is selected. The variation pattern is determined by comparing this big win variation pattern determination table with the value of the random number MR3.
[0282] If the value of the random number MR3 is 0, the variation pattern is determined to be PA11; if the value of the random number MR3 is in the range of 1 to 2, the variation pattern is determined to be PA12; if the value of the random number MR3 is in the range of 3 to 12, the variation pattern is determined to be PA13; if the value of the random number MR3 is in the range of 13 to 212, the variation pattern is determined to be PA14; if the value of the random number MR3 is in the range of 213 to 712, the variation pattern is determined to be PA15; if the value of the random number MR3 is in the range of 713 to 2412, the variation pattern is determined to be PA16; if the value of the random number MR3 is in the range of 2413 to 4812, the variation pattern is determined to be PA17; and if the value of the random number MR3 is in the range of 4813 to 9989, the variation pattern is determined to be PA18.
[0283] As shown in Figure 16(A), if the light emission custom is [ON], the pre-read custom is [Chance], the game state is normal, the variable display result is "Miss", and the number of reserved memories is 0 or 1, then the miss variation pattern determination table A (reserved 0 or 1) is selected. The variation pattern is determined by comparing the value of the random value MR3 with the value of the miss variation pattern determination table A.
[0284] If the value of random number MR3 is in the range of 0 to 7999, the variation pattern is determined to be PA1; if the value of random number MR3 is in the range of 8000 to 8799, the variation pattern is determined to be PA2; if the value of random number MR3 is in the range of 8800 to 9199, the variation pattern is determined to be PA3; if the value of random number MR3 is in the range of 9200 to 9479, the variation pattern is determined to be PA4; if the value of random number MR3 is in the range of 9480 to 9679, the variation pattern is determined to be PA5, and the random number If the value of MR3 is in the range of 9680 to 9829, the variation pattern is determined to be PA6; if the value of the random number MR3 is in the range of 9830 to 9929, the variation pattern is determined to be PA7; if the value of the random number MR3 is in the range of 9930 to 9979, the variation pattern is determined to be PA8; if the value of the random number MR3 is in the range of 9980 to 9994, the variation pattern is determined to be PA9; and if the value of the random number MR3 is in the range of 9995 to 9999, the variation pattern is determined to be PA10.
[0285] As shown in Figure 16(B), if the light emission custom is [ON], the pre-read custom is [Chance], the game state is normal, the variable display result is "Miss", and the number of reserved memories is 2 or 3, then the miss variation pattern determination table B (reserved 2 or 3) is selected. The variation pattern is determined by comparing the value of the random value MR3 with the value of the miss variation pattern determination table B.
[0286] If the value of random number MR3 is in the range of 0 to 5999, the variation pattern is determined to be PA1; if the value of random number MR3 is in the range of 6000 to 8799, the variation pattern is determined to be PA2; if the value of random number MR3 is in the range of 8800 to 9199, the variation pattern is determined to be PA3; if the value of random number MR3 is in the range of 9200 to 9479, the variation pattern is determined to be PA4; if the value of random number MR3 is in the range of 9480 to 9679, the variation pattern is determined to be PA5, and the random number If the value of MR3 is in the range of 9680 to 9829, the variation pattern is determined to be PA6; if the value of the random number MR3 is in the range of 9830 to 9929, the variation pattern is determined to be PA7; if the value of the random number MR3 is in the range of 9930 to 9979, the variation pattern is determined to be PA8; if the value of the random number MR3 is in the range of 9980 to 9994, the variation pattern is determined to be PA9; and if the value of the random number MR3 is in the range of 9995 to 9999, the variation pattern is determined to be PA10.
[0287] As shown in Figure 16(C), if the light emission custom is [ON], the pre-read custom is [Chance], the game state is normal, the variable display result is "Big Win", and the number of reserved memories is 0 to 3, then the big win variation pattern determination table (reserved 0 to 3) is selected. The variation pattern is determined by comparing this big win variation pattern determination table with the value of the random number MR3.
[0288] If the value of the random number MR3 is 0, the variation pattern is determined to be PA11; if the value of the random number MR3 is in the range of 1 to 2, the variation pattern is determined to be PA12; if the value of the random number MR3 is in the range of 3 to 12, the variation pattern is determined to be PA13; if the value of the random number MR3 is in the range of 13 to 212, the variation pattern is determined to be PA14; if the value of the random number MR3 is in the range of 213 to 712, the variation pattern is determined to be PA15; if the value of the random number MR3 is in the range of 713 to 2412, the variation pattern is determined to be PA16; if the value of the random number MR3 is in the range of 2413 to 4812, the variation pattern is determined to be PA17; and if the value of the random number MR3 is in the range of 4813 to 9989, the variation pattern is determined to be PA18.
[0289] As shown in Figure 17(A), if the light emission custom is [ON], the pre-read custom is [HOT], the game state is normal, the variable display result is "miss", and the number of reserved memories is 0 or 1, then the miss variation pattern determination table A (reserved 0 or 1) is selected. The variation pattern is determined by comparing the value of the miss variation pattern determination table A with the value of the random number MR3.
[0290] If the value of random number MR3 is in the range of 0 to 7999, the variation pattern is determined to be PA1; if the value of random number MR3 is in the range of 8000 to 8799, the variation pattern is determined to be PA2; if the value of random number MR3 is in the range of 8800 to 9199, the variation pattern is determined to be PA3; if the value of random number MR3 is in the range of 9200 to 9479, the variation pattern is determined to be PA4; if the value of random number MR3 is in the range of 9480 to 9679, the variation pattern is determined to be PA5, and the random number If the value of MR3 is in the range of 9680 to 9829, the variation pattern is determined to be PA6; if the value of the random number MR3 is in the range of 9830 to 9929, the variation pattern is determined to be PA7; if the value of the random number MR3 is in the range of 9930 to 9979, the variation pattern is determined to be PA8; if the value of the random number MR3 is in the range of 9980 to 9994, the variation pattern is determined to be PA9; and if the value of the random number MR3 is in the range of 9995 to 9999, the variation pattern is determined to be PA10.
[0291] As shown in Figure 17(B), if the light emission custom is [ON], the pre-read custom is [HOT], the game state is normal, the variable display result is "miss", and the number of reserved memories is 2 or 3, then the miss variation pattern determination table B (reserved 2 or 3) is selected. The variation pattern is determined by comparing the value of the miss variation pattern determination table B with the value of the random number MR3.
[0292] If the value of random number MR3 is in the range of 0 to 5999, the variation pattern is determined to be PA1; if the value of random number MR3 is in the range of 6000 to 8799, the variation pattern is determined to be PA2; if the value of random number MR3 is in the range of 8800 to 9199, the variation pattern is determined to be PA3; if the value of random number MR3 is in the range of 9200 to 9479, the variation pattern is determined to be PA4; if the value of random number MR3 is in the range of 9480 to 9679, the variation pattern is determined to be PA5, and the random number If the value of MR3 is in the range of 9680 to 9829, the variation pattern is determined to be PA6; if the value of the random number MR3 is in the range of 9830 to 9929, the variation pattern is determined to be PA7; if the value of the random number MR3 is in the range of 9930 to 9979, the variation pattern is determined to be PA8; if the value of the random number MR3 is in the range of 9980 to 9994, the variation pattern is determined to be PA9; and if the value of the random number MR3 is in the range of 9995 to 9999, the variation pattern is determined to be PA10.
[0293] As shown in Figure 17(C), if the light emission custom is [ON], the pre-read custom is [HOT], the game state is normal, the variable display result is "Big Win", and the number of reserved memories is 0 to 3, then the big win variation pattern determination table (reserved 0 to 3) is selected. The variation pattern is determined by comparing this big win variation pattern determination table with the value of the random number MR3.
[0294] If the value of the random number MR3 is 0, the variation pattern is determined to be PA11; if the value of the random number MR3 is in the range of 1 to 2, the variation pattern is determined to be PA12; if the value of the random number MR3 is in the range of 3 to 12, the variation pattern is determined to be PA13; if the value of the random number MR3 is in the range of 13 to 212, the variation pattern is determined to be PA14; if the value of the random number MR3 is in the range of 213 to 712, the variation pattern is determined to be PA15; if the value of the random number MR3 is in the range of 713 to 2412, the variation pattern is determined to be PA16; if the value of the random number MR3 is in the range of 2413 to 4812, the variation pattern is determined to be PA17; and if the value of the random number MR3 is in the range of 4813 to 9989, the variation pattern is determined to be PA18.
[0295] As the variation patterns are determined as described above, in this embodiment, when the game state is the normal state (low base state), the probability of the variable display result being a jackpot (jackpot expectation) is set to be highest when the strong super reach C reach animation is ultimately executed, the probability of the variable display result being a jackpot (jackpot expectation) is set to be the next highest when the strong super reach B reach animation is ultimately executed, and the probability of the variable display result being a jackpot (jackpot expectation) is set to be the next highest when the strong super reach A reach animation is ultimately executed.
[0296] Furthermore, although not shown in the diagram, when the game state is a time-saving state or a probability variation state (high base state), the probability of the variable display result being a jackpot is set to be highest when the high base super reach D reach animation is ultimately executed, and when the high base super reach C reach animation is ultimately executed, the probability of the variable display result being a jackpot is set to be lower than when the high base super reach D reach animation is ultimately executed.
