Gaming Machines
By integrating operation performance effects with visual and auditory cues, the gaming machine addresses the lack of engaging instruction methods in conventional pachinko machines, enhancing player interest and experience.
Patent Information
- Application Number
- JP2021070403
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-04-19
- Publication Date
- 2025-01-21
- Estimated Expiration
- 2041-04-19
AI Technical Summary
Conventional pachinko gaming machines lack engaging operation method instructions, relying solely on static images or text for button operations, which fails to enhance player interest.
The gaming machine incorporates operation performance effects that include both visual and auditory cues to instruct button operations, varying the player's experience based on the type of operation performed.
This approach enhances player engagement and interest by providing dynamic and interactive operation instructions, improving the overall gaming experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] Conventionally, as an example of a gaming machine, a pachinko gaming machine has been known, which is capable of performing an effect in which the state of the gauge display is changed by repeatedly pressing a normal button (operation unit), or an effect in which the state of the gauge display is changed by pressing and holding a normal button, as described in Patent Document 1 below, for example. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6843399 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the gaming machine described in Patent Document 1 above, the instructions for each operation method of the normal buttons (operation unit) are simply displayed as still images with characters instructing the operation method, such as displaying the characters "rapid press" as a still image or the characters "long press" as a still image, and there is room for improvement in this regard in order to increase the enjoyment of the game. [Means for solving the problem]
[0005] The gaming machine of the present invention comprises: an operation unit that can be operated by a player; and a performance execution means capable of executing an operation performance for operating the operation unit, The operation performance includes an operation method instruction performance that instructs how to operate the operation unit, The performance execution means In the operation method instruction performance, an operation instruction image instructing an operation of the operation unit is sometimes displayed in a motion mode representing an operation method of the operation unit, and sometimes displayed as a still image, In the operation performance, a sound instructing an operation method of the operation unit is outputted or not outputted, The operation performance includes: a first operation effect that outputs a sound instructing an operation method of the operation unit and displays the operation instruction image as a still image; a second operation effect in which the operation instruction image is displayed in the operation mode without outputting a sound instructing an operation method of the operation unit, When the first operation presentation is executed and when the second operation presentation is executed, the expectation of being controlled to a game state advantageous to the player is different. This is a gaming machine characterized by the above. [Effects of the Invention]
[0006] According to the gaming machine of the present invention, it is possible to increase the interest in the game through the presentation. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. [Figure 2] FIG. [Figure 3] A front view showing the second large prize device and other details. [Figure 4] FIG. [Figure 5] (A) is a front view of the performance unit when the above-board movable device and the below-board movable device are in standby state, and (B) is a front view of the performance unit when the above-board movable device and the below-board movable device are activated. [Figure 6] FIG. 2 is a block diagram showing the electrical configuration of the main control board. [Figure 7] FIG. 2 is a block diagram showing the electrical configuration of the sub-control board. [Figure 8] (A) is a table showing random numbers related to the general map, and (B) is a table showing random numbers related to the special map. [Figure 9] (A) is an example of a winning determination table, (B) is an example of a normal game fluctuation pattern determination table, and (C) is an example of an auxiliary game control table. [Figure 10] (A) is an example of a jackpot determination table, (B) is an example of a jackpot symbol type determination table, and (C) is an example of a reach determination table. [Figure 11] This is an example of a special chart 1 fluctuation pattern determination table. [Figure 12]This is an example of a special chart 2 variation pattern determination table. [Figure 13] 10 is an example of a look-ahead determination table. [Figure 14] 10 is an example of a jackpot game control table. [Figure 15] FIG. [Figure 16] FIG. 10 is an explanatory diagram showing a specific example of a presentation mode. [Figure 17] An explanatory diagram showing a specific example of normal fluctuations in special chart fluctuation effects. [Figure 18] This is an explanatory diagram showing a specific example of N reach in the special chart change performance. [Figure 19] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 20] An explanatory diagram showing a specific example of a hold effect. [Figure 21] An explanatory diagram showing a specific example of a movable object effect. [Figure 22] FIG. 10 is an explanatory diagram showing a specific example of an operation presentation. [Figure 23] 10 is a flowchart of a main control process. [Figure 24] 10 is a flowchart of a main-side timer interrupt process. [Figure 25] 10 is a flowchart of a sub-control main process. [Figure 26] 10 is a flowchart of a 1 ms timer interrupt process. [Figure 27] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 28] This is a jackpot game control table relating to the characteristic features of the pachinko gaming machine PY1. [Figure 29] This is a fluctuation pattern determination table relating to the characteristic parts of the pachinko game machine PY1, and is a fluctuation pattern determination table for special chart 1 in a non-time-shortened state. [Figure 30] 10 is a table for determining the presentation mode of operation presentations. [Figure 31] A figure showing an example of a presentation when a meter charge presentation is started during a variable presentation. [Figure 32] A figure showing an example of a meter charge effect when the operation method is rapid tapping. [Figure 33] A figure showing an example of a presentation when the operation method for the meter charge presentation is a long press. [Figure 34] This is a diagram showing an example of a presentation in which the meter charge presentation is successful and develops into an SP reach. [Figure 35] This figure shows an example of the operation presentation when the winning / losing branch of the SP reach is a single press without audio output. [Figure 36] This figure shows an example of the operation presentation when the winning / losing branch of the SP reach is a single press with audio output. [Figure 37] 10 is a timing chart for explaining the behavior of the operation instruction image in each operation performance of rapid press, long press, and single press without sound output. [Figure 38] 10 is a timing chart for explaining the operation effect of a single press with audio output. [Figure 39] FIG. 10 is a diagram showing the single-push operation presentation (mini-character operation announcement) for the pachinko gaming machine of the second form. [Figure 40] 10 is a lottery table for mini-character operation notices for a second type of pachinko gaming machine. [Figure 41] FIG. 10 is a diagram showing the operation presentation of rapid tapping with audio output in a modified example. [Figure 42] FIG. 10 is a diagram showing the operation presentation of a long press with audio output according to a modified example. [Figure 43] A figure showing the repeated hit meter charge effect in a modified example. [Figure 44] FIG. 10 is a diagram showing a long press meter charge effect in a modified example. [Figure 45] A figure showing the meter charge effect of a single press in a modified example. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, an embodiment of the gaming machine of the present invention will be described in detail with reference to the drawings. In each of the drawings, identical parts are designated by the same reference numerals, and duplicate descriptions of identical parts will be omitted as a general rule. For the sake of simplicity, this specification may use symbols or signs referring to information, signals, physical quantities, components, etc., and omit or abbreviate the names of the information, signals, physical quantities, components, etc. corresponding to the symbols or signs. Furthermore, in any of the flowcharts described below, the execution order of multiple processes in any of the steps may be arbitrarily changed or executed in parallel, as long as no inconsistency occurs in the process content.
[0009] 1. Structure of the gaming machine A pachinko gaming machine PY1 of the first embodiment will be described. First, the structure of the pachinko gaming machine PY1 will be described using Figures 1 to 5. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (as viewed from the front) of a player facing the pachinko gaming machine PY1. Furthermore, "forward" refers to the direction approaching the player facing the pachinko gaming machine PY1 from the pachinko gaming machine PY1, and "rearward" refers to the direction approaching the pachinko gaming machine PY1 from the player facing the pachinko gaming machine PY1.
[0010] As shown in FIG. 1, the pachinko gaming machine PY1 includes a gaming machine frame 2. The gaming machine frame 2 includes a gaming board mounting frame 2A to which a gaming board unit YU (described later) is attached, and a front frame 23m rotatably supported on the gaming board mounting frame 2A via a hinge 2B. The front frame 23m can be opened and closed relative to the gaming board mounting frame 2A. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the gaming board 1 attached to the gaming board mounting frame 2A faces the transparent plate 23t. Therefore, when the pachinko gaming machine PY1 is installed in a gaming parlor, a player standing in front of the pachinko gaming machine PY1 can view the game area 6 formed on the gaming board 1 through the transparent plate 23t. The transparent plate 23t can be made of a transparent glass plate, a transparent synthetic resin plate, or the like. The transparent plate 23t may be any plate as long as it allows the playing area 6 to be seen from the front of the pachinko gaming machine PY1.
[0011] A handle 72k that can be rotated to launch game balls is provided at the lower right of the front of the front frame 23m. The amount by which the handle 72k is rotated (rotation angle) corresponds to the magnitude (launch strength) of the force applied to the game ball to launch it (the amount by which the launch device 72, described below, drives the launch solenoid). Therefore, the game balls are launched with a launch strength that corresponds to the rotation of the handle 72k. In addition, a lower decorative body 36 that protrudes significantly forward is provided at the lower center of the front of the front frame 23m. An upper tray 34 is formed on the top surface of the lower decorative body 36 to store game balls supplied to the handle 72k. In addition, a lower tray 35 is provided at the lower center of the front of the lower decorative body 36 to store surplus game balls that cannot be accommodated in the upper tray 34.
[0012] A first input device (hereinafter referred to as "normal button") 40 that can be pressed downward is provided forward of the upper tray 34 on the top surface of the lower decorative body 36. Also, a second input device (hereinafter referred to as "special button") 41 that can be pressed downward is provided on the right decorative body 32 that is formed to protrude forward from the right edge of the surface of the front frame 23m.
[0013] Additionally, a speaker 52 capable of outputting sound is provided on the bottom surface of the upper decorative body 31, which is formed by protruding forward from the top of the surface of the front frame 23m. The speaker 52 consists of a left speaker 52L located on the left side and a right speaker 52R located on the right side. Furthermore, illuminating frame lamps 53 are provided on the right edge of the front frame 23m and on the left and right sides of the lower tray 35 at the front of the lower decorative body 36. Furthermore, movable frame movable devices 58 are attached to the upper left and right edges of the front frame 23m as presentation devices intended to enhance the enjoyment of the game. The frame movable devices 58 consist of a left frame movable device 58L located on the left side and a right frame movable device 58R located on the right side.
[0014] The positions and number of components and devices provided in the gaming machine frame 2 can be changed as appropriate within the scope that does not interfere with the game.
[0015] Next, the game board unit YU will be described mainly with reference to Figures 2 to 5. The game board unit YU has a game board 1 and a presentation unit 1U attached to the back side of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. An opening 1A that is approximately circular when viewed from the front is formed in the approximate center of the game board 1. A substantially ring-shaped inner wall portion 1B is formed to protrude forward along the opening 1A to define a game area 6 into which game balls can flow. In addition, a substantially ring-shaped outer wall portion 1C is formed to protrude forward also on the outside of the inner wall portion 1B to define the game area 6.
[0016] A play area 6 surrounded by an inner wall 1B, an outer wall 1C, etc. is formed on the front surface of the game board 1. That is, the front surface of the game board 1 is divided into the play area 6 and other areas by the inner wall 1B and the outer wall 1C.
[0017] The play area 6 is an area where game balls released by operating the handle 72k can flow down, and is provided for playing games on the pachinko game machine PY1. Numerous game nails (not shown) protrude from the play area 6. The game nails form paths that appropriately guide game balls that enter the play area 6 and flow down the play area 6 to the first start opening 11, the second start opening 12, the general prize opening 10, the gate 13, the first large prize opening 14, and the second large prize opening 15, which will be described later. The start openings, such as the first start opening 11 and the second start opening 12, are referred to as ball entry openings, the large prize openings, such as the first large prize opening 14 and the second large prize opening 15, are referred to as special prize openings or specific prize openings, and the gates can be referred to as passage openings or passage areas.
[0018] A center frame (center decorative body) 61 that decorates the periphery of the opening 1A is provided near the center of the game area 6. The center frame 61 is provided with a stage that can guide the game ball to the first starting hole 11 described below, and a warp that can guide the game ball to the stage.
[0019] In addition, the game area 6 is provided with a first start winning device 11D having a first start hole 11 through which a game ball can enter, and a second start winning device (a so-called "electric chute") 12D which enables or disables the ball from entering the second start hole 12.
[0020] The first start winning device 11D is stationary. Therefore, the ease with which the game ball enters the first start opening 11 remains constant (unchangeable). The entry of a game ball into the first start opening 11 triggers a lottery for a first special symbol (hereinafter referred to as "Special Symbol 1") (obtaining and determining a random number related to Special Symbol 1, as described below; hereinafter also referred to as "Special Symbol 1 lottery") and the variable display of Special Symbol 1. In addition, when a game ball enters the first start opening 11, a predetermined number of game balls (four in this embodiment) are paid out as prize balls.
[0021] The electric chute 12D is equipped with an operable electric chute opening / closing member 12k. The electric chute opening / closing member 12k is normally (in a normal state) in a closed position that prevents a gaming ball from entering the second start opening 12. When a special state is entered, the electric chute opening / closing member 12k moves to an open position that allows a gaming ball to enter the second start opening 12. In this way, the movement of the electric chute opening / closing member 12k to the open position is also referred to as the "open state" of the second start opening 12 or the electric chute 12D, and only when in the open state is a gaming ball allowed to enter the second start opening 12. On the other hand, the electric chute opening / closing member 12k in the closed position is also referred to as the "closed state" of the second start opening 12 or the electric chute 12D. In addition, when the second start opening 12 or the electric chute 12D is in the "open state," it is also referred to as "the electric chute 12D being open," and when the electric chute 12D is in the "closed state," it is also referred to as "the electric chute 12D being closed."
[0022] The entry of a gaming ball into the second starting port 12 triggers a lottery for a second special symbol (hereinafter referred to as "Special Symbol 2") (obtaining and determining a random number related to Special Symbol 2, which will be described later; hereinafter also referred to as "Special Symbol 2 lottery") and the variable display of Special Symbol 2. When a gaming ball enters the second starting port 12, a predetermined number of gaming balls (four in this embodiment) are paid out as prize balls. In addition, a guide stage 12g that guides gaming balls to the second starting port 12 is provided in the gaming area 6.
[0023] In addition, a general winning opening (normal winning opening) 10 into which game balls can enter is provided in the game area 6. When a game ball enters the general winning opening 10, a predetermined number of game balls (three in this embodiment) are paid out as prize balls.
[0024] In addition, the gaming area 6 is provided with a gate 13 through which the gaming ball can pass. The passage of the gaming ball through the gate 13 triggers the drawing of a regular symbol (hereinafter referred to as "regular symbol") (i.e., the acquisition and determination of a regular symbol random number: hereinafter referred to as "regular symbol drawing") and the variable display of the regular symbol. The electric chute 12D is opened when the auxiliary game is executed. In other words, the auxiliary game is a game that involves the opening of the electric chute 12D.
[0025] The gaming area 6 is also provided with a first large prize device 14D (hereinafter also referred to as "normal AT 14D") having a first large prize opening 14 through which a gaming ball can enter. The first large prize device 14D is equipped with a normal AT opening / closing member 14k that can be operated between an open state and a closed state. The first large prize opening 14 is opened and closed by operation of the normal AT opening / closing member 14k. The normal AT opening / closing member 14k is normally in a closed state that blocks the first large prize opening 14, and gaming balls cannot enter the first large prize opening 14. When the normal AT opening / closing member 14k is operated to an open state, gaming balls can enter the first large prize opening 14. In this way, gaming balls can enter the first large prize opening 14 only when the normal AT opening / closing member 14k is in the open state. When a gaming ball enters the first big winning hole 14, a predetermined number of gaming balls (15 in this embodiment) are paid out as prize balls.
[0026] The gaming area 6 is also provided with a second large prize device 15D (hereinafter also referred to as "VAT 15D") having a second large prize opening 15 through which a gaming ball can enter. The second large prize device 15D is equipped with an operable VAT opening / closing member 15k. The VAT opening / closing member 15k normally blocks the second large prize opening 15. The VAT opening / closing member 15k can be in an open state. A gaming ball can enter the second large prize opening 15 only when the VAT opening / closing member 15k is in the open state. On the other hand, the state in which the VAT opening / closing member 15k blocks the second large prize opening 15 is also referred to as a "closed state." In this way, the second large prize opening 15 is opened and closed by the operation of the VAT opening / closing member 15k. When a gaming ball enters the second large prize opening 15, a predetermined number of gaming balls (15 in this embodiment) are paid out as prize balls.
[0027] Here, second large prize winning device 15D will be described in detail using Figure 3. Inside second large prize winning device 15D, there is provided gate-shaped second large prize winning opening sensor 15a that detects a gaming ball that has entered second large prize winning opening 15 and allows the gaming ball to pass downward.
[0028] A specific area 16 and a non-specific area 17 through which gaming balls can pass (enter) are provided downstream of the second large winning opening sensor 15a. Gaming balls that pass through the second large winning opening sensor 15a are sorted by a sorting device 16D into either the specific area 16 or the non-specific area 17. The sorting device 16D includes a sorting member 16k made of a substantially rectangular flat plate, and a sorting solenoid 16s that drives the sorting member 16k. The sorting member 16k is configured to be slidable left and right by the drive of the sorting solenoid 16s.
[0029] When the sorting solenoid 16s is not energized, the sorting member 16k is in a first state (passage prevention state: in a front view of FIG. 3(A), the left end of the sorting member 16k is located slightly to the right of the left end of the specific area 16, and the sorting member 16k covers the specific area 16 directly above) in which it prevents the passage of game balls into the specific area 16. When the sorting member 16k is in the first state, a game ball that has entered the second large prize opening 15 cannot pass through the specific area 16 after passing through the second large prize opening sensor 15a, and instead passes through the non-specific area 17. The route of the game ball flowing down from the second large prize opening 15 to the non-specific area 17 is called the first route.
[0030] On the other hand, when the distribution solenoid 16s is energized, the distribution member 16k is in a second state that allows the game ball to pass (enter) the specific area 16 (passage-permitting state: when viewed from the front in FIG. 3(B), the left end of the distribution member 16k is located slightly to the left of the right end of the specific area 16, and the distribution member 16k does not cover the specific area 16 directly above, leaving the area directly above the specific area 16 open). When the distribution member 16k is in the second state, a game ball that has entered the second large prize opening 15 can easily pass through the specific area 16 after passing through the second large prize opening sensor 15a. The route of the game ball flowing down from the second large prize opening 15 to the specific area 16 is called the second route.
[0031] Basically, the distributing member 16k is maintained in the first state. That is, the first state can be said to be the normal state of the distributing member 16k. Then, only in a predetermined round game (e.g., 16R), the distributing solenoid 16s is energized and the distributing member 16k can be changed to the second state. The operating mode of the distributing member 16k can be changed as appropriate.
[0032] The specific area 16 and the non-specific area 17 are provided with a specific area sensor 16a and a non-specific area sensor 17a that detect a gaming ball that has passed through (entered) each area 16, 17 and allow the gaming ball to pass downward.
[0033] It is possible to provide only one of the first and second special prize devices 14D and 15D, as long as it does not interfere with gameplay. Also, depending on the gameplay, it is possible to provide two special prize devices, such as the first special prize device 14D, that do not have a specific area or allocation device. Although the first and second special prize devices 14D and 15D are provided, it is possible to use only the first special prize device 14D or only the second special prize device 15D, depending on the gameplay. When only the first special prize device 14D is used, processing related to the second special prize device 15D is not performed, and when only the second special prize device 15D is used, processing related to the first special prize device 14D is not performed.
[0034] 2, two outlets 19 are provided at the bottom of the game area 6 for discharging game balls that have been shot into the game area 6 but have not won in any of the winning holes to the outside of the game area 6. The game board 1 is also provided with an illuminating board lamp 54.
[0035] The play area 6 through which game balls can flow can be divided into a left play area 6A (first play area) on the left side of the center in the horizontal direction, and a right play area 6B (second play area) on the right side. The operation mode of the handle 72k that launches the game ball so that it flows down the left play area 6A is called a "left hit." On the other hand, the operation mode of the handle 72k that launches the game ball so that it flows down the right play area 6B is called a "right hit." In the pachinko game machine PY1, the flow path through which game balls can flow when launched by a left hit is called the first flow path R1, and the flow path through which game balls can flow when launched by a right hit is called the second flow path R2. The first flow path R1 and the second flow path R2 are also formed by a number of game nails, etc.
[0036] A first start opening 11 and two general winning openings 10 are provided on the first flow path R1. Therefore, a player can aim to win a prize in the first start opening 11 or the general winning opening 10 by hitting the ball from the left so that the game ball flows down the first flow path R1. On the other hand, a second start opening 12, the general winning opening 10, a gate 13, a first large winning opening 14, and a second large winning opening 15 are provided on the second flow path R2. Therefore, a player can aim to win a prize in the second start opening 12, the general winning opening 10, the first large winning opening 14, or the second large winning opening 15 by hitting the ball from the right so that the game ball flows down the second flow path R2.
[0037] In addition, game balls that do not enter any of the winning holes (first start hole 11, second start hole 12, general winning hole 10, first large winning hole 14, and second large winning hole 15) are guided and discharged to the outlet hole 19. In addition, the number of winning balls that enter each winning hole can be set appropriately.
[0038] In addition, displays 8 are arranged below and to the left of the play area 6 formed on the front of the game board 1 (in the area other than the play area 6). As shown in Figure 4, the displays 8 include a special chart 1 display 81a that variably displays special chart 1, a special chart 2 display 81b that variably displays special chart 2, and a general chart display 82 that variably displays general charts. In addition, the displays 8 include a special chart 1 reserve display 83a that displays the special chart 1 reserve number (U1: the number of reserved special chart 1 variable displays by the special chart 1 display 81a) described below, and a special chart 2 reserve display 83b that displays the special chart 2 reserve number (U2: the number of reserved special chart 2 variable displays by the special chart 2 display 81b) described below.
[0039] The variable display of special chart 1 is executed when a special chart 1 lottery is held in response to a game ball entering the first starting gate 11. The variable display of special chart 2 is executed when a special chart 2 lottery is held in response to a game ball entering the second starting gate 12. In the following explanation, special chart 1 and special chart 2 are collectively referred to as special charts or special patterns, and special chart 1 lottery and special chart 2 lottery are collectively referred to as special chart lottery. Furthermore, special chart 1 display 81a and special chart 2 display 81b are collectively referred to as special chart display 81. Furthermore, special chart 1 reserve display 83a and special chart 2 reserve display 83b are collectively referred to as special chart reserve display 83.
[0040] The variable display of the special symbol notifies the result of the special symbol lottery. In the variable display of the special symbol, the special symbol is displayed variably and then statically. The statically displayed special symbol (static special symbol, special symbol derived and displayed as a result of the variable display) is one special symbol selected from multiple types of special symbols by the special symbol lottery. If the static special symbol is a predetermined specific special symbol (a special symbol with a specific stopping pattern, i.e., a jackpot symbol), a jackpot game (an example of a special game) is played in which the jackpot slots (first jackpot slot 14 and second jackpot slot 15) are opened. The game state in which a jackpot game is being played is called a jackpot game state. The jackpot game state is an example of a special game state that is advantageous to the player.
[0041] The special symbol display 81 is composed of, for example, eight horizontally arranged LEDs (Light Emitting Diodes), and displays a special symbol according to the result of the special symbol lottery depending on the lighting state of the LEDs. For example, if the result of the special symbol lottery is a jackpot (one of the multiple types of jackpots described below), the special symbol display 81 displays a jackpot symbol consisting of the first, second, fifth, and sixth LEDs from the left lit, such as "□□■■□□■■" (□: lit, ■: unlit). Also, if the result of the special symbol lottery is a loss, the special symbol display 81 displays a loss symbol consisting of only the rightmost LED lit, such as "■■■■■■■□." The lighting state of the LEDs corresponding to the result of the special symbol lottery is not limited and can be set as appropriate. Therefore, for example, all LEDs may be turned off to indicate a loss symbol.
[0042] Furthermore, in the variable display of the special symbol, the special symbol is displayed for a predetermined variable time before being displayed in a static manner. The variable display of the special symbol is, for example, a manner in which each LED lights up so that light flows repeatedly from left to right. The variable display of the special symbol is not particularly limited, and may be set appropriately, such as all LEDs flashing simultaneously, unless each LED is displayed in a static manner (illuminated in a specific manner).
[0043] In the pachinko gaming machine PY1, when a gaming ball enters the first starting hole 11 or the second starting hole 12, various random numbers (an example of judgment information) for conducting a special drawing lottery, etc., may be acquired. These various random numbers are temporarily stored as special drawing reserves in the special drawing reserve memory unit 105 described below. Hereinafter, the various random numbers acquired upon the entry of a gaming ball into the first starting hole 11 are referred to as "special drawing 1-related random numbers," and the various random numbers acquired upon the entry of a gaming ball into the second starting hole 12 are referred to as "special drawing 2-related random numbers." Herein, the special drawing 1-related random numbers are stored as special drawing 1 reserves in the special drawing reserve memory unit 105a within the special drawing reserve memory unit 105. Meanwhile, the special drawing 2-related random numbers are stored as special drawing 2 reserves in the special drawing reserve memory unit 105b within the special drawing reserve memory unit 105. An upper limit (four in this embodiment) is set for the number of special drawing 1 reservations (special drawing 1 reservation number) that can be stored in the special drawing 1 reservation memory unit 105a and the number of special drawing 2 reservations (special drawing 2 reservation number) that can be stored in the special drawing 2 reservation memory unit 105b. The upper limit for the number of special drawing 1 reservations and the number of special drawing 2 reservations can be changed as appropriate, and the upper limit may be set to "none." In the following, special drawing 1 reservations and special drawing 2 reservations are collectively referred to as "special drawing reservations," and the number of special drawing 1 reservations and the number of special drawing 2 reservations are collectively referred to as "special drawing reservation number." In addition, special drawing 1 related random numbers and special drawing 2 related random numbers are collectively referred to as "special drawing related random numbers."
