Gaming Machines
By integrating visual and auditory operation instructions, the gaming machine addresses the lack of engaging interaction methods in pachinko machines, enhancing player engagement and interest through dynamic operation performance effects.
Patent Information
- Application Number
- JP2021070407
- 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 instruction methods, relying solely on static images or text for guiding player interactions, which reduces game interest.
The gaming machine incorporates operation performance effects that include both visual and auditory cues to instruct players on how to operate the machine, using a combination of still images and sound outputs to guide button presses, along with varying display modes to enhance interaction.
This approach enhances player engagement by providing dynamic and interactive operation instructions, increasing the overall interest and enjoyment of the gaming experience.
Smart Images

Figure 0007618220000001 
Figure 0007618220000002 
Figure 0007618220000003
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, as described in Patent Document 1 below, for example, has been known that is capable of performing an effect in which the manner of the gauge display is changed by repeatedly pressing a normal button (operation unit), or of performing an effect in which the manner of the gauge display is changed by pressing and holding the normal button. [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 of characters instructing the operation method, such as displaying the characters "repeatedly tap" as a still image or the characters "press and hold" as a still image, and there is room for improvement in this regard in order to increase the interest of the game. [Means for solving the problem]
[0005] The gaming machine of the present invention is 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 performance that outputs a voice instructing an operation method of the operation unit and displays the operation instruction image as a still image; and a second operation performance of displaying the operation instruction image in the operation mode without outputting a sound instructing an operation method of the operation unit, In the operation presentation, the operation instruction image may be displayed in a normal display mode, or in a special display mode that suggests a higher expectation of the game being controlled to a game state that is advantageous to the player than the normal display mode. This is a gaming machine characterized by the above. Effect 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 description of the drawings]
[0007] [Figure 1] FIG. [Diagram 2] FIG. [Diagram 3] A front view showing the second large prize device and other details. [Figure 4] FIG. [Diagram 5] 1A 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 FIG. 1B is a front view of the performance unit when the above-board movable device and the below-board movable device are in operation. [Figure 6] FIG. 4 is a block diagram showing the electrical configuration of the main control board. [Figure 7] FIG. 4 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 big win determination table, (B) is an example of a big win 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 fluctuation pattern determination table. [Figure 13] 13 is an example of a look-ahead determination table. [Figure 14] 13 is an example of a jackpot game control table. [Figure 15] FIG. [Figure 16] FIG. 2 is an explanatory diagram showing specific examples of presentation modes. [Figure 17] An explanatory diagram showing a specific example of normal fluctuations in the special chart fluctuation performance. [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 performance. [Figure 22] FIG. 11 is an explanatory diagram showing a specific example of an operation presentation. [Diagram 23] 4 is a flowchart of a main control process. [Figure 24] 13 is a flowchart of a main-side timer interrupt process. [Diagram 25] 13 is a flowchart of a sub-control main process. [Figure 26] 13 is a flowchart of a 1 ms timer interrupt process. [Figure 27] 13 is a flowchart of a 10 ms timer interrupt process. [Figure 28] This is a jackpot game control table relating to a characteristic part of the pachinko game 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 of special chart 1 in the non-time-saving state. [Diagram 30] 13 is a presentation mode determination table for operation presentations. [Diagram 31] A figure showing an example of a presentation when a meter charge presentation is started during a variable presentation. [Diagram 32]A figure showing an example of a meter charge effect when the operation method is rapid tapping. [Diagram 33] A figure showing an example of a meter charge effect when the operation method is a long press. [Diagram 34] This is a diagram showing an example of a performance when the meter charge performance is successful and develops into an SP reach. [Diagram 35] This figure shows an example of the operation presentation at the winning / losing branch of the SP reach when it is a single press without sound output. [Diagram 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] 13 is a timing chart for explaining the operation modes of the operation instruction image in each operation performance of rapid tapping, long press, and single press without sound output. [Figure 38] 13 is a timing chart for explaining the operation presentation of a single press with audio output. [Figure 39] FIG. 13 is a diagram showing a single-push operation presentation (mini-character operation announcement) for the pachinko gaming machine of the second type. [Diagram 40] 13 is a lottery table for mini-character operation notice for a pachinko gaming machine of a second type. [Diagram 41] FIG. 13 is a diagram showing the operation presentation of rapid-fire taps with audio output in a modified example. [Diagram 42] FIG. 13 is a diagram showing the operation presentation of a long press with audio output in a modified example. [Diagram 43] A figure showing the repeated hit meter charge effect in a modified example. [Diagram 44] A figure showing the meter charge effect when pressed and held in a modified example. [Diagram 45] A figure showing the single-press meter charge effect in a modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] Hereinafter, an embodiment of the gaming machine of the present invention will be specifically described with reference to the drawings. In each of the drawings, the same parts are given the same reference numerals, and duplicated descriptions of the same parts are omitted as a rule. In this specification, for the sake of simplicity, a symbol or code referring to information, signal, physical quantity, member, etc. may be written, and the name of the information, signal, physical quantity, member, etc. corresponding to the symbol or code may be omitted or abbreviated. In addition, 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 contradiction occurs in the process contents.
[0009] 1. Structure of the gaming machine A pachinko game machine PY1 of the first embodiment will be described. First, the structure of the pachinko game machine PY1 will be described with reference to Figs. 1 to 5. In the following description, the left, right, up and down directions of each part of the pachinko game machine PY1 refer to the left, right, up and down directions (as viewed from the front) of a player facing the pachinko game machine PY1. Furthermore, "forward" refers to the direction approaching the player facing the pachinko game machine PY1 from the pachinko game machine PY1, and "rearward" refers to the direction approaching the pachinko game machine PY1 from the player facing the pachinko game machine PY1.