[0297] Furthermore, if the high-base super reach B reach animation is ultimately executed, the probability of the variable display result being a jackpot is set lower than if the high-base super reach C reach animation is ultimately executed, and if the high-base super reach A reach animation is ultimately executed, the probability of the variable display result being a jackpot is set lower than if the high-base super reach B reach animation is ultimately executed (jackpot expectation in high-base state: high-base super reach D > high-base super reach C > high-base super reach B > high-base super reach A).
[0298] As shown in Figures 12 to 17, regardless of whether the light-up custom or the pre-read custom is set, the probability of winning increases in the following order: fluctuation pattern without a reach < fluctuation pattern with a normal reach < fluctuation pattern with a weak SP reach < fluctuation pattern with a strong SP reach without executing a development sequence < fluctuation pattern with a strong SP reach after executing a development sequence.
[0299] Furthermore, among the variation patterns accompanied by strong SP reaches, the probability of winning a jackpot increases in the following order: variation pattern accompanied by strong SP reach A < variation pattern accompanied by strong SP reach B < variation pattern accompanied by strong SP reach C.
[0300] The RAM 102 provided in the game control microcomputer 100 shown in Figure 2 may be a backup RAM in which part or all of its contents are backed up by a backup power supply generated on a predetermined power supply board. In other words, even if the power supply to the pachinko game machine 1 is stopped, part or all of the contents of RAM 102 will be saved for a predetermined period (until the capacitor acting as the backup power supply discharges and the backup power supply becomes unable to supply power). In particular, at least the data corresponding to the game state, i.e., the control state of the game control means (such as the special symbol process flag) and the data indicating the number of unpaid prize balls should be saved in the backup RAM. The data corresponding to the control state of the game control means is the data necessary to restore the control state to what it was before the power outage occurred, based on that data, when power is restored after a power outage or the like. Furthermore, the data corresponding to the control state and the data indicating the number of unpaid prize balls are defined as data indicating the progress of the game.
[0301] Such a RAM 102 is provided with a game control data storage area 003SG150, as shown in Figure 18, which is a region for storing various data used to control the progress of the game in the pachinko game machine 1. The game control data storage area 003SG150 shown in Figure 18 includes a first special symbol hold storage unit 003SG151A, a second special symbol hold storage unit 003SG151B, a regular symbol hold storage unit 003SG151C, a game control flag setting unit 003SG152, a game control timer setting unit 003SG153, a game control counter setting unit 003SG154, and a game control buffer setting unit 003SG155.
[0302] The first special symbol hold memory unit 003SG151A stores hold data for special symbol games (special symbol games using the first special symbol in the first special symbol display device 4A) in order of winning, where a game ball has passed through (entered) the first starting entry opening formed by the winning ball device 6A and an entry has occurred (first starting entry), but the game has not yet started.
[0303] The second special symbol hold memory unit 003SG151B stores hold data for special symbol games (special symbol games using the second special symbol in the second special symbol display device 4B) in order of winning, when a game ball has passed through (entered) the second starting winning opening formed by the variable winning ball device 6B and a starting winning (second starting winning) has occurred, but the game has not yet started.
[0304] As an example, the first special symbol hold memory unit 003SG151A associates the hold number with the order in which the game balls enter the first starting prize slot (the order in which the game balls are detected), and stores numerical data representing random values MR1 for determining the variable display result, random values MR2 for determining the type of win, random values MR3 for determining the type of variation pattern, and random values MR4 for determining the variation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc., based on the fulfillment of the first starting condition when the game ball passes through (enters), as hold data until the number of stored data reaches a predetermined upper limit (for example, "4"). Furthermore, the second special symbol hold memory unit 003SG151B associates the hold number with the order in which the game balls enter the second starting prize slot (the order in which the game balls are detected), and stores numerical data representing random values MR1 for determining the variable display result, MR2 for determining the type of win, MR3 for determining the type of variation pattern, and MR4 for determining the variation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc., based on the fulfillment of the first starting condition when the game ball passes through (enters), as hold data until the number of stored data reaches a predetermined upper limit (for example, "4").
[0305] The reserved data stored in the first special symbol reserved memory unit 003SG151A and the second special symbol reserved memory unit 003SG151B indicates that the execution of a special symbol game using the first special symbol or a special symbol game using the second special symbol is on hold. This reserved information makes it possible to determine whether or not a jackpot will be won based on the variable display results (special symbol display results) in these special symbol games.
[0306] In this embodiment, when the reserved information (first reserved information) based on the fulfillment of the first start condition due to the game ball passing through (entering) the first start prize entry opening, and the reserved information (second reserved information) based on the fulfillment of the second start prize entry due to the game ball passing through (entering) the second start prize entry opening, are stored in separate reserved storage units in association with reserved numbers, the variable display based on the second reserved storage information is executed with priority over the variable display based on the first reserved information.
[0307] The regular symbol hold memory unit 003SG151C stores hold information for regular symbol games that have not yet been started by the regular symbol display unit 20, even though a game ball has been detected by the gate switch 21. For example, the regular symbol hold memory unit 003SG151C associates the hold number with the order in which the game balls are detected by the gate switch 21, and stores numerical data such as a random value MR5 for determining the regular symbol display result, which is extracted by the CPU 103 from the random number circuit 104 etc. based on the passage of the game ball, as hold data until the number reaches a predetermined upper limit (for example, "4").
[0308] The game control flag setting unit 003SG152 is equipped with multiple types of flags whose state can be updated according to the progress of the game in the pachinko game machine 1. For example, the game control flag setting unit 003SG152 stores data indicating the value of each of the multiple types of flags, as well as data indicating whether it is on or off.
[0309] The game control timer setting unit 003SG153 is equipped with various timers used to control the progress of the game in the pachinko game machine 1. For example, the game control timer setting unit 003SG153 stores data indicating the timer values for each of the multiple types of timers.
[0310] The game control counter setting unit 003SG154 is equipped with multiple types of counters for counting count values used to control the progress of the game in the pachinko game machine 1. For example, the game control counter setting unit 003SG154 stores data indicating the count value for each of the multiple types of counters. The game control counter setting unit 003SG154 may also be equipped with a random counter for counting some or all of the random numbers for the game so that the CPU 103 can update them by software.
[0311] The random counter in the game control counter setting unit 003SG154 stores numerical data representing random values not generated by the random number circuit 104, such as random values MR1 to MR5, as random count values, and the numerical data representing each random value is updated periodically or irregularly in response to the execution of software by the CPU 103. The software executed by the CPU 103 to update the random count values may be for updating the random count values separately from the numerical data update operation in the random number circuit 104, or it may be for updating the random count values by applying predetermined processing such as scrambling or arithmetic processing to all or part of the numerical data extracted from the random number circuit 104.
[0312] The game control buffer setting unit 003SG155 is equipped with various buffers for temporarily storing data used to control the progress of the game in the pachinko game machine 1. For example, the game control buffer setting unit 003SG155 stores data indicating the buffer values for each of several types of buffers.
[0313] The ROM 121 mounted on the performance control board 12 shown in Figure 2 stores not only the program for performance control, but also various data tables used to control performance operations. For example, the ROM 121 stores table data that constitutes multiple judgment tables prepared for the performance control CPU 120 to perform various judgments, decisions, and settings, as well as pattern data that constitutes various performance control patterns.
[0314] As an example, ROM 121 stores a performance control pattern table containing multiple types of performance control patterns used by the performance control CPU 120 to control the performance operations of various performance devices (e.g., image display device 5, speakers 8L, 8R, game effect lamps 9 and decorative LEDs, performance models, etc.). The performance control patterns consist of data indicating the control content, corresponding to various performance operations executed according to the progress of the game in the pachinko game machine 1. The performance control pattern table should contain, for example, performance control patterns for when the special symbol is displayed, pre-announcement performance control patterns, and various other performance control patterns.
[0315] The RAM 122 mounted on the performance control board 12 shown in Figure 2 is provided with a performance control data holding area 003SG190, for example, as shown in Figure 19(A), which is a region for holding various data used to control performance operations. The performance control data holding area 003SG190 shown in Figure 19(A) includes a performance control flag setting unit 003SG191, a performance control timer setting unit 003SG192, a performance control counter setting unit 003SG193, and a performance control buffer setting unit 003SG194.
[0316] The performance control flag setting unit 003SG191 is equipped with multiple types of flags whose status can be updated according to the performance operation status, such as the display status of the performance image on the screen of the image display device 5, or performance control commands transmitted from the main board 11. For example, the performance control flag setting unit 003SG191 stores data indicating the value of each of the multiple types of flags, as well as data indicating whether they are on or off.
[0317] The performance control timer setting unit 003SG192 is equipped with multiple types of timers used to control the progress of various performance operations, such as the display operation of performance images on the screen of the image display device 5. For example, the performance control timer setting unit 003SG192 stores data indicating the timer value for each of the multiple types of timers.
[0318] The performance control counter setting unit 003SG193 is equipped with multiple types of counters used to control the progress of various performance operations. For example, the performance control counter setting unit 003SG193 stores data indicating the count value for each of the multiple types of counters.
[0319] The performance control buffer setting unit 003SG194 is equipped with various buffers that temporarily store data used to control the progress of various performance operations. For example, the performance control buffer setting unit 003SG194 stores data indicating the buffer value for each of the multiple types of buffers.