[0044] In the pachinko gaming machine PY1, if the variable display of the special symbol is not performed immediately after the gaming ball enters the first starting hole 11 or the second starting hole 12, specifically, if a prize is won while the variable display of the special symbol is being performed or during the execution of a jackpot game, the variable display of the special symbol (or the right to draw a special symbol) for that prize can be reserved. The reserved special symbol stored in the special symbol reservation memory unit 105 is consumed when the variable display of the special symbol based on that reserved special symbol becomes possible. In other words, the consumption of the reserved special symbol means determining the special symbol-related random number, etc. corresponding to that reserved special symbol and executing the variable display of the special symbol to show the determination result.
[0045] The number of reserved special drawings is displayed on the reserved special drawing display 83. Each of the reserved special drawing 1 display 83a and the reserved special drawing 2 display 83b is composed of, for example, four LEDs, and the number of reserved special drawings can be displayed by lighting up the LEDs corresponding to the number of reserved special drawings.
[0046] Furthermore, the variable display of the normal map notifies the result of the normal map lottery. In the variable display of the normal map, the normal map is displayed variably and then stopped. The stopped and displayed normal map (stop normal map, normal map derived and displayed as a display result of the variable display) is one normal map selected from multiple types of normal maps by the normal map lottery. If the stopped and displayed normal map is a specific normal map determined in advance (a normal map with a predetermined stopping pattern, i.e., a winning pattern), an auxiliary game is played in which the second starting hole 12 (electric chute 12D) is opened.
[0047] The normal map display 82 is composed of, for example, two LEDs, and displays a normal map according to the result of the normal map lottery depending on how they are lit. If the result of the normal map lottery is a win, the normal map display 82 displays a winning pattern consisting of both LEDs lit, such as "□□" (□: lit, ■: unlit). If the result of the normal map lottery is a loss, the normal map display 82 displays a losing pattern consisting of only the right LED lit, such as "■□". A mode in which all LEDs are unlit may also be adopted to indicate a losing pattern. The lighting mode of the LEDs corresponding to the result of the normal map lottery is not limited and can be set as appropriate.
[0048] In addition, before the normal map is displayed as stopped, the normal map is displayed as a variable display for a predetermined variable time. The variable display mode of the normal map is, for example, a mode in which both LEDs light up alternately. Note that the variable display mode of the normal map is not particularly limited, and if each LED is not displayed as stopped (lighted up in a specific mode), it may be set appropriately, such as all LEDs flashing at once.
[0049] In the pachinko gaming machine PY1, when a gaming ball passes through gate 13, a normal symbol random number (an example of judgment information) for conducting a normal symbol lottery may be acquired. This random number is stored in the normal symbol reserve memory unit 106 (described below) provided that variable normal symbol display or auxiliary game play is not being performed. The number of normal symbol reserves (normal symbol reserve number) that can be stored in the normal symbol reserve memory unit 106 is limited (four in this embodiment). The limit on the number of normal symbol reserves can be changed as needed, or may be set to "none." Hereinafter, the normal symbol random number acquired when a gaming ball passes through gate 13 is also referred to as a "normal symbol-related random number." Although this embodiment does not include a normal symbol reserve indicator that displays the number of normal symbol reserves, a normal symbol reserve indicator may be added to the indicators 8. The normal symbol reserve indicator may be configured similarly to the special symbol reserve indicator 83, for example.
[0050] Next, the presentation unit 1U attached to the back of the game board 1 will be explained using Figure 5. The presentation unit 1U is a unit made up of multiple devices that mainly perform presentations. The presentation unit 1U is equipped with an image display device 50, a first board movable device (hereinafter referred to as "above-board movable device") 55, and a second board movable device (hereinafter referred to as "below-board movable device") 56.
[0051] The image display device 50 is configured with, for example, a 20-inch 3D liquid crystal display and includes a display unit 50a capable of displaying 3D images. Note that the image display device 50 may be any other display device, such as one configured with multiple liquid crystal displays or one configured with an EL (Electro Luminescence) display, as long as it is capable of displaying images.
[0052] The above-board movable device 55 is configured to be movable along the display unit 50a and includes a decorated above-board movable body 55k. The below-board movable device 56 is configured to be movable along the display unit 50a and includes a decorated below-board movable body 56k.
[0053] 5(A) shows a schematic diagram of the state in which the above-board movable body 55k and the below-board movable body 56k are held in a normal standby state (initial position) in which they are not in operation. When the drive source of the above-board movable device 55 is driven, the above-board movable body 55k moves downward (descends), and when the drive source of the below-board movable device 56 is driven, the below-board movable body 56k moves upward (rises). At this time, the image display device 50 is covered by the lowered above-board movable body 55k or the raised below-board movable body 56k, making the image display device 50 difficult to see.
[0054] The positions and number of components and devices provided on the game board unit YU can be changed as appropriate within the scope that does not interfere with the game.
[0055] 2. Electrical configuration of gaming machine Next, the electrical configuration of the pachinko gaming machine PY1 will be described with reference to Figures 6 to 7. As shown in Figures 6 to 7, the pachinko gaming machine PY1 is equipped with a game control board (hereinafter referred to as the "main control board") 100 that controls game profits (game progress) such as special symbol lottery, variable display of special symbols, jackpot game, game state setting (described later), normal symbol lottery, variable display of normal symbols, and supplemental games; a presentation control board (hereinafter referred to as the "sub-control board") 120 that controls presentations such as game presentations (variable special symbol presentations, hold presentations, operation presentations, jackpot game presentations, etc.) and customer waiting presentations according to the progress of the game by the main control board 100; and a payout control board 170 that controls the payout of game balls, all located behind the image display device 50 of the gaming board 1. The main control board 100 can be considered a game control unit (main control unit) that controls the game. The sub-control board 120 can be positioned as a performance control unit (sub-control unit) that controls the performance together with the image control board 140, lamp control circuit 151, and audio control circuit 161, which will be described later. The performance control unit only needs to be equipped with at least the sub-control board 120 and be able to control various performances using performance means (image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, 58, etc.).
[0056] The pachinko gaming machine PY1 also includes a power supply board 190. The power supply board 190 supplies power to the main control board 100, the sub-control board 120, and the payout control board 170, and also supplies necessary power to other devices via these boards. The power supply board 190 is provided with a backup power circuit 192. When power is not supplied to the pachinko gaming machine PY1, the backup power circuit 192 supplies power to the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120, which will be described later. Therefore, information stored in the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120 is retained even when power to the pachinko gaming machine PY1 is interrupted. A power switch 191 is also connected to the power supply board 190. The power supply is turned on and off by turning the power switch 191 on and off. In addition, a backup power supply circuit for the game RAM 104 of the main control board 100 may be provided on the main control board 100, and a backup power supply circuit for the performance RAM 124 of the sub-control board 120 may be provided on the sub-control board 120.
[0057] 6, a game control one-chip microcomputer (hereinafter referred to as "game control microcomputer") 101 that controls the progress of a game on the pachinko game machine PY1 according to a program is mounted on the main control board 100. The game control microcomputer 101 includes a game ROM (Read Only Memory) 103 that stores programs, tables, etc. for controlling the progress of a game, a game RAM (Random Access Memory) 104 used as a work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.
[0058] The gaming ROM 103 stores programs for performing the main control main processing and main timer interrupt processing, which will be described later. The gaming ROM 103 also stores a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a look-ahead determination table, a jackpot game control table, a win determination table, a normal symbol variation pattern determination table, an auxiliary game control table, and the like, which will be described later. The gaming ROM 103 may be external. The gaming RAM 104 also includes the special symbol reservation memory unit 105 and the normal symbol reservation memory unit 106, which have been described above.
[0059] The main control board 100 also includes a gaming I / O (Input / Output) port section 118 for inputting and outputting data and signals, and a RAM clear switch 119 for causing the gaming CPU 102 to clear the information stored in the gaming RAM 104.
[0060] In addition, various sensors and actuators are connected to the main control board 100 via a predetermined relay board (not shown). Therefore, signals output from the various sensors are input to the main control board 100. In addition, the main control board 100 outputs signals to the various actuators.
[0061] The various sensors connected to the main control board 100 include a first start port sensor 11a, a second start port sensor 12a, a general prize port sensor 10a, a gate sensor 13a, a first large prize port sensor 14a, a second large prize port sensor 15a, a specific area sensor 16a, and a non-specific area sensor 17a.
[0062] The first start opening sensor 11a detects game balls that have entered the first start opening 11. The second start opening sensor 12a detects game balls that have entered the second start opening 12. The general prize opening sensor 10a detects game balls that have entered the general prize opening 10. The general prize opening sensor 10a is provided for each general prize opening 10. The gate sensor 13a is provided at the gate 13 and detects game balls that have passed through the gate 13. The first large prize opening sensor 14a detects game balls that have entered the first large prize opening 14. The second large prize opening sensor 15a detects game balls that have entered the second large prize opening 15. The specific area sensor 16a detects game balls that have passed through the specific area 16 (entered the specific area 16). The non-specific area sensor 17a detects a gaming ball that has passed through (entered) the non-specific area 17. When each sensor detects a gaming ball, it outputs a signal to the main control board 100 according to the detection content.
[0063] The type and number of sensors connected to the main control board 100 can be changed as appropriate as long as it does not interfere with gameplay.
[0064] In addition, the various actuators connected to the main control board 100 include an electric chute solenoid 12s, a first large prize opening solenoid 14s, a second large prize opening solenoid 15s, and a distribution solenoid 16s. The electric chute solenoid 12s drives the electric chute opening / closing member 12k of the electric chute 12D. The first large prize opening solenoid 14s drives the normal AT opening / closing member 14k of the first large prize device 14D. The second large prize opening solenoid 15s drives the VAT opening / closing member 15k of the second large prize device 15D. The distribution solenoid 16s drives the distribution member 16k of the distribution device 16D.
[0065] The type and number of actuators connected to the main control board 100 can be changed as appropriate as long as it does not interfere with gameplay.
[0066] Furthermore, displays 8 (special chart display 81, regular chart display 82, and special chart reserved display 83) are connected to the main control board 100. The display control of these displays 8 is performed by a game control microcomputer 101.
[0067] The main control board 100 also transmits various commands to the payout control board 170 and receives signals from the payout control board 170 to monitor payouts. The payout control board 170 is connected to a card unit CU (which is installed adjacent to the pachinko gaming machine PY1 and enables ball lending based on information such as an inserted prepaid card) and a prize ball payout device 73, as well as to a launching device 72 via a launching control circuit 175. The launching device 72 includes a handle 72k (see FIG. 1).
[0068] The payout control board 170 drives the prize ball motor 73m of the prize ball payout device 73 to pay out prize balls or pay out loan balls based on signals from the game control microcomputer 101 and signals from the connected card unit CU. The paid-out game balls are detected by a prize ball sensor 73a for counting, and a detection signal from the prize ball sensor 73a is output to the payout control board 170.
[0069] The launching device 72 is also provided with a touch switch 72a capable of detecting contact with the handle 72k (see FIG. 1) by a player or other person. When the player operates the handle 72k, the touch switch 72a detects the player's contact with the handle 72k and outputs a detection signal to the payout control board 170. A launch volume knob 72b capable of detecting the rotation angle (operation amount) of the handle 72k is also connected to the launching device 72. The launching device 72 drives the launch solenoid 72s so that gaming balls are launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob 72b. In the pachinko gaming machine PY1, when the rotation operation of the handle 72k is maintained, one gaming ball is launched approximately every 0.6 seconds.
[0070] Furthermore, the main control board 100 transmits various commands containing information related to the game to the sub-control board 120 as the game progresses. The sub-control board 120 can grasp the progress of the game (the content of game control) by the main control board 100 based on the various commands sent from the main control board 100. The connection between the main control board 100 and the sub-control board 120 is a unidirectional communication connection that only allows signals to be sent from the main control board 100 to the sub-control board 120. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 100 and the sub-control board 120 as a means for restricting the direction of communication.
[0071] 7, a performance control one-chip microcomputer (hereinafter referred to as "performance control microcomputer") 121 that controls the performance of the pachinko gaming machine PY1 according to a program is mounted on the sub-control board 120. The performance control microcomputer 121 includes a performance ROM 123 that stores programs and the like for controlling performance as the game progresses using the main control board 100, a performance RAM 124 used as a work memory, and a performance CPU 122 that executes the programs stored in the performance ROM 123.
[0072] The performance ROM 123 also stores programs for performing sub-control main processing, reception interrupt processing, 1 ms timer interrupt processing, 10 ms timer interrupt processing, etc. The performance ROM 123 may be external.
[0073] The sub-control board 120 also includes a presentation I / O port 138 for inputting and outputting data and signals, and an RTC (Real Time Clock) 139. The RTC 139 measures the current date and time. The RTC 139 operates on power supplied from a predetermined island power supply device (not shown) when the pachinko gaming machine PY1 is supplied with power. When power is not supplied from the island power supply device, the RTC 139 operates on power supplied from a backup power circuit 192 provided on the power supply board 190. Therefore, the RTC 139 can measure the current date and time even when the pachinko gaming machine PY1 is not powered on. A backup power circuit for the RTC 139 may be provided on the sub-control board 120. The backup power circuit may include a circuit including a capacitor and an internal battery (such as a button battery).
[0074] An image control board 140 is connected to the sub-control board 120. The performance control microcomputer 121 of the sub-control board 120 causes the image CPU 141 of the image control board 140 to control the display of the image display device 50 based on commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100. The connection between the sub-control board 120 and the image control board 140 is a two-way communication connection that allows signals to be transmitted both from the sub-control board 120 to the image control board 140 and from the image control board 140 to the sub-control board 120.
[0075] The image control board 140 includes an image ROM 142 storing programs for image control, an image RAM 143 used as a work memory, and an image CPU 141 that executes the programs stored in the image ROM 142. The image control board 140 also includes a CGROM 145 storing image data to be displayed on the image display device 50, a VRAM 146 used for expanding the image data stored in the CGROM 145, and a VDP (Video Display Processor) 144. Of course, all or part of these electronic components may be configured on a single chip. The CGROM 145 stores, for example, image data for displaying images on the image display device 50 (still image data and video data, specifically, image data for characters, items, figures, letters, numbers, symbols, etc. (including effect designs), background images, etc.).
[0076] The VDP 144 reads image data from the CGROM 145 and displays it in a display area in the VRAM 146 in accordance with a display list created by the image CPU 141 based on instructions from the performance control microcomputer 121. The VDP 144 then appropriately combines the displayed image data and draws an image in a frame buffer in the VRAM 146. The image drawn in the frame buffer is then output as an RGB signal to the image display device 50. As a result, various performance images are displayed on the display unit 50a.
[0077] The display list is made up of commands for instructing the execution of drawing on a frame-by-frame basis, and includes various parameter information such as the type of image to be drawn, the position at which the image is drawn, the display priority, the display magnification, and the transparency of the image.
[0078] The performance control microcomputer 121 outputs voice, music, sound effects, etc. from the speaker 52 via the audio control circuit 161 based on commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100.
[0079] Audio data such as the sound output from the speaker 52 is stored in the performance ROM 123 of the sub-control board 120. The audio control circuit 161 may be a board on which a CPU is mounted. In this case, the CPU may be made to execute audio control. In this case, a ROM may be mounted on the board and audio data may be stored in the ROM. The speaker 52 may also be connected to the image control board 140, and the image CPU 141 of the image control board 140 may be made to execute audio control. In this case, the audio data may be stored in the image ROM 142 of the image control board 140.
[0080] The sub-control board 120 is also connected to various switches serving as input units, various actuators serving as drive sources, and various lamps via a predetermined relay board (not shown). Signals output from the various switches are input to the sub-control board 120. The sub-control board 120 also outputs signals to the various actuators. The sub-control board 120 also controls the lighting of various lamps via a lamp control circuit 151 based on commands received from the main control board 100.
[0081] The various switches connected to the sub-control board 120 include a normal button detection switch 40a and a special button detection switch 41a. The normal button detection switch 40a detects when the normal button 40 is pressed. The special button detection switch 41a detects when the special button 41 is pressed. Each detection switch 40a, 41a outputs a signal to the sub-control board 120 according to the detection content. The type and number of switches connected to the sub-control board 120 can be changed as appropriate as long as it does not interfere with gameplay.
[0082] The various actuators connected to the sub-control board 120 include an upper board drive motor 55m that drives the upper board movable device 55, an under-board drive motor 56m that drives the under-board movable device 56, and a frame drive motor 58m that drives the frame movable device 58. The performance control microcomputer 121 can drive these motors to cause each movable device to perform a predetermined operation. In more detail, the performance control microcomputer 121 creates operation pattern data that determines the operation mode of each movable device, and controls the operation of each movable device via the lamp control circuit 151. The type and number of actuators connected to the sub-control board 120 can be changed as appropriate as long as it does not interfere with gameplay.
[0083] The various lamps connected to the sub-control board 120 include a frame lamp 53, a board lamp 54, etc. The performance control microcomputer 121 is capable of lighting up each lamp. In detail, the performance control microcomputer 121 creates light-emitting pattern data (data that determines the on / off status, light color, etc., also called lamp data) that determines the light-emitting mode of each lamp, and controls the light emission of each lamp according to the light-emitting pattern data. Note that data stored in the performance ROM 123 of the sub-control board 120 is used to create the light-emitting pattern data.
[0084] A CPU may be mounted on the lamp control circuit 151 as a circuit board. In this case, the CPU may be configured to control the lighting of each lamp and the operation of each movable device. In this case, a ROM may be mounted on the circuit board, and data related to lighting patterns and operation patterns may be stored in the ROM. The type and number of lamps connected to the sub-control board 120 may be changed as appropriate as long as it does not interfere with gameplay.
[0085] 3. Main games played on gaming machines Next, the main games played by the pachinko gaming machine PY1 will be explained using Figures 8 to 15. Note that the tables shown in Figures 8 to 15 are general ones for the purpose of explanation in this section, and if a different table is shown in the explanation of "Characteristic Parts of the Pachinko Gaming Machine PY1" described later, it is assumed that that table is used in the pachinko gaming machine PY1. However, for configurations that do not show a different table in the explanation of "Characteristic Parts of the Pachinko Gaming Machine PY1" described later, it is assumed that the table shown in this section is used, and also for configurations that show a different table in the explanation of "Characteristic Parts of the Pachinko Gaming Machine PY1" described later, it is assumed that the table shown in this section can be changed to the table shown in this section.
[0086] 3-1. Games related to regular maps First, we will explain the game related to the normal map. When a launched game ball passes through the gate 13, the pachinko game machine PY1 performs a normal map lottery. When the normal map lottery is performed, the normal map display 82 displays a variable normal map (a variable display followed by a static display). Here, the statically displayed normal maps include winning patterns and losing patterns. Note that the losing patterns on the normal maps are also called "losing normal maps" to distinguish them from the losing patterns on the special maps described below. When a winning pattern is statically displayed, an auxiliary game is executed, and the game related to passing through the gate 13 ends. On the other hand, when a losing normal map is statically displayed, no auxiliary game is played, and the game related to passing through the gate 13 ends. In the following, the passing of the game ball through the gate 13 is referred to as "the establishment of the normal map start condition."
[0087] When the pachinko gaming machine PY1 performs this series of games (regular symbol lottery, variable display of regular symbols, auxiliary games), it acquires regular symbol-related random numbers when the regular symbol start conditions are met. The acquired regular symbol-related random numbers include regular symbol random numbers, as shown in Figure 8(A). Regular symbol random numbers are random numbers used to determine whether a win has occurred. Random numbers are also called determination information. Appropriate ranges are set for the random numbers.
[0088] 3-1-1. Hit detection The hit determination is a determination for determining whether or not a win has occurred (whether or not an auxiliary game is executed) according to a hit determination table such as that shown in FIG. 9(A). The hit determination table is associated with the game state, which will be described later. That is, the hit determination table includes a hit determination table used in the non-time-saving state (a hit determination table for non-time-saving) and a hit determination table used in the time-saving state (a hit determination table for time-saving). In each hit determination table, a determination value of the normal symbol random number (normal symbol random number value) is assigned to the hit and miss results of the hit determination. Therefore, the pachinko gaming machine PY1 determines whether or not a win has occurred by determining the acquired normal symbol random number according to the hit determination table. Then, based on the result of the hit determination, a normal symbol variation pattern determination is performed to perform a variable display of the normal symbol. If the result of the hit determination is a hit, a winning symbol is basically displayed as a static symbol in the variable display of the normal symbol. On the other hand, if the result of the hit determination is a miss, a missing normal symbol is basically displayed as a static symbol in the variable display of the normal symbol. The probability of winning can be changed as appropriate. Also, the win determination table does not need to be divided for each gaming state.
[0089] 3-1-2. Normal map changes The map fluctuation pattern determination is a determination to determine the map fluctuation pattern according to the map fluctuation pattern determination table as shown in Figure 9 (B). The map fluctuation pattern is identification information regarding predetermined items related to the variable display of the map, such as the map fluctuation time.
[0090] The normal map fluctuation pattern determination table is associated with the game state (non-time-saving state / time-saving state). That is, the normal map fluctuation pattern determination table includes a normal map fluctuation pattern determination table (non-time-saving normal map fluctuation pattern determination table) used in the non-time-saving state and a normal map fluctuation pattern determination table (time-saving normal map fluctuation pattern determination table) used in the time-saving state. Note that the normal map fluctuation pattern determination table does not need to be divided for each game state.
[0091] Each normal map fluctuation pattern determination table stores one normal map fluctuation pattern, which is the result of the normal map fluctuation pattern determination, for each stopped normal map. In other words, the pachinko gaming machine PY1 can vary the normal map fluctuation time between the non-time-saving state and the time-saving state. For example, in the non-time-saving state, when a losing normal map (a losing normal map) is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 30 seconds is determined for the variable display of the normal map, and when a winning pattern is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 30 seconds is determined for the variable display of the normal map. Also, in the time-saving state, when a losing normal map is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 5 seconds is determined for the variable display of the normal map, and when a winning pattern is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 5 seconds is determined for the variable display of the normal map. The variable display of the normal map with the normal map fluctuation time corresponding to the normal map fluctuation pattern determined by this determination is performed by the normal map display 82. In addition, the time for these map fluctuations can be changed as appropriate. In this way, the hit determination and map fluctuation pattern determination are performed, and the map display 82 displays the map in a variable manner.
[0092] 3-1-3. Supplementary games The auxiliary game is executed when the winning symbol is displayed (derived) as a stop symbol in the variable display of the normal symbol (the result of the normal symbol lottery).
[0093] The elements that make up the auxiliary game (auxiliary game components) include various elements such as the number of times the electric chute 12D opens and the opening time for each opening. Each of these elements is associated with a game state (non-time-shortened state / time-shortened state). The pachinko gaming machine PY1 controls the auxiliary game in accordance with an auxiliary game control table such as that shown in FIG. 9(C) based on the game state (non-time-shortened state / time-shortened state). The auxiliary game control table is associated with the game state (non-time-shortened state / time-shortened state). Each auxiliary game control table stores auxiliary game components. The number of times the electric chute 12D opens and the opening time for each of these elements can be changed as appropriate.
[0094] The pachinko gaming machine PY1 has a different opening time of the electric chute 12D for auxiliary games in the non-time-shortened state and auxiliary games in the time-shortened state. For example, in auxiliary games in the non-time-shortened state, the electric chute 12D is opened for a first opening time (a time during which it is difficult to get a game ball to land on the electric chute 12D (e.g., 0.08 seconds)). Hereinafter, auxiliary games in the non-time-shortened state are also referred to as "short-open auxiliary games." Furthermore, in auxiliary games in the time-shortened state, the electric chute 12D is opened for a second opening time (a time during which it is easy to get a game ball to land on the electric chute 12D (e.g., 3.0 seconds)) that is longer than the first opening time. Hereinafter, auxiliary games in the time-shortened state are also referred to as "long-open auxiliary games." The opening time of the electric chute 12D may be the same for auxiliary games in the non-time-shortened state and auxiliary games in the time-shortened state.
[0095] 3-2. Games related to special charts Next, we will explain the game related to the special symbol. When a launched game ball enters the first starting hole 11, the pachinko game machine PY1 performs a special symbol 1 lottery. When the special symbol 1 lottery is performed, the special symbol 1 display 81a displays a variable special symbol 1 (a variable display followed by a static display) to notify the result of the special symbol 1 lottery. Here, the statically displayed special symbol 1 includes a jackpot symbol and a losing symbol. In other words, the results of the special symbol 1 lottery include a jackpot and a losing symbol. When a jackpot symbol is displayed statically, a jackpot game is executed, a new game state is set, and the game based on that winning is ended. On the other hand, when a losing symbol is displayed statically, the jackpot game is not performed, and the game based on that winning is ended.