[0010] As shown in FIG. 1, the pachinko game machine PY1 includes a game machine frame 2. The game machine frame 2 includes a game board mounting frame 2A to which a game board unit YU (described later) is attached, and a front frame 23m rotatably supported by the game board mounting frame 2A via a hinge 2B. The front frame 23m can be opened and closed relative to the game board mounting frame 2A. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the game board 1 attached to the game board mounting frame 2A and the transparent plate 23t face each other. Therefore, when the pachinko game machine PY1 is installed in a game arcade, a player in front of the pachinko game machine PY1 can view the game area 6 formed on the game board 1 through the transparent plate 23t. The transparent plate 23t can be a transparent glass plate, a transparent synthetic resin plate, or the like. The transparent plate 23t may be any plate that allows the playing area 6 to be viewed from the front of the pachinko gaming machine PY1.
[0011] A handle 72k that can be rotated to launch the game balls is provided at the lower right of the front of the front frame 23m. The amount by which the handle 72k is operated (rotation angle) corresponds to the magnitude (launch strength) of the force (the amount by which the launching device 72, described later, drives the launch solenoid) applied to the game balls to launch them. Thus, the game balls are launched with a launch strength according to the rotation of the handle 72k. In addition, a lower decorative body 36 that protrudes greatly toward the front is provided at the lower center of the front of the front frame 23m. An upper tray 34 is formed on the upper surface of the lower decorative body 36 to store the 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 plate 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] In addition, a speaker 52 capable of outputting sound is provided on the bottom surface of the upper decorative body 31 formed by protruding forward from the upper part of the surface of the front frame 23m. The speaker 52 is composed of a left speaker 52L arranged on the left side and a right speaker 52R arranged on the right side. In addition, a frame lamp 53 capable of emitting light is provided on the right edge of the front frame 23m and on the left and right sides of the lower plate 35 on the front of the lower decorative body 36. Furthermore, a movable frame movable device 58 is attached to the upper side of the left and right edges of the front frame 23m as a performance device for the purpose of increasing the interest in the game. The frame movable device 58 is composed of a left frame movable device 58L arranged on the left side and a right frame movable device 58R arranged on the right side.
[0014] The positions and number of components and devices provided in the game machine frame 2 can be changed as appropriate as long as it does not interfere with play.
[0015] Next, the game board unit YU will be described mainly with reference to Figs. 2 to 5. The game board unit YU has a game board 1 and a performance 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. Along the opening 1A, an approximately ring-shaped inner wall portion 1B for partitioning a game area 6 in which game balls can flow down is formed so as to protrude forward. In addition, an approximately ring-shaped outer wall portion 1C for partitioning the game area 6 is also formed so as to protrude forward on the outside of the inner wall portion 1B.
[0016] A play area 6 surrounded by an inner wall portion 1B, an outer wall portion 1C, etc. is formed on the front surface of the play board 1. That is, the front surface of the play board 1 is divided into the play area 6 and the other area by the inner wall portion 1B and the outer wall portion 1C.
[0017] The game 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. A large number of game nails (not shown) are protruding from the game area 6. The game nails form a path that appropriately guides game balls that enter the game area 6 and flow down the game area 6 to the first start port 11, the second start port 12, the general winning port 10, the gate 13, the first large winning port 14, and the second large winning port 15, which will be described later. The start ports such as the first start port 11 and the second start port 12 are called ball entry ports, the large winning ports such as the first large winning port 14 and the second large winning port 15 are called special winning ports or specific winning ports, and the gates can be called passage ports or passage areas.
[0018] A center frame (center decoration) 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 later, 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 makes it possible or impossible for the ball to enter the second start hole 12.
[0020] The first start winning device 11D is immovable. Therefore, the ease with which the game ball can enter the first start hole 11 is constant (unchanging). The entry of the game ball into the first start hole 11 triggers the drawing of a first special symbol (hereinafter referred to as "special symbol 1") (obtaining and determining a random number related to special symbol 1, described below: hereinafter also referred to as "special symbol 1 drawing") and the variable display of special symbol 1. In addition, when the game ball enters the first start hole 11, a predetermined number of game balls (four in this embodiment) are paid out as prize balls.
[0021] The electric chute 12D is provided with an operable electric chute opening / closing member 12k. The electric chute opening / closing member 12k is usually (in a normal state) in a closed position where the game ball cannot enter the second starting hole 12. Then, when the special state is reached, it moves to an open position where the game ball can enter the second starting hole 12. In this way, the movement of the electric chute opening / closing member 12k to the open position is also called the "open state" of the second starting hole 12 or the electric chute 12D, and the game ball can enter the second starting hole 12 only when it is in the open state. On the other hand, the electric chute opening / closing member 12k in the closed position is also called the "closed state" of the second starting hole 12 or the electric chute 12D. In addition, the second starting hole 12 or the electric chute 12D being in the "open state" is also called "the electric chute 12D opens," and the electric chute 12D being in the "closed state" is also called "the electric chute 12D closes."
[0022] The entry of a game ball into the second starting hole 12 triggers the drawing of a second special symbol (hereinafter referred to as "special symbol 2") (obtaining and determining a random number related to special symbol 2, described below; hereinafter also referred to as "special symbol 2 drawing") and the variable display of special symbol 2. When a game ball enters the second starting hole 12, a predetermined number of game balls (four in this embodiment) are paid out as prize balls. The game area 6 is provided with a guide stage 12g that guides the game ball to the second starting hole 12.