[0320] In this embodiment, the data constituting the start-up winning command buffer 003SG194A, as shown in Figure 19(B), is stored in a predetermined area of the performance control buffer setting unit 003SG194. The start-up winning command buffer 003SG194A is provided with a storage area corresponding to the maximum value of the total number of reserved memories in the first special feature reserve memory (for example, "4") (areas corresponding to buffer numbers "1-1" to "1-4") and a storage area corresponding to the first special feature during variable display (area corresponding to buffer number "1-0"). Furthermore, the start-up winning command buffer 003SG194A is provided with a storage area corresponding to the maximum value of the total number of reserved memories in the second special feature reserve memory (for example, "4") (areas corresponding to buffer numbers "2-1" to "2-4") and a storage area corresponding to the second special feature during variable display (area corresponding to buffer number "2-0"). When a starting prize is won in the first or second starting prize slot, four commands—a starting slot entry designation command (either the first starting slot entry designation command or the second starting slot entry designation command), a hold memory count notification command (either the first hold memory count notification command or the second hold memory count notification command), a symbol designation command, and a variation category command—are sent as a set from the main board 11 to the performance control board 12. In the starting prize received command buffer 003SG194A, the storage area corresponding to the first special symbol hold memory and the storage area corresponding to the second special symbol hold memory are reserved as storage areas (entries) for storing these starting slot entry designation command, hold memory count notification command, symbol designation command, and variation category command separately in the first special symbol hold memory and the second special symbol hold memory, respectively.
[0321] The contents of these storage areas (entries) are shifted one by one to the higher level, as described later, when the start condition is met and the variable display of the highest-level reserved memory (buffer number "1-1" or buffer number "2-1") begins. At the same time, the contents of buffer number "1-0" or buffer number "2-0", which store the contents of the reserved memory for which the start condition has been met, are cleared in the special feature winning waiting process that is executed when the variable display ends.
[0322] Furthermore, in this embodiment, the start-up prize-winning received command buffer 003SG194A has a storage area reserved for each storage area (entry) so that it can store a hold display flag, which has a flag value set according to the display pattern (display mode) of the hold memory display, a hold display final mode flag, which has a flag value set according to the final display pattern of the hold memory display, and a hold display change timing flag, which has a flag value set according to the timing at which the display pattern of the hold memory display changes to the final display pattern, in association with each buffer number corresponding to the first special feature hold memory and the second special feature hold memory.
[0323] The final pending display pattern flag stores "0" in the pending display effect setting process if the execution of the pending display effect is not decided, corresponding to the normal pending display display pattern. If the execution of the pending display effect is decided, it is set to "1" (square (◇)) or "2" (star (☆)) corresponding to a special pending memory display pattern different from the normal display pattern (for example, a square (◇) or a star (☆)). After the pending display effect decision process is executed, a pending display update process is executed so that the active display and pending display are displayed in the display pattern corresponding to each pending display flag (for example, if the value of the pending display flag is "0", a white circle (○) is displayed; if the value of the pending display flag is "1", a square (◇) is displayed; and if the value of the pending display flag is "2", a star (☆) is displayed).
[0324] Furthermore, the pending display flag stores "0," which corresponds to the normal pending display pattern. When it is decided to execute the pending display animation, the value of the final pending display pattern flag is set according to the timing corresponding to the value of the pending display change timing flag.
[0325] In this embodiment, the value of the hold display change timing flag indicates the timing at which each hold memory shifts to become the hold memory for each buffer number. The performance control CPU 120 is configured to set the value of the hold display final mode flag as the value of the hold display flag at the timing when each hold memory shifts to become the hold memory for the buffer number corresponding to the value of the hold display change timing flag.
[0326] When a ball enters the first starting entry slot, the CPU 120 for performance control stores the command from the beginning (the entry with the lowest buffer number) in the empty entries corresponding to the first special symbol hold memory in the starting entry received command buffer 003SG194A. When a ball enters the second starting entry slot, the CPU 120 stores the command from the beginning (the entry with the lowest buffer number) in the empty entries corresponding to the second special symbol hold memory in the starting entry received command buffer 003SG194A. When a ball enters the starting entry slot, the starting entry slot entry designation command, the hold memory count notification command, the symbol designation command, and the variation category command are transmitted in sequence. Therefore, once a command is received, the starting entry slot entry designation command, the hold memory count notification command, the symbol designation command, and the variation category command are stored in sequence in the storage areas corresponding to the last digits "0" to "4" of the buffer numbers corresponding to the first or second special symbol hold memory.
[0327] As shown in Figure 19(B), the commands stored in the start-up prize-receiving command buffer 003SG194A are changed each time a variable display of decorative symbols is started. The commands stored in the entry corresponding to the previously completed variable display hold memory (the entry with buffer number "1-0" or "2-0") are deleted, and the contents of the entries stored in the entry corresponding to the hold memory of the variable display to be started (the entry corresponding to buffer number "1-1" or "2-1") and the contents of the entries after the hold memory of the variable display to be started are shifted. For example, in the storage state shown in Figure 19(B), when the variable display of the decorative symbols of the first special symbol hold memory is completed, each command stored in buffer number "0" is deleted, each command stored in buffer number "0" is shifted to buffer number "0", each command stored in the area corresponding to buffer number "2" is shifted to the area corresponding to buffer number "0", and each command stored in the areas corresponding to buffer numbers "3" and "4" are shifted to the areas corresponding to buffer numbers "2" and "3", respectively. Therefore, buffer number "0" becomes an area (entry) for storing each command related to the variable-display pending memory at that time.
[0328] (operation) Next, we will explain the operation (function) of the pachinko game machine 1.
[0329] (Main operations of the main board 11) First, the main operations of the main board 11 will be explained. When power is supplied to the pachinko game machine 1, the game control microcomputer 100 starts up, and the main game control processing is executed by the CPU 103. Figure 20 is a flowchart showing the main game control processing executed by the CPU 103 on the main board 11.
[0330] In the main game control process shown in Figure 20, the CPU 103 first sets interrupts to disabled (step S1). Next, it performs the necessary initial settings (step S2). These initial settings include setting the stack pointer, setting the registers of built-in devices (CTC (counter / timer circuit), parallel input / output ports, etc.), and setting RAM 102 to an accessible state.
[0331] Next, it is determined whether the recovery conditions have been met (step S3). The recovery conditions can be met if the clear signal is in the off state, backup data exists, and the backup RAM is functioning correctly. When power supply to the pachinko machine 1 is started, for example, if the clear switch provided on the power supply board 17 is pressed, an ON clear signal is input to the game control microcomputer 100. If such an ON clear signal is input, it is sufficient to determine in step S3 that the recovery conditions have not been met. The backup data only needs to be able to be stored in the RAM 102, which serves as the backup RAM for game control. In step S3, it is sufficient to check or inspect whether there is backup data and whether there are any data errors, and then determine whether the recovery conditions can be met.
[0332] If the recovery conditions are met (Step S3; Yes), the recovery process (Step S4) is executed, followed by the random number circuit setting process (Step S8). The recovery process in Step S4 sets the working area based on the contents of RAM 102. By setting the working area using the backup data stored in RAM 102, the game state is restored to what it was when the power supply was interrupted. For example, if the special symbols were changing, it is sufficient that the special symbols can be resumed from the state before the interruption.
[0333] Furthermore, if the recovery conditions are not met (Step S3; No), the initialization process (Step S6) is executed, followed by the random number circuit setting process (Step S8). The initialization process in Step S6 includes a clear process that clears the flags, counters, and buffers stored in RAM 102, and the execution of the clear process sets initial values in the work area.
[0334] After the random number circuit setting process (step S8) is executed, the CPU 103 sets the registers of the CTC built into the game control microcomputer 100 so that a timer interrupt is periodically triggered at predetermined intervals (e.g., 2ms) (step S9), and enables the interrupt (step S10). Then, it enters a loop process. From then on, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2ms), and the CPU 103 can periodically execute the timer interrupt process.
[0335] The CPU 103, which has executed the main game control processing, receives an interrupt request signal from the CTC and accepts the interrupt request, then executes the game control timer interrupt processing shown in the flowchart of Figure 21. When the game control timer interrupt processing shown in Figure 21 is started, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start switch 22A, the second start switch 22B, the first count switch 23, and the second count switch 24 via the switch circuit 110 (step S21). Subsequently, it performs a diagnosis of abnormality in the pachinko game machine 1 by executing a predetermined main-side error processing, and if necessary, can generate a warning based on the diagnosis result (step S22). Subsequently, by executing a predetermined information output process, data such as jackpot information (information indicating the number of jackpot occurrences, etc.), start-up information (information indicating the number of start-up wins, etc.), and probability variation information (information indicating the number of times the game entered a probability variation state, etc.) are output to a hall management computer installed outside the pachinko game machine 1 (step S23).
[0336] Following the information output processing, the main board 11 performs a game random number update process to update at least a portion of the random numbers used for gameplay via software (step S24). After this, the CPU 103 performs a special symbol process (step S25). By the CPU 103 performing the special symbol process for each timer interrupt, the execution and holding of special symbol games, control of the jackpot game state, and control of the game state are realized.
[0337] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process each time a timer interrupt occurs, enabling the execution and management of the normal symbol game based on the detection signal from the gate switch 21 (based on the passage of a game ball through the passage gate 41), as well as the opening control of the variable prize ball device 6B based on a "normal symbol win". The execution of the normal symbol game is performed by driving the normal symbol display 20, and the number of normal symbol holds is displayed by lighting up the normal symbol hold display 25C.