[0096] Similarly, the pachinko gaming machine PY1 conducts a special drawing for the 2nd symbol when a launched game ball enters the second starting hole 12. When the special drawing for the 2nd symbol is conducted, the special drawing for the 2nd symbol is displayed variably (variably displayed and then statically displayed) on the special drawing for the 2nd symbol display 81b to notify the result of the special drawing for the 2nd symbol. Here, the statically displayed special drawing for the 2nd symbol includes a jackpot symbol and a losing symbol. In other words, the results of the special drawing for the 2nd symbol include a jackpot symbol and a losing symbol. When a jackpot symbol is displayed statically, a jackpot game is executed, a new game state is set, and the game based on the winning is ended. On the other hand, when a losing symbol is displayed statically, the jackpot game is not conducted, and the game based on the winning is ended.
[0097] In the following, the entry of a game ball into the first start hole 11 is referred to as "the fulfillment of the first start condition," and the entry of a game ball into the second start hole 12 is referred to as "the fulfillment of the second start condition." Furthermore, the "fulfillment of the first start condition" and the "fulfillment of the second start condition" are collectively referred to as "the fulfillment of the start condition." Furthermore, the losing special symbols are also referred to as "losing special symbols" to distinguish them from the losing regular symbols mentioned above.
[0098] When the pachinko gaming machine PY1 performs this series of games (special symbol lottery, variable display of special symbols, jackpot game, and game state setting), it acquires special symbol-related random numbers when the start conditions are met and performs various judgments on the random numbers. The acquired special symbol-related random numbers include special symbol random numbers (jackpot random numbers), jackpot symbol type random numbers, reach random numbers, and special symbol variation pattern random numbers, as shown in Figure 8(B). The special symbol random numbers are random numbers used to determine a jackpot. The jackpot symbol type random numbers are random numbers used to determine the type of jackpot symbol. The reach random numbers are random numbers used to determine reach. The special symbol variation pattern random numbers are random numbers used to determine the variation pattern of the special symbols. The random numbers are also called judgment information. Each random number has an appropriate range.
[0099] 3-2-1.Jackpot Judgment The jackpot determination is a determination to determine whether or not a jackpot has occurred (whether or not a jackpot game is executed) according to a jackpot determination table such as that shown in Fig. 10(A). The jackpot determination table is associated with the game state, more specifically, whether the state is in a normal probability state or a high probability state. That is, the jackpot determination table includes a jackpot determination table used in the normal probability state (normal probability jackpot determination table) and a jackpot determination table used in the high probability state (high probability jackpot determination table).
[0100] In each jackpot determination table, a special symbol random number determination value (special symbol random number value) is assigned to the jackpot and miss results of the jackpot determination. The pachinko gaming machine PY1 determines whether the acquired special symbol random number is a jackpot or a miss by determining whether it is a jackpot or a miss according to the jackpot determination table. As shown in FIG. 10(A), the high-probability jackpot determination table has more special symbol random number determination values that determine a jackpot than the normal-probability jackpot determination table. In addition, the probability of winning a jackpot can be changed as needed.
[0101] 3-2-2.Jackpot symbol type determination The jackpot symbol type determination is a determination for determining the type of jackpot symbol (jackpot symbol type) according to a jackpot symbol type determination table as shown in Fig. 10(B) when the result of the jackpot determination is a jackpot. Each type of jackpot symbol is associated with the content of the jackpot, in other words, the components of the jackpot that are made up of the gaming benefits granted to the player.
[0102] The jackpot symbol type determination table is associated with the type of special symbol (special symbol 1 / special symbol 2) that is variably displayed, in other words, the type of start port (first start port 11 / second start port 12) where the winning that caused the jackpot symbol type determination (the winning that caused the jackpot symbol type determination) occurred. That is, the jackpot symbol type determination table includes a jackpot symbol type determination table (first jackpot symbol type determination table) used when performing the variable display of special symbol 1 and a jackpot symbol type determination table (second jackpot symbol type determination table) used when performing the variable display of special symbol 2.
[0103] There are multiple types of jackpot symbols, and in each jackpot symbol type determination table, a determination value of the jackpot symbol type random number (jackpot symbol type random number value) is assigned to the jackpot symbol type, which is the result of the jackpot symbol type determination. Therefore, the pachinko gaming machine PY1 determines the type of jackpot symbol by determining the acquired jackpot symbol type random number according to the jackpot symbol type determination table. Then, in the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random number value is assigned appropriately to various jackpot symbols. Note that the assignment rate of the jackpot symbol type can be changed as appropriate. Also, the types of jackpot symbols can be increased or decreased as appropriate.
[0104] For example, as shown in Figure 10(B), the allocation rate of the jackpot symbol type determined by the jackpot symbol type for special symbol 1 can be set to 50% for jackpot symbol A and 50% for jackpot symbol B, and the allocation rate of the jackpot symbol type determined by the jackpot symbol type for special symbol 2 can be set to 100% for jackpot symbol C. In this way, it is possible to make the allocation rate of the jackpot symbol type different between the special symbol 1 lottery, which is held when a gaming ball enters the first starting hole 11, and the special symbol 2 lottery, which is held when a gaming ball enters the second starting hole 12.
[0105] 3-2-3.Reach Judgment The reach judgment is a judgment to determine whether or not to generate a reach in the special chart variation effect described below, in accordance with a reach judgment table such as that shown in Figure 10(C) when the result of the jackpot judgment is a miss.
[0106] The reach determination table is associated with the game state (non-time-saving state / time-saving state). That is, the reach determination table includes a reach determination table used in the non-time-saving state (non-time-saving reach determination table) and a reach determination table used in the time-saving state (time-saving reach determination table). Note that the reach determination table does not need to be divided for each game state.
[0107] In each reach determination table, reach random number determination values (reach random number values) are assigned to reach determination results, "reach (reach occurs)" and "reach not occurs (reach does not occur)." Therefore, the pachinko gaming machine PY1 determines whether a reach is in progress or not (whether a reach occurs) by determining the acquired reach random number according to the reach determination table. As shown in FIG. 10(C), the number of reach random number values determined as "reach is in progress (reach occurs)" differs between the non-time-saving reach determination table and the time-saving reach determination table. Note that the probability of determining that a reach is in progress can be changed as appropriate. In the following, "reach is in progress (reach occurs)" which is performed on the assumption that the result of the jackpot determination is a "miss" is referred to as "reach with miss," and "no reach (reach does not occur)" is also referred to as "no-reach miss."
[0108] 3-2-4. Special chart change pattern determination The special symbol variation pattern determination is a determination to determine the variation pattern (special symbol variation pattern) of the variable display of the special symbol using a special symbol variation pattern determination table (special symbol variation pattern determination table) as shown in Figures 11 and 12, and is performed whether the result of the jackpot determination is a jackpot or a miss. The special symbol variation pattern is identification information for identifying predetermined items such as the special symbol variation time and the presentation flow (presentation content) of the special symbol variation effect described below. Note that the special symbol variation pattern includes identification information regarding the results of the jackpot determination and the reach determination, as well as the special symbol variation time and the presentation flow (presentation content) of the special symbol variation effect. The identification information included in the special symbol variation pattern can be changed as appropriate. Furthermore, multiple types of special symbol variation patterns, each with different identification information, can be used as special symbol variation patterns, and the number of such patterns can be changed as appropriate.
[0109] The special symbol variation pattern determination table is associated with the type of special symbol (special symbol 1 / special symbol 2) that performs the variable display to be determined, in other words, the type of start gate (first start gate 11 / second start gate 12) where the winning that caused the special symbol variation pattern determination occurred. That is, the special symbol variation pattern determination table includes a special symbol variation pattern determination table (special symbol 1 variation pattern determination table: Figure 11) that is used when performing the variable display of special symbol 1, and a special symbol variation pattern determination table (special symbol 2 variation pattern determination table: Figure 12) that is used when performing the variable display of special symbol 2. Note that the special symbol variation pattern determination table does not have to be divided according to the type of special symbol (special symbol 1 / special symbol 2).
[0110] Each special chart fluctuation pattern determination table is also associated with the game state (non-time-saving state / time-saving state). That is, the special chart 1 fluctuation pattern determination table includes a special chart 1 fluctuation pattern determination table used in the non-time-saving state (non-time-saving special chart 1 fluctuation pattern determination table) and a special chart 1 fluctuation pattern determination table used in the time-saving state (time-saving special chart 1 fluctuation pattern determination table). Similarly, the special chart 2 fluctuation pattern determination table includes a special chart 2 fluctuation pattern determination table used in the non-time-saving state (non-time-saving special chart 2 fluctuation pattern determination table) and a special chart 2 fluctuation pattern determination table used in the time-saving state (time-saving special chart 2 fluctuation pattern determination table). Note that the special chart fluctuation pattern determination tables do not need to be separated for each game state.
[0111] In addition, each special chart fluctuation pattern determination table associated with a game state (non-time-saving state / time-saving state) is also associated with a jackpot determination result and a reach determination result. That is, the non-time-saving special chart 1 fluctuation pattern determination table and the non-time-saving special chart 2 fluctuation pattern determination table each have a jackpot, a reach-and-miss, and a reach-and-miss. Similarly, the time-saving special chart 1 fluctuation pattern determination table and the time-saving special chart 2 fluctuation pattern determination table each have a jackpot, a reach-and-miss, and a reach-and-miss. Note that the special chart fluctuation pattern determination tables do not have to be divided according to the jackpot determination result and the reach determination result.
[0112] Furthermore, the special chart 1 variation pattern determination table for each no-reach miss is also associated with the number of reserved special charts. For example, there is a special chart 1 variation pattern determination table for no-reach misses that is used when the number of reserved special charts (U1) is 0 to 2, and a special chart 1 variation pattern determination table for no-reach misses that is used when the number of reserved special charts (U1) is 3 to 4. Furthermore, the special chart 2 variation pattern determination table for each no-reach miss is also associated with the number of reserved special charts. Specifically, there is a special chart 2 variation pattern determination table for no-reach misses that is used when the number of reserved special charts (U2) is 0 to 2, and a special chart 2 variation pattern determination table for no-reach misses that is used when the number of reserved special charts (U2) is 3 to 4. Note that the special chart variation pattern determination tables do not need to be separated according to the number of reserved special charts.
[0113] Then, the special symbol display device 81 performs variable display of the special symbol for the special symbol variation time according to the special symbol variation pattern determined by each special symbol variation pattern determination. Then, when the jackpot symbol is stopped and displayed as the display result (the result of the special symbol lottery) in the variable display of the special symbol, the next variable display of the special symbol is not immediately performed, and the jackpot game is subsequently executed.
[0114] In addition, each special chart variation pattern is associated with a special chart variation performance flow as shown in the second column from the right in the table of Figures 11 to 12. Note that it is not necessary to associate a special chart variation pattern with a special chart variation performance flow.
[0115] Also, as shown in the rightmost columns of the tables in Figures 11 and 12, special chart variation patterns are sometimes called by names associated with the special chart (jackpot determination result) and the content of the special chart variation presentation. For example, a special chart variation pattern related to a jackpot is called a "jackpot variation." Among the jackpot variations, a special chart variation pattern in which an SP reach, which is a type of reach, is performed is called an "SP jackpot variation," a special chart variation pattern in which an L reach is performed is called an "L jackpot variation," and a special chart variation pattern in which the special chart variation presentation ends with an N reach is called an "N jackpot variation." On the other hand, among misses with reach, the special chart variation pattern in which an SP reach, a type of reach, occurs is called an "SP miss variation," among misses with reach, the special chart variation pattern in which an L reach, a type of reach, occurs is called an "L miss variation," among misses with reach, the special chart variation pattern in which the special chart variation performance ends with an N reach, a type of reach, is called an "N miss variation," and the special chart variation pattern related to misses without reach is called a "normal miss variation." There are three types of normal miss variations with different variation times (normal A miss variation, normal B miss variation, normal C miss variation). Also, when referring to SP jackpots and SP miss variations collectively, they are called SP variation or SP reach variation.
[0116] 3-2-5. Prediction The pachinko gaming machine PY1 performs a look-ahead determination based on the acquired special symbol-related random number in accordance with a look-ahead determination table such as that shown in FIG. 13. The look-ahead determination is performed before the jackpot determination (specifically, for example, when the ball enters the starting slot). The look-ahead determination includes, for example, determining whether the special symbol random number is determined to be a jackpot in the jackpot determination, determining which jackpot symbol type the jackpot symbol type random number is determined to be in the jackpot symbol type determination, and determining which special symbol variation pattern the special symbol variation pattern random number is determined to be in the special symbol variation pattern determination. The look-ahead determination table is associated with the type of starting slot (first starting slot 11 / second starting slot 12) associated with the starting slot. That is, the look-ahead determination table includes a look-ahead determination table (first look-ahead determination table) for when the ball enters the first starting slot 11 and a look-ahead determination table (second look-ahead determination table) for when the ball enters the second starting slot 12. Since the first starting port 11 is the starting port that triggers the drawing of the special drawing 1, the first look-ahead judgment table can also be called the special drawing 1 look-ahead judgment table. Also, since the second starting port 12 is the starting port that triggers the drawing of the special drawing 2, the second look-ahead judgment table can also be called the special drawing 2 look-ahead judgment table. Note that the look-ahead judgment table does not have to be divided according to the type of starting port (first starting port 11 / second starting port 12).
[0117] The look-ahead determination table is also associated with the game state (non-time-shortening state / time-shortening state). That is, the look-ahead determination table includes a look-ahead determination table used in the non-time-shortening state (non-time-shortening look-ahead determination table) and a look-ahead determination table used in the time-shortening state (time-shortening look-ahead determination table).
[0118] That is, the look-ahead judgment table includes a first look-ahead judgment table used in the non-time-saving state, a first look-ahead judgment table used in the time-saving state, a second look-ahead judgment table used in the non-time-saving state, and a second look-ahead judgment table used in the time-saving state. Note that the look-ahead judgment tables do not need to be divided for each game state. Also, it is possible to change as appropriate what judgments are included in the look-ahead judgment.
[0119] 3-3. Jackpot games Next, the jackpot game will be explained. The jackpot game includes multiple rounds of play accompanied by the opening and closing of the jackpot opening (first jackpot opening 14 or second jackpot opening 15), an opening (also referred to as OP) from the start of the jackpot game until the start of the first round of play, and an ending (also referred to as ED) from the end of the final round of play until the end of the jackpot game. Each round of play begins with the end of the opening or the end of the previous round of play, and ends with the start of the next round of play or the start of the ending. It is also possible to have no OP or ED. Note that, hereinafter, a predetermined number of rounds of play (predetermined order) will simply be referred to as a "round." For example, the first round of play will be referred to as "1st round (1R)," and the tenth round of play will be referred to as "10th round (10R)."
[0120] The elements that make up such a jackpot game (jackpot game components) include the number of rounds of play, the number of times the large prize openings (first large prize opening 14, second large prize opening 15) are opened in each round of play, the type of large prize opening and the opening time for each opening, the time for closing until the next opening (closing time or interval time), the opening time (opening time), and the ending time (ending time), etc. After the special symbol is stopped and displayed, the pachinko game machine PY1 controls the jackpot game in accordance with a jackpot game control table such as that shown in Figure 14.
[0121] As shown in FIG. 14, the jackpot game control table stores jackpot game components for each jackpot game (for example, for each of jackpot games A to C). In each jackpot game, from Round 1 to Round 15, a round game is played in which the first large prize opening 14 is open for a maximum of 29.5 seconds, or a round game in which the first large prize opening 14 is open for a maximum of 0.1 seconds. Then, in Round 16 (the final round), a round game is played in which the second large prize opening 15 is open for a maximum of 29.5 seconds, or a round game in which the second large prize opening 15 is open for a maximum of 0.1 seconds. In each round game, when a predetermined number of game balls (for example, 10 balls) are detected by the large prize opening sensors 14a, 15a, the round game is ended even before the maximum opening time of the large prize openings 14, 15 has elapsed.
[0122] It is possible to configure the jackpot game A shown in Figure 14 to be executed when the type of the winning jackpot pattern is jackpot pattern A (see Figure 10(B)), the jackpot game B to be executed when the type of the winning jackpot pattern is jackpot pattern B, and the jackpot game C to be executed when the type of the winning jackpot pattern is jackpot pattern C.
[0123] Furthermore, the number of times and duration of each jackpot game component can be changed as appropriate. Furthermore, the jackpot game can be played using both the first jackpot opening 14 and the second jackpot opening 15, or using only one of them. In a configuration in which only the first jackpot opening 14 is used for the jackpot game, or in which only the second jackpot opening 15 is used for the jackpot game, the unused jackpot opening may not be provided. Furthermore, the number of types of jackpot games that can be played may be multiple or may be one type.
[0124] Here, the specific area 16 will be described in detail. The specific area 16 is placed in a closed state where prizes cannot be won and an open state where prizes can be won, by the sorting member 16k, and therefore the operating mode of the sorting member 16k can be referred to as the opening / closing mode of the specific area 16. Hereinafter, the operating mode of the sorting member 16k will also be referred to as the "opening / closing mode of the specific area 16." In addition, the open state of the specific area 16 will also be referred to as "V open," and the closed state of the specific area 16 will also be referred to as "V closed."
[0125] The distribution member 16k is controlled in a fixed operating mode (i.e., the specific area 16 is controlled in a fixed opening / closing mode). For example, for 15 seconds after the second large prize opening 15 starts to open, the distribution solenoid 16s is energized and the distribution member 16k is controlled to the second state (FIG. 3(B)). Therefore, in a round game in which the second large prize opening 15 is open for a maximum of 29.5 seconds, the relationship between the opening time and timing of the second large prize opening 15 and the time and timing during which the distribution member 16k is controlled to the second state makes it easy for the gaming ball to pass through the specific area 16 (to enter the specific area 16). On the other hand, in a round game in which the second large prize opening 15 is open for a maximum of 0.1 seconds, it is nearly impossible (difficult) for the gaming ball to pass through the specific area 16 (to enter the specific area 16) due to the relationship between the opening time and timing of the second large prize opening 15 and the time and timing for which the sorting member 16k is controlled to the second state. In this way, by combining a certain operating mode of the sorting member 16k (a certain opening / closing mode of the specific area 16) with the opening / closing mode of the second large prize opening 15 in a jackpot game, it is possible to set the difficulty (ease) of the gaming ball entering the specific area 16 in a jackpot game. Note that the operating mode of the sorting member 16k can be changed as appropriate. When a different operating mode is indicated in the description of "Characteristic Parts of the Pachinko Game Machine PY1" described below, it is assumed that the pachinko game machine PY1 employs that operating mode.
[0126] During a jackpot game, a jackpot in which the VAT opening / closing member 15k and the distribution member 16k operate in the first opening pattern (V-long opening pattern) in which it is easy for the game ball to pass through to the specific area 16 (hereinafter also referred to as "V passage") is called a "V-long jackpot", and a jackpot in which the VAT opening / closing member 15k and the distribution member 16k operate in the second opening pattern (V-short opening pattern) in which it is impossible or difficult for the game ball to pass through the specific area 16 is called a "V-short jackpot".
[0127] 3-4. Game status Next, the game states will be explained. As shown in FIG. 15, the pachinko game machine PY1 can be set to any one of the game states of a "low-probability low base game state," a "low-probability high base game state," a "high-probability low base game state," a "high-probability high base game state," and a "jackpot game state." The "low-probability low base game state" may be abbreviated as a "low-probability low base state," the "low-probability high base game state" as a "low-probability high base state," the "high-probability low base game state" as a "high-probability low base state," and the "high-probability high base game state" as a "high-probability high base state." The game states include a state related to the probability of determining a "jackpot" in the jackpot determination and a state related to the ease of opening the electric chute 12D. The former includes a normal probability state and a high probability state. The latter includes a non-time-saving state and a time-saving state.
[0128] The normal probability state is set in a "low probability, low base game state" or a "low probability, high base game state," in which the probability of a jackpot being determined by a jackpot determination is normal. The high probability state is set in a "high probability, low base game state" or a "high probability, high base game state," in which the probability of a jackpot being determined by a jackpot determination is higher than the normal probability. Therefore, the high probability state can be said to be a game state that is more advantageous to the player than the normal probability state. When the pachinko game machine PY1 is first turned on, the normal probability state is set. Then, by winning a jackpot, it is possible to switch from the normal probability state to the high probability state. For example, during a jackpot game, it is possible to switch to the high probability state by the game ball passing through the specific area 16. It is also possible to switch to the high probability state depending on the type of jackpot symbol. Whether the trigger for switching to the high probability state is the passing of a V or the type of jackpot symbol is determined in advance depending on the gameplay characteristics to be achieved. In the high probability state, a predetermined number of jackpot determinations may be made without winning a jackpot, or the high probability state can be switched to the normal probability state by winning the next jackpot.
[0129] The non-time-saving state is set in a "low-probability, low-base game state," a "high-probability, low-base game state," or a "jackpot game state." The time-saving state is set in a "low-probability, high-base game state" or a "high-probability, high-base game state," and is a game state in which the opening time of the electric chute 12D during one supplementary game is more likely to be longer than in a non-time-saving state. For example, in the time-saving state, the opening time of the electric chute 12D is longer (e.g., 3.0 seconds) than in a non-time-saving state (e.g., 0.08 seconds). Furthermore, in the time-saving state, the special symbol variation pattern is determined according to a special symbol variation pattern determination table that is designed to select a special symbol variation pattern with a shorter special symbol variation time more frequently than in a non-time-saving state (see Figures 11 and 12). As a result, in the time-saving state, the pace of consumption of reserved special symbols increases, making it easier for a valid win (a win that can be recorded as reserved special symbols) to occur in the starting slot. This allows for smooth gameplay and the aim of winning a jackpot.
[0130] In addition, the time-saving state tends to shorten the normal map variation time compared to the non-time-saving state. For example, in the time-saving state, the normal map variation time (5 seconds) is determined, which is shorter than the normal map variation time (30 seconds) determined in the non-time-saving state (Figure 9(B)). Therefore, the time-saving state has more normal map lottery draws per unit time.
[0131] In addition, the time-saving state is more likely to be judged as a hit in the hit judgment than the non-time-saving state. For example, in the time-saving state, a hit is judged with a higher probability (e.g., 59936 / 65536) than the probability of being judged as a hit in the non-time-saving state (e.g., 6600 / 65536) (FIG. 9(A)). Therefore, the time-saving state is judged as a hit more often in the hit judgment per unit time.
[0132] In this way, in the time-saving mode, the electric chute 12D is open for a longer period of time per unit of time than in the non-time-saving mode, making it easier for game balls to enter the second starting slot 12 more frequently. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, in the time-saving mode with a high base, players can aim for a jackpot without significantly reducing their game balls. Therefore, the time-saving mode can be said to be a more advantageous game mode for players than the non-time-saving mode.
[0133] When the pachinko gaming machine PY1 is first turned on, it is set to the non-time-shortening state. Then, for example, the time-shortening state can be set by winning a jackpot. In the time-shortening state, a predetermined number of jackpot determinations can be made without winning a jackpot, or the time-shortening state can be changed to the non-time-shortening state by winning the next jackpot.
[0134] In addition, in the time-saving state, compared to the non-time-saving state, it is easier to win, the normal symbol fluctuation time is more likely to be shorter, and the opening time of the electric chute 12D in one supplementary game is more likely to be longer. In other words, three points are set to be advantageous to the player regarding the normal symbol game. However, these points that are set to be advantageous to the player may only be part of these. Furthermore, the special symbol fluctuation pattern determination table in the time-saving state does not have to be one that makes it easier to select a special symbol fluctuation pattern with a shorter special symbol fluctuation time than in the non-time-saving state.
[0135] After the pachinko gaming machine PY1 is first powered on, the gaming state is a "low probability, low base gaming state" in which a normal probability state and a non-time-saving state are set. This gaming state is also called the "normal gaming state." In the "jackpot gaming state," a normal lottery (a hit determination for a normal lottery) is performed, but a special lottery (a hit determination for a jackpot) is not performed, so a non-time-saving state is set upon the start of the jackpot game. It is also possible to use all or some of the gaming states described above. The various gaming states described in this specification can be arbitrarily expressed in the form of an "nth gaming state" (n is an integer greater than or equal to 1).
[0136] 4. Main effects of gaming machines Next, the main effects performed by the pachinko gaming machine PY1 will be described with reference to FIGS.
[0137] 4-1.Performance mode First, we will explain the presentation mode. The presentation mode is a classification of presentation (or a higher-level conceptual attribute). The pachinko gaming machine PY1 can set the following presentation modes: a customer waiting presentation mode, a normal presentation mode, a probability variation presentation mode, a time-saving presentation mode, and a big win presentation mode.