[0023] In addition, the game area 6 is provided with a general winning opening (normal winning opening) 10 into which game balls can enter. 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 game area 6 is provided with a gate 13 through which the game ball can pass. The passage of the game ball through the gate 13 triggers the drawing of a normal symbol (hereinafter referred to as a "normal symbol") (i.e., obtaining and determining a normal symbol random number: hereinafter referred to as a "normal symbol drawing") and the variable display of the normal symbol. The electric chute 12D is opened by the execution of the auxiliary game. In other words, the auxiliary game is a game accompanied by the opening of the electric chute 12D.
[0025] In addition, the game area 6 is provided with a first large prize winning device 14D (hereinafter, also referred to as "normal AT 14D") in which a first large prize winning opening 14 into which a game ball can enter is formed. The first large prize winning device 14D is provided with a normal AT opening / closing member 14k that can be operated in an open state and a closed state. The first large prize winning opening 14 is opened and closed by the 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 winning opening 14, and it is impossible for a game ball to enter the first large prize winning opening 14. When the normal AT opening / closing member 14k is operated to an open state, it becomes possible for a game ball to enter the first large prize winning opening 14. In this way, a game ball can enter the first large prize winning opening 14 only when the normal AT opening / closing member 14k is in an open state. When a gaming ball enters the first large winning port 14, a predetermined number of gaming balls (15 in this embodiment) are paid out as prize balls.
[0026] In addition, the game area 6 is provided with a second large prize winning device 15D (hereinafter also referred to as "VAT 15D") in which a second large prize winning opening 15 into which a game ball can enter is formed. The second large prize winning device 15D is provided with an operable VAT opening / closing member 15k. The VAT opening / closing member 15k normally blocks the second large prize winning opening 15. The VAT opening / closing member 15k can be in an open state. Only when the VAT opening / closing member 15k is in an open state, a game ball can enter the second large prize winning opening 15. On the other hand, the state in which the VAT opening / closing member 15k blocks the second large prize winning opening 15 is also referred to as a "closed state." In this way, the second large prize winning opening 15 is opened and closed by the operation of the VAT opening / closing member 15k. When a game ball enters the second large prize winning opening 15, a predetermined number of game balls (15 in this embodiment) are paid out as prize balls.
[0027] Here, the second large prize winning device 15D will be described in detail with reference to Fig. 3. Inside the second large prize winning device 15D, a gate-shaped second large prize winning port sensor 15a is provided which detects a game ball that has entered the second large prize winning port 15 and allows the game ball to pass downward.
[0028] A specific area 16 and a non-specific area 17 through which game balls can pass (enter) are provided downstream of the second large prize opening sensor 15a. Game balls that pass through the second large prize opening sensor 15a are sorted by a sorting device 16D into 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 distribution solenoid 16s is not energized, the distribution member 16k is in a first state (passage prevention state: in a front view of FIG. 3(A), the left end of the distribution member 16k is located slightly to the right of the left end of the specific area 16, and the distribution member 16k covers the specific area 16 directly above) in which the distribution member 16k prevents the game ball from passing through to the specific area 16. When the distribution member 16k is in the first state, after a game ball enters the second large prize opening 15 passes through the second large prize opening sensor 15a, it is unable to pass through the specific area 16, and 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, the distribution member 16k does not cover the specific area 16 directly above, and the area directly above the specific area 16 is 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 distribution member 16k is held in the first state. In other words, the first state is the normal state of the distribution member 16k. Then, only in a predetermined round of play (for example, 16R), the distribution solenoid 16s is energized and the distribution member 16k can be changed to the second state. The operating mode of the distribution 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, which 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 large prize winning device 14D and the second large prize winning device 15D, as long as it does not interfere with the game. It is also possible to provide two large prize winning devices, such as the first large prize winning device 14D, that do not have a specific area or a distribution device, depending on the gameplay. Although the first large prize winning device 14D and the second large prize winning device 15D are provided, it is possible to use only the first large prize winning device 14D or only the second large prize winning device 15D depending on the gameplay. It is to be noted that, when the configuration is such that only the first large prize winning device 14D is used, the processing related to the second large prize winning device 15D is not performed, and when the configuration is such that only the second large prize winning device 15D is used, the processing related to the first large prize winning device 14D is not performed.
[0034] 2, two outlets 19 are provided at the approximate 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. Also, the game board 1 is provided with an emitting board lamp 54.
[0035] Incidentally, the game area 6 through which the game balls can flow can be divided into a left game area 6A (first game area) on the left side of the center in the left-right direction, and a right game area 6B (second game area) on the right side. The operation mode of the handle 72k that launches the game ball so that it flows down the left game area 6A is called "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 game area 6B is called "right hit". In the pachinko game machine PY1, the flow path through which the game ball can flow when the game ball is launched by a left hit is called the first flow path R1, and the flow path through which the game ball can flow when the game ball is 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 large number of game nails, etc.
[0036] A first start port 11 and two general winning ports 10 are provided on the first flow path R1. Therefore, a player can aim to win the first start port 11 or the general winning port 10 by shooting a game ball so that it flows down the first flow path R1 with a left hit. On the other hand, a second start port 12, a general winning port 10, a gate 13, a first large winning port 14, and a second large winning port 15 are provided on the second flow path R2. Therefore, a player can aim to pass through the gate 13 or win the second start port 12, the general winning port 10, the first large winning port 14, or the second large winning port 15 by shooting a game ball so that it flows down the second flow path R2 with a right hit.
[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, the display devices 8 are arranged on the lower left side of the play area 6 formed on the front of the game board 1 (part other than the play area 6). As shown in FIG. 4, the display devices 8 include a special chart 1 display device 81a that variably displays special chart 1, a special chart 2 display device 81b that variably displays special chart 2, and a general chart display device 82 that variably displays general chart. In addition, the display devices 8 include a special chart 1 reserved number (U1: the number of reserved variable displays of special chart 1 by the special chart 1 display device 81a) to be described later, and a special chart 2 reserved number (U2: the number of reserved variable displays of special chart 2 by the special chart 2 display device 81b) to be described later.