[0338] After the normal pattern processing is executed, the following may be performed as part of the game control timer interrupt processing: processing when a power outage occurs, processing to pay out prize balls, etc. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set to send performance control commands in each of the above processes. In the command control processing of step S27, the process of transmitting the set performance control commands to a sub-control board such as the performance control board 12 is performed. After executing the command control processing, interrupts are enabled and then the game control timer interrupt processing is terminated.
[0339] (Special pattern processing) Figure 22 is a flowchart showing an example of the process performed in step S25 shown in Figure 21 as part of the special symbol process. In this special symbol process, the CPU 103 first performs the start prize determination process (step S101).
[0340] In the start-up prize determination process, the occurrence of a start-up prize is detected, and a process is executed to store the reserved information in a predetermined area of RAM 102 and update the number of reserved items. When a start-up prize occurs, a random value is extracted to determine the display result (including the type of jackpot) and the variation pattern, and this is stored as reserved information. Alternatively, a process may be executed to predict the display result and variation pattern based on the extracted random value. After storing the reserved information and the number of reserved items, a transmission setting is made to send a performance control command to the performance control board 12 to specify the occurrence of a start-up prize, the number of reserved items, the number of reserved items, and the prediction judgment. The performance control command for a start-up prize, which has been set for transmission, is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process in step S27 shown in Figure 21.
[0341] After executing the start-up prize determination process in step S101, the CPU 103 selects and executes one of the processes in steps S110 to S117 according to the value of the special symbol process flag set in RAM 102. In each of the special symbol process processes (steps S110 to S117), transmission settings are made to send the corresponding performance control command to the performance control board 12.
[0342] The special symbol normal processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this special symbol normal processing, a determination is made as to whether or not to start the first special symbol game or the second special symbol game, based on the presence or absence of pending information. In addition, in the special symbol normal processing, based on a random value for determining the display result, it is determined (pre-determined) whether or not the display result of the special symbol or decorative symbol will be a "jackpot" and, if so, the type of jackpot, before the display result is derived and displayed. Furthermore, in the special symbol normal processing, a confirmed special symbol (either a jackpot symbol or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. After that, the value of the special symbol process flag is updated to "1", and the special symbol normal processing ends. In this embodiment, the special symbol game using the second special symbol is executed with priority over the special symbol game using the first special symbol (also called special symbol 2 priority processing). Alternatively, the system may store the order in which the game balls enter the first and second starting prize slots, and set the conditions for starting the special feature game to be met in that order (also known as "sequential execution").
[0343] When making various decisions based on random values, the various tables stored in ROM 101 (tables in which the decision values compared with the random values are assigned to the decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. On the performance control board 12, the various tables are stored in ROM 121.
[0344] The variable pattern setting process in step S111 is executed when the value of the special feature process flag is "1". This variable pattern setting process includes determining one of several types of variable patterns using random values for variable pattern determination, based on a prior decision result such as whether or not the display result should be "jackpot". When a variable pattern is determined in the variable pattern setting process, the value of the special feature process flag is updated to "2", and the variable pattern setting process ends.
[0345] The variation pattern specifies the execution time of the special feature game (special feature variation time) (which is also the execution time of the variable display of decorative symbols), the manner of the variable display of decorative symbols (whether or not there is a reach, etc.), and the content of the performance during the variable display of decorative symbols (type of reach performance, etc.), and is also called the variation display pattern.
[0346] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbols, and measuring the elapsed time since the special symbols started to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbols started to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process ends.
[0347] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes stopping the movement of the special symbols on the first special symbol display device 4A and the second special symbol display device 4B, and setting up the display (derivation) of the confirmed special symbol that will be the display result of the special symbols. If the display result is "Big Win", the value of the special symbol process flag is updated to "4". If the display result is "Miss", and the game is controlled to be in a time-saving state or a probability change state, and the end of the number of spins is established, the game state is also updated. Once the value of the special symbol process flag is updated, the special symbol stop process ends.
[0348] Step S114, the pre-jackpot opening process, is executed when the value of the special feature process flag is "4". This pre-jackpot opening process includes settings to start the round execution and open the jackpot opening in the jackpot game state, based on the display result being "jackpot". When opening the jackpot opening, a process is executed to supply solenoid drive signals to the solenoids 82 and 83 for the jackpot opening door. At this time, for example, depending on the type of jackpot, the maximum period for keeping the jackpot opening, the jackpot opening to be opened, and the maximum number of rounds to be executed are set. Once these settings are completed, the value of the special feature process flag is updated to "5", and the pre-jackpot opening process ends.
[0349] Step S115, the jackpot opening process, is executed when the value of the special feature process flag is "5". This jackpot opening process includes measuring the elapsed time since the jackpot opening was opened, and determining whether it is time to return the jackpot opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switches 23 and 24. When returning the jackpot opening to the closed state, the process includes stopping the supply of a solenoid drive signal to the solenoid 82 for the jackpot opening door, then updating the value of the special feature process flag to "6", and ending the jackpot opening process.
[0350] Step S116, the post-jackpot opening processing, is executed when the value of the special symbol process flag is "6". This post-jackpot opening processing includes processes to determine whether the number of rounds in which the jackpot opening is kept open has reached the set upper limit, and processes to set the jackpot game state to end if the upper limit has been reached. If the number of rounds has not reached the upper limit, the value of the special symbol process flag is updated to "5", while if the number of rounds has reached the upper limit, the value of the special symbol process flag is updated to "7". Once the value of the special symbol process flag is updated, the post-jackpot opening processing ends.
[0351] The jackpot termination process in step S117 is executed when the value of the special feature process flag is "7". This jackpot termination process includes waiting until a waiting period corresponding to the duration of the ending sequence, which is a performance action that signals the end of the jackpot game state, has elapsed, and various settings to start probability variation control or time reduction control in response to the end of the jackpot game state. When these settings are made, the value of the special feature process flag is updated to "0", and the jackpot termination process ends.
[0352] (Start-up prize determination process) Figure 23 is a flowchart of the start prize entry determination process (S101) shown in Figure 22. In the start prize entry determination process, the CPU 103 first determines whether the first start entry switch 22A is ON or OFF based on a detection signal from the first start entry switch 22A, which is provided corresponding to the first start prize entry opening formed by the prize ball device 6A (003SGS101). At this time, if the first start entry switch 22A is ON (003SGS101;Y), the CPU 103 determines whether the first special feature reserve memory count, which is the number of reserved memories for a special feature game using the first special feature, is at a predetermined upper limit value (for example, "4" as the upper limit memory count) (003SGS102). The CPU 103 only needs to be able to identify the first special feature reserve memory count by, for example, reading the first reserve memory count count value, which is the stored value of the first reserve memory count counter provided in the game control counter setting unit 003SG154. If the number of reserved first special symbols stored in 003SGS102 is not at the upper limit (003SGS102;N), for example, the value stored in the start port buffer provided in the game control buffer setting unit 003SG155 is set to "0" (003SGS103).
[0353] When the first start port switch 22A is off (003SGS101;N), or when the number of reserved special symbols in the first special symbol has reached its upper limit (003SGS102;Y), it is determined whether the second start port switch 22B is on or off based on the detection signal from the second start port switch 22B, which is provided in correspondence with the second start port formed by the variable prize ball device 6B (003SGS104). In this case, if the second start port switch 22B is on (003SGS104;Y), it is determined whether the number of reserved special symbols in the second special symbol game, which is the number of reserved special symbols using the second special symbol, has reached a predetermined upper limit (for example, "4" as the upper limit number of reserved special symbols) (003SGS105). The CPU 103 only needs to be able to determine the number of second special symbol reserves by reading the second reserve count value, which is the value stored in the second reserve memory counter provided in the game control counter setting unit 003SG154. If the number of second special symbol reserves is not the upper limit value in 003SGS105 (003SGS105; N), the CPU 103 can determine the number of second special symbol reserves by reading the second reserve memory count value, which is the value stored in the start port buffer provided in the game control buffer setting unit 003SG155, for example, by setting it to "2" (003SGS106).
[0354] After executing either process 003SGS103 or 003SGS106, the number of reserved special symbols, corresponding to the value stored in the start-up buffer, is updated by adding 1 (003SGS107). For example, when the start-up buffer value is "0", the first reserved symbol count value is added by 1, while when the start-up buffer value is "2", the second reserved symbol count value is added by 1. In this way, the first reserved symbol count value is updated to increase by 1 when a game ball passes through (enters) the first start-up entry-level slot and the first start condition corresponding to a special symbol game using the first special symbol is met. The second reserved symbol count value is updated to increase by 1 when a game ball passes through (enters) the second start-up entry-level slot and the second start condition corresponding to a special symbol game using the second special symbol is met. At this time, the total number of reserved symbols is also updated by adding 1 (003SGS108). For example, the total number of reserved balls count value, which is the value stored in the total number of reserved balls counter provided in the game control counter setting unit 003SG154, can be updated by adding 1.
[0355] After executing the process in 003SGS108, the CPU 103 extracts numerical data from the numerical data updated by the random number circuit 104 and the random counter of the game control counter setting unit 003SG154 that represent the random value MR1 for determining the special feature display result, the random value MR2 for determining the type of jackpot, and the random value MR3 for determining the variation pattern (003SGS109). The numerical data representing each of the extracted random values and the start gate buffer value are stored by being set as hold information at the beginning of an empty entry in the special feature hold storage unit (003SGS110).