[0138] The customer waiting mode can be set when special symbol variation effects are not being performed in the "low probability low base game state," "low probability high base game state," "high probability low base game state," and "high probability high base game state," and is a mode indicating a standby state in which special symbol variation effects are not being performed. When the customer waiting mode is set, the customer waiting effect is performed. For example, as shown in FIG. 16(A-1), a customer waiting demo video G100 introducing the pachinko gaming machine PY1 is displayed on the display unit 50a. Furthermore, when the normal button 40 is operated while the customer waiting demo video G100 is being displayed, a setting screen G101 is displayed, as shown in FIG. 16(A-2), for configuring settings related to the effects of the pachinko gaming machine PY1. The settings related to the effects include the volume of the sound output from the speaker 52, the brightness of the display unit 50a, and the frequency of the effects to be executed.
[0139] The normal presentation mode can be set when a special symbol variation presentation is being performed in a "low probability low base game state" or a "high probability low base game state," and is a presentation mode that indicates a non-time-saving state. The normal presentation modes include, for example, a first normal presentation mode in which a background image (daytime normal background image G102) showing a daytime mountain scene is displayed on the display unit 50a as shown in FIG. 16(B-1), a second normal presentation mode in which a background image (evening normal background image G103) showing an evening mountain scene is displayed on the display unit 50a as shown in FIG. 16(B-2), and a third normal presentation mode in which a background image (nighttime normal background image G104) showing a nighttime mountain scene is displayed on the display unit 50a as shown in FIG. 16(B-3). The modes can be switched based on one condition: the special symbol variation presentation is performed once or multiple times without winning a jackpot. Furthermore, each of the first to third normal presentation modes has a normal early presentation mode before the reach is established in the special chart variation presentation, and a normal late presentation mode after the reach is established. In the normal early presentation mode, one of the daytime normal background image G102, the evening normal background image G103, and the nighttime normal background image G104 is displayed on the display unit 50a, while in the normal late presentation mode, a dedicated background image according to the type of reach is displayed. In addition, a special presentation mode that is set only in the "high probability low base game state" may be provided.
[0140] The probability variable presentation mode is a presentation mode that can be set when a special symbol variation presentation is being performed in a "high probability, high base game state," and is a presentation mode that indicates a high probability state and a time-saving state. In the probability variable presentation mode, for example, as shown in FIG. 16 (B-4), a background image representing space (probability variable background image G105) is displayed on the display unit 50a. Furthermore, the probability variable presentation mode includes a probability variable pre-stage presentation mode before a reach is achieved in the special symbol variation presentation, and a probability variable post-stage presentation mode after the reach is achieved. In the probability variable pre-stage presentation mode, the probability variable background image G105 is displayed on the display unit 50a, while in the probability variable post-stage presentation mode, a dedicated background image according to the type of reach is displayed.
[0141] The time-saving presentation mode is a presentation mode that can be set when a special symbol variation presentation is being performed in a "low probability, high base game state," and is a presentation mode that indicates that the game is in a normal probability state and a time-saving state. In the time-saving presentation mode, for example, as shown in FIG. 16 (B-5), a background image representing the sky (time-saving background image G106) is displayed on the display unit 50a. Furthermore, the time-saving presentation mode includes a first stage of time-saving presentation mode before a reach is achieved in the special symbol variation presentation, and a second stage of time-saving presentation mode after the reach is achieved. In the first stage of time-saving presentation mode, the time-saving background image G106 is displayed on the display unit 50a, while in the second stage of time-saving presentation mode, a dedicated background image corresponding to the type of reach is displayed.
[0142] The jackpot presentation mode is a presentation mode that can be set when a jackpot game is being played in the "jackpot game state" and indicates that a jackpot game is being played. In the jackpot presentation mode, for example, during the opening of a jackpot game, as shown in FIG. 16(C-1), the display unit 50a displays an opening image G107 suggesting the start of the jackpot game and a right-hit image G108 encouraging a "right hit." During a round of a jackpot game, as shown in FIG. 16(C-2), the display unit 50a displays a round presentation in which a round image G109 indicating the number of rounds and a prize ball number image G110 indicating the number of prize balls paid out are displayed. During the ending of a jackpot game, as shown in FIG. 16(C-3), the display unit 50a displays an ending image G111 suggesting the presentation mode to be set after the jackpot game and a total prize ball number image G112 indicating the total number of prize balls paid out.
[0143] The types of presentation modes can be changed or added as appropriate.
[0144] 4-2. Special chart change performance Next, the special symbol variation effect (also simply referred to as "variation effect") will be explained. When the pachinko gaming machine PY1 starts the variable display of the special symbol, it executes the special symbol variation effect based on the special symbol variation pattern related to the variable display of the special symbol and the special symbol lottery result (jackpot determination result, jackpot symbol type determination result, reach determination result, and special symbol variation pattern determination result). In the special symbol variation effect, the display unit 50a displays the variation of the effect symbol superimposed on a predetermined background image. In the variable display of the effect symbol, the effect symbol changes and then stops. In other words, after the variable display of the effect symbol for the special symbol variation time is performed, the variation stops and the effect symbol is displayed as still. Then, the result of the special symbol lottery is announced by the display of the still effect symbol.
[0145] In addition, in the special chart variation performance, in addition to the display of the variation of the performance pattern, it is possible to perform other performances using various performance devices such as the image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, 58, normal button 40, and special button 41. In this case, it is possible to continue performing other performances even after the display of the performance pattern has stopped.
[0146] 4-2-1.Performance pattern display area As shown in Figure 17(A), the display unit 50a of the image display device 50 can be divided horizontally into three approximately equal sections: left, center, and right. The left display area 50b1 is an area that displays the left display area EZ1 when the display area is stopped during the special display variation. Similarly, the center display area 50b2 and the right display area 50b3 are areas that display the center display area EZ2 and the right display area EZ3.
[0147] 17(A), a small symbol area 50c can be provided in a section at the left end (upper left corner) of the upper end of the display unit 50a. The small symbol area 50c is an area that variably displays small symbols KZ1, KZ2, and KZ3 when the special symbol is variably displayed.
[0148] 17(A), the left effect pattern area 50b1, the center effect pattern area 50b2, the right effect pattern area 50b3, and the small pattern area 50c are clearly indicated by two-dot chain lines, but this is written to show the range of the left effect pattern area 50b1, the center effect pattern area 50b2, the right effect pattern area 50b3, and the small pattern area 50c, and is not actually displayed. Also, the range of each area can be changed as appropriate.
[0149] 4-2-2.Normal fluctuations The pachinko gaming machine PY1 can first perform a normal variation in the special chart variation effect. The normal variation functions as an effect that indicates that the variable display of the special chart has begun.
[0150] When the variable display of the special chart begins, for example, as shown in Figure 17(A), the left performance pattern EZ1, the middle performance pattern EZ2 and the right performance pattern EZ3 are displayed frozen on the display unit 50a, and the left small pattern KZ1, the middle small pattern KZ2 and the right small pattern KZ3 are displayed frozen, and the variable display of the special chart is not being performed and the state is waiting for the variable display of the special chart.As shown in Figure 17(B), as the display starts, the variable display of the performance patterns EZ1, EZ2 and EZ3 begins, and the variable display of the small patterns KZ1, KZ2 and KZ3 begins. If the special symbol variation pattern of the variable display of the special symbol is, for example, a "normal miss variation," then, as shown in FIG. 17(C-1), the left effect symbol EZ1 and the right effect symbol EZ3 temporarily stop in different stopping patterns, and then, as shown in FIG. 17(D), the effect symbols EZ1, EZ2, and EZ3 stop and display in a stopping pattern suggesting a miss (a so-called "variable pattern"). At this time, the small symbols KZ1, KZ2, and KZ3 also stop and display simultaneously in a stopping pattern suggesting a miss. On the other hand, if the special symbol variation pattern of the variable display of the special symbol is, for example, a special symbol variation pattern with a reach, such as an "N miss variation," then, as shown in FIG. 17(C-2), the left effect symbol EZ1 and the right effect symbol EZ3 temporarily stop in the same stopping pattern, and a reach is established. At this time, the variable display of the small symbols KZ1, KZ2, and KZ3 continues, and a reach effect is performed according to the special symbol variation pattern. The stopping order and stopping manner of the performance patterns EZ1, EZ2, and EZ3 can be changed as appropriate.
[0151] 4-2-3.N Reach The pachinko gaming machine PY1 can perform N-reach when a reach is achieved during normal variation. N-reach is a presentation that suggests that the result of the jackpot determination may be a "jackpot," and functions as a presentation to make players look forward to a jackpot.
[0152] In the N reach, as shown in FIG. 18(A), the reach state is maintained for a predetermined time (e.g., 10 seconds), and as shown in FIG. 18(B), the fluctuation speed of the middle effect symbol EZ2 gradually slows down. If the special symbol fluctuation pattern of the variable display of the special symbol is, for example, "N miss fluctuation," the effect symbols EZ1, EZ2, and EZ3 are displayed stopped in a manner suggesting a miss (so-called "barake" patterns) as shown in FIG. 18(C-1). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped in a manner suggesting a miss. On the other hand, if the special symbol fluctuation pattern of the variable display of the special symbol is, for example, "N jackpot fluctuation," the small symbols KZ1, KZ2, and KZ3 are displayed stopped in a manner suggesting a jackpot (so-called "double numbers") as shown in FIG. 18(C-2). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped in a manner suggesting a jackpot. In addition, the content of the N Reach performance is not limited to the gradual slowing down of the middle performance pattern EZ2, but can be changed or added as appropriate.
[0153] Furthermore, with regard to the stopping modes of the effect symbols EZ1, EZ2, and EZ3 that indicate a miss, the spread symbols when a reach is not established are called "non-reach spread symbols" or "non-reach miss symbols," and the spread symbols when a reach is established are called "reach spread symbols" or "reach miss symbols." The combinations of the effect symbols EZ1, EZ2, and EZ3 that make up the non-reach spread symbols (for example, "2·3·1" or "5·8·6") and the combinations of the effect symbols EZ1, EZ2, and EZ3 that make up the reach spread symbols (for example, "2·1·2" or "5·4·5") are selected by the effect control microcomputer 121. In addition, the combination of each of the effect symbols EZ1, EZ2, and EZ3 that make up the stopping pattern (double number) that indicates a jackpot (for example, "2·2·2" or "7·7·7") is selected by the effect control microcomputer 121 based on the type of jackpot symbol that has been won.
[0154] 4-2-4. SP Reach The pachinko gaming machine PY1 can perform an SP reach after an N reach. The SP reach is a presentation that suggests that the result of the jackpot determination is more likely to be a "jackpot" than an N reach, and functions as a presentation to make the player expect a jackpot.
[0155] In the SP reach, after the N reach, for example, as shown in FIG. 19(A), a background image dedicated to the SP reach (SP reach background image G113) is displayed on the display unit 50a, and an image indicating the start of the SP reach (SP reach start title image) G1 is displayed in the center of the display unit 50a. Then, as shown in FIG. 19(B), a special SP reach effect (e.g., a battle effect) is performed. Then, when the final stage of the special reach effect is reached, if the special symbol variation pattern of the variable display of the special symbol is, for example, "SP jackpot variation," as shown in FIG. 19(C-1), an effect suggesting a jackpot (e.g., a display in which the main character (one of the ally characters) has won the battle and is standing tall) is performed on the display unit 50a, and the effect symbols EZ1, EZ2, and EZ3 are displayed in a stopped state suggesting a jackpot (so-called double numbers). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed in a stopped state suggesting a jackpot. On the other hand, when the special symbol variation pattern of the variable display of the special symbol is, for example, "SP Miss Variation," as shown in Figure 19 (C-2), an effect suggesting a miss (for example, an enemy character standing in a pose after winning the battle) is performed, and the effect symbols EZ1, EZ2, and EZ3 are displayed stopped in a stopping mode suggesting a miss (so-called barake eyes). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a stopping mode suggesting a miss. The effect content of the SP reach can be changed or added as appropriate.
[0156] Here, we will explain in detail the possibility (jackpot expectation) of the effect symbols EZ1, EZ2, and EZ3 for each reach stopping in a manner indicating a jackpot. The jackpot expectation for each reach is determined by the execution probability based on the result of the jackpot determination. For example, if the execution probability of an N reach is set to 10% when the result of the jackpot determination is a "miss" and 100% when the result of the jackpot determination is a "jackpot," and the execution probability of an SP reach is set to 4% when the result of the jackpot determination is a "miss" and 100% when the result of the jackpot determination is a "jackpot," it is possible to set the jackpot expectation for an SP reach higher than the jackpot expectation for an N reach. Furthermore, by making SP Reach A and SP Reach B executable as SP reaches, and setting the execution probability of SP Reach A to 2% when the result of the jackpot determination is a "miss" and 30% when the result of the jackpot determination is a "jackpot," and setting the execution probability of SP Reach B to 2% when the result of the jackpot determination is a "miss" and 20% when the result of the jackpot determination is a "jackpot," it is possible to set the jackpot expectation rate of SP Reach A higher than that of SP Reach B. In this way, by appropriately setting the execution probability according to the result of the jackpot determination, it is possible to set the jackpot expectation rate.
[0157] 4-2-5.L Reach The pachinko gaming machine PY1 can perform an L reach after an N reach. The L reach is an effect that suggests that the possibility that the result of the special chart lottery is a "jackpot" is lower than that of an SP reach, but higher than that of an N reach, and functions as an effect that makes the player expect a jackpot. The execution time of the L reach reach effect is shorter than that of the SP reach reach effect (FIGS. 11 and 12). Therefore, in the L reach reach effect, for example, a video shorter than that of the SP reach reach effect is displayed on the display unit 50a. The content of the L reach reach effect can be changed as appropriate. A special chart variation pattern may be provided in which the SP reach reach effect is executed in a progressive manner after the L reach reach effect.
[0158] 4-3. Hold icon display area As shown in Figure 20(A), the display unit 50a of the image display device 50 can be provided with a hold icon display area 50d consisting of four display areas. The hold icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4. A hold icon HA can be displayed in each display area 50d1, 50d2, 50d3, or 50d4 depending on the number of reserved special drawings 1 or 2. For example, if the number of reserved special drawings 1 is "1," the hold icon HA is displayed in the first display area 50d1, and if the number of reserved special drawings 1 is "2," the hold icon HA is displayed in both the first display area 50d1 and the second display area 50d2.
[0159] In addition, near the reserved icon display area 50d, it is possible to provide the icon display area 50e consisting of one display area, as shown in Fig. 20(A). The icon display area 50e can display the icon TA (also called the reserved icon TA) that is the same as the reserved icon HA in response to the start of the special chart change performance. Note that the icon TA may be an icon different from the reserved icon HA.
[0160] The number of display areas constituting the hold icon display area 50d can be changed as appropriate. The hold icon display area 50d can be a display area that displays both the special chart 1 hold number and the special chart 2 hold number, or a display area that displays only one of them. It is also possible to provide the hold icon display area 50d but not the icon display area 50e, or to provide neither.
[0161] 4-3-1.Hold performance The pachinko game machine PY1 can perform a hold effect in response to a game ball entering the first start hole 11 or the second start hole 12. The hold effect can notify the player of the number of special chart 1 holds or special chart 2 holds.
[0162] In the reserved performance, when the number of reserved special charts 1 is "0", if a game ball enters the first starting hole 11, the special chart change performance starts, and for example, as shown in Fig. 20 (B), the icon TA is displayed in the icon display area 50e. Then, if two more game balls enter the first starting hole 11 during the special chart change performance, as shown in Fig. 20 (C), the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d, and the player is notified that the number of reserved special charts 1 is "2". After that, when the special chart change presentation ends and a new special chart change presentation begins, as shown in Figure 20 (D), the reserve icon HA that was displayed in the first display area 50d1 of the reserve icon display area 50d moves to the icon display area 50e and is displayed as the icon TA, and the reserve icon HA that was displayed in the second display area 50d2 of the reserve icon display area 50d moves to the first display area 50d1 and is displayed, and the player is notified that the number of reserved special charts 1 is "1".
[0163] 4-4. Preview performance The pachinko gaming machine PY1 can perform a notice performance at any timing during the special chart variation performance. The notice performance is a performance using the image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, 58, input devices (normal button 40, special button 41), etc., and can suggest the results of the jackpot determination and the special chart variation pattern determination.
[0164] 4-4-1. Movable object production The pachinko gaming machine PY1 can perform a movable body effect as a preview effect using the movable devices 55, 56, and 58. The movable body effect is an effect in which the movable devices 55, 56, and 58 are activated, and functions as an effect to make the player expect a big win.
[0165] In the movable body effect, for example, when an N reach progresses to an SP reach, as shown in FIG. 21(A), the on-board movable device 55 and the under-board movable device 56 are activated, and the on-board movable device 55k and the under-board movable device 56k move to overlap on the display unit 50a, suggesting the progress to an SP reach. At this time, an effect image is displayed in the space on the display unit 50a that does not overlap with the on-board movable device 55k and the under-board movable device 56k. Then, as shown in FIG. 21(B), the on-board movable device 55k and the under-board movable device 56k return to their normal standby state (initial position), and the progress progresses to an SP reach. This movable body effect is an example of a progress effect. Note that the movable body effect is not limited to suggesting progress to an SP reach, and can be changed or added as appropriate. Furthermore, the operation of the movable device in the movable body effect can be changed or added as appropriate. Furthermore, the movable device operated in the movable body effect can be changed as appropriate. Also, if the effect does not develop (for example, in the case of N miss fluctuation), it is possible to perform a moving body effect as a so-called false effect. The moving body effect is also called a moving body drive effect.
[0166] 4-4-2. Operation direction The pachinko gaming machine PY1 can perform, as a preview effect, an operation effect using the normal button 40 or the special button 41. The operation effect is an effect that makes the player operate the normal button 40 or the special button 41, and functions as an effect that makes the player expect a jackpot.
[0167] In the operation presentation, for example, in the case of an SP reach, a period (valid operation period) occurs during which pressing of the input device (special button 41) is valid, and with the occurrence of this valid operation period, a presentation (operation prompt presentation) is performed to prompt the player to operate the special button 41, as shown in FIG. 22(A). In the operation prompt presentation, an operation prompt image G30 is displayed on the display unit 50a. The operation prompt image G30 includes an image (special button image G31) that resembles the special button 41, an image (operation method instruction image G32) that shows how to operate the special button 41 (i.e., the pressing operation), and an image (valid period image G33) that shows the remaining time of the valid operation period. The valid period image G33 is composed of a generally curved progress bar, and changes over time so that the player can easily understand the remaining time of the valid operation period. Thereafter, in response to the special button 41 being pressed during the valid operation period, or after the valid operation period has elapsed without the special button 41 being operated during the valid operation period, the on-board movable device 55 is activated, and the on-board movable body 55k moves to overlap the display unit 50a, indicating the likelihood of a jackpot, as shown in FIG. 22(B). Note that the operation effects are not limited to the activation of the on-board movable device 55, and can be changed or added as appropriate. In addition, operation promotion effects that encourage the operation of operation means (operation units) such as the special button 41 and normal buttons 40 are also referred to as operation instruction effects.
[0168] 4-4-3. Predictive performance The pachinko gaming machine PY1 can perform a pre-reading effect for the special chart 1 reserve or special chart 2 reserve for which the special chart lottery has not yet been held as a notice effect. The pre-reading effect functions as an effect to suggest in advance the result of the special chart lottery for the special chart 1 reserve or special chart 2 reserve.
[0169] In the pre-reading effect, for example, if the result of the pre-reading judgment for the special chart 1 reserve is a "jackpot," the reserve icon HA, which is normally displayed as a "circle," may be displayed as a "star" in the reserve icon display area 50d, as shown in FIG. 20(C). Also, if the result of the pre-reading judgment is a "miss," the reserve icon HA may be displayed as a "star" as a so-called false effect. This pre-reading effect, in which the reserve icon HA or the icon TA is displayed in a special mode ("star" in this embodiment) rather than the normal mode ("circle" in this embodiment), is called a "reserve change effect." The reserve icon HA and the icon TA are collectively referred to as a "reserve display." In this embodiment, the reserve icon HA and the icon TA are displayed as the reserve display, but it is also possible to display only the reserve icon HA and not the icon TA. In addition, the timing for displaying the special mode of the reserved display in the reserved change performance may be when the start winning occurs, which is the trigger for the reserved display, or when the reserved display shifts (when the display area of the reserved icon HA is changed), or when the special chart change corresponding to the reserved display is being executed (when it is displayed as the icon TA). Also, there may be multiple types of special modes of the reserved display.
[0170] In addition, the pre-reading effect can be performed on both or either the special chart 1 reserve and the special chart 2 reserve. In addition, the pre-reading effect is not limited to the change in the display mode of the reserve icon HA, but can be changed or added as appropriate. Examples of pre-reading effects other than the reserve change effect include so-called continuous notices.
[0171] 5. Game control by game control microcomputer 101 Next, the control of the game by the game control microcomputer 101 will be described with reference to Figures 23 and 24. Note that counters, timers, buffers, etc. that appear in the control of the game by the game control microcomputer 101 described below are provided in the game RAM 104.
[0172] [1. Main control main processing] When the pachinko gaming machine PY1 is powered on, the gaming control microcomputer 101 provided on the main control board 100 reads out and executes the main control main processing program shown in Fig. 23 from the gaming ROM 103. As shown in the figure, the main control main processing first performs power-on processing (S001). The power-on processing performs settings such as permission to access the gaming RAM 104, settings for the gaming CPU 102, and settings for the SIO, PIO, and CTC (circuit for managing interrupt time).
[0173] Following the power-on process, interrupts are disabled (S002), and a normal / special symbol main random number update process (S003) is executed. In this normal / special symbol main random number update process (S003), the counter values of the various random numbers shown in Figures 8(A) and 8(B) are updated by incrementing them by 1. When the counter value of each random number reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, at least some of the random numbers may be so-called hardware random numbers generated using a known random number generation circuit consisting of a counter IC or the like.
[0174] When the normal / special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the gaming CPU 102, for example, at a 4 msec cycle. That is, the main timer interrupt process (S005) is executed at a 4 msec cycle. Then, between the end of the main timer interrupt process (S005) and the start of the next main timer interrupt process (S005), the update process of the counter values of various random numbers by the normal / special symbol main random number update process (S003) is repeatedly executed. Note that if an interrupt pulse is input to the gaming CPU 102 while the interrupt is prohibited, the main timer interrupt process (S005) does not start immediately, but starts after the interrupt is permitted (S004).
[0175] [2. Main timer interrupt processing] Next, the main timer interrupt process (S005) will be described. As shown in Fig. 24, in the main timer interrupt process (S005), first, the output process (S101) is executed. In the output process (S101), commands etc. set in the output buffer provided in the gaming RAM 104 of the main control board 100 in each process described below are output to the sub-control board 120, the payout control board 170, etc.
[0176] In the input processing (S102) that follows the output processing (S101), the game control microcomputer 101, for example, takes in a detection signal from a lower tray full switch that detects whether the lower tray 35 is full, and stores it in the output buffer of the game RAM 104 as lower tray full data.
[0177] The normal symbol / special symbol main random number update process (S103) that is carried out next is the same as the normal symbol / special symbol main random number update process (S003) that is carried out in the main control main process of Fig. 23. That is, the update process of the counter values of various random numbers shown in Fig. 8(A) and Fig. 8(B) is carried out both during the execution period of the main side timer interrupt process (S005) and during other periods (the period from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005)).
[0178] Following the normal symbol / special symbol main random number update process (S103), the game control microcomputer 101 performs a sensor detection process (S104), then a normal action process (S105), and then a special action process (S106). The sensor detection process, normal action process, and special action process will be described later.
[0179] Following the special operation process (S106), a sorting device control process is performed to control the sorting device 16D (S107). The sorting device 16D is operated when a special game using the second special prize winning device 15D is played. However, the sorting device 16D may be operated in a constant manner from the time the power is turned on.
[0180] Next, the game control microcomputer 101 executes other processing (S108) and ends the main timer interrupt processing (S005). Other processing (S108) includes power-off monitoring processing when the power is turned off, updating of the timer provided in the game RAM 104, and the like. Also included in other processing (S108) is payout control processing for paying out prize balls to the player. In the payout control processing, a prize ball request signal is sent to the payout control board 170 in response to the entry of game balls into each winning slot. That is, the payout control board 170 pays out prize balls based on the prize ball request signal.
[0181] The game control microcomputer 101 then repeatedly executes steps S002 to S004 of the main control process (see FIG. 23) until the next interrupt pulse is input to the game CPU 102, and when the interrupt pulse is input (approximately 4 msec later), it again executes the main timer interrupt process (S005). In the output process (S101) of the main timer interrupt process (S005) that has been executed again, the game control microcomputer 101 outputs the commands and the like that were set in the output buffer of the game RAM 104 in the previous main timer interrupt process (S005).
[0182] [2-1. Sensor detection process] In the sensor detection process (S104), the general winning slot sensor process, the gate sensor process, the second starting slot sensor process, the first starting slot sensor process, the first large winning slot sensor process, the second large winning slot sensor process, and the specific area sensor process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the gaming RAM 104.
[0183] In the general winning opening sensor process, it is determined whether or not a gaming ball has been detected by the general winning opening sensor 10a. Also, a command for the general winning opening sensor is generated according to the result of this process.