[0039] The variable display of the special chart 1 is executed when the special chart 1 lottery is performed triggered by the entry of a game ball into the first starting hole 11. The variable display of the special chart 2 is executed when the special chart 2 lottery is performed triggered by the entry of a game ball into the second starting hole 12. In the following explanation, the special chart 1 and the special chart 2 are collectively referred to as the special chart or special pattern, and the special chart 1 lottery and the special chart 2 lottery are collectively referred to as the special chart lottery. The special chart 1 display 81a and the special chart 2 display 81b are collectively referred to as the special chart display 81. Furthermore, the special chart 1 reserve display 83a and the special chart 2 reserve display 83b are collectively referred to as the special chart reserve display 83.
[0040] The variable display of the special chart notifies the result of the special chart lottery. In the variable display of the special chart, the special chart is displayed variably and then displayed still. The special chart that is displayed still (the stopped special chart, the special pattern that is derived and displayed as the display result of the variable display) is one special chart selected from multiple types of special charts by the special chart lottery. If the stopped special chart is a predetermined specific special chart (a special chart with a specific stopping mode, i.e., a jackpot pattern), a jackpot game (an example of a special game) is played in which the jackpot openings (first jackpot opening 14 and second jackpot opening 15) are opened. The game state in which the 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 chart display 81 is composed of, for example, eight LEDs (Light Emitting Diodes) arranged side by side, and displays a special chart according to the result of the special chart lottery according to the lighting state of the LEDs. For example, if the result of the special chart lottery is a big win (one of the multiple types of big wins described later), the special chart display 81 displays a big win pattern consisting of the lighting of the first, second, fifth, and sixth LEDs from the left, such as "□□■■□□■■" (□: lit, ■: unlit). Also, if the result of the special chart lottery is a loss, the special chart display 81 displays a loss pattern consisting of only the lighting of the rightmost LED, such as "■■■■■■■□". Note that the lighting state of the LEDs corresponding to the result of the special chart lottery is not limited and can be set appropriately. Therefore, for example, all LEDs may be turned off as a loss pattern.
[0042] In addition, in the variable display of the special chart, the special chart is displayed for a predetermined variable time before the special chart is displayed in a stopped state. The mode of the variable display of the special chart is, for example, a mode in which each LED lights up so that light flows repeatedly from left to right. Note that the mode of the variable display of the special chart is not particularly limited, and if each LED is not displayed in a stopped state (lighting display in a specific mode), it may be appropriately set so that all LEDs flash at the same time.
[0043] In the pachinko game machine PY1, when a game ball enters the first start hole 11 or the second start hole 12, various random numbers (one example of judgment information) for performing a special drawing lottery or the like may be obtained. These various random numbers are temporarily stored as special drawing reservations in the special drawing reservation memory unit 105 described later. In the following, the various random numbers obtained by the game ball entering the first start hole 11 are referred to as "special drawing 1 related random numbers", and the various random numbers obtained by the game ball entering the second start hole 12 are referred to as "special drawing 2 related random numbers". Here, the special drawing 1 related random numbers are stored as special drawing 1 reservations in the special drawing 1 reservation memory unit 105a in the special drawing reservation memory unit 105. On the other hand, the special drawing 2 related random numbers are stored as special drawing 2 reservations in the special drawing 2 reservation memory unit 105b in the special drawing reservation memory unit 105. The number of reserved special drawings 1 (reserved number of special drawings 1) that can be stored in the reserved special drawing 1 storage unit 105a and the number of reserved special drawings 2 (reserved number of special drawings 2) that can be stored in the reserved special drawing 2 storage unit 105b are set to an upper limit (four in this embodiment). The upper limit of the number of reserved special drawings 1 and the number of reserved special drawings 2 can be changed as appropriate, and the upper limit may be set to "none." In the following, reserved special drawings 1 and reserved special drawings 2 are collectively referred to as "reserved special drawings," and the number of reserved special drawings 1 and the number of reserved special drawings 2 are collectively referred to as "number of reserved special drawings." In addition, the random numbers related to the special drawings 1 and the random numbers related to the special drawings 2 are collectively referred to as "random numbers related to the special drawings."
[0044] In the pachinko game machine PY1, if the variable display of the special chart is not performed immediately after the game ball enters the first start port 11 or the second start port 12, specifically, if a prize is won during the execution of the variable display of the special chart or during the execution of a jackpot game, the variable display of the special chart (or the right to draw a special chart) for that prize can be reserved. The reserved special chart stored in the reserved special chart storage unit 105 is consumed when the variable display of the special chart based on that reserved special chart becomes possible. In other words, the consumption of the reserved special chart means determining the special chart-related random number, etc. corresponding to that reserved special chart and executing the variable display of the special chart to show the result of the determination.
[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 turning on the LEDs corresponding to the number of reserved special drawings.
[0046] Furthermore, the variable display of the regular map notifies the result of the regular map lottery. In the variable display of the regular map, the regular map is displayed variably and then stopped. The regular map that is stopped and displayed (stop regular map, regular map derived and displayed as a display result of the variable display) is one regular map selected from multiple types of regular maps by the regular map lottery. If the regular map that is stopped and displayed is a specific regular map that has been determined in advance (a regular 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 regular map display 82 is composed of, for example, two LEDs, and displays a regular map according to the result of the regular map lottery depending on the lighting state of the LEDs. If the result of the regular map lottery is a win, the regular map display 82 displays a winning pattern consisting of both LEDs lit, such as "□□" (□: lit, ■: off). If the result of the regular map lottery is a loss, it displays a losing pattern consisting of only the right LED lit, such as "■□". A mode in which all LEDs are off may also be adopted as a losing pattern. The lighting state of the LEDs corresponding to the result of the regular map lottery is not limited, and can be set as appropriate.