[0356] The numerical data representing the random values MR1 for determining the special symbol display result and the random values MR2 for determining the type of jackpot are used to determine whether or not the variable display result of the special symbols or decorative symbols is a "jackpot," and further, if the variable display result is a "jackpot," to determine the type of jackpot. The random value MR3 for determining the variation pattern is used to determine the variation pattern, including the variable display time of the special symbols or decorative symbols. The CPU 103 extracts numerical data representing all of the random values used to determine the variable display pattern, including the variable display result and variable display time of the special symbols and decorative symbols, by executing the processing of 003SGS109.
[0357] Following the processing of 003SGS110, the transmission settings for the start-up prize designation command are made according to the start-up buffer value (003SGS111). For example, when the start-up buffer value is "0", the settings for transmitting the first start-up prize designation command to the performance control board 12 are made by storing the storage address of the first start-up prize designation command table in ROM 101 in the buffer area specified by the transmission command pointer in the transmission command buffer. Conversely, when the start-up buffer value is "2", the settings for transmitting the second start-up prize designation command to the performance control board 12 are made by storing the storage address of the second start-up prize designation command table in ROM 101 in the buffer area of the transmission command buffer. The start-up prize designation command thus set is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process processing is completed, by executing the command control processing S27 shown in Figure 19.
[0358] Following the processing in 003SGS111, the CPU 103 executes the random value determination process at the time of winning (step 003SGS112), and then sets up the CPU 103 to send a reserved memory count notification command to the performance control board 12, for example by storing the storage address of the reserved memory count notification command table in ROM 101 in the buffer area specified by the transmission command pointer in the transmission command buffer (003SGS113). The reserved memory count notification command thus set is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process processing is completed, by executing the command control process in S27 shown in Figure 19.
[0359] After executing the process in 003SGS113, it is determined whether the start port buffer value is "0" (003SGS114). If the start port buffer value is "0" (Y in 003SGS114), the start port buffer is cleared and its stored value is initialized to "0" (003SGS115), and then the process in 2390SGS104 is performed. On the other hand, if the start port buffer value is "2" (N in 003SGS114), the start port buffer is cleared and its stored value is initialized to "0" (003SGS116), and then the start port entry process is terminated. This ensures that even if both the first start port switch 22A and the second start port switch 22B simultaneously detect a valid start port entry of a game ball, the processing based on the detection of valid start ports from both can be reliably completed.
[0360] (Random number determination process upon winning a prize) Figure 24(A) is a flowchart showing an example of the process executed in step 003SGS112 of Figure 23 as a random value determination process at the time of winning. In this embodiment, when the variable display of special symbols or decorative symbols is started, the special symbol normal processing described later determines whether or not to control the game state to a jackpot as a "jackpot" based on the special symbol display result (variable display result of special symbols). In addition, the variable pattern setting processing described later determines the variable pattern that specifically defines the variable display mode of the decorative symbols. On the other hand, separate from these determinations, when a game ball is detected at the starting entry point (first starting entry point or second starting entry point), the CPU 103 executes the random value determination process at the time of winning in step 003SGS112 to determine whether or not to stop displaying a jackpot symbol as the special symbol display result, and whether or not the variable display mode of the decorative symbols becomes a predetermined display mode accompanied by a super reach. As a result, before the variable display of special symbols and decorative symbols based on the detection of game balls entering the starting prize slot begins, that is, before it is decided whether or not it will be a jackpot at the start of the variable display, it is determined whether the special symbol display result will be a "jackpot" and which category of variable display mode the decorative symbols will fall into. Based on this determination result, the performance control CPU 120 and the like will execute a pre-announcement effect, as described later.
[0361] In the random value determination process at the time of winning shown in Figure 24(A), the CPU 103 first identifies the current game state of the pachinko game machine 1 by checking the status of the time-saving flag and the probability-changing flag, for example, in the game control flag setting unit 003SG152 (step 003SGS121). The CPU 103 identifies that it is in a probability-changing state (high probability, high base state) when the probability-changing flag is on, in a time-saving state (low probability, high base state) when the probability-changing flag is off and the time-saving flag is on, and in a normal state (low probability, low base state) when both the probability-changing flag and the time-saving flag are off.
[0362] Following the processing in step 003SGS121, the display result determination table shown in Figure 8 is selected and set (step 003SGS122). Then, it is determined whether the numerical data representing the random value MR1 for determining the special display result extracted in step 003SGS109 in Figure 19 is within a predetermined jackpot determination range (step 003SGS123). The jackpot determination range is set with individual determination values assigned to the "jackpot" special display result in the special display result determination table selected in the processing of step 003SGS122, and the CPU 103 can determine whether there is a determination value that matches the random value MR1 by comparing the random value MR1 with each determination value one by one. Alternatively, numerical values indicating the minimum (lower limit) and maximum (upper limit) of the determination values included in the jackpot determination range can be set, and the CPU 103 can determine whether the random value MR1 is within the jackpot determination range by comparing the random value MR1 with the minimum and maximum values of the jackpot determination range. At this point, if it is determined that the random value MR1 is within the range of the jackpot determination, it can be determined that the variable display result based on the pending data including the random value MR1 is determined to be a "jackpot".
[0363] If it is determined in step 003SGS123 that the result is not within the range of a jackpot, that is, if it is determined that it will not be a jackpot in the variable display (step 003SGS123;N), the settings for sending the first symbol specification command, which is a symbol specification command corresponding to the variable display result being a "miss", are executed (step 003SGS128), and a table for determining the type of variable pattern for misses according to the game state is selected (step 003SGS130).
[0364] Furthermore, if it is determined in step 003SGS123 that the game is within the range of a jackpot, that is, if it is determined that a jackpot will occur during variable display (step 003SGS123; Y), the type of jackpot is determined based on the random value MR2 for jackpot type determination, as shown in Figure 9(A) (step 003SGS132). At this time, the CPU 103 selects a table data for jackpot type determination from the table data that constitutes the jackpot type determination table, according to the variable special symbol (the "first special symbol" corresponding to "1" or the "second special symbol" corresponding to "2") that is identified in accordance with the start-up buffer value. Then, by referring to the selected table data for jackpot type determination, it determines which of the multiple types the jackpot will be determined to be.
[0365] Furthermore, the system executes the transmission settings for symbol specification commands corresponding to the determined type of jackpot, that is, the second symbol specification command if it is jackpot A, the third symbol specification command if it is jackpot B, and the fourth symbol specification command if it is jackpot C (step 003SGS133). In addition, a jackpot variation pattern determination table is selected and set according to the game state as a table for determining the jackpot variation pattern (step 003SGS135).
[0366] After the execution of steps 003SGS130 and 003SGS135, the CPU 103 uses the variable pattern type determination table set in each step and the numerical data indicating the random value MR3 for determining the variable pattern type to determine the variable category according to the range of determination values that include the random value MR3 (step 003SGS138). In this embodiment, as shown in Figure 24(B), when the variable display result is at least "miss", there are variable categories that result in a variable display mode of "non-reach" regardless of the total number of reserved memories, variable categories that result in a variable display mode of "super reach", and "other" variable categories that result in variable display modes other than "non-reach" and "super reach" (for example, normal reach), and it is sufficient to determine whether or not the variable category is determined based on the random value MR3. Note that the example is not limited to this, and the variable category may be determined to be one of the variable patterns PA1 to PA18 described later.
[0367] After that, the settings are made to send a variable category specification command to the performance control board 12 according to the judgment result of the processing in step 003SGS138 (step 003SGS139), and then the random value judgment process at the time of winning is terminated.
[0368] (Special pattern processing as usual) Figure 25 is a flowchart showing an example of the process executed in S110 of Figure 22 as a normal special symbol processing. In the normal special symbol processing shown in Figure 25, the CPU 103 first determines whether the number of reserved second special symbols is "0" (step 003SGS141). The number of reserved second special symbols is the number of reserved special symbol games using the second special symbol displayed by the second special symbol display device 4B. For example, in the process of step 003SGS141, the CPU 103 reads the second reserved symbol count value stored in the game control counter setting unit and determines whether the read value is "0" or not.
[0369] If the number of reserved symbols in the second special symbol storage unit is not "0" in step 003SGS141 (step 003SGS141;N), the random value MR1 for determining the special symbol display result, the random value MR2 for determining the type of jackpot, and the random value MR3 for determining the variation pattern are read out from the second special symbol storage unit as reserved data corresponding to reserved symbol number "0" (step 003SGS142). The numerical data read out at this time can be temporarily stored, for example, in a random number buffer for variation.
[0370] Following the processing in step 003SGS142, the second special symbol hold memory count value and the total hold memory count value are updated by subtracting 1, thereby updating the second special symbol hold memory count and the total hold memory count, and updating the data in the second special symbol hold memory unit. Specifically, the hold data representing random values MR1 to MR3 stored in the second special symbol hold memory unit in entries lower than hold number "0" (for example, entries corresponding to hold numbers "2" to "4") are shifted one entry higher (step 003SGS143).
[0371] After that, the variable special pattern designation buffer value, which is the value stored in the variable special pattern designation buffer, is updated to "2" (step 003SGS144), and then the process proceeds to step 003SGS149.