[0184] In the gate sensor processing, it is determined whether or not a gaming ball has been detected by the gate sensor 13a. If it is determined that a gaming ball has been detected, a normal symbol random number indicated by the counter value of the normal symbol random number counter is acquired, and the acquired normal symbol random number is stored in the normal symbol reserve memory unit 106 provided in the gaming RAM 104. Note that if a predetermined number of normal symbol random numbers (for example, four) have been stored in the normal symbol reserve memory unit 106, the newly acquired normal symbol random number is not stored. Furthermore, a command for the gate sensor is generated according to the result of this processing.
[0185] In the second start hole sensor process, it is determined whether or not a gaming ball has been detected by the second start hole sensor 12a. If it is determined that a gaming ball has been detected, a special symbol 2-related random number consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter is acquired, and the acquired special symbol 2-related random number is stored in the special symbol 2 reserve memory unit 105b provided in the gaming RAM 104. The special symbol 2 reserve memory unit 105b has multiple storage areas from area 1 to area n (n is an integer equal to or greater than 2, for example, "4"), and the acquired special symbol 2-related random numbers are stored in order from area 1. Note that if special symbol 2-related random numbers have been stored up to area n, the newly acquired special symbol 2-related random number is not stored. In addition, a second look-ahead determination is performed using the acquired special symbol 2-related random number and a second look-ahead determination table. In addition, depending on the result of the processing, a command for the second start port sensor is generated, which includes a special chart 2 reserve number command representing the number of special chart 2 related random numbers (special chart 2 reserve number) stored in the special chart 2 reserve memory unit 105b and a second start winning command representing the result of the second pre-reading judgment.
[0186] In the first start gate sensor process, it is determined whether or not a gaming ball has been detected by the first start gate sensor 11a. If it is determined that a gaming ball has been detected, a special symbol 1-related random number consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter is acquired, and the acquired special symbol 1-related random number is stored in the special symbol 1 reserve memory unit 105a provided in the gaming RAM 104. The special symbol 1 reserve memory unit 105a has multiple storage areas from area 1 to area n (n is an integer equal to or greater than 2, for example, "4"), and the acquired special symbol 1-related random numbers are stored in order from area 1. Note that if special symbol 1-related random numbers have been stored up to area n, newly acquired special symbol 1-related random numbers are not stored. In addition, a first pre-reading judgment is performed using the acquired special symbol 1-related random number and a first pre-reading judgment table. In addition, depending on the result of the processing, a command for the first start port sensor is generated, which includes a special chart 1 hold number command representing the number of special chart 1 related random numbers (special chart 1 hold number) stored in the special chart 1 hold memory unit 105a and a first start winning command representing the result of the first pre-reading judgment.
[0187] In the first special winning opening sensor process, it is determined whether or not a gaming ball has been detected by the first special winning opening sensor 14a. Also, a command for the first special winning opening sensor is generated according to the result of this process.
[0188] In the second large prize opening sensor process, it is determined whether or not a gaming ball has been detected by the second large prize opening sensor 15a. Also, a command for the second large prize opening sensor is generated according to the result of this process.
[0189] In the specific area sensor process, it is determined whether or not a gaming ball has been detected by the specific area sensor 16a, and a command for the specific area sensor is generated according to the result of the process.
[0190] [2-2. Normal operation processing] In the normal operation process (S105), normal symbol standby process, normal symbol variation process, normal symbol determination process, and auxiliary game control process are performed in sequence. Then, the commands generated in each process are set in the output buffer of the gaming RAM 104.
[0191] The normal symbol standby process is a process that is performed during standby when the variable display of the normal symbol and auxiliary play are not being performed. In the normal symbol standby process, a win determination is made based on the normal symbol random number stored in the normal symbol reserve memory unit 106. In addition, a normal symbol variation pattern determination is made based on the current game state to determine the normal symbol variation pattern. Then, a normal symbol variation start command is generated that includes information regarding the results of the win determination and the normal symbol variation pattern. Then, the normal symbol display device 82 is caused to start variable display of the normal symbol based on the normal symbol variation time associated with the determined normal symbol variation pattern.
[0192] The normal pattern change process is a process performed during the variable display of the normal map. In the normal pattern change process, the normal map is stopped based on the result of the hit determination as the normal map change time elapses since the variable display of the normal map started. Then, a normal map change stop command is generated to indicate the end of the variable display of the normal map.
[0193] The normal symbol determination process is a process that is performed when a normal symbol is displayed. In the normal symbol determination process, it is determined whether the normal symbol displayed is a winning symbol or not depending on whether a predetermined stop time (for example, 0.8 seconds) has passed since the normal symbol display started. If a winning symbol is displayed, an auxiliary game is started based on the current game state and the auxiliary game control table, and an auxiliary game start command indicating the start of the auxiliary game is generated.
[0194] The auxiliary game control process is performed when an auxiliary game is being played. The auxiliary game control process controls the auxiliary game based on the current game state and the auxiliary game control table. Furthermore, an auxiliary game control command is generated according to the result of the process.
[0195] [2-3. Special Action Processing] In the special operation process (S106), the following processes are sequentially performed: special symbol standby process, special symbol variation process, special symbol determination process, jackpot game control process, and game state setting process. Then, the commands generated in each process are set in the output buffer of the gaming RAM 104.
[0196] [2-3-1. Special pattern standby process] The special symbol standby process is a process that is performed not in a jackpot game state but during standby when the variable display of the special symbol is not being performed. In the special symbol standby process, based on the special symbol 2 related random number stored in the special symbol 2 reserve memory unit 105b, a special symbol 2 determination process and a special symbol 2 variation pattern determination process are performed, and a special symbol 2 reserve memory unit shift process is also performed. Also, based on the special symbol 1 related random number stored in the special symbol 1 reserve memory unit 105a, a special symbol 1 determination process and a special symbol 1 variation pattern determination process are performed, and a special symbol 1 reserve memory unit shift process is also performed.
[0197] In the special symbol 2 determination process, a jackpot determination is performed to determine whether the result is a jackpot or a miss using the special symbol random number among the special symbol 2 related random numbers stored in the first area of the special symbol 2 reserved memory unit 105b and a jackpot determination table corresponding to the current game state. If the result of the jackpot determination is a jackpot, a jackpot symbol type determination is performed to determine the type of jackpot symbol using the jackpot symbol type random number among the special symbol 2 related random numbers and the special symbol 2 jackpot symbol type determination table. Then, a symbol designation command indicating the determined jackpot symbol type is generated. If the result of the jackpot determination is a miss, a symbol designation command indicating a miss is generated. Note that multiple types of misses may be provided, and if the result of the jackpot determination is a miss, the type of the miss symbol may be determined. In this case, the symbol designation command may include information indicating the type of miss symbol.
[0198] The special symbol 2 variation pattern determination process is a process performed after the special symbol 2 determination process. In the special symbol 2 variation pattern determination process, the special symbol 2 variation pattern is determined using the special symbol variation pattern random number among the special symbol 2 related random numbers stored in the first area of the special symbol 2 reserve memory unit 105b and a special symbol 2 variation pattern determination table corresponding to the current game state. In the special symbol 2 variation pattern determination process when the result of the jackpot determination is a miss, a reach determination is made, and the special symbol 2 variation pattern is determined according to the result of the reach determination. Note that the determination of the special symbol 2 variation pattern is also associated with the number of special symbol 2 related random numbers stored in the special symbol 2 reserve memory unit 105b (special symbol 2 reserve number). Then, a special symbol 2 variation start command representing the determined special symbol 2 variation pattern is generated. The special symbol 2 variation start command includes information regarding the special symbol 2, information regarding the result of the jackpot determination, information regarding the result of the jackpot pattern type determination, information regarding the result of the reach determination, and information regarding the special symbol variation time associated with the special symbol 2 variation pattern. Then, the special chart 2 display 81b starts variable display of the special chart 2 based on the special chart fluctuation time associated with the determined special chart 2 fluctuation pattern.
[0199] The special chart 2 reserved memory shift process is a process that is performed when the special chart 2 determination process and the special chart 2 variation pattern determination process are performed. In the special chart 2 reserved memory shift process, the special chart 2 related random numbers stored in the special chart 2 reserved memory 105b are shifted one to the first area side, and the special chart 2 related random numbers in the first area are cleared from the special chart 2 reserved memory 105b. In this way, the special chart 2 related random numbers are consumed in the order in which they were acquired. Then, a special chart 2 reserved number command is generated that represents the special chart 2 reserved number after the process.
[0200] In the special symbol 1 determination process, a jackpot determination is performed to determine whether the result is a jackpot or a miss using the special symbol random number among the special symbol 1-related random numbers stored in the first area of the special symbol 1 reserved memory unit 105a and a jackpot determination table corresponding to the current game state. If the result of the jackpot determination is a jackpot, a jackpot symbol type determination is performed to determine the type of jackpot symbol using the jackpot symbol type random number among the special symbol 1-related random numbers and the special symbol 1 jackpot symbol type determination table. Then, a symbol designation command representing the determined jackpot symbol type is generated. If the result of the jackpot determination is a miss, a symbol designation command representing a miss is generated. Note that multiple types of misses may be provided, and if the result of the jackpot determination is a miss, the type of the miss symbol may be determined. In this case, the symbol designation command may include information indicating the type of miss symbol.
[0201] The special symbol 1 variation pattern determination process is a process performed after the special symbol 1 determination process. In the special symbol 1 variation pattern determination process, the special symbol 1 variation pattern is determined using the special symbol variation pattern random number among the special symbol 1 related random numbers stored in the first area of the special symbol 1 reserve memory unit 105a and a special symbol 1 variation pattern determination table corresponding to the current game state. In the special symbol 1 variation pattern determination process when the result of the jackpot determination is a miss, a reach determination is made, and the special symbol 1 variation pattern is determined according to the result of the reach determination. Note that the determination of the special symbol 1 variation pattern is also associated with the number of special symbol 1 related random numbers stored in the special symbol 1 reserve memory unit 105a (special symbol 1 reserve number). Then, a special symbol 1 variation start command representing the determined special symbol 1 variation pattern is generated. The special symbol 1 variation start command includes information regarding the special symbol 1, information regarding the result of the jackpot determination, information regarding the result of the jackpot pattern type determination, information regarding the result of the reach determination, and information regarding the special symbol variation time associated with the special symbol 1 variation pattern. Then, the special chart 1 display 81a starts variable display of the special chart 1 based on the special chart fluctuation time associated with the determined special chart 1 fluctuation pattern.
[0202] The special chart 1 reserved memory unit shift process is a process that is performed when the special chart 1 determination process and the special chart 1 variation pattern determination process are performed. In the special chart 1 reserved memory unit shift process, the special chart 1 related random numbers stored in the special chart 1 reserved memory unit 105a are shifted one to the first area side, and the special chart 1 related random numbers in the first area are cleared from the special chart 1 reserved memory unit 105a. In this way, the special chart 1 related random numbers are consumed in the order in which they were acquired. Then, a special chart 1 reserved number command is generated that represents the special chart 1 reserved number after the process.
[0203] In addition, when both the number of reserved special charts 2 and the number of reserved special charts 1 exist, the special chart 2 determination process is performed with priority, and the variable display of special chart 2 and the variable display of special chart 1 are not performed in parallel. In other words, when there is a reserved special chart 2, the game control microcomputer 101 does not perform the special chart 1 determination process even if there is a reserved special chart 1. In addition, the variable display of special chart 2 and the variable display of special chart 1 may be configured to be performed in order of winning, or may be configured to be performed simultaneously.
[0204] [2-3-2. Special pattern change processing] The special symbol variation process is a process performed during the variable display of the special symbol. In the special symbol variation process, as the special symbol variation time elapses, the special symbol display device 81 ends the variable display of the special symbol and stops displaying the special symbol according to the result of the jackpot determination. If the result of the jackpot determination is a jackpot, the jackpot symbol indicating a jackpot is stopped and displayed, and if the result of the jackpot determination is a miss, the miss symbol indicating a miss is stopped and displayed. Then, a special symbol variation stop command is generated which indicates the end of the variable display of the special symbol.
[0205] [2-3-3. Special design confirmation process] The special symbol determination process is a process performed when a special symbol is displayed. In the special symbol determination process, if the currently displayed special symbol is a jackpot symbol, the game transitions to a jackpot game state. An opening command indicating the start of a jackpot game is then generated. The opening command includes information regarding the result of the jackpot symbol type determination. If the currently displayed special symbol is a losing symbol and the high probability state is to be ended, a normal probability state is set. A high probability end command indicating a transition to a normal probability state is then generated. If the currently displayed special symbol is a losing symbol and the time-saving state is to be ended, a non-time-saving state is set. A time-saving end command indicating a transition to a non-time-saving state is then generated. If the currently displayed special symbol is a losing symbol and the number of reserved special symbols 2 and 1 is "0", a customer waiting command indicating that the pachinko game machine PY1 is in a standby state is then generated.
[0206] [2-3-4. Jackpot game control processing] The jackpot game control process is a process performed in the jackpot game state. In the jackpot game control process, a jackpot game is played in accordance with the jackpot game control table. After transitioning to the jackpot game state, each round of play begins according to the passage of the opening time or closing time. Then, a round game command indicating the start of the round of play is generated. Furthermore, an ending is started according to the end of the final round of play. Then, an ending command indicating the end of the jackpot game is generated. The ending command includes information regarding the result of the jackpot symbol type determination.
[0207] [2-3-5. Game status setting process] The gaming state setting process is a process that is performed when the jackpot gaming state ends. In the gaming state setting process, when changing from a normal probability state to a high probability state, the high probability state is set when the jackpot gaming state ends. When limiting the duration of the high probability state, the duration of the high probability state (for example, the number of times the special symbol is variable displayed that the high probability state can continue without winning a jackpot) is also set. Then, a high probability setting command is generated that indicates the setting of the high probability state. Also, when changing from a non-time-saving state to a time-saving state, the time-saving state is set when the jackpot gaming state ends. When limiting the duration of the time-saving state, the duration of the time-saving state (for example, the number of times the special symbol is variable displayed that the time-saving state can continue without winning a jackpot) is also set. Then, a time-saving setting command is generated that indicates the setting of the time-saving state.
[0208] In addition, the commands generated by the game control microcomputer 101 in each process can be added or changed as appropriate.
[0209] 6. Control of performance by performance control microcomputer 121 Next, the control of performance by the performance control microcomputer 121 will be described with reference to Figures 25 to 27. Note that counters, timers, flags, buffers, etc. that appear in the following description of the control of performance by the performance control microcomputer 121 are provided in the performance RAM 124.
[0210] [1. Sub-control main processing] When the pachinko gaming machine PY1 is powered on, the performance control microcomputer 121 provided on the sub-control board 120 reads out the program for the sub-control main processing shown in Fig. 25 from the performance ROM 123 and executes it. As shown in the figure, the sub-control main processing first performs power-on processing in response to power-on (S4001). The power-on processing performs, for example, setting of the performance CPU 122, setting of the SIO, PIO, CTC (circuit for managing interrupt time), etc.
[0211] Next, interrupts are prohibited (S4002), and a random number update process is executed (S4003). In the random number update process (S4003), the values of various random number counters for effect determination, which are used to make determinations regarding various effects, are updated. As an example, the method for updating the random number counters for effect determination regarding various effects can be the same as the random number update process performed by the main control board 100 described above. When updating, the random number values may be incremented by 2 instead of by 1. This is also true for the random number update process performed by the main control board 100 described above.
[0212] When the random number update process is completed, a command transmission process is executed (S4004). In the command transmission process, various commands stored in the output buffer in the effect RAM 124 of the sub-control board 120 are transmitted to the image control board 140. Upon receiving the commands, the image control board 140 displays an image on the display unit 50a (executes various image-based effects) according to the received commands. In addition to the various effects performed by the image control board 140, the sub-control board 120 also outputs audio from the speaker 52 via the audio control circuit 161 (executes various audio-based sound effects), causes the frame lamp 53 and the board lamp 54 to emit light via the lamp control circuit 151 (executes various light-emitting effects), and activates the movable devices 55, 56, and 58 (executes various movable object effects). In this way, various effects (such as special chart change effects, hold effects, operation effects, pre-reading effects, other advance notice effects, jackpot game effects, customer waiting effects, and control of effect modes) are realized.
[0213] The performance control microcomputer 121 then enables interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While interrupts are enabled, it becomes possible to execute reception interrupt processing (S4010), 1 ms timer interrupt processing (S4011), and 10 ms timer interrupt processing (S4012).
[0214] The reception interrupt process (S4010) is executed each time various commands sent from the main control board 100 are input to the performance control microcomputer 121. In the reception interrupt process (S4010), the performance control microcomputer 121 stores the various commands sent and received by the output process (S101) of the main control board 100 in a reception buffer of the performance RAM 124. This reception interrupt process is executed with priority over other interrupt processes (S4011, S4012).
[0215] [2.1ms timer interrupt processing] The 1 ms timer interrupt process (S4011) is executed each time an interrupt pulse with a 1 msec period is input to the sub-control board 120. In the 1 ms timer interrupt process (S4011), as shown in Fig. 26, input process (S4101), light emission data output process (S4102), movable device control process (S4103), and watchdog timer process (S4104) are performed in this order.
[0216] The input process detects the operation of player-operable operating elements such as the normal button detection switch 40a and the special button detection switch 41a, and sets commands and creates performance data based on the detection results. The light-emission data output process outputs light-emission data to the lamp control circuit 151 to illuminate lamps such as the frame lamp 53 and the board lamp 54 at timings appropriate for image effects, based on the performance data created in the input process and the performance data creation process described below. In other words, the performance control microcomputer 121 illuminates the frame lamp 53, the board lamp 54, and other lamps in a predetermined lighting pattern according to the light-emission data. The movable device control process outputs drive data to perform movable object effects by operating movable devices such as the movable devices 55, 56, and 58 at predetermined timings based on the performance data created in the input process and the performance data creation process described below. In other words, the performance control microcomputer 121 performs movable object effects by operating the movable devices 55, 56, and 58 in a predetermined operating pattern according to the drive data. The watchdog timer process resets the watchdog timer.
[0217] [3.10ms timer interrupt processing] The 10 ms timer interrupt process (S4012) is executed each time an interrupt pulse with a 10 ms period is input to the sub-control board 120. As shown in Fig. 27, the 10 ms timer interrupt process (S4012) sequentially performs received command analysis process (S4201), performance timer update process (S4202), audio control process (S4203), and performance data creation process (S4204).
[0218] In the received command analysis process, the command stored in the receive buffer of the performance RAM 124 by the receive interrupt process (S4010) is analyzed, and processing according to the command (for example, selecting a performance, setting a performance mode, setting a command, etc.) is performed. In the performance timer update process, a timer for measuring the time related to each performance is updated. For example, in the performance timer update process, the start timing and end timing of the effective operation period of an operation unit such as the normal button 40 or the special button 41 are measured. In the audio control process, audio data (data for controlling the audio output from the speaker 52) is created and output to the audio control circuit 161 based on the processing results of the input process and the received command analysis process. In the performance data creation process, performance data is created based on the processing results of the received command analysis process.
[0219] Here, an example of processing when the performance control microcomputer 121 receives a command from the game control microcomputer 101 will be described. The command received by the performance control microcomputer 121 is a special symbol variation start command (special symbol 1 variation start command or special symbol 2 variation start command). When the performance control microcomputer 121 determines in the received command analysis process (S4201) that it has received a special symbol variation start command, it performs the following processing upon receiving the variation start command: selects a special symbol variation effect pattern (sub-variation pattern) based on the special symbol variation pattern indicated by the command, sets information about the sub-variation pattern, and sets a variation effect start command including information about the sub-variation pattern in the output buffer. For example, if the special symbol variation pattern indicated by the special symbol variation start command is an SP variation (SP jackpot variation or SP miss variation), it selects a sub-variation pattern that performs an SP reach, and sets a variation effect start command corresponding to the sub-variation pattern in the output buffer. After that, each process (command transmission process (S4004), light emission data output process (S4102), movable device control process (S4103), sound control process (S4203), etc.) is executed, and the special chart change effect corresponding to the selected sub-change pattern is realized. Note that the process flow for realizing such an effect is basically the same for other effects such as jackpot game effects, customer waiting effects, pre-reading effects, and so-called advance notice effects associated with the change.
[0220] 7. Features of the PY1 Pachinko Machine The following will describe in detail the features of the pachinko gaming machine PY1. One of the features of the pachinko gaming machine PY1 is the pseudo consecutive effects.
[0221] First, we will explain the jackpot games that can be executed by the game control microcomputer 101. The game control microcomputer 101 can execute various jackpot games (jackpot games 1 to 4) shown in the jackpot game control table of FIG.
[0222] As shown in FIG. 28, the game control microcomputer 101 can determine either "jackpot symbol 1" or "jackpot symbol 2" in determining the type of jackpot symbol in the special symbol 1 determination process (special symbol determination process based on winning at the first starting port 11). More specifically, the game control microcomputer 101 determines "jackpot symbol 1" 60% of the time and "jackpot symbol 2" 40% of the time. Furthermore, the game control microcomputer 101 can determine either "jackpot symbol 3" or "jackpot symbol 4" in determining the type of jackpot symbol in the special symbol 2 determination process (special symbol determination process based on winning at the second starting port 12). More specifically, the game control microcomputer 101 determines "jackpot symbol 3" 60% of the time and "jackpot symbol 4" 40% of the time.
[0223] The game control microcomputer 101 then executes a jackpot game according to the type of jackpot symbol determined. Specifically, 16 rounds of play are played in "jackpot game 1," which is executed when "jackpot symbol 1" is determined, and "jackpot game 2," which is executed when "jackpot symbol 2" is determined. The first jackpot slot 14 is opened for a maximum of 29.5 seconds per round from rounds 1 to 8, and for a maximum of 0.1 seconds per round from rounds 9 to 16. The opening time of the first jackpot slot 14 is extremely short from rounds 9 to 16 of this jackpot game, making it unlikely that a prize will actually be won in this round. In other words, although the total number of rounds in this jackpot game is 16, the actual number of rounds is only 8.
[0224] Furthermore, in "jackpot game 3," which is executed when "jackpot symbol 3" is determined, and "jackpot game 4," which is executed when "jackpot symbol 4" is determined, 16 rounds of play are played. In all of the rounds from 1R to 16R, the first large prize opening 14 is opened for a maximum of 29.5 seconds per round of play. In other words, in this jackpot game, the total number of rounds and the actual number of rounds are 16.
[0225] Therefore, it can be said that "jackpot game 3" and "jackpot game 4", which have an effective number of rounds of play of 16, are jackpot games that are more advantageous to the player than "jackpot game 1" or "jackpot game 2", which have an effective number of rounds of play of 8, and the jackpot game state in which "jackpot game 3" or "jackpot game 4" is executed is a game state that is more advantageous to the player than the jackpot game state in which "jackpot game 1" or "jackpot game 2" is executed.
[0226] Next, the game states that can be controlled by the game control microcomputer 101 will be explained. The game control microcomputer 101 sets the game state after a jackpot game to a time-shortened state (high base state) regardless of whether a jackpot game of "jackpot game 1," "jackpot game 2," "jackpot game 3," or "jackpot game 4" is executed. Furthermore, when either a jackpot game of "jackpot game 1" or "jackpot game 3" is executed, the game state after the jackpot game is set to a high probability state, whereas when either a jackpot game of "jackpot game 2" or "jackpot game 4" is executed, the game state after the jackpot game is set to a normal probability state. In other words, after "jackpot game 1" or "jackpot game 3", the game state is controlled to a high probability high base game state (high probability state and time-shortened state), and after "jackpot game 2" or "jackpot game 4", the game state is controlled to a low probability high base game state (normal probability state and time-shortened state).
[0227] In this embodiment, the "high probability high base game state" can be continued until the next jackpot game is executed. On the other hand, the "low probability high base game state" can be continued until the number of times the special symbol is displayed in a variable manner reaches 100 times (a predetermined upper limit number of times).
[0228] Therefore, it can be said that "jackpot game 1" or "jackpot game 3", which is subsequently set to a high probability state, is a jackpot game that is more advantageous to the player than "jackpot game 2" or "jackpot game 4", which is subsequently not set to a high probability state. Also, it can be said that the jackpot game state in which "jackpot game 1" or "jackpot game 3" is executed is a game state that is more advantageous to the player than the jackpot game state in which "jackpot game 2" or "jackpot game 4" is executed.
[0229] The jackpot gaming state can be said to be a gaming state that is more advantageous to the player than the normal gaming state, regardless of the type of jackpot symbol. Also, a "high probability high base gaming state," which is one of the high probability states, can be said to be a gaming state that is more advantageous to the player than a "low probability high base gaming state," which is one of the normal probability states. In this specification, a gaming state that is advantageous to the player may be referred to as an advantageous gaming state or a special gaming state.
[0230] Next, we will explain how to determine the variation pattern of special chart 1 in the non-time-saving state. In the non-time-saving state, the game control microcomputer 101 determines the variation pattern of special chart 1 using the variation pattern determination table shown in Figure 29.