[0048] In addition, before the normal map is displayed in a stopped state, the normal map is displayed in a variable manner for a predetermined variable time. The variable display of the normal map is, for example, a manner in which both LEDs are alternately lit. Note that the variable display of the normal map is not particularly limited, and may be appropriately set, such as all LEDs flashing at once, unless each LED is displayed in a stopped state (illuminated in a specific manner).
[0049] In the pachinko game machine PY1, when the game ball passes through the gate 13, a normal pattern random number (an example of judgment information) for performing a normal pattern lottery may be obtained. This random number is stored in the normal pattern reserve memory unit 106 described below, on the condition that the variable display of the normal pattern or the auxiliary game is not being executed. The number of normal patterns reserved (normal pattern reserve number) that can be stored in the normal pattern reserve memory unit 106 is set to an upper limit (four in this embodiment). The upper limit of the number of normal patterns reserved can be changed as appropriate, and the upper limit may be set to "none". In the following, the normal pattern random number obtained by the game ball passing through the gate 13 is also referred to as a "normal pattern related random number". In addition, in this embodiment, a normal pattern reserve display that displays the normal pattern reserve number is not provided, but a normal pattern reserve display may be added to the display unit 8. As the normal pattern reserve display, for example, one with a configuration similar to that of the special pattern reserve display unit 83 can be adopted.
[0050] Next, the presentation unit 1U attached to the back of the game board 1 will be described with reference to Fig. 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 "above-board movable device") 55, and a second board movable device (hereinafter "below-board movable device") 56.
[0051] The image display device 50 is, for example, configured with 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 another 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 above-board movable body 55k and the below-board movable body 56k being 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 it difficult to see the image display device 50.
[0054] Furthermore, the positions and numbers of components and devices provided on the game board unit YU can be changed as appropriate as long as it does not interfere with gameplay.
[0055] 2. Electrical configuration of the gaming machine Next, the electrical configuration of the pachinko game machine PY1 will be described based on Fig. 6 to Fig. 7. As shown in Fig. 6 to Fig. 7, the pachinko game machine PY1 is equipped with a game control board (hereinafter referred to as "main control board") 100 that controls game profits such as special chart lottery, variable display of special chart, big win game, setting of game state described later, regular chart lottery, variable display of regular chart, and auxiliary game (progress of game), a performance control board (hereinafter referred to as "sub control board") 120 that controls game performances (special chart variable performance, reserved performance, operation performance, big win game performance, etc.) according to the progress of the game by the main control board 100 and customer waiting performance, and a payout control board 170 that controls payout of game balls, etc., on the rear side of the image display device 50 of the game board 1. The main control board 100 can be positioned as a game control unit (main control unit) that controls the game. The sub-control board 120 can be positioned as a performance control section (sub-control section) that controls the performance together with the image control board 140, the lamp control circuit 151, and the sound control circuit 161 described later. Note that the performance control section only needs to have at least the sub-control board 120 and be capable of controlling various performances using the performance means (image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, 58, etc.).
[0056] The pachinko game 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 game 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 the power to the pachinko game machine PY1 is cut off. 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] As shown in Fig. 6, a one-chip microcomputer for game control (hereinafter referred to as "microcomputer for game control") 101 that controls the progress of the game of the pachinko game machine PY1 according to a program is mounted on the main control board 100. The microcomputer for game control 101 includes a game ROM (Read Only Memory) 103 that stores programs and tables for controlling the progress of the game, a game RAM (Random Access Memory) 104 used as a work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.
[0058] The game ROM 103 stores programs for performing the main control main processing and main timer interrupt processing, which will be described later. The game ROM 103 also stores a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a look-ahead determination table, a jackpot game control table, a win determination table, a normal symbol variation pattern determination table, and an auxiliary game control table, which will be described later. The game ROM 103 may be external. The game 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] In addition, the main control board 100 is equipped with a game I / O (Input / Output) port section 118 for inputting and outputting data and signals, and a RAM clear switch 119 for causing the game CPU 102 to clear the information stored in the game 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 by 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 a game ball that has entered the first start opening 11. The second start opening sensor 12a detects a game ball that has entered the second start opening 12. The general prize opening sensor 10a detects a game ball that has 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 a game ball that has passed through the gate 13. The first large prize opening sensor 14a detects a game ball that has entered the first large prize opening 14. The second large prize opening sensor 15a detects a game ball that has entered the second large prize opening 15. The specific area sensor 16a detects a game ball that has 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 to the main control board 100 a signal 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 display 81, ordinary display 82, and special display hold 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 (installed adjacent to the pachinko game machine PY1, which enables ball lending based on information such as an inserted prepaid card) and a prize ball payout device 73, and is also connected 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 person such as a player. When the handle 72k is operated by the player, the touch switch 72a detects the touch of the player with the handle 72k and outputs a detection signal to the payout control board 170. The launching device 72 is also connected to a launch volume knob 72b capable of detecting the rotation angle (operation amount) of the handle 72k. The launching device 72 drives the launch solenoid 72s so that the game ball is launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob 72b. In the pachinko game machine PY1, when the rotation operation of the handle 72k is maintained, one game ball is launched approximately every 0.6 seconds.
[0070] Furthermore, the main control board 100 transmits various commands, including information related to the game, to the sub-control board 120 according to the progress of the game. The sub-control board 120 can grasp the progress of the game (control contents of the game) 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 allows only the transmission of signals from the main control board 100 to the sub-control board 120. In other words, a unidirectional circuit (not shown, for example, a circuit using a diode) is interposed between the main control board 100 and the sub-control board 120 as a communication direction restricting means.