[0372] On the other hand, if the number of reserved special symbols in step 003SGS141 is "0" (step 003SGS141; Y), it is determined whether or not the number of reserved special symbols in step 1 is "0" (step 003SGS145). The number of reserved special symbols in step 1 is the number of reserved special symbol games using the first special symbol, as determined by the first special symbol display device 4A. For example, in the process of step 003SGS145, the game control counter setting unit reads the first reserved symbol count value stored in the first reserved symbol counter and determines whether or not the read value is "0". Thus, the process of step 003SGS145 is executed when it is determined in step 003SGS141 that the number of reserved special symbols in step 2 is "0", and it determines whether or not the number of reserved special symbols in step 1 is "0". As a result, special symbol games using the second special symbol are started with priority over special symbol games using the first special symbol.
[0373] Furthermore, the special feature game using the second special feature is not limited to being executed with priority over the special feature game using the first special feature. For example, the special feature game may be started in the order in which the game ball enters (passes through) the first and second starting prize entry points and a starting prize is awarded. In this case, it is sufficient to have a table that stores data that can identify the order in which starting prizes occurred, and to be able to decide from that stored data whether to start the special feature game using the first or second special feature.
[0374] If the number of reserved symbols in the first special symbol memory is not "0" in step 003SGS145 (step 003SGS145;N), then numerical data representing the random number MR1 for determining the special symbol display result, the random number MR2 for determining the type of jackpot, and the random number MR3 for determining the variation pattern are read out from the first special symbol memory memory unit as reserved data corresponding to reserved number "0" (step 003SGS146). The numerical data read out at this time can be temporarily stored, for example, in a variation random number buffer.
[0375] Following the processing in step 003SGS146, the first special symbol hold memory count value and the total hold memory count value are updated by subtracting 1, thereby updating the first special symbol hold memory count and the total hold memory count, and updating the data in the first special symbol hold memory unit. Specifically, the hold data representing random values MR1 to MR3 stored in the first special symbol hold memory unit in entries lower than hold number "0" (for example, entries corresponding to hold numbers "2" to "4") are shifted one entry higher (step 003SGS147).
[0376] After that, the variable special pattern designation buffer value, which is the value stored in the variable special pattern designation buffer, is updated to "0" (step 003SGS148), and then the process proceeds to step 003SGS149.
[0377] In step 003SGS149, the display result determination table shown in Figure 8 is selected and set as the table used to determine whether the variable display result of the special symbols, the special symbol display result, is a "jackpot" or a "miss". Next, the numerical data representing the random number value MR1 for determining the special symbol display result, which is stored in the variable random number buffer, is compared with the determination value assigned to each special symbol display result, "jackpot" or "miss", to determine whether the special symbol display result is a "jackpot" or a "miss" (step 003SGS150). In step 003SGS150, if the game state at that time is a high probability state (probability change state) where the probability change flag is on, then if the random number value MR1 for determining the special symbol display result falls within the range of 10000 to 12180 corresponding to the high probability state (probability change state), it is determined to be a "jackpot", and if not, it is determined to be a "miss". Furthermore, if the probability variation flag is off and the machine is in a low probability state (in this embodiment, the low probability low base state and the low probability high base state), the machine will be judged as having a "jackpot" if the random value MR1 used for determining the special symbol display result falls within the range of 0 to 218, and as a "miss" if it does not fall within that range.
[0378] Thus, in the display result determination table selected in step 003SGS149, different determination values are assigned to "jackpot" corresponding to the game state at that time (high probability, low probability). Therefore, in the processing of step 003SGS150, depending on whether the game state when the variable display such as the special symbol game starts is in a high probability state, different determination data (determination values) are used to determine whether or not the special symbol display result is a "jackpot". As a result, when the game state is in a high probability state, it is determined to be a "jackpot" with a higher probability than when it is in a low probability state.
[0379] If it is determined in step 003SGS150 that it is a "jackpot" (step 003SGS150; Y), the jackpot flag is turned ON (step 003SGS152). At this time, the jackpot type determination table shown in Figure 9(A) is selected and set as the table used to determine which of the multiple jackpot types it is (step 003SGS153). By referring to the jackpot type determination table thus set, the system determines which of the multiple jackpot types it is based on whether the numerical data representing the random number value MR2 for jackpot type determination stored in the variable random number buffer matches the determination value assigned to each of the jackpot types, "jackpot A", "jackpot B", and "jackpot C", in the jackpot type determination table (step 003SGS154).
[0380] In step 003SGS154, the type of jackpot is determined, which game state to control the game state after the jackpot game state ends to is either a time-saving state (low probability, high base state) or a probability variation state (high probability, high base state) which is more advantageous to the player than the time-saving state. This is determined before the confirmed special symbol is derived as a variable display result. The determined jackpot type is then stored by setting the jackpot type buffer value, which is the value stored in the jackpot type buffer provided in the game control buffer setting unit (step 003SGS155), corresponding to the determined jackpot type. For example, if the jackpot type is jackpot A, it should be set to "0", if it is jackpot B, it should be set to "2", and if it is jackpot C, it should be set to "3". After the processing in step 003SGS155, the process proceeds to step 003SGS156.
[0381] Furthermore, if it is determined in step 003SGS150 that it is a "failure" (step 003SGS150; N), the process in step 003SGS156 is executed without executing the processes in steps 003SGS152 to 003SGS155.
[0382] In step 003SGS156, the CPU 103 sets a confirmed special symbol in accordance with the prior determination result of whether or not to control the game to a jackpot state (whether or not the jackpot flag is turned on) and the determination result of the jackpot type when the game is in a jackpot state. For example, in accordance with the prior determination result that the special symbol display result is a "miss", the special symbol showing the "-" symbol, which is a miss, is set as the confirmed special symbol. Also, if the special symbol display result is determined to be a "jackpot" in step 003SGS150, if the jackpot type in step 003SGS154 is "jackpot A", the special symbol showing the number "2" is set as the confirmed special symbol. If the jackpot type is "jackpot B", the special symbol showing the number "5" is set as the confirmed special symbol. If the jackpot type is "jackpot C", the special symbol showing the number "7" is set as the confirmed special symbol. These guaranteed special symbols are just examples; other guaranteed special symbols may be set, or multiple types of symbols may be set as guaranteed special symbols.
[0383] After setting the confirmed special symbol in step 003SGS156, the value of the special symbol process flag is updated to "1", which corresponds to the variable pattern setting process (step 003SGS157), and then the normal special symbol processing is terminated.
[0384] Furthermore, if the number of reserved memories for the special symbol game using the first special symbol is "0" in step 003SGS145 (step 003SGS145; Y), the system performs a predetermined demo display setting (step 003SGS158) and then terminates the normal special symbol processing. In this demo display setting, it is determined whether a performance control command (customer-waiting demo specification command) specifying a demonstration display (demo screen display), such as displaying a predetermined performance image on the image display device 5, has been sent from the main board 11 to the performance control board 12. If the customer-waiting demo specification command has already been sent, the demo display setting is terminated. If it has not been sent, the system performs a setting to send the customer-waiting demo specification command and then terminates the demo display setting.
[0385] (Setting the variation pattern) Figure 26 is a flowchart showing an example of the process executed in step S111 of Figure 22 as a variation pattern setting process. In the variation pattern setting process shown in Figure 26, the CPU 103 selects a variation pattern determination table according to the state and custom setting status (step 003SGS160a).
[0386] Then, based on numerical data indicating the random number value MR3 for determining the variation pattern, which is stored in a random number buffer for variation, for example, the variation pattern is determined to be one of several types by referring to the selected (set) variation pattern type determination table (step 003SGS160b).
[0387] After determining the variation pattern in step 003SGS160b, settings are made to start the variation of the special symbols so that either a special symbol game using the first special symbol on the first special symbol display device 4A or a special symbol game using the second special symbol on the second special symbol display device 4B is started, depending on the variation special symbol designation buffer value (step 003SGS163). For example, if the variation special symbol designation buffer value is "1", settings are made to send a drive signal to update the display of the first special symbol on the first special symbol display device 4A. On the other hand, if the variation special symbol designation buffer value is "2", settings are made to send a drive signal to update the display of the second special symbol on the second special symbol display device 4B.
[0388] Following the processing in step 003SGS163, settings are made for sending various commands for when the special symbols start to change (step 003SGS164). For example, if the special symbol change specification buffer value is "1", the CPU 103 stores setting data indicating the storage address (starting address) in the ROM 101 of the pre-prepared first change start command table in the transmission command buffer provided in the game control buffer setting unit 003SG155 in the buffer area specified by the transmission command pointer in order to sequentially send the game state specification command, first change start command, change pattern specification command, variable display result specification command, and first reserve memory count notification command from the main board 11 to the performance control board 12. On the other hand, when the variable special symbol specification buffer value is "2", the CPU 103 sequentially sends a game state specification command, a second variation start command, a variation pattern specification command, a variable display result specification command, and a second reserved memory count notification command from the main board 11 to the performance control board 12. In this case, the CPU 103 stores setting data indicating the storage address in the ROM 101 of a pre-prepared second variation start command table in a buffer area specified by the transmission command pointer in the transmission command buffer provided in the game control buffer setting unit 003SG155.
[0389] After executing the process in step 003SGS164, the variable display time for the special symbols, which is the variable display time for the special symbols according to the determination result of the variation pattern, is set (step 003SGS165). The variable display time for the special symbols is the time required in the special symbol game from the start of the variable display of the special symbols until the confirmed special symbols that result in the variable display (special symbol display result) are stopped and displayed. After that, the value of the special symbol process flag is updated to "2", which is the value corresponding to the special symbol variation process (step 003SGS166), and then the variation pattern setting process is terminated.