[0231] In the special symbol 1 variation pattern determination process when the non-time-saving mode is set, the game control microcomputer 101 determines the special symbol 1 variation pattern based on the results of the jackpot determination performed in the special symbol 1 determination process, the reach determination result, and the special symbol variation pattern random number. More specifically, as shown in FIG. 29, when the game control microcomputer 101 determines that a jackpot has been won in the jackpot determination process, it can determine one of "THP001" to "THP003" as the special symbol 1 variation pattern, regardless of whether the jackpot is "jackpot symbol 1" or "jackpot symbol 2." The special symbol 1 variation pattern to be selected is determined based on the special symbol variation pattern random number. The allocation rate is as shown in FIG. 29. The allocation rate (selection rate) of the special symbol variation pattern can be changed as appropriate within the range that does not interfere with gameplay. This also applies to special symbol variation patterns other than "THP001" to "THP003."
[0232] In addition, when the game control microcomputer 101 determines that the jackpot has been missed in the jackpot determination and the result of the reach determination is "reach," it can determine one of "THP031" to "THP033" as the special chart 1 variation pattern.
[0233] In addition, when the game control microcomputer 101 determines that the jackpot has been lost and the result of the reach determination is "no reach," it is possible to determine one of four types of special chart 1 variation patterns: "THP040," "THP041," "THP042," and "THP043." Which of these four types of special chart 1 variation patterns is determined is determined by the number of special chart 1 reserved. When the number of special chart 1 reserved is 0 to 2, a special chart variation pattern with a relatively long special chart variation time is likely to be determined, and when the number of special chart 1 reserved is 3 to 4, a special chart variation pattern with a relatively short special chart variation time is likely to be determined.
[0234] Here, the special chart 1 variation pattern "THP001" is a variation (meter SP jackpot variation) in which the meter charge effect is successful and develops into an SP reach, and as a result of that SP reach, a success effect (winning notification effect) is executed. Also, the special chart 1 variation pattern "THP031" is a variation (meter SP miss variation) in which the meter charge effect is successful and develops into an SP reach, and as a result of that SP reach, a failure effect (losing notification effect) is executed. Also, the special chart 1 variation pattern "THP040" is a variation (meter normal miss variation) in which the meter charge effect fails and no reach is formed.
[0235] The meter charge effect is an operation effect in which an image of a meter with multiple scales (meter image G1) is displayed on the display unit 50a, and the meter scale approaches full (MAX) in response to operation of the normal button 40 (an example of an operation unit) (see Figures 32 and 33). The meter charge effect has a success mode in which the scale eventually becomes full, and a failure mode in which the scale does not become full. When a meter charge effect in a success mode is executed, a reach is formed, and the result develops from an N reach to an SP reach (see Figure 34). When a meter charge effect in a failure mode is executed, the variable effect ends without a reach being formed.
[0236] As shown in Figure 29, special chart 1 variation pattern "THP002" is an "SP jackpot variation" that develops into an SP reach without the meter charge effect being executed, and special chart 1 variation pattern "THP003" is an "N jackpot variation" that develops into a reach with the effect patterns EZ1, EZ2, and EZ3 without the meter charge effect being executed, but does not develop into an SP reach.
[0237] In addition, the special chart 1 variation pattern "THP032" is an "SP miss variation" that develops into an SP reach without the meter charge effect being executed, and the special chart 1 variation pattern "THP033" is an "N miss variation" that develops into a reach with the performance patterns EZ1, EZ2, and EZ3 without the meter charge effect being executed, but does not develop into an SP reach.
[0238] In addition, the special chart 1 variation pattern "THP041" is a "normal A miss variation" in which the variation ends in 13 seconds without the EZ1, EZ2, and EZ3 symbols reaching a reach, "THP042" is a "normal B miss variation" in which the variation ends in 8 seconds without the EZ1, EZ2, and EZ3 symbols reaching a reach, and "THP043" is a "normal C miss variation" in which the variation ends in 4 seconds without the EZ1, EZ2, and EZ3 symbols reaching a reach. A reach is a state in which there is only one variable display symbol left out of multiple display symbols, and depending on which variable display symbol stops, a combination of symbols (for example, a "7↓7" state) that indicates a game state advantageous to the player (for example, a jackpot game state) is achieved.
[0239] In this mode, as shown in Fig. 29, when a jackpot is won (in the case of a jackpot fluctuation), a fluctuation effect that develops to SP reach is more likely to be executed than a fluctuation effect that ends with N reach. On the other hand, when a loss occurs (in the case of a loss fluctuation), a fluctuation effect that ends with N reach is more likely to be executed than a fluctuation effect that develops to SP reach. In other words, in this mode, SP reach is an effect that has a higher probability of winning a jackpot than N reach.
[0240] Also, in this mode, as shown in FIG. 29, when a jackpot is won (in the case of a jackpot variation), the rate at which a meter SP jackpot variation in which the meter charge effect is successful and develops into an SP reach is selected is higher than the rate at which an SP jackpot variation in which an SP reach is executed without the meter charge effect being executed is selected. On the other hand, when a loss occurs (in the case of a loss variation), the rate at which a meter SP loss variation in which the meter charge effect is successful and develops into an SP reach is selected is lower than the rate at which an SP loss variation in which an SP reach is executed without the meter charge effect being executed is selected. In other words, in this mode, a series of effects in which the meter charge effect is successful and develops into an SP reach is more likely to be selected when a jackpot is won than when a loss occurs. Therefore, the meter charge effect in the successful mode functions as an effect that suggests a high expectation of a jackpot game being executed (the expectation of being controlled to a favorable game state).
[0241] In this embodiment, as shown in Fig. 29, when a meter charge effect in a successful mode is executed, an SP reach is always executed, and when a meter charge effect in a failed mode is executed, the variable effect ends without forming a reach. Therefore, the meter charge effect functions as an effect that makes the player look forward to the execution of an SP reach.
[0242] In this mode, a battle reach is executed as an SP reach. A battle reach is a reach effect in which a main character and an enemy character battle each other. A battle reach has a win / lose branch, and branches into a success effect (victory effect) in which the main character defeats the enemy character, or a failure effect (defeat effect) in which the main character is defeated by the enemy character. A success effect functions as an effect that suggests to the player that they have won a jackpot. A failure effect functions as an effect that suggests to the player that they have not won a jackpot. In this mode, the reach effect shown in Figure 19 is executed as a battle reach based on the lottery of special chart 1 in the non-time-saving state. In addition, the performance control microcomputer 121 displays performance images on the display unit 50a for each performance (normal variation, meter charge performance, N reach, SP reach, etc.) that constitutes the special chart variation performance, and can execute light-emitting performances using the frame lamp 53 and board lamp 54, sound performances using the speaker 52, movable body performances using movable devices 55, 56, 58, and operation performances using the input device (normal button 40, special button 41), etc., depending on the display of the performance image.
[0243] Next, the lottery for the operation mode (operation method) of the normal button 40 in the meter charge effect by the effect control microcomputer 121 will be described with reference to Figure 30. There are two types of meter charge effects, which differ in the operation method of the normal button 40. One is a meter charge effect in which the meter is charged by a "rapid tap" operation (rapid tap meter charge effect), and the other is a meter charge effect in which the meter is charged by a "long press" operation (long press meter charge effect). "Rapid tap" refers to the operation of repeatedly pressing the normal button 40 many times during the valid operation period of the normal button 40. "Rapid tap" is an example of a continuous operation. Furthermore, "long press" refers to the operation of continuously pressing the normal button 40 (an operation of maintaining the pressed state) throughout the valid operation period of the normal button 40. "Long press" is an example of a continuous operation.
[0244] The method of operating the normal button 40 in the meter charge effect is determined based on the table shown in Fig. 30. As shown in Fig. 30, when the special symbol change pattern indicated by the special symbol 1 change start command received from the game control microcomputer 101 is "meter SP jackpot change" (THP001), the effect control microcomputer 121 selects "repeated hits" 30% of the time and "long press" 70% of the time. Also, when the special symbol change pattern indicated by the special symbol 1 change start command received from the game control microcomputer 101 is "meter SP miss change" (THP031), the effect control microcomputer 121 selects "repeated hits" 40% of the time and "long press" 60% of the time. In addition, when the special chart fluctuation pattern indicated by the special chart 1 fluctuation start command received from the game control microcontroller 101 is "meter normal miss fluctuation" (THP040), the performance control microcontroller 121 selects "rapid tapping" 80% of the time and selects "long press" 20% of the time.
[0245] In this manner, in this embodiment, in fluctuations that develop into an SP reach (meter SP jackpot fluctuation, meter SP miss fluctuation), long presses are more likely to be selected than rapid hits, and in fluctuations that do not form a reach (meter normal miss fluctuation), rapid hits are more likely to be selected than long presses. Therefore, the long press meter charge effect functions as an effect that suggests there is a high possibility of development into an SP reach. Furthermore, in a meter SP jackpot fluctuation, there is a higher probability of long presses being selected and a lower probability of rapid hits being selected than in a meter SP miss fluctuation. Therefore, the long press meter charge effect also functions as an effect that suggests there is a high possibility of a successful effect being executed in an SP reach (in other words, the possibility of winning a jackpot).
[0246] Next, the lottery for the operation effect at the winning / losing branch of the SP reach by the effect control microcomputer 121 will be explained with reference to FIG. 30. In the SP reach based on the lottery for the special chart 1 in the non-time-saving state, the winning / losing branch is performed by having the player operate the normal button 40 with a "single press." In other words, the SP reach branches to either a success or failure effect after the operation effect. A "single press" refers to pressing the normal button 40 only once during the valid operation period of the normal button 40. A "single press" is an example of a single operation. There are two types of operation effects at the winning / losing branch of the SP reach, each with a different operation instruction effect that instructs the player to operate the normal button 40. One is a single press operation effect without an operation instruction voice output effect (FIG. 35), and the other is a single press operation effect with an operation instruction voice output effect (FIG. 36). The operation method instruction voice output effect is an effect in which an operation method instruction voice for "one hit" that instructs how to operate the normal button 40 is output from the speaker 52.
[0247] As shown in FIG. 30, when the special chart variation pattern indicated by the special chart 1 variation start command received from the game control microcomputer 101 is "meter SP jackpot variation" (THP001), the effect control microcomputer 121 selects "no operation method instruction voice output" 30% of the time and selects "operation method instruction voice output" 70% of the time. Also, when the special chart variation pattern indicated by the special chart 1 variation start command received from the game control microcomputer 101 is "meter SP miss variation" (THP031), the effect control microcomputer 121 selects "no operation method instruction voice output" 70% of the time and selects "operation method instruction voice output" 30% of the time. In this embodiment, in an SP reach that is executed without a meter charge effect, no operation effect is executed at the win / loss branch; however, an operation effect may also be executed in an SP reach that is executed without a meter charge effect.
[0248] In this manner, in this embodiment, in the case of a Meter SP jackpot fluctuation, the operation effect of "with operation instruction voice output" is more likely to be selected than the operation effect of "without operation instruction voice output," and in the case of a Meter SP miss fluctuation, the operation effect of "without operation instruction voice output" is more likely to be selected than the operation effect of "with operation instruction voice output." For this reason, the operation effect of "with operation instruction voice output" functions as an effect that suggests a high probability of winning a jackpot (the probability of winning a jackpot).
[0249] Next, examples of the execution of characteristic effects (meter charge effect and operation effect at the time of winning / losing branch of SP reach) in the pachinko gaming machine PY1 will be described with reference to Figs.
[0250] <Meter charge effect> A specific example of the meter charge effect will be explained. When "Meter SP Big Win Variation" (THP001), "Meter SP Miss Variation" (THP031), or "Normal Meter Miss Variation" (THP040) is selected as the special symbol variation pattern, the effect control microcomputer 121 starts displaying the variations of the effect symbols EZ1, EZ2, and EZ3 (see Figures 31(A) and (B)), and then immediately executes the meter charge effect (see Figure 31(C)). In the meter charge effect, first, a meter image G1 showing a meter with multiple scales and a text image G2 saying "Charge the meter!" are displayed on the display unit 50a. This notifies the player that the meter charge effect has started.
[0251] If the operation method of the normal button 40 in the meter charge effect is "repeated pressing," then the image shown in FIG. 31(C) is displayed, followed by the repeated pressing meter charge effect shown in FIG. 32. In the repeated pressing meter charge effect, a valid period image G3 indicating the valid operation period of the normal button 40, a normal button image G4 representing the normal button 40, and an operation method instruction image G51 indicating in text that the operation method is repeated pressing are displayed. The valid period image G3 is a progress bar that changes as the valid operation period elapses. The operation method instruction image G51 is an image that includes the text "repeated pressing," which indicates the operation method. Note that the operation method instruction image G51 is also an operation instruction image that instructs the player on how to operate the normal button 40.
[0252] In a rapid-hit meter charge effect, the pachinko gaming machine PY1 executes an operation method instruction effect that expresses that the operation method is rapid hits, using an operation method instruction image G51 and a normal button image G4. Specifically, in the operation method instruction effect in the rapid-hit meter charge effect, the pachinko gaming machine PY1 alternately enlarges and reduces the character image G6 of "REPEATED" and the character image G7 of "HIT" included in the operation method instruction image G51. In response to this, the normal button image G4 is repeatedly switched between a non-pressed state (first display state) that represents the normal button 40 in an unpressed state and a pressed state (second display state) that represents the normal button 40 in a pressed state.
[0253] That is, in response to the start of the operation valid period, first, as shown in FIG. 32(A), the pachinko gaming machine PY1 displays the normal button image G4 in the non-pressed state, and also displays the character images G6 of "continuous" and G7 of "hit" in the normal state at a separated position away from the normal button image G4. Next, as shown in FIG. 32(B), the character image G6 of "continuous" is enlarged. At this time, in response to the enlarged display of the character image G6 of "continuous", the normal button image G4 in the non-pressed state is changed to the pressed state. The normal button image G4 in the pressed state is displayed in a specific color (for example, blue) different from the display color (normal color, for example, white) of the normal button image G4 in the non-pressed state. Such a moving image (FIGS. 32(A)(B)) expresses the state of the character of "continuous" pressing the normal button. Note that the display position of the character image G6 of "continuous" shown in FIG. 32 is a proximity position close to the normal button image G4. When the character image G6 of "continuous" is in the proximity position, its lower part is displayed overlapping in front of the normal button image G4. The display time of the image where the character of "continuous" presses the normal button is extremely short, and immediately, as shown in FIG. 32(C), the character image G6 of "continuous" is reduced to the normal state, and the normal button image G4 is returned to the non-pressed state.
[0254] Subsequently, as shown in FIG. 32(D), the effect control microcomputer 121 enlarges the character image G7 of "hit". At this time, in response to the enlarged display of the character image G7 of "hit", the normal button image G4 in the non-pressed state is changed to the pressed state. When the normal button image G4 becomes the pressed state, the display color of the normal button image G4 changes to the specific color. Such a moving image (FIGS. 32(C)(D)) expresses the state of the character of "hit" pressing the normal button. Note that the display position of the character image G7 of "hit" shown in FIG. 32 is a proximity position close to the normal button image G4. When the character image G7 of "hit" is in the proximity position, its lower part is displayed overlapping in front of the normal button image G4. The display time of the image where the character of "hit" presses the normal button is extremely short, and immediately, as shown in FIG. 32(E), the character image G6 of "hit" is reduced to the normal state, and the normal button image G4 is returned to the non-pressed state.
[0255] Thereafter, the operation instruction effects shown in Figures 32(B) to 32(E) are repeated until the valid operation period ends. That is, until the valid operation period ends, a series of moving images are displayed in which the character image of "CONTINUOUS" rapidly switches between the normal button pressing action and the character image of "HITTING" rapidly switches between the normal button pressing action. In this manner, in this embodiment, if the operation method of the normal button 40 is "CONTINUOUS," the operation method instruction image G51 instructing the "CONTINUOUS" operation method is displayed in an action manner that looks as if the normal button is being hit repeatedly. This makes it possible to clearly indicate to the player that the operation method is "CONTINUOUS," even without reading the meaning of the word "CONTINUOUS." Furthermore, the character "CONTINUOUS" itself is anthropomorphized as if the normal button is being hit repeatedly, which can enhance the interest of the operation effect.
[0256] Furthermore, if the operation method of the normal button 40 in the meter charge effect is a "long press," then the long press meter charge effect shown in FIG. 33 is executed following the image shown in FIG. 31(C). In the long press meter charge effect, a validity period image G3 indicating the validity period for operation of the normal button 40, a normal button image G4 representing the normal button 40, and an operation method instruction image G52 indicating in text that the operation method is a long press are displayed. The operation method instruction image G52 is an image including the text "long press" indicating the operation method. Note that the operation method instruction image G52 is also an operation instruction image that instructs the player on how to operate the normal button 40.
[0257] In a long-press meter charge effect, the pachinko gaming machine PY1 executes an operation instruction effect that indicates that the operation is a long press, using an operation instruction image G52 and a normal button image G4. Specifically, in the operation instruction effect for a long-press meter charge effect, the pachinko gaming machine PY1 moves the operation instruction image G52, which includes the text "long press," from a distant position away from the normal button image G4 to a close position overlapping the front of the normal button image G4, and keeps it in the close position for a certain period of time. Then, in response to the movement of the operation instruction image G52 from the distant position to the close position, the normal button image G4 is switched from an unpressed state, which represents the normal button 40 in an unpressed state, to a pressed state, which represents the normal button 40 in a pressed state.
[0258] That is, in response to the start of the valid operation period, the pachinko gaming machine PY1 first displays the normal button image G4 in a non-pressed state, as shown in FIG. 33(A), and also displays an operation method instruction image G52, which is a text image of "long press," above the normal button image G4 at a position separate from the normal button image G4. Next, as shown in FIG. 33(B), the operation method instruction image G52 (text image of "long press") is moved downward to a position close to the normal button image G4 where it overlaps with the normal button image G4. At this time, in response to the movement of the operation method instruction image G52, the normal button image G4 in a non-pressed state is changed to a pressed state. The pressed normal button image G4 is displayed in a specific color (e.g., blue).
[0259] The display of the operation method instruction image G52 in the proximity position shown in Fig. 33(B) and the display of the normal button image G4 in the pressed state are maintained for a certain period of time (2.5 seconds in this embodiment, approximately 1 / 3 of the effective operation time of 8 seconds). Such moving images (Figs. 33(A)(B)) express the appearance of the "long press" characters pressing the normal button using the long press operation method. Note that when the operation method instruction image G52 (the image of the "long press" characters) is in the proximity position, its lower part is displayed superimposed in front of the normal button image G4. Note that the operation method instruction image G52 (the "long press" characters) in the proximity position may be displayed in a vibrating manner to emphasize the expression that the "long press" characters are acting on the normal button.
[0260] After displaying the operation method instruction image G52 at the close position for a certain period of time, the performance control microcomputer 121 returns the operation method instruction image G52 to the distant position and returns the normal button image G4 to the non-pressed state, as shown in Fig. 33(C).Then, as shown in Fig. 33(D), the operation method instruction image G52 is again moved and displayed at the close position, and the normal button image G4 is changed to the pressed state, and this state is maintained for a certain period of time.
[0261] Thereafter, the operation instruction effects shown in Figures 33(C) and 33(D) are repeated until the valid operation period ends. That is, the "long press" text image repeatedly presses the normal button using the long press operation method until the valid operation period ends. In this manner, in this embodiment, if the operation method for the normal button 40 is "long press," the operation instruction image G52 instructing the "long press" operation method is displayed in a motion that resembles a long press of the normal button. This makes it possible to clearly indicate to the player that the operation method is "long press" simply by the motion, without the player having to read the meaning of the "long press" text. Furthermore, the anthropomorphic representation of the "long press" text itself as a long press of the normal button can enhance the interest of the operation effect. Note that the two-dot chain arrow in Figure 33 is a virtual line used to explain the movement of the operation instruction image G52 and is not an image displayed on the display unit 50a. The meaning of the two-dot chain arrow is the same in subsequent drawings.
[0262] When the meter charge effect of "continuous pressing" or "long pressing" is an effect executed based on the characteristic diagram variation pattern of "meter SP big win variation" or "meter SP loss variation", as shown in Fig. 34(A), the effect control microcomputer 121 performs a meter charge effect in a successful mode where the scale of the meter image G1 accumulates until it is full. In the meter charge effect in the successful mode, in response to displaying the scale of the meter image G1 as full, an effect image G8 representing an explosion is displayed at the same position as the display position of the normal button image G4. Then, in response to making the effect image G8 representing this explosion non-displayed, the effect control microcomputer 121 displays the effect patterns EZ1, EZ2, and EZ3 in a reach mode as shown in Fig. 34(B), and further develops it into a SP reach as shown in Fig. 34(C). When the meter charge effect of "continuous pressing" or "long pressing" is an effect executed based on the characteristic diagram variation pattern of "meter normal loss variation", the effect control microcomputer 121 performs a meter charge effect in a failed mode where the scale of the meter image G1 does not accumulate until it is full.
[0263] <Operation effect in the winning / losing branch of SP reach> In SP reach, a video in which the main character battles an enemy character is displayed on the display unit 50a, and finally, it branches into a successful effect indicating a win (a victory effect in which the main character wins) or a failed effect indicating a loss (a defeat effect in which the main character loses). At the time of this winning / losing branch, the effect control microcomputer 121 executes an operation effect for operating the normal button 40. That is, in response to the normal button 40 being operated, a successful effect or a failed effect is executed.
[0264] The operation effects in the winning / losing branch of SP reach include an operation effect without an operation method instruction voice that displays an image instructing the operation of the normal button 40 by single pressing on the display unit 50a without outputting an operation method instruction voice of "a single strike" from the speaker 52, and an operation effect with an operation method instruction voice that outputs an operation method instruction voice of "a single strike" from the speaker 52 and displays an image instructing the operation of the normal button 40 by single pressing on the display unit 50a.
[0265] When executing an operation effect without an operation method instruction sound, the effect control microcomputer 121 executes the operation method instruction effect shown in FIG. 35 without outputting an operation method instruction sound from the speaker 52. That is, in response to the start of the valid operation period, the effect control microcomputer 121 first displays, as shown in FIG. 35(A), a valid period image G3 indicating the valid operation period of the normal button 40, a normal button image G4 representing the normal button 40, and an operation method instruction image G53 indicating in text that the operation method is a single press. The operation method instruction image G53 is an image including the word "one hit" indicating the operation method. Note that the operation method instruction image G53 is also an operation instruction image that instructs the player to operate the normal button 40.
[0266] The word "one hit" functions as an indication of a basic operation method, a single press, rather than a special operation method such as rapid tapping or a long press. A single press is referred to as a basic operation, while rapid tapping and a long press are referred to as non-basic operations. Rapid tapping is an example of a first non-basic operation, and a long press is an example of a second non-basic operation. The output of the audio instruction for the "one hit" operation method from speaker 52 also functions as an indication of the basic operation method, a single press. Other images, such as "one hit," "single press," or "press," may be used as the operation method instruction image for instructing the single press operation method. Even if the image simply reads "press," it functions as an image instructing the single press operation method in this embodiment, in which the "rapid tap" operation method instruction image G51 is displayed when the operation method is rapid tapping, and the "long press" operation method instruction image G52 is displayed when the operation method is a long press. In this case, the audio instruction for the operation method may be configured to output the audio instruction for the operation method, and the audio instruction for the operation method "press" also functions as an audio instruction indicating that the operation method is a single press.
[0267] In the single-push operation instruction presentation without audio instruction, the pachinko gaming machine PY1 uses an operation instruction image G53 and a normal button image G4 to represent that the operation method is a single push. Specifically, the pachinko gaming machine PY1 moves the operation instruction image G53, which includes the characters "One Hit," from a distant position away from the normal button image G4 to a close position overlapping in front of the normal button image G4, and then immediately returns it to the distant position. Then, depending on the movement of the operation instruction image G53 between the distant position and the close position, the normal button image G4 is switched between an unpressed state, which represents the normal button 40 in an unpressed state, and a pressed state, which represents the normal button 40 in a pressed state.
[0268] That is, as shown in Figures 35(A) and 35(B), the pachinko gaming machine PY1 moves the operation method instruction image G53 (the character image of "One Hit"), which was displayed above the normal button image G4 at a distance not overlapping the normal button image G4, downward to a position close to the normal button image G4 where it overlaps. At this time, in accordance with the movement of the operation method instruction image G52, the normal button image G4 in the non-pressed state is changed to a pressed state. The pressed normal button image G4 is displayed in a specific color (for example, blue).
[0269] The display of the operation method instruction image G53 in the close position and the display of the normal button image G4 in the pressed state shown in Figure 35(B) last for a short time (0.5 seconds in this embodiment, approximately 1 / 16 of the 8-second effective operation time), and the performance control microcomputer 121 immediately returns the operation method instruction image G53 to the separated position and returns the normal button image G4 to the non-pressed state, as shown in Figure 35(C). These moving images (Figures 35(A) to (C)) express the appearance of the word "One Strike" pressing the normal button using the single-press operation method. Note that when the operation method instruction image G53 (the image of the word "One Strike") is in the close position, its lower part is displayed superimposed in front of the normal button image G4.