[0071] 7, a one-chip microcomputer for performance control (hereinafter referred to as "microcomputer for performance control") 121 that controls the performance of the pachinko game machine PY1 according to a program is mounted on the sub-control board 120. The microcomputer for performance control 121 includes a ROM for performance 123 that stores programs for controlling the performance in accordance with the progress of the game by the main control board 100, a RAM for performance 124 used as a work memory, and a CPU for performance 122 that executes the programs stored in the ROM for performance 123.
[0072] In addition, the performance ROM 123 stores programs for performing sub-control main processing, reception interrupt processing, 1 ms timer interrupt processing, 10 ms timer interrupt processing, etc., which will be described later. The performance ROM 123 may be external.
[0073] In addition, the sub-control board 120 is equipped with a performance I / O port unit 138 for inputting and outputting data and signals, and an RTC (Real Time Clock) 139. The RTC 139 measures the current date and time (date and time). When power is supplied to the pachinko game machine PY1 from a predetermined island power supply device (not shown), the RTC 139 operates on the power, and when power is not supplied from the island power supply device, the RTC 139 operates on the power supplied from a backup power circuit 192 provided in the power supply board 190. Therefore, the RTC 139 can measure the current date and time even when the power of the pachinko game machine PY1 is not turned on. A backup power circuit for the RTC 139 may be provided in the sub-control board 120. A circuit including a capacitor and an internal battery (such as a button battery) can be used as the backup power circuit.
[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 both transmission of signals from the sub-control board 120 to the image control board 140 and transmission of signals 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 for executing the programs stored in the image ROM 142. The image control board 140 also includes a CGROM 145 storing data of images to be displayed on the image display device 50, a VRAM 146 used for developing 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 to be displayed on the image display device 50 (still image data and video data, specifically, image data of characters, items, figures, letters, numbers, symbols, etc. (including performance patterns), 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 according to a display list created by the image CPU 141 based on a command from the performance control microcomputer 121. The VDP 144 then appropriately synthesizes 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 to the image display device 50 as an RGB signal. 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] Based on the 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 performance control microcomputer 121 outputs voice, music, sound effects, etc. from the speaker 52 via the voice control circuit 161.
[0079] Audio data such as sound output from speaker 52 is stored in performance ROM 123 of sub-control board 120. Note that 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. Furthermore, in this case, a ROM may be mounted on the board and audio data may be stored in the ROM. Speaker 52 may also be connected to image control board 140 and audio control may be executed by image CPU 141 of image control board 140. Furthermore, in this case, audio data may be stored in image ROM 142 of image control board 140.
[0080] In addition, various switches serving as input units, various actuators serving as drive sources, and various lamps are connected to the sub-control board 120 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 that the normal button 40 has been pressed. The special button detection switch 41a detects that the special button 41 has been pressed. Each detection switch 40a, 41a outputs a signal according to the detection content to the sub-control board 120. 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 above-board drive motor 55m that drives the above-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 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 within the range that does not interfere with the game.
[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 each lamp. In detail, the performance control microcomputer 121 creates light-emitting pattern data (data that determines the on / off state, 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 substrate. In this case, the CPU may be made to execute lighting control of each lamp and operation control of each movable device. Furthermore, in this case, a ROM may be mounted on the substrate and data related to light emission patterns and operation patterns may be stored in the ROM. Also, the type and number of lamps connected to the sub-control substrate 120 may be changed as appropriate within the range that 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 described with reference to Figures 8 to 15. The tables shown in Figures 8 to 15 are general ones for the purpose of the description of this section, and if a different table is shown in the description of "Characteristics of the Pachinko Gaming Machine PY1" described later, it is assumed that the table is used in the pachinko gaming machine PY1. However, for configurations that do not show a different table in the description of "Characteristics 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 description of "Characteristics 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 games First, the game related to the normal map will be explained. When the 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 performs a variable display of the normal map (a static display after a variable display). Here, the statically displayed normal map includes a winning pattern and a losing pattern. The losing pattern of the normal map is also called a "losing normal map" to distinguish it from the losing pattern of the special map described later. When the winning pattern is statically displayed, the auxiliary game is executed and the game related to the passage of the gate 13 is ended. On the other hand, when the losing normal map is statically displayed, the auxiliary game is not executed and the game related to the passage of the gate 13 is ended. In addition, hereinafter, the passing of the game ball through the gate 13 is called "establishment of the normal map start condition."
[0087] When the pachinko game machine PY1 performs such a series of games (regular game lottery, variable display of regular games, auxiliary games), it acquires regular game-related random numbers when the regular game start condition is met. The acquired regular game-related random numbers include regular game pattern random numbers, as shown in FIG. 8(A). Regular game pattern random numbers are random numbers used to determine whether a game has been won. 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 to execute an auxiliary game) according to a hit determination table as shown in FIG. 9(A). The hit determination table is associated with a game state described later. That is, the hit determination table includes a hit determination table used in a non-time-saving state (a hit determination table for non-time-saving) and a hit determination table used in a time-saving state (a hit determination table for time-saving). In each hit determination table, a determination value (a normal pattern random number value) of the normal pattern random number is allocated to a hit or a miss, which is a result of the hit determination. Therefore, the pachinko game machine PY1 performs a hit determination of whether or not a win has occurred by determining the acquired normal pattern random number according to the hit determination table. Then, based on the result of the hit determination, a normal pattern variation pattern determination is performed for performing a variable display of the normal pattern. If the result of the hit determination is a hit, a winning pattern is basically displayed in a variable display of the normal pattern. On the other hand, if the result of the hit determination is a miss, a miss normal pattern is basically displayed in a variable display of the normal pattern. The probability of winning may be changed as appropriate. Also, the win determination table does not need to be divided for each game state.