[0390] Based on the command transmission settings in step 003SGS166, after the variable pattern setting process is completed, each time the command control process in step S27 shown in Figure 19 is executed, the main board 11 will sequentially send the following commands to the performance control board 12: a game state specification command, a first variation start command or a second variation start command, a variation pattern specification command, a variable display result specification command, and a first reserved memory count notification command or a second reserved memory count notification command. The order in which these performance control commands are sent can be arbitrarily changed. For example, the variable display result specification command may be sent first, followed by the first variation start command or a second variation start command, a variation pattern specification command, a game state specification command, and a first reserved memory count notification command or a second reserved memory count notification command.
[0391] (Special symbol stop processing) Figure 27 is a flowchart showing an example of the process executed in step S113 of Figure 22 as a special symbol stop process. In the special symbol stop process, the CPU 103 turns on the termination flag referenced in the special symbol variation process of step S113 to terminate the variation of the special symbols, and controls the first special symbol display device 4A and the second special symbol display device 4B to display the stopped symbols as stopped (step 003SGS180). If the variation special symbol designation buffer value is "1", indicating the first special symbol, the variation of the first special symbol on the first special symbol display device 4A is terminated, and if the variation special symbol designation buffer value is "2", indicating the second special symbol, the variation of the second special symbol on the second special symbol display device 4B is terminated. It also controls the sending of a symbol confirmation command to the performance control board 12 (step 003SGS181). Finally, it determines whether or not the jackpot flag is in the ON state (step 003SGS182).
[0392] If the jackpot flag is turned ON (step 003SGS182;Y), the CPU 103 clears the probability variation flag and the time reduction flag to the OFF state if they are also turned ON (step 003SGS184), and sets the performance control board 12 to send the jackpot start 1 specification command (jackpot A), jackpot start 2 specification command (jackpot B), and jackpot start 3 specification command (jackpot C) according to the type of jackpot stored (step 003SGS185).
[0393] Furthermore, the CPU 103 configures the settings to send a game state specification command indicating the normal state to the performance control board 12 (step 003SGS186).
[0394] Then, a value corresponding to the jackpot display time (the time it takes for the image display device 5 to notify that a jackpot has occurred) is set in the jackpot display time timer (step 003SGS187). Also, the number of times the jackpot opening counter is opened (for example, 6 times for jackpot A or jackpot B, and 10 times for jackpot C) is set (step 003SGS188). Then, the value of the special symbol process flag is updated to "4", which corresponds to the jackpot opening pre-processing (step S114) (step 003SGS189).
[0395] On the other hand, if the jackpot flag is off (step 003SGS182; N), step 003SGS191 determines whether the time-saving flag is on or off (step 003SGS191). If the time-saving flag is off (step 003SGS191; N), proceed to step 003SGS196. If the time-saving flag is on (step 003SGS191; Y), determine whether the value of the time-saving counter is "0". If the value of the time-saving counter is "0" (step 003SGS192; Y), proceed to step 003SGS196.
[0396] On the other hand, if the value of the time-saving count counter is not "0" (step 003SGS192; N), that is, if there are remaining time-saving counts in a high base state, the value of the time-saving count counter is deducted by 1 (step 003SGS193). Then, it is determined whether the value of the time-saving count counter after the deduction is "0" (step 003SGS194). If it is not "0" (step 003SGS194; N), the process proceeds to step 003SGS196. If the value of the time-saving count counter is "0" (step 003SGS194; Y), the time-saving flag is cleared and turned off in order to terminate the time-saving control (step 003SGS195). At this time, the CPU 103 also determines whether the probability variation flag is on (step 003SGS195a). If the probability variation flag is off (step 003SGS195a;N), proceed to step 003SGS196. If the probability variation flag is on (step 003SGS195a;Y), clear the probability variation flag to the off state (step 003SGS195b) and proceed to step 003SGS196.
[0397] In step 003SGS196, the settings for sending game state specification commands are made according to the status of the probability variation flag and the time reduction flag. Then, the value of the special symbol process flag is updated to "0", which corresponds to the normal processing of the special symbol, and then the special symbol stop processing is terminated (step 003SGS197).
[0398] (Processing during jackpot release) Figure 28 is a flowchart showing an example of the process executed in step S115 of Figure 22 as part of the jackpot opening process. In the jackpot opening process shown in Figure 28, the CPU 103 first decrements the value of the opening time timer by 1 (step 003SGS201) and determines whether the opening time timer has expired (step 003SGS202). If the opening time timer has not expired (step 003SGS202; N), it further determines whether it is time to open the jackpot opening (step 003SGS203). Whether it is time to open the jackpot opening can be determined, for example, by the value of the opening time timer.
[0399] If it is not the time to open the big prize slot (step 003SGS203;N), proceed to step 003SGS206. If it is the time to open the big prize slot (step 003SGS203;Y), control the big prize slot to be opened to the open state (step 003SGS204), set the transmission of the command to specify that the big prize slot is open according to the round, and proceed to step 003SGS206 (step 003SGS205).
[0400] In step 003SGS206, the CPU 103 determines whether the first count switch 23 is turned on or not (step 003SGS206). If the first count switch 23 is not turned on (step 003SGS206; N), the process proceeds to step 003SGS209. If the first count switch 23 is turned on (step 003SGS206; Y), the CPU 103 increments the value of the winning count counter by 1 (step 003SGS207) and executes a prize ball payout process to dispense a predetermined number of game balls as prize balls (step 003SGS208). Then, the CPU 103 sets the transmission of the command to specify the winning spot in the big prize slot (step 003SGS208a) and proceeds to step 003SGS209.
[0401] In step 003SGS209, the CPU 103 determines whether the second count switch 24 is turned on or not (step 003SGS209). If the second count switch 24 is not turned on (step 003SGS209; N), the process proceeds to step 003SGS215. If the second count switch 24 is turned on (step 003SGS209; Y), the CPU 103 increments the value of the winning count counter by 1 (step 003SGS210), executes the prize ball payout process which is the same as in step 003SGS208 (step 003SGS211), and sets the transmission of the command to specify the winning entry into the big prize slot (step 003SGS211a).
[0402] Next, the CPU 103 determines whether the V-winning flag, which indicates that a game ball has already been detected by the second count switch 24 (that the second count switch 24 has been turned on), is in the ON state (step 003SGS212). If the V-winning flag is not in the ON state (step 003SGS212; Y), the process proceeds to step 003SGS215. If the V-winning flag is in the ON state (step 003SGS212; N), the V-winning flag is turned ON (step 003SGS213), the V-winning notification command is set to be sent, and the process proceeds to step 003SGS215 (step 003SGS214).
[0403] In step 003SGS215, the CPU 103 determines whether the value of the winning count counter is equal to or greater than the big prize opening closure threshold, that is, whether the value of the winning count counter is equal to or greater than a predetermined value (for example, 10) for closing the big prize opening (step 003SGS215). If the value of the winning count counter is less than the big prize opening closure threshold (step 003SGS215; N), the big win opening process is terminated, and if the value of the winning count counter is equal to or greater than the big prize opening closure threshold (step 003SGS215; Y), the big prize opening to be opened is controlled to a closed state (step 003SGS216). Then, the system sets the transmission of the command to specify the opening of the big prize slot according to the round (step 003SGS217), decrements the value of the opening count counter by 1 (step 003SGS218), updates the value of the special feature process flag to a value corresponding to the post-jackpot opening process, and ends the jackpot opening process (step 003SGS219).
[0404] Furthermore, during the jackpot release process, the commands that have been set for transmission are sent to the performance control board 12 by the CPU 103 executing the command control process shown in Figure 19.
[0405] Furthermore, although not specifically illustrated, in the post-jackpot opening processing, the CPU 103 should update the value of the special feature process flag to a value corresponding to the jackpot ending processing if the completed round is the last round in the jackpot game state (the value of the opening count counter is 0), and set the round start waiting timer and update the value of the special feature process flag to a value corresponding to the pre-jackpot opening processing if the completed round is not the last round in the jackpot game state (the value of the opening count counter is 1 or more).
[0406] (Big win termination process) Figure 29 is a flowchart showing an example of the process executed in S117 of Figure 22 as the jackpot termination process.
[0407] In the jackpot termination process, the CPU 103 determines whether the jackpot termination display timer is running, that is, whether the timer is counting (step 003SGS221). If the jackpot termination display timer is not running (step 003SGS221;N), the CPU 103 sets a value in the jackpot termination display timer that corresponds to the display time for which the jackpot termination is displayed on the image display device 5 (jackpot termination display time) (step 003SGS222), and terminates the process.
[0408] On the other hand, if the jackpot end display timer is running (step 003SGS221; Y), the value of the jackpot end display timer is decremented by 1 (step 003SGS223). Then, the CPU 103 checks whether the value of the jackpot end display timer is 0, that is, whether the jackpot end display time has elapsed (step 003SGS224). If it has not elapsed, the process is terminated.
[0409] If the time limit for displaying the end of the jackpot has elapsed (step 003SGS224;Y), the CPU 103 determines whether or not the V-winning flag is on (step 003SGS225).