[0270] Thereafter, the effect control microcomputer 121 again moves the operation instruction image G53 to the close position and changes the normal button image G4 to a pressed state, as shown in FIG. 35(D). Then, as shown in FIG. 35(E), it immediately returns the operation instruction image G53 to the far position and changes the normal button image G4 to a non-pressed state. That is, the single-press action (action) shown in FIGS. 35(B) and 35(C) is repeated. This continues until the valid operation period ends. That is, the action of the character image "Single Press" pressing the normal button in the single-press operation method is repeated until the valid operation period ends. Thus, in this embodiment, if the operation method of the normal button 40 is "Single Press" and no audio instruction for the "Single Press" operation is output, the operation instruction image G53 instructing the "Single Press" operation method is displayed in an action manner that resembles a single press of the normal button. This makes it possible to clearly indicate to the player that the operation method is "Single Press" simply by the action manner of the character "Single Press" even without the audio instruction for the "Single Press" operation. Furthermore, the character "one hit" itself is personified as a long press of a regular button, which can increase the interest of the operation presentation.
[0271] Furthermore, when executing an operation performance with an operation method instruction sound, the performance control microcomputer 121 outputs the operation method instruction sound from the speaker 52 and executes the operation method instruction performance shown in Fig. 36. That is, in response to the start of the valid operation period, the performance control microcomputer 121 outputs the sound "one hit" from the speaker 52 and displays a valid period image G3 indicating the valid operation period of the normal button 40, a normal button image G4 representing the normal button 40, and an operation method instruction image G53 (a text image of "one hit") indicating in text that the operation method is a single press.
[0272] In the single-press operation presentation with operation method instruction sound, the presentation control microcomputer 121 displays the operation method instruction image G53 as a still image on the display unit 50a during the valid operation period (see FIGS. 36(A) to 36(C)). That is, the operation method instruction image G53 continues to be displayed at a distance from the normal button image G4 without moving it. The presentation control microcomputer 121 also continues to display the normal button image G4 in an unpressed state. In this manner, in this embodiment, when sound instructing the operation method is output from the speaker 52 in the operation presentation, the player can fully understand the operation method from this sound. Therefore, the operation method instruction image G53 is not moved toward the normal button image G4 in the operation presentation, but is simply displayed as a still image. This prevents the display presentation on the display unit 50a from becoming complicated.
[0273] In addition, when an operation instruction sound is output in the operation presentation and the operation instruction image G53 is displayed as a still image, the size and color (i.e., display mode) of the operation instruction image G53 (the character image of "One Hit") may be made different from that of the operation instruction image G53 when no operation instruction sound is output, so that the operation instruction image G53 stands out. Also, a configuration may be adopted in which only the operation instruction image G53 is displayed as a still image, and the normal button image G4 changes from a non-pressed state to a pressed state and then back to a non-pressed state, representing a single press, at regular intervals. In addition, the output timing of the operation instruction sound can be changed as appropriate within a range that is not inappropriate as an operation instruction to the player, such as before the start of the effective operation period (for example, immediately before the start).
[0274] The various effects for instructing the operation method of the normal button 40 described above are summarized in FIGS. 37 and 38. As shown in FIG. 37, when the pachinko gaming machine PY1 does not output an operation method instruction sound in the operation effect, it operates operation method instruction images (operation method instruction image G51, which is a text image of "rapid hits," operation method instruction image G52, which is a text image of "long press," operation method instruction image G53, which is a text image of "one hit") that instruct the operation method in an operation mode corresponding to the operation method. Specifically, in the operation effect when the operation method is "rapid hits," as shown in FIGS. 37(A), (B), and (E), no operation method instruction sound is output, and during the operation valid period, a series of actions is repeated at high speed: in the operation method instruction image G51, which is a text image of "rapid hits," the character image G6 of "rapid hits" is enlarged from its normal state and returned to its normal state, and then the character image G7 of "hit" is enlarged from its normal state and returned to its normal state. This expresses the appearance of the characters "rapid hits" repeatedly hitting the normal button. In this embodiment, the time t1 during which the character image G6 of "RENA" is enlarged and displayed (the time during which the character image G6 of "DA" is enlarged and displayed is the same) is about 0.2 seconds.
[0275] Furthermore, in the operation presentation when the operation method is "long press," as shown in FIG. 37(A), (C), and (E), no operation method instruction sound is output, and during the valid operation period, an operation method instruction image G52, which is a text image of "long press," is moved and displayed from a distant position away from the normal button image G4 to a close position where it overlaps with the normal button image G4, and is kept displayed in the close position for a certain period of time t2 (corresponding to the second close position time), and then returned to the close position. This type of operation display is then repeated during the valid operation period. This causes the text "long press" to appear as if the normal button is being pressed for a long time. In this embodiment, the time t2 during which the operation method instruction image G52 (text image of "long press") is maintained in the close position is approximately 2.5 seconds.
[0276] Furthermore, in the operation presentation when the operation method is "single press," as shown in FIG. 37(A), (D), and (E), no operation method instruction sound is output, and during the valid operation period, an operation method instruction image G53, which is a character image of "one hit," is moved and displayed from a distant position away from the normal button image G4 to a close position where it overlaps with the normal button image G4, and then immediately returned to the close position after a certain time t3 (corresponding to the first close time). This type of operation display is then repeated during the valid operation period. This creates the appearance that the character "one hit" is operating the normal button with a single press. In this embodiment, the time t3 during which the operation method instruction image G53 (character image of "one hit") is displayed in the close position is approximately 0.5 seconds.
[0277] Furthermore, as shown in FIG. 38, when the pachinko gaming machine PY1 outputs an operation method instruction sound in the operation presentation, it displays an operation method instruction image (an operation method instruction image G53, which is a text image of "ONE HITTING") instructing the operation method as a still image without moving it. That is, as shown in FIGS. 38(A), (B), and (C), the operation method instruction sound for "ONE HITTING" is output in response to the start of the valid operation period, and the operation method instruction image G53 (text image of "ONE HITTING") instructing "SINGLE PUSH" is continuously displayed at a position separated from the normal button image G4 during the valid operation period until the player operates the normal button 40. According to this type of operation presentation, the display content of the display unit 50a can be kept simple while the output of the operation method instruction sound lets the player recognize that the operation method is a single press.
[0278] 8. Effects of the embodiment As explained in detail above, according to the pachinko game machine PY1 of this embodiment, it is possible to convey to the player how to operate the normal button 40 by the operation mode (for example, an operation mode representing a long press, see Figure 33) of the operation instruction images (operation method instruction image G51, operation method instruction image G52, operation method instruction image G53) that instruct the operation of the normal button 40, thereby increasing the interest of the operation presentation.
[0279] Furthermore, with this form of pachinko game machine PY1, it is possible to inform the player which of a number of operation methods (rapid tapping, long press, single press) to use by the operation mode (see Figures 32, 33, 35) of the operation instruction image (operation method instruction image G51, operation method instruction image G52, operation method instruction image G53), thereby increasing the interest of the operation presentation.
[0280] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, the normal button image G4 representing the normal button 40 is displayed with operation instruction images (operation method instruction image G51, operation method instruction image G52, operation method instruction image G53) in a predetermined operating mode (see Figures 32, 33, 35), which indicates which of a plurality of operation methods (rapid tapping, long press, single press) should be used to operate the normal button 40, making it easy for the player to visually and intuitively understand how to operate the normal button 40.
[0281] Furthermore, according to this form of pachinko gaming machine PY1, the operating mode (Figure 35) that instructs a single press includes an operation in which the operation method instruction image G53 moves from a distant position away from the normal button image G4 to a close position close to the normal button image G4 and then returns to the distant position after a first close time (time t3 shown in Figure 37(D)), so that it appears as if the operation method instruction image G53 has pressed the normal button 40 once, making it easier for the player to understand how to operate the normal button 40. Furthermore, according to this form of pachinko game machine PY1, the operating mode (Figure 33) instructing a long press includes an operation in which the operation method instruction image G52 moves from a distant position away from the normal button image G4 to a close position close to the normal button image G4, and then returns to the close position after a second close time (time t2 shown in Figure 37 (C)) that is longer than the first close time in the operating mode instructing a single press, so it is possible to make it appear as if the operation method instruction image G52 is pressing and holding the normal button 40, making it easier for the player to understand how to operate the normal button 40.
[0282] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, the display mode of the normal button image G4 changes from a non-pressed mode to a pressed mode in response to the operation instruction images (operation method instruction image G51, operation method instruction image G52, operation method instruction image G53) being positioned in proximity to the normal button image G4 (see FIGS. 32, 33, and 35), thereby emphasizing the feeling that the operation instruction images (operation method instruction image G51, operation method instruction image G52, operation method instruction image G53) are operating the normal button 40. This makes it easier for the player to understand the meaning of the effect that the operation instruction images (operation method instruction image G51, operation method instruction image G52, operation method instruction image G53) are operating the normal button 40, making it even easier for the player to grasp how to operate the normal button 40.
[0283] In the pachinko gaming machine PY1 of this embodiment, the images that act on the normal button image G4 are text images such as "rapid hit," "long press," and "one hit" (operation method instruction image G51, operation method instruction image G52, operation method instruction image G53), and no arrow images (such as a downward arrow image indicating the direction to press the button) are displayed. This configuration (a configuration in which the "text image" moves and the button image changes to a pressing state) provides an entertainment value not found in a configuration in which the "arrow image" moves and the button image changes to a pressing state, namely, an entertainment value in which the text acts on the button, as if the text were personified. Furthermore, in this embodiment, the direction in which the "text image" moves can also inform the player of the operating direction of the normal button 40.
[0284] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, when no operation instruction sound is output instructing how to operate the normal button 40, the operation method of the normal button 40 is shown by the behavior of the operation instruction image G53 instructing how to operate the normal button 40 (see FIG. 35), so even if no sound instructing how to operate is output, it is possible to convey the operation method to the player in an easy-to-understand manner. Such easy-to-understand instructions on how to operate the normal button 40 are expected to increase the player's interest in the game.
[0285] Furthermore, according to this form of pachinko game machine PY1, when an operation method instruction sound is output instructing how to operate the normal button 40, the operation method is conveyed to the player in an easy-to-understand manner by the sound (see Figure 36), and therefore, by making the operation method instruction image G53 a still image, it is possible to prevent the display content from becoming complicated.
[0286] 9. Example of changes Below, we will explain modified examples (including the second embodiment) of the pachinko gaming machine PY1. Of course, the configurations of the modified examples may be combined as appropriate. Furthermore, technical features in the above embodiments and the following modified examples may be deleted as appropriate unless they are described as essential in this specification.
[0287] <Second form> The second-type pachinko gaming machine can execute a meter charge effect, similar to the first-type pachinko gaming machine PY1, as an operation effect that prompts the player to operate the normal button 40. It can also execute an operation effect called a mini-character operation notice (one of the notice effects) shown in FIG. 39. Note that the second-type pachinko gaming machine does not execute an operation effect at the SP reach win / loss branch. Incidentally, if the effect control microcomputer 121 determines in the received command analysis process (S4201) that it has received a special symbol fluctuation start command, it executes a fluctuation start command reception process. In this fluctuation start command reception process, first, it executes a fluctuation effect pattern selection process, followed by a notice effect selection process. In the fluctuation effect pattern selection process, a fluctuation effect pattern (sub-fluctuation pattern) is selected based on the special symbol fluctuation pattern indicated by the received special symbol fluctuation start command. Then, in the notice effect selection process, a notice effect to be performed in conjunction with the fluctuation effect is selected based on the special symbol fluctuation pattern indicated by the received special symbol fluctuation start command. Information about the preview performance selected in the preview performance selection process is stored in a predetermined storage area of the performance RAM 124, and is included in a preview performance start command and sent to the image control board 140. The image control board 140, which has received the preview performance start command, displays an image of the specified preview performance on the display unit 50a. Furthermore, the performance control microcomputer 121 appropriately controls the performance means (speaker 52, frame lamp 53, board lamp 54, movable device, input device, etc.) related to the preview performance based on the preview performance information stored in the performance RAM 124.
[0288] The mini character operation notice is an effect that occurs when the display of the effect symbols EZ1, EZ2, and EZ3 begins to change (see Figures 39(A) and (B)). It is an effect that indicates the likelihood (reach expectation) of the effect symbols EZ1, EZ2, and EZ3 becoming a reach during the change for which the mini character operation notice is made. In the mini character operation notice, as shown in Figure 39(B), a mini character is first displayed, along with a text image of the mini character saying "I wonder?" to raise expectations for the development of the effect. In addition to the display of this mini character and the line, a normal button image G4 and a valid period image G3 are displayed below the line. The normal button image G4 and the valid period image G3 are the same as those displayed in the operation effects for the meter charge effect and the win / loss branch of the SP reach described above, but their display size is smaller than in these effects.
[0289] The method of operating the normal button 40 in the mini character operation preview is a "single press," but no operation instruction images such as "one hit" or "press" are displayed in the mini character operation preview. Simply, the normal button image G4 and the validity period image G3 are displayed. This is because "single press" is the most basic operation method (basic operation) for operating the normal button 40, and so even without displaying an operation instruction image, it is assumed that the player will recognize that they can operate the normal button 40 with a single press by displaying the normal button image G4 and the validity period image G3.
[0290] In this mini-character operation preview, the normal button image G4 continues to be displayed in a non-pressed state during the valid operation period until the normal button 40 is operated (see FIG. 39(C)). Note that although an operation instruction image such as "hit" or "press" is not displayed, the operation of the normal button image G4 changing from a non-pressed state to a pressed state and then returning to the non-pressed state (the operation of the normal button image G4 in the single-press operation presentation shown in FIG. 35 above) may be performed at regular intervals. This is because it is possible to more clearly convey that the operation method is a single press, even without displaying an operation instruction image.
[0291] When the normal button 40 is operated in such a mini-character operation notice, an image suggesting the likelihood of a reach, such as "Chance!" or "...", is displayed as a line from the mini-character (see Figures 39(D)(E)). The effect of displaying an image such as "Chance!" or "..." is an example of an effect suggesting the likelihood of a reach (reach notice effect). When the effect symbols EZ1, EZ2, and EZ3 are in a reach state, the effect symbols EZ1, EZ2, and EZ3 are in a reach state after an effect of displaying an image such as "Chance!" or "..." (see Figures 39(D)(E)). On the other hand, when the effect symbols EZ1, EZ2, and EZ3 are not in a reach state, the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed as losing symbols (variable symbols) after an effect of displaying an image such as "Chance!" or "..." (see Figures 39(D)(E)).
[0292] The lottery for the mini character operation notice is performed based on the lottery table shown in Fig. 40. As shown in Fig. 40, when the special chart change pattern indicated by the special chart 1 change start command received from the game control microcomputer 101 is "SP jackpot change" (THP002), the performance control microcomputer 121 selects the mini character operation notice in which the line displayed in response to the operation of the normal button 40 is "Chance!" 88% of the time, and selects the mini character operation notice in which the line is "...." 2% of the time. When these special chart change patterns are present, the probability that the mini character operation notice will not be executed is 10%.
[0293] Furthermore, when the special chart variation pattern indicated by the special chart 1 variation start command received from the game control microcomputer 101 is "N jackpot variation" (THP003), the performance control microcomputer 121 selects a mini character operation notice in which the line displayed in response to the operation of the normal button 40 is "Chance!" at a rate of 75%, and selects a mini character operation notice in which the line is "...." at a rate of 5%. When this special chart variation pattern is present, the rate at which the mini character operation notice is not executed is 20%.
[0294] Furthermore, when the special chart variation pattern indicated by the special chart 1 variation start command received from the game control microcomputer 101 is "SP Miss Variation" (THP032), the performance control microcomputer 121 selects the mini character operation notice in which the line displayed in response to the operation of the normal button 40 is "Chance!" 85% of the time, and selects the mini character operation notice in which the line is "...." 5% of the time. In these special chart variation patterns, the mini character operation notice is not executed 10% of the time.
[0295] Furthermore, when the special chart variation pattern indicated by the special chart 1 variation start command received from the game control microcomputer 101 is "N Miss Variation" (THP033), the performance control microcomputer 121 selects the mini character operation notice in which the line displayed in response to the operation of the normal button 40 is "Chance!" at a rate of 70% and selects the mini character operation notice in which the line is "...." at a rate of 10%. Note that when this special chart variation pattern is present, the rate at which the mini character operation notice is not executed is 20%.
[0296] Furthermore, when the special chart variation pattern indicated by the special chart 1 variation start command received from the game control microcomputer 101 is "normal A miss variation" (THP041), the performance control microcomputer 121 selects a mini character operation notice in which the line displayed in response to the operation of the normal button 40 is "Chance!" at a rate of 3% and selects a mini character operation notice in which the line is "...." at a rate of 47%. Note that when this special chart variation pattern is present, the rate at which the mini character operation notice is not executed is 50%.
[0297] In this manner, in this embodiment, in a variation in which a reach is achieved, a mini character operation notice in which "Chance!" is displayed in response to operation of the normal button 40 is more likely to be selected, and a mini character operation notice in which "...." is displayed is less likely to be selected. Conversely, in a variation in which a reach is not achieved (normal A miss variation), a mini character operation notice in which "Chance!" is displayed is less likely to be selected, and a mini character operation notice in which "...." is displayed is more likely to be selected. Therefore, a mini character operation notice in which "Chance!" is displayed functions as an effect with a higher likelihood of a reach than a mini character operation notice in which "...." is displayed.
[0298] In this embodiment, the mini character operation notice is more likely to be executed in a variation where a reach is achieved than in a variation where a reach is not achieved. Therefore, the mini character operation notice is an effect that makes the player look forward to the realization of a reach.
[0299] In addition, in this form, in each of the variations in which an SP reach occurs and the variations in which an N reach occurs, the "Chance!" mini character operation notice is more likely to be selected in the jackpot variation than in the loss variation. For this reason, the "Chance!" mini character operation notice functions as an effect with a higher jackpot expectation than the "...." mini character operation notice. The mini character operation notice also functions as an effect that suggests the jackpot expectation.
[0300] In addition, the mini character operation announcement is an effect that is executed with a certain probability even in the "normal A miss fluctuation" and "N miss fluctuation", and is an effect that is extremely easy to execute compared to the meter charge effects of non-basic operations such as "rapid tapping" or "long press" that are only executed in the "meter SP jackpot fluctuation" and "meter SP miss fluctuation" (see Figures 29 and 40).
[0301] As explained above, according to the pachinko gaming machine of the second type, in the operation presentation (mini character operation notice) of a single press (basic operation), a clean display is maintained by not displaying too many images unnecessarily, and in the operation presentation (meter charge presentation) of operation such as rapid presses or long presses (non-basic operations), it is possible to make the player aware of the correct operation method by displaying operation method instruction images (operation method instruction image G51, operation method instruction image G52). And by displaying such appropriate operation methods, it is expected that the interest in the game will be increased.
[0302] Furthermore, in the second type of pachinko gaming machine, in the operation presentation (meter charge presentation) of non-basic operations such as "rapid tapping" or "long press," the operation method of the normal button 40 can be clearly conveyed to the player by the behavior of the operation method instruction images (operation method instruction image G51, operation method instruction image G52) that instruct how to operate the normal button 40, thereby increasing the interest of the operation presentation.
[0303] Furthermore, according to the second type of pachinko gaming machine, even if there are multiple non-basic operation presentations such as rapid tapping and long presses, the player can correctly recognize the operation method by the behavior of the operation method instruction image (operation method instruction image G51, operation method instruction image G52) for each non-basic operation.
[0304] Furthermore, in the second form of pachinko gaming machine, the execution probability (appearance frequency) of the operation effect (mini character operation notice) of a single press (basic operation) during a predetermined effect period (the period from the start of the change in the effect symbols EZ1, EZ2, EZ3 to the establishment of a reach) is relatively higher than the operation effect (meter charge effect) of rapid presses or long presses (non-basic operations), so if an operation instruction image (for example, a text image such as "One hit" or "Push") is displayed for each single press operation effect (mini character operation notice), the image display becomes cumbersome and may be annoying to the player. However, in the second form, the operation instruction image is not displayed for the single press operation effect (mini character operation notice) which appears frequently, so it is possible to prevent the player from feeling annoyed by the cumbersome image display.
[0305] In the second form, no operation effects are executed when the SP reach branches off into win or loss, but as in the first form, the configuration may be such that operation effects are executed when the SP reach branches off into win or loss.
[0306] In addition, in the second form, the predetermined presentation period in which the operation presentation of a single press (basic operation) is more likely to be executed than the operation presentation of rapid presses or long presses (non-basic operations) is the period from the start of the change in the presentation patterns EZ1, EZ2, EZ3 until the reach is established, but the configuration may also be such that the operation presentation of a single press (basic operation) is more likely to be executed than the operation presentation of rapid presses or long presses (non-basic operations) during the period from the establishment of the reach to the end of the change presentation, or during the period when the jackpot game is being played.
[0307] <Other changes> In the above embodiment, only the operation presentation for the operation method of "single press" (FIG. 36) can be executed as the operation presentation for outputting the operation method instruction sound from the speaker 52. However, the operation method instruction sound may be output from the speaker 52 as the operation presentation for other operation methods such as "repeated press" or "long press." Specifically, for example, the operation presentation shown in FIG. 41 may be executed as the operation presentation for the win / loss branch of the SP reach. In the operation presentation shown in FIG. 41, in response to the start of the valid operation period, the speaker 52 outputs the operation method instruction sound for "repeated press," and the display unit 50a displays the valid period image G3, the normal button image G4, and the operation method instruction image G51, which is a text image of "repeated press" (see FIG. 41(A)). The operation method instruction image G51 (text image of "repeated press") continues to be displayed as a still image during the valid operation period (see FIGS. 41(A) to 41(C)). If such a "rapid tap" operation presentation and the "rapid tap" operation presentation shown in Figure 32 can be configured to be executable, when the operation presentation shown in Figure 32 is executed, the player can be made aware of the operation method by the behavior of the operation method instruction image G51, while when the operation presentation shown in Figure 41 is executed, the player can be made aware of the operation method by the output of the operation method instruction sound, and the operation method instruction image G51 (the text image of "rapid tap") is a still image, which prevents the display content from becoming cluttered.
[0308] Also, for example, an operation presentation such as that shown in Fig. 42 may be configured to be executable as an operation presentation at the winning / losing branch of an SP reach. In the operation presentation shown in Fig. 42, in response to the start of the valid operation period, an operation method instruction sound of "long press" is output from the speaker 52, and a valid period image G3, a normal button image G4, and an operation method instruction image G52 which is a text image of "long press" are displayed on the display unit 50a (see Fig. 42(A)). The operation method instruction image G52 (text image of "long press") continues to be displayed as a still image during the valid operation period (see Figs. 42(A) to (C)). If such a "long press" operation display and the "long press" operation display shown in Figure 33 are configured to be executable, when the operation display shown in Figure 33 is executed, the player can be made aware of the operation method by the behavior of the operation method instruction image G52, while when the operation display shown in Figure 42 is executed, the player can be made aware of the operation method by the output of the operation method instruction sound, and the fact that the operation method instruction image G52 (the text image of "long press") is a still image prevents the display content from becoming cluttered.
[0309] In the above-described form, in the operation presentation (Figure 32) in which the operation method is "rapid tapping," an operation method instruction image G51 (text image of "rapid tapping") instructing the operation method of "rapid tapping" executes an operation method instruction presentation in which it acts on the normal button image G4 in an action mode that represents "rapid tapping," in the operation presentation (Figure 33) in which the operation method is "long press," an operation method instruction image G52 (text image of "long press") instructing the operation method of "long press" executes an operation method instruction presentation in which it acts on the normal button image G4 in an action mode that represents "long press," and in the operation presentation (Figure 35) in which the operation method is "single press," an operation method instruction image G53 (text image of "one hit") instructing the operation method of "single press" executes an operation method instruction presentation in which it acts on the normal button image G4 in an action mode that represents "single press." In contrast to this, whether the operation method is "rapid tapping," "long press," or "single press," an operation instruction image G55, which is a text image of "press," may be displayed as an operation instruction image instructing the player to operate the normal button 40, and this operation instruction image G55 may be displayed in an action mode that represents the operation method, thereby instructing the player on how to operate the normal button 40 (see Figures 43, 44, and 45).
[0310] Specifically, in the operation method instruction presentation for the "rapid tap" operation presentation, as shown in Fig. 43, the presentation control microcomputer 121 first displays a valid period image G3, a normal button image G4, and an operation instruction image G55 which is a character image of "press" in response to the start of the valid operation period (see Fig. 43(A)). Then, in the operation instruction image G55 which is a character image of "press", the microcomputer 121 moves the character image G61 of "press" from a distant position away from the normal button image G4 to a close position close to the normal button image G4, and changes the normal button image G4 from a non-pressed state to a pressed state (Figs. 43(A)(B)). Thereafter, the character image G61 of "Oshi" is returned to the distant position, and the normal button image G4 is returned to the non-pressed state. Then, in the operation instruction image G55, which is the character image of "Oshi", the character image G71 of "Se" is moved from a distant position away from the normal button image G4 to a close position close to the normal button image G4, and the normal button image G4 is changed from the non-pressed state to the pressed state (Fig. 43(C)). Then, the character image G61 of "Se" is returned to the distant position, and the normal button image G4 is returned to the non-pressed state. This series of displays is repeated until the operation valid period ends (see Fig. 43(D)(E)). In the effect shown in Fig. 43, the character image of "Oshi" and the character of "Se" are expressed as if they are alternately pressing the normal button, that is, repeatedly pressing it. Therefore, according to the presentation shown in Figure 43, the operation instruction image G55, which is a character image of "press", indicates to the player that it is time to press the normal button 40, and the operation mode of the operation instruction image G55 (the character "press" and the character "se" alternately pressing the normal button) can indicate to the player that the method of operating the normal button 40 is to "press repeatedly".