[0089] 3-1-2. Changes in map The general map fluctuation pattern determination is a determination for determining the general map fluctuation pattern according to the general map fluctuation pattern determination table as shown in Fig. 9(B). The general map fluctuation pattern is identification information regarding predetermined items related to the variable display of the general map, such as the general 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 have to be divided for each game state.
[0091] In each normal map variation pattern determination table, a normal map variation pattern, which is the result of the normal map variation pattern determination, is stored for each normal map to be stopped. That is, the pachinko game machine PY1 can make the normal map variation time different in the non-time-saving state and the time-saving state. For example, in the non-time-saving state, for the variable display of the normal map when a losing normal map (losing normal map) is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 30 seconds is determined, and for the variable display of the normal map when a winning pattern is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 30 seconds is determined. Also, in the time-saving state, for the variable display of the normal map when a losing normal map is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 5 seconds is determined, and for the variable display of the normal map when a winning pattern is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 5 seconds is determined. The variable display of the normal map with the normal map variation time corresponding to the normal map variation pattern determined by this determination is performed by the normal map display device 82. In addition, the time for these map fluctuations can be changed as appropriate. In this way, the hit judgment and the map fluctuation pattern judgment 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 a winning symbol is displayed (derived) as a static display result (result of the regular symbol lottery) during the variable display of the regular symbol.
[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-shortening state / time-shortening state). The pachinko game machine PY1 controls the auxiliary game according to an auxiliary game control table as shown in FIG. 9(C) based on the game state (non-time-shortening state / time-shortening state). The auxiliary game control table is associated with the game state (non-time-shortening state / time-shortening state). Auxiliary game components are stored in each auxiliary game control table. The number of times the electric chute 12D opens and the opening time for each opening can be changed as appropriate.
[0094] The pachinko game machine PY1 has different opening times of the electric chute 12D for the auxiliary game in the non-time-shortening state and the auxiliary game in the time-shortening state. For example, in the auxiliary game in the non-time-shortening state, the electric chute 12D is opened for a first opening time (a time during which it is difficult to make the game ball enter the electric chute 12D (for example, 0.08 seconds)). In the following, the auxiliary game in the non-time-shortening state is also referred to as a "short opening auxiliary game". In addition, in the auxiliary game in the time-shortening state, the electric chute 12D is opened for a second opening time (a time during which it is easy to make the game ball enter the electric chute 12D (for example, 3.0 seconds)) that is longer than the first opening time. In the following, the auxiliary game in the time-shortening state is also referred to as a "long opening auxiliary game". Note that the opening times of the electric chute 12D may be the same for the auxiliary game in the non-time-shortening state and the auxiliary game in the time-shortening state.
[0095] 3-2. Games related to special charts Next, a game related to the special chart will be explained. When the launched game ball enters the first starting hole 11, the pachinko game machine PY1 performs a special chart 1 lottery. When the special chart 1 lottery is performed, the special chart 1 display 81a performs a variable display of the special chart 1 (a static display after a variable display) to notify the result of the special chart 1 lottery. Here, the statically displayed special chart 1 has a jackpot pattern and a losing pattern. That is, the results of the special chart 1 lottery include a jackpot pattern and a losing pattern. When the jackpot pattern is statically displayed, a jackpot game is executed, a new game state is set, and the game based on the winning is terminated. On the other hand, when a losing pattern is statically displayed, the jackpot game is not performed, and the game based on the winning is terminated.
[0096] Similarly, the pachinko game machine PY1 performs a special drawing for the 2nd drawing when the launched game ball enters the second starting hole 12. When the special drawing for the 2nd drawing is performed, the special drawing for the 2nd drawing is variably displayed (variably displayed and then stopped) on the special drawing for the 2nd drawing in the special drawing for the 2nd drawing, and the result of the special drawing for the 2nd drawing is notified. Here, the special drawing for the 2nd drawing that is stopped includes a jackpot pattern and a losing pattern. That is, the results of the special drawing for the 2nd drawing include a jackpot pattern and a losing pattern. When the jackpot pattern is stopped, a jackpot game is executed, a new game state is set, and the game based on the winning is terminated. On the other hand, when a losing pattern is stopped, a jackpot game is not performed, and the game based on the winning is terminated.
[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." In addition, 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." In addition, the losing special pattern is also referred to as the "losing special pattern" to distinguish it from the losing regular pattern described above.
[0098] When the pachinko game machine PY1 performs such a 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 change pattern random numbers, as shown in FIG. 8(B). The special symbol random numbers are random numbers used to make jackpot judgments. The jackpot symbol type random numbers are random numbers used to make jackpot symbol type judgments. The reach random numbers are random numbers used to make reach judgments. The special symbol change pattern random numbers are random numbers used to make special symbol change pattern judgments. The random numbers are also called judgment information. An appropriate range is set for each random number.
[0099] 3-2-1. Jackpot determination The jackpot determination is a determination for determining whether or not a jackpot has occurred (whether or not a jackpot game is executed) according to a jackpot determination table as shown in Fig. 10(A). The jackpot determination table is associated with the game state, specifically, whether it is 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 game 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 are determined to be a jackpot than the normal probability jackpot determination table. Also, the probability of winning a jackpot can be changed as appropriate.
[0101] 3-2-2. Jackpot symbol type determination The jackpot symbol type determination is a determination for determining the type of the 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 contents of the jackpot, in other words, the components of the jackpot that are composed of the game benefits given 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 (winning that caused the jackpot symbol type determination) that caused the jackpot symbol type determination was performed. 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, the 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 game machine PY1 determines the type of the 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 appropriately assigned to various jackpot symbols. The allocation rate of the jackpot symbol type can be appropriately changed. Also, the types of the jackpot symbols can be appropriately increased or decreased.