[0410] If the V-winning flag is on (step 003SGS225;Y), the probability variation flag and the time reduction flag are turned on (steps 003SGS227, step 003SGS228). Also, the V-winning flag is cleared and the process proceeds to step 003SGS232 (step 003SGS229). On the other hand, if the V-winning flag is off (step 003SGS225;N), the time reduction flag is turned on and the process proceeds to step 003SGS232 (step 003SGS231).
[0411] Then, in step 003SGS232, CPU 103 sets the time-saving counter to "100". Also, CPU 103 turns off the jackpot flag (step 003SGS233) and sets up the transmission of a jackpot termination command according to the type of jackpot (step 003SGS234). After setting up the transmission of a game state specification command to notify the performance control board 12 of the game state based on the turned-on probability change flag and time-saving flag (step 003SGS235), it updates the value of the special symbol process flag to "0", which is the value corresponding to the normal processing of special symbols, and terminates the jackpot termination process (step 003SGS236).
[0412] [Feature section 01™] Next, the [Feature Section 01TM] will be explained using Figures 30 to 87. In this embodiment, the player can arbitrarily set the [ON] / [OFF] setting for the lighting custom, which is a custom setting that determines whether or not to enable the button lamp lighting effect when a prize is won, as described later.
[0413] When the lighting custom setting is set to [ON], when a starting win occurs, it is possible to perform a red button lamp lighting effect that suggests a high probability of winning a jackpot from the corresponding reserved memory, and a white button lamp lighting effect that suggests a low probability of winning a jackpot from the corresponding reserved memory. Specific examples of the red and white button lamp lighting effects will be described later.
[0414] Furthermore, when the lighting custom setting is [OFF], when a starting win occurs, it is possible to perform a main lamp lighting effect that indicates a high probability of a big win in the corresponding hold memory. Specific examples of the main lamp lighting effect will be described later.
[0415] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives power voltage from the power supply board or the like, the performance control CPU 120 starts up and executes the main performance control process as shown in the flowchart of Figure 30. When the main performance control process shown in Figure 30 starts, the performance control CPU 120 first performs a predetermined initialization process (step S71), clearing the RAM 122, setting various initial values, and setting the registers of the CTC (counter / timer circuit) mounted on the performance control board 12.
[0416] Next, it is determined whether the timer interrupt flag is on or off (step S73). The timer interrupt flag is set to the on state every predetermined time (e.g., 2 milliseconds) based on the register settings of the CTC, for example. If the timer interrupt flag is off at this time (step S73; No), the process in step S73 is repeatedly executed and the system waits.
[0417] Furthermore, on the performance control board 12, in addition to the timer interrupt that occurs at predetermined intervals, an interrupt occurs to receive performance control commands from the main board 11. This interrupt occurs, for example, when the performance control INT signal from the main board 11 turns ON. When an interrupt occurs due to the performance control INT signal turning ON, the performance control CPU 120 automatically sets the interrupt to disabled. However, if a CPU that does not automatically set the interrupt to disabled is used, it is desirable to issue an interrupt disable instruction (DI instruction). In response to the interrupt caused by the performance control INT signal turning ON, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is received from a predetermined input port among the input ports included in I / O 125 that receives control signals transmitted from the main board 11 via the relay board 15. The performance control command received at this time is stored, for example, in a performance control command reception buffer provided in RAM 122. After that, the performance control CPU 120 sets the interrupt to enabled and then terminates the command reception interrupt process.
[0418] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to the off state (step S74), and the command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command reception buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, to allow the performance control process to confirm which performance control command was received and what the performance control command identifies, the read performance control command is stored in a predetermined area of RAM 122, or a reception flag provided in RAM 122 is turned on. Also, if the performance control command identifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.
[0419] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, various performance devices are controlled, such as the display operation of performance images on the display screen of the image display device 5, the sound output operation from speakers 8L and 8R, the lighting operation of decorative light-emitting elements such as the game effect lamp 9 and decorative LEDs, and the driving operation of the movable body 32. In addition, judgments, decisions, and settings are made regarding the control content of performance operations using various performance devices, according to performance control commands transmitted from the main board 11.
[0420] Following the performance control process in step S76, a random number update process for performances is executed (step S77), and at least a portion of the random numbers for performances used on the performance control board 12 are updated by software.
[0421] After step S77, the CPU 120 for performance control executes store-side setting processing (step S77A) to execute various settings based on operations by the store (store staff).
[0422] (Store-side configuration process) This store-side configuration process includes tasks such as setting whether or not to enable power saving mode, and setting the store-side volume.
[0423] In this embodiment, a performance switching switch is provided on the upper right of the performance control board 12, on the rear side of the pachinko game machine 1, where the performance control CPU 120 is mounted. The performance switching switch SW can be operated from the outside through an opening formed in the board case that houses the performance control board 12. The performance switching switch SW can be any rotary switch capable of detecting a predetermined operation, such as a switch switching operation to set a predetermined performance output to initial settings. The performance output to be set by the performance switching switch SW should include at least the volume (upper limit, initial value) of speakers 8L and 8R and the presence or absence of a power saving mode.
[0424] Furthermore, the effect output, which is initially set by the effect switching switch SW, may include the amount of light emitted by light-emitting components such as the game effect lamp 9 (upper limit, initial value). In this case, the same values as the volume (upper limit, initial value) of speakers 8L and 8R may be assigned, or different values may be assigned.
[0425] In this embodiment, the performance selection switch has a total of 16 channels from "0" to "F", and the switch position corresponding to the channel can be switched by rotating the knob. The performance selection switch is connected to the performance control CPU 120 directly or via a predetermined circuit, and the switch position corresponding to the channel can be identified by inputting a switch signal indicating the switch position of the performance selection switch to the performance control CPU 120.
[0426] [Performance Switching Data] In this embodiment, depending on whether the switch position of the effect switching switch is set to "0" to "F", the player-settable volume value, the default volume value (initial value), and whether or not it can be controlled to power-saving mode are switched. Hereinafter, the switch position of the effect switching switch will be referred to as the "setting value of the effect switching switch," the "value of the effect switching switch," etc.
[0427] In this embodiment, the speakers 8L and 8R of the pachinko game machine 1 are provided with 10 levels of volume, from volume level "1" to volume level "10". Volume level "10" is 88 dB (decibels), volume level "9" is 86 dB, volume level "8" is 84 dB, volume level "7" is 82 dB, volume level "6" is 80 dB, volume level "5" is 78 dB, volume level "4" is 76 dB, volume level "3" is 74 dB, volume level "2" is 72 dB, and volume level "1" is 70 dB or 0 dB (depending on the switch position of the effect switching switch).
[0428] In this embodiment, when the switch position of the effect switching switch is "0" to "5" or "A" to "F", a volume value of "1" is controlled to output 70 dB, and when the switch position of the effect switching switch is "6" to "9", a volume value of "1" is controlled to output 0 dB, i.e., muted.
[0429] Furthermore, when the effect switching switch is in the "0" or "F" position, the volume value "10" is controlled to output at 88 dB, but this applies only to sounds corresponding to effects other than error announcements. Sounds corresponding to error announcements are always controlled to output at a volume value of "10," regardless of the switch position (set value) or volume value of the effect switching switch. And the volume value "10" for these error announcement sounds is set to be louder than 88 dB (for example, 90 dB). This can be achieved by varying the "basic volume" depending on the sound, as will be explained in more detail later.
[0430] In this example, it is assumed that the following effect switching switch data is stored. When the effect switching switch is in the "0" position, the player can set the volume level from "1" to "10," with the initial value being "5," and it is not possible to control it into power-saving mode.
[0431] When the effect switching switch is in position "1", the player can set the volume level from "1" to "9", with the initial value being "5", and it is not possible to control it into power-saving mode.
[0432] When the effect switching switch is in position "2", the player can set the volume level from "1" to "8", with the initial value being "5", and it is not possible to control it into power-saving mode.
[0433] When the effect switching switch is in position "3", the player can set the volume level from "1" to "7", with the initial value being "5", and it is not possible to control it into power-saving mode.
[0434] When the effect switching switch is in position "4", the player can set the volume level from "1" to "6", with the initial value being "5", and it is not possible to control it into power-saving mode.
[0435] When the effect switching switch is in position "5", the player can set the volume level from "1" to "5", with the initial value being "5", and it is not possible to control it into power-saving mode.
[0436] When the sound effect switching switch is in position "6" to "9", the player can set the volume value to "1", and the initial value is volume value "1", preventing it from being controlled to power saving mode. As mentioned above, volume value "1" in this case means that the output is muted.
[0437] When ...
Claims
[Claim 1] A gaming machine that can be controlled to be in a favorable state, A game setting means that allows the player to change the game settings, The system includes a retained storage means capable of storing information related to variable display as retained storage based on the fulfillment of predetermined conditions, The aforementioned game setting means allows switching from the default mode to a custom mode. The default mode is, This is a mode in which the first performance cannot be executed. This is a mode in which the second performance can be executed. The aforementioned custom mode is, This is a mode in which the first performance can be executed. The information relating to the variable display includes a first variation pattern and a second variation pattern. The first variation pattern allows for the execution of the first reach, The aforementioned second variation pattern allows for the execution of a second reach, The first reach has a lower rate of being controlled to the advantageous state than the second reach. The proportion of times the first performance is executed when the second variation pattern is stored in reserve is higher than the proportion of times the first performance is not executed. It is characterized by the following.
Citation Information
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