[0311] Furthermore, in the operation method instruction presentation for the "long press" operation presentation, as shown in FIG. 44, the presentation control microcomputer 121 first displays a valid period image G3, a normal button image G4, and an operation instruction image G55 which is a text image of "press" in response to the start of the valid operation period (see FIG. 44(A)). Then, the operation instruction image G55 which is a text image of "press" is moved from a distant position away from the normal button image G4 to a close position close to the normal button image G4, and the normal button image G4 is changed from a non-pressed state to a pressed state (see FIG. 44(B)). Then, until the valid operation period ends, the operation instruction image G55 (text image of "press") continues to be positioned at the close position, and the normal button image G4 continues to be displayed in the non-pressed state (FIG. 45(C)). Note that, as in the "long press" operation presentation (FIG. 33) in the above embodiment, the operation instruction image G55 may be configured to be displayed at the close position for a certain period of time, and then temporarily returned to the distant position, and then displayed at the close position again for a certain period of time. In the effect shown in Fig. 44, the character "PRESS" is depicted as continuing to press the normal button, that is, as if a long press is being made. Therefore, according to the effect shown in Fig. 44, the operation instruction image G55, which is an image of the character "PRESS", indicates to the player that it is time to press the normal button 40, and the operating mode of the operation instruction image G55 (the mode in which the character "PRESS" is continuing to press the normal button) can indicate to the player that the method of operating the normal button 40 is a "long press."
[0312]
[0111] In addition, in the operation method instruction presentation for the "single press" operation presentation, as shown in FIG. 45, the presentation control microcomputer 121 first displays a valid period image G3, a normal button image G4, and an operation instruction image G55 that is a text image of "press" in response to the start of the valid operation period (see FIG. 45(A)). Then, the operation instruction image G55 that is the text image of "press" is moved from a distant position away from the normal button image G4 to a close position close to the normal button image G4, changing the normal button image G4 from a non-pressed state to a pressed state (see FIG. 45(B)). Then, the operation instruction image G55 is immediately returned to the distant position, and the normal button image G4 is returned to a non-pressed state (see FIG. 45(C)). The "single press" is expressed by such an action display of the operation instruction image G55 with respect to the normal button image G4. This series of action displays is performed several times at regular intervals until the valid operation period ends (see FIGS. 45(D)(E)). According to the presentation shown in Figure 45, the operation instruction image G55, which is a text image of "press", indicates to the player that it is time to press the normal button 40, and the operating mode of the operation instruction image G55 (the mode in which the text "press" is pressing the normal button with a single press) can indicate to the player that the method of operating the normal button 40 is a "single press".
[0313] The "single press" operation effect shown in FIG. 45 is an effect executed as one type of meter charge effect. That is, the meter charge effect may be configured to allow for the operation methods of "rapid press," "long press," and "single press." In this case, the probability of winning each effect can be set appropriately. The "single press" operation effect, in which the operation instruction image G55, which is a text image of "press," acts on the normal button image G4, may be executed as an operation effect at the win / loss branch of the SP reach. In this case, the operation effect (FIG. 36) that includes the output of an instruction sound for the operation method of "one hit" may be configured to display the text image of "press" (operation instruction image G55) as a still image, rather than the text image of "one hit" (operation method instruction image G53). By configuring it in this way, the operation instruction image is unified as the "push" character image in all operation presentations, and when an operation instruction sound is output, the "push" character image is made a still image to prevent the display content from becoming cluttered, and when an operation instruction sound is not output, the movement of the "push" character image allows the player to recognize the operation method in an interesting way.
[0314] In addition, in the above embodiment, the operation method of the normal button 40 is expressed by the operation modes of various operation instruction images (operation method instruction image G51, operation method instruction image G52, operation method instruction image G53, operation instruction image G55), but the operation method indicated by the operation modes of the operation instruction images that instruct the operation may also be an operation method for an operation part other than the normal button 40.
[0315] In the above embodiment, the operation method of the operation unit (normal button 40) in various operation presentations is configured to have three types: rapid tapping, long press, and single press, but it may also be configured to have only one type (for example, "long press"). Furthermore, operation methods other than rapid tapping, long press, and single press may be provided, and the operation method may be expressed by the behavior of the operation instruction image.
[0316] Furthermore, in the above embodiment, operation instruction images (operation instruction image G51, operation instruction image G52, operation instruction image G53) containing characters indicating how to operate the operation unit are used as operation instruction images for instructing how to operate the operation unit (normal button 40), but images that indicate what operation should be performed but do not indicate how to operate it may also be used. Examples of images that indicate what operation should be performed but do not indicate how to operate them include the character image of "press" according to the above-mentioned modified example (see FIGS. 43 to 45), operation instruction images containing characters such as "press" and "operate", operation instruction images showing a "hand" operating normal button 40, and operation instruction images consisting of icons such as various marks and characters, such as stars.
[0317] In the above embodiment, the normal button image G4 is an image with a design that imitates the design of the normal button 40. Therefore, it is desirable that the pattern and color of the normal button 40 are also reproduced in the normal button image G4. Specifically, for example, if the surface of the normal button 40 is decorated with a character decoration such as "PUSH," it is advisable to include a character image of "PUSH" in the normal button image G4. In this case, the character image of "PUSH" is included in the normal button image G4, but is not included in the operation instruction image or the operation method instruction image. This is because the operation instruction image in this application is an image that indicates that an operation unit such as the normal button 40 should be operated, separate from the design of the operation unit such as the normal button 40, and the operation method instruction image in this application is an image that expresses in text how to operate the operation unit such as the normal button 40, separate from the design of the operation unit such as the normal button 40.
[0318] In the above embodiment, the display modes of the operation instruction images (operation method instruction image G51, operation method instruction image G52, operation method instruction image G53, operation instruction image G55) in various operation presentations may be a normal display mode and a special display mode that suggests a higher likelihood of winning. Specifically, for example, when text images such as "rapid hits," "long press," "one hit," and "press" are displayed as the normal display mode, text images such as "rapid hot hits," "long press," "one hit," and "press hot" may be displayed as the special display mode. The operation instruction images in the special display mode may then be displayed in an action mode that indicates the operation method.
[0319] In addition, in this specification, various operation effects including operation method instruction effects instructing each operation method of "repeated hits," "long press," or "single press" are executed as meter charge effects before the formation of a reach, or executed at the win / loss branch of an SP reach, but in a gaming machine, operation effects of various operation methods can be executed at various timings, and operation method instruction effects that indicate an operation method by the behavior of an operation instruction image can be applied to operation effects executed at any timing. Furthermore, the contents of the operation effects can be set appropriately.
[0320] In the above embodiment, the operation mode of the operation method instruction image G52 is configured to represent the operation method (long press), such as when the operation method instruction image G52 (a text image of "long press") in the "long press" operation presentation (FIG. 33) performs an operation method instruction presentation of an operation mode of long pressing of a normal button. On the other hand, if an operation mode instructing a certain operation method is different from an operation mode instructing another operation method, the operation mode does not need to represent the operation method itself. For example, as an operation mode instructing a long press, the operation method instruction image G52 may be displayed as vibrating at a position separated from the normal button image G4; as an operation mode instructing a single press, the operation method instruction image G53 may be displayed as rotating at a position separated from the normal button image G4; and as an operation mode instructing a repeated press, the operation method instruction image G51 may be displayed as repeatedly shrinking and restoring at a position separated from the normal button image G4.
[0321] In addition, in the above embodiment, the display mode of the normal button image G4 is configured to change (change between a non-pressed mode and a pressed mode) in accordance with the movement of the operation instruction images (operation method instruction image G51, operation method instruction image G52, operation method instruction image G53), but if it is acceptable to slightly reduce the effect of improving the entertainment value of the presentation, the display mode of the normal button image G4 may not be changed.
[0322] In addition, in the above-described embodiment, the proximity positions of the operation instruction images (operation method instruction image G51, operation method instruction image G52, operation method instruction image G53) in the operation method instruction performance are positions overlapping with the normal button image G4 (see Figures 32, 33, and 35), but they may also be positions that do not overlap with the normal button image G4 as long as they are closer to the normal button image G4 than the distant position.
[0323] In the above embodiment, when an operation method instruction sound is output, the operation instruction image (operation method instruction image G53) is displayed as a still image without moving (see Figure 36), but if it is acceptable for the display content of the display unit 50a to be somewhat complicated, the operation instruction image (operation method instruction image G53) may be configured to move in an operating mode that instructs the operation method even when an operation method instruction sound is output.
[0324] In addition, in the above embodiment, a first start port 11 (fixed start port) in which the ease with which the game ball can enter does not change, and a second start port 12 (variable start port, start port related to the electric chute 12D) in which the ease with which the game ball can enter can be changed are provided, but only one of these may be provided.
[0325] In addition, in the above embodiment, the special chart 2 determination process is performed with priority over the special chart 1 determination process (the variable display of special chart 2 is performed with priority over the variable display of special chart 1), but the special chart 1 determination process may be performed with priority over the special chart 2 determination process (the variable display of special chart 1 is performed with priority over the variable display of special chart 2). In this case, it is preferable to make the special chart 1 lottery a lottery that is more likely to win a jackpot than the special chart 2 lottery.
[0326] In the above embodiment, the gaming machine determines whether or not a game enters a high-probability state based on the type of jackpot symbol that is won. However, it may also be a so-called V-type machine (a gaming machine that controls the game to a high-probability state based on the passage of a specific area (V area) within the jackpot slot). In the above embodiment, the gaming machine is configured as a so-called probability loop type gaming machine, in which once the game enters a high-probability state, the game continues to be controlled in the high-probability state until the start of the next jackpot game. However, it may also be configured as a so-called ST machine (a gaming machine with a limited number of probability games). It may also be configured as a so-called type 1 / 2 mixed machine or a swing-type gaming machine. In other words, the invention described in this specification can be suitably employed in gaming machines with various game types, regardless of the game type of the gaming machine.
[0327] In the above embodiment, the present invention is applied to a pachinko game machine, but it can also be applied to other pinball game machines such as an arrange ball game machine and a mahjong ball game machine.
[0328] In the above embodiment, the variable display of the small symbols KZ1, KZ2, and KZ3 is performed in approximately synchronization with the variable display of the special symbols. However, instead of consisting of three symbols like the small symbols KZ1, KZ2, and KZ3, the small symbols may consist of two or other symbols. For example, two separate symbols, special symbol 1 and special symbol 2, may be provided. Also, a single common symbol may be provided for special symbol 1 and special symbol 2. In these cases, the display may be displayed on the display unit 50a of the image display device 50, and the sub-control board 120 may control this. Furthermore, an LED device for displaying symbols may be provided in an area other than the play area 6 of the game board 1. In this case, the LED device may be controlled by the main control board 100 or the sub-control board 120.
[0329] In the above embodiment, the main control board 100 performs basic control related to the progress of the game, and the sub-control board 120 performs basic control related to the progress of the presentation in accordance with the progress of the game (game control), so that game control and presentation control are performed by different boards, but they may also be configured to be performed by a single board. In this case, the image control board 140 may be included in that single board, or may be provided separately from that single board.
[0330] Furthermore, not all jackpot gaming states need to be configured to correspond to "advantageous gaming states advantageous to the player (special gaming states advantageous to the player)." For example, a jackpot gaming state that is scheduled to be subsequently controlled to a high-probability state may be configured to correspond to an "advantageous gaming state advantageous to the player," or a jackpot gaming state in which a relatively large number of prize balls can be obtained, such as 16R, may be configured to correspond to an "advantageous gaming state advantageous to the player." Furthermore, an "advantageous gaming state advantageous to the player" may not necessarily refer to a jackpot gaming state, but may also refer to a high-probability state or a high-base state (time-saving state). If an "advantageous gaming state advantageous to the player" refers to a high-probability state or a high-base state (time-saving state), various effects that create anticipation of entering an advantageous gaming state (special gaming state) may not be limited to effects during the variable display of special symbols, but may also be effects that are performed at other times, such as during a jackpot game.
[0331] 10. Inventions Disclosed in This Specification The following inventions have been disclosed up to the preceding paragraphs in this [Mode for Carrying Out the Invention]. In the following description, the names and expressions of corresponding configurations in the embodiments and the symbols used in the drawings are added in parentheses for reference. However, the components of each invention are not limited to these additions. Note that Invention A is a general term for Inventions A1 to A5 below. Invention B is a general term for Inventions B1 to B2 below. Invention C is a general term for Inventions C1 to C5 below.
[0332] Invention A1: An operation unit (normal button 40) that can be operated by a player; A performance execution means (performance control microcomputer 121) capable of executing an operation performance that causes the operation unit to be operated, The operation presentation includes an operation method instruction presentation (see FIG. 33) that instructs how to operate the operation unit (e.g., long press), The gaming machine (pachinko gaming machine PY1) is characterized in that, in the operation method instruction performance, the performance execution means is capable of displaying an operation instruction image (operation method instruction image G52 which is a text image of "long press") that instructs the operation of the operation unit in an operating mode (see Figures 33(A)(B)) that represents the operation method of the operation unit.
[0333] With a gaming machine of this configuration, it is possible to convey to the player how to operate the operation unit by the behavior of the operation instruction image that instructs the player to operate the operation unit, thereby increasing the interest of the operation presentation.
[0334] Invention A2: The gaming machine according to Invention A1, There are a plurality of methods for operating the operation unit in the operation performance (repeated pressing, long pressing, single pressing), A gaming machine characterized in that the behavior of the operation instruction image in the operation method instruction presentation differs depending on the operation method of the operation unit (see FIGS. 32, 33, and 35).
[0335] With a gaming machine of this configuration, it is possible to inform the player which of multiple operation methods to use by the behavior of the operation instruction image, thereby increasing the interest of the operation presentation.
[0336] Invention A3: The gaming machine according to Invention A2, The gaming machine is characterized in that the operation method instruction effect is an effect in which the operation instruction image (operation method instruction image G51, operation method instruction image G52, operation method instruction image G53) is made to act on the operation unit image (normal button image G4) representing the operation unit in an operating mode (see Figures 32, 33, 35, and 37) that represents the operation method of the operation unit.
[0337] With this type of gaming machine, the operation instruction image is made to act in a predetermined manner on the operation unit image representing the operation unit, thereby indicating which of multiple operation methods should be used, making it easy for the player to intuitively understand how to operate the operation unit visually.
[0338] Invention A4: The gaming machine according to Invention A3, The operation method of the operation unit includes a single operation (single press) in which the operation unit is operated once within the operation valid period, and a continuous operation (long press) in which the operation unit is continuously operated throughout the operation valid period, The operation mode of instructing the single operation in the operation method instruction performance includes an operation of moving the operation instruction image (operation method instruction image G53) from a distant position (position in FIG. 35(A)) away from the operation unit image (normal button image G4) to a close position (position in FIG. 35(B)) close to the operation unit image, and returning it to the close position after a first close time (t3, see FIG. 37(D)), A gaming machine characterized in that the operational mode of instructing the continuation operation in the operation method instruction presentation includes an operation of moving the operation instruction image (operation method instruction image G52) from a distant position (position in Figure 33(A)) away from the operation unit image to a close position (position in Figure 33(B)) close to the operation unit image, and then returning it to the close position after a second close time (t2, see Figure 37(C)) longer than the first close time.
[0339] According to a gaming machine of this configuration, the operation mode instructing a single operation includes an operation in which the operation instruction image moves from a distant position away from the operation unit image to a close position close to the operation unit image and then returns to the distant position after a first close position time, making it appear as if the operation instruction image has performed a single operation on the operation unit, and making it easier for the player to understand how to operate the operation unit. Also, according to a gaming machine of this configuration, the operation mode instructing a continuous operation includes an operation in which the operation instruction image moves from a distant position away from the operation unit image to a close position close to the operation unit image and then returns to the close position after a second close position time that is longer than the close position time in the operation mode instructing a single operation, making it appear as if the operation instruction image is continuously operating the operation unit, and making it easier for the player to understand how to operate the operation unit.
[0340] Invention A5: The gaming machine according to Invention A4, The gaming machine is characterized in that, during the operation method instruction performance, the performance execution means changes the display mode of the operation unit image (normal button image G4) depending on whether the operation instruction image (operation method instruction image G52, operation method instruction image G53) is located in a close position (changing from a non-pressed mode representing the normal button 40 before it is operated to a pressed mode representing the normal button 40 being operated, see Figures 33(A)(B), 35(A)(B)).
[0341] According to this gaming machine, the display mode of the operation unit image changes depending on whether the operation instruction image is positioned close to the operation unit image, emphasizing the impression that the operation instruction image is operating the operation unit. This makes it easier for the player to understand the meaning of the effect that the operation instruction image is operating the operation unit, and makes it easier for the player to grasp how to operate the operation unit.
[0342] Invention B1: An operation unit (normal button 40) that can be operated by a player; A performance execution means (performance control microcomputer 121) capable of executing an operation performance that causes the operation unit to be operated, The operation performance includes an operation method instruction performance (see FIG. 35) that instructs an operation method (e.g., a single press) of the operation unit, The performance execution means In the operation method instruction performance, an operation instruction image (an operation method instruction image G53 which is a character image of "one hit") instructing the operation of the operation unit can be displayed in an operation mode (see Figures 35(A) to (C)) which shows the operation method of the operation unit, In the operation performance, a sound instructing how to operate the operation unit (a sound instructing how to operate the "blow") is sometimes output and sometimes not (see Figures 30, 35, and 36). A gaming machine (pachinko gaming machine PY1) characterized in that when no sound is output instructing how to operate the operating unit in the operation presentation, the operation instruction image can be displayed in the above-mentioned operating mode (see Figure 35).
[0343] With this gaming machine, even if no sound is output to instruct how to operate the operation unit, the operation method is shown by the motion of the operation instruction image that instructs how to operate the operation unit, so it is possible to clearly convey the operation method to the player even if no sound is output to instruct how to operate the operation unit. Such easy-to-understand instructions on how to operate the operation unit are expected to increase the player's interest in the game.
[0344] Invention B2: The gaming machine according to Invention B1, A gaming machine characterized in that the performance execution means is capable of displaying the operation instruction image as a still image when outputting sound instructing how to operate the operation unit in the operation performance (see Figure 36).
[0345] With a gaming machine of this configuration, when a sound is output instructing how to operate the operating unit, the sound clearly conveys the operation method to the player, and by making the operation instruction image a still image, it is possible to prevent the display content from becoming too cluttered.
[0346] Invention C1: An operation unit (normal button 40) that can be operated by a player; and a performance execution means (performance control microcomputer 121) capable of executing an operation performance (see FIGS. 32, 33, and 39) for operating the operation unit, The operation method of the operation unit in the operation performance includes a basic operation (single press) and a non-basic operation (repeated press, long press) different from the basic operation, The performance execution means In the operation performance, an operation method instruction image (an operation method instruction image G51 which is a character image of "rapid tapping" and an operation method instruction image G52 which is a character image of "long press") that instructs how to operate the operation unit may be displayed, A gaming machine (a pachinko gaming machine of a second form) characterized in that when the operation unit is operated using the basic operation, the operation method instruction image is not displayed (see Figure 39), and when the operation unit is operated using the non-basic operation, the operation method instruction image is displayed (see Figures 32 and 33).
[0347] With this gaming machine, when a basic operation is performed, unnecessary images are not displayed, keeping the display clear, and when a non-basic operation is performed, an image showing the operation method is displayed, allowing the player to understand the correct operation method. By displaying such appropriate operation methods, it is expected that the enjoyment of the game will increase.
[0348] Invention C2: The gaming machine according to invention C1, The gaming machine is characterized in that when the effect execution means displays the operation method instruction image (operation method instruction image G51 which is a text image of "rapid tapping" and operation method instruction image G52 which is a text image of "long press"), the effect execution means displays the operation method instruction image in an operating mode (see Figures 32 and 33) which represents the operation method of the operation unit.
[0349] With a gaming machine of this configuration, it is possible to convey to the player how to operate the operation unit through the behavior of the operation method instruction image that instructs the player how to operate the operation unit, thereby increasing the interest of the operation presentation.
[0350] Invention C3: The gaming machine according to invention C2, The non-basic operations include a first non-basic operation (rapid tapping) and a second non-basic operation (long press), The gaming machine is characterized in that the operation mode of the operation method instruction image differs between the first non-basic operation and the second non-basic operation (see FIGS. 32 and 33).
[0351] According to a gaming machine having this configuration, even if there are multiple non-basic operations, it is possible to allow the player to correctly recognize the operation method based on the behavior of the operation method instruction image.
[0352] Invention C4: A gaming machine according to any one of Inventions C1 to C3, A gaming machine characterized in that during a specified presentation period (the period from the start of the change in presentation patterns EZ1, EZ2, EZ3 to the establishment of a reach), the operation presentation of the basic operations appears more frequently than the operation presentation of the non-basic operations (see Figures 29 and 40).
[0353] According to a gaming machine of this configuration, the operation presentation of basic operations has a relatively high frequency of appearance (probability of execution) during a specified presentation period, so if an operation method instruction image is displayed for each basic operation, the image display may become cumbersome and cause annoyance to the player. However, since an operation method instruction image is not displayed for basic operations that appear frequently, it is possible to prevent the player from feeling annoyed by the cumbersome image display.
[0354] Invention C5: The gaming machine according to invention C4, The predetermined presentation period is the period from the start of the presentation pattern variation to the establishment of a reach.
[0355] According to a gaming machine of this configuration, it is possible to prevent image display from becoming cluttered during the period from when the performance symbols start to change until a reach is achieved.
[0356] Incidentally, as an example of a gaming machine, there has been known a gaming machine known as a pachinko gaming machine that can change the state of a gauge display by repeatedly pressing a normal button (operation unit) or by long pressing a normal button, as described in Patent No. 6843399. However, in the gaming machine described in Patent No. 6843399, the instructions for each operation method of the normal button (operation unit) are simply displayed as still images, such as the text "repeatedly press" or the text "long press," and there is room for improvement in this respect in order to increase the enjoyment of the game.
[0357] The above-mentioned invention A differs from the gaming machine described in Japanese Patent No. 6843399 in that "the effect execution means is capable of displaying an operation instruction image instructing how to operate the operation unit in an operation mode that represents the operation method of the operation unit, in an operation method instruction effect that instructs how to operate the operation unit." Also, the above-mentioned invention B differs from the gaming machine described in Japanese Patent No. 6843399 in that "the effect execution means is capable of displaying an operation instruction image instructing how to operate the operation unit in an operation mode that represents the operation method of the operation unit, in an operation method instruction effect that instructs how to operate the operation unit, there are times when sound instructing how to operate the operation unit is output and times when sound instructing how to operate the operation unit is not output, and when sound instructing how to operate the operation unit is not output in the operation effect, the operation instruction image can be displayed in the operation mode." Furthermore, the above-mentioned invention C differs from the gaming machine described in Patent No. 6843399 in that "the effect execution means may display an operation method instruction image instructing how to operate the operation unit in the operation effect, and when the operation unit is operated by a basic operation, the operation method instruction image instructing how to operate the operation unit is not displayed, and when the operation unit is operated by a non-basic operation different from the basic operation, the operation method instruction image is displayed." As a result, each of inventions A to C can solve the problem (achieve the effect) of "improving the enjoyment of the game through the effect." [Explanation of symbols]
[0358] PY1...Pachinko machine 40...Normal button (operation part) 50a...Display section 50...Image display device 52...Speaker 121...Performance control microcomputer G4...Normal button image (operation section image) G51...Operation instruction image (operation instruction image) G52...Operation instruction image (operation instruction image) G53…Operation instruction image (operation instruction image)
Claims
[Claim 1] an operation unit operable by a player; A performance execution means capable of executing an operation performance for operating the operation unit, The operation performance includes an operation method instruction performance that instructs an operation method of the operation unit, The performance execution means includes: In the operation method instruction performance, an operation instruction image for instructing an operation of the operation unit is displayed in a motion state representing the operation method of the operation unit and is displayed as a still image. In the operation performance, a sound instructing an operation method of the operation unit is outputted or not outputted, The operation performance includes: a first operation presentation for outputting a voice instructing an operation method of the operation unit and displaying the operation instruction image as a still image; a second operation performance in which the operation instruction image is displayed in the operation mode without outputting a sound instructing an operation method of the operation unit; The gaming machine is characterized in that the degree of expectation of being controlled to a gaming state advantageous to a player differs between when the first operation presentation is executed and when the second operation presentation is executed.
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