[0104] For example, as shown in Fig. 10(B), the distribution rate of the jackpot pattern type determined by the jackpot pattern type determination for special chart 1 can be set to 50% for jackpot pattern A and 50% for jackpot pattern B, and the distribution rate of the jackpot pattern type determined by the jackpot pattern type determination for special chart 2 can be set to 100% for jackpot pattern C. In this way, it is possible to make the distribution rate of the jackpot pattern type different between the special chart 1 lottery performed when the game ball enters the first starting hole 11 and the special chart 2 lottery performed when the game 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 change presentation described later, 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 judgment table is associated with the game state (non-time-saving state / time-saving state). That is, the reach judgment table includes a reach judgment table used in the non-time-saving state (non-time-saving reach judgment table) and a reach judgment table used in the time-saving state (time-saving reach judgment table). Note that the reach judgment table does not have to be divided for each game state.
[0107] In each reach judgment table, the reach random number judgment value (reach random number value) is assigned to the reach judgment result of "reach (reach occurs)" and "no reach (reach does not occur)". Therefore, the pachinko game machine PY1 judges the acquired reach random number according to the reach judgment table to judge whether the reach is reached or not (whether the reach occurs or not). As shown in FIG. 10(C), the number of reach random number values judged as "reach is reached (reach occurs)" is different between the non-time-saving reach judgment table and the time-saving reach judgment table. Note that the probability of judging as "reach is reached" can be changed appropriately. In the following, "reach is reached (reach occurs)" performed on the premise that the result of the jackpot judgment is "miss" is referred to as "reach with miss", and "no reach (reach does not occur)" is sometimes referred to as "no reach miss".
[0108] 3-2-4. Special chart change pattern judgment The special pattern change pattern judgment is a judgment for determining the change pattern (special pattern change pattern) of the variable display of the special pattern using a change pattern judgment table (special pattern change pattern judgment table) of the special pattern as shown in Figures 11 to 12, and is performed in both cases where the result of the jackpot judgment is a jackpot or a miss. The special pattern change pattern is identification information for identifying predetermined items related to the special pattern change time and the performance flow (performance content) of the special pattern change performance described later. In addition to the special pattern change time and the performance flow (performance content) of the special pattern change performance, the special pattern change pattern includes identification information related to the result of the jackpot judgment and the result of the reach judgment. The identification information included in the special pattern change pattern can be changed as appropriate. In addition, it is possible to use multiple types of special pattern change patterns with different identification information as the special pattern change pattern, and the number of them can be changed as appropriate.
[0109] The special pattern variation pattern judgment table is associated with the type of special pattern (special pattern 1 / special pattern 2) that performs the variable display to be judged, in other words, the type of start port (first start port 11 / second start port 12) where the winning that causes the special pattern variation pattern judgment was made. That is, the special pattern variation pattern judgment table includes a special pattern variation pattern judgment table (special pattern 1 variation pattern judgment table: Figure 11) used when performing the variable display of special pattern 1, and a special pattern variation pattern judgment table (special pattern 2 variation pattern judgment table: Figure 12) used when performing the variable display of special pattern 2. Note that the special pattern variation pattern judgment table does not have to be divided according to the type of special pattern (special pattern 1 / special pattern 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 (non-time-saving special chart 1 fluctuation pattern determination table) used in the non-time-saving state, and a special chart 1 fluctuation pattern determination table (time-saving special chart 1 fluctuation pattern determination table) used in the time-saving state. On the other hand, the special chart 2 fluctuation pattern determination table also includes a special chart 2 fluctuation pattern determination table (non-time-saving special chart 2 fluctuation pattern determination table) used in the non-time-saving state, and a special chart 2 fluctuation pattern determination table (time-saving special chart 2 fluctuation pattern determination table) used in the time-saving state. Note that the special chart fluctuation pattern determination table does not have to be divided for each game state.
[0111] In addition, each special chart fluctuation pattern determination table associated with the game state (non-time-saving state / time-saving state) is further associated with the jackpot determination result and the 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-with miss, and a reach-without 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-with miss, and a reach-without miss. Note that the special chart fluctuation pattern determination table does not have to be divided according to the jackpot determination result and the reach determination result.
[0112] Furthermore, each special chart 1 variation pattern determination table for a miss without a reach is also associated with the reserved number of special charts. For example, there is a special chart 1 variation pattern determination table for a miss without a reach that is used when the reserved number of special charts 1 (U1) is 0 to 2, and a special chart 1 variation pattern determination table for a miss without a reach that is used when the reserved number of special charts 1 (U1) is 3 to 4. In addition, each special chart 2 variation pattern determination table for a miss without a reach is also associated with the reserved number of special charts. Specifically, there is a special chart 2 variation pattern determination table for a miss without a reach that is used when the reserved number of special charts 2 (U2) is 0 to 2, and a special chart 2 variation pattern determination table for a miss without a reach that is used when the reserved number of special charts 2 (U2) is 3 to 4. Note that the special chart variation pattern determination table does not have to be divided according to the reserved number of special charts.
[0113] Then, the special chart is displayed in a variable manner in the special chart display device 81 during the special chart change time according to the special chart change pattern determined by each special chart change pattern determination. When the jackpot pattern is displayed as a display result (a result of the special chart lottery) in the variable display of the special chart, the next special chart is not displayed immediately, and the jackpot game is played.
[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 column of the table in Fig. 11-Fig. 12, the special chart variation pattern may be called by a name related to the special chart (jackpot determination result) and the performance content of the special chart variation performance. 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 performance ends with an N reach is called an "N jackpot variation." On the other hand, among the reach-and-misses, the special chart fluctuation pattern in which the SP reach, which is a type of reach, is performed is called "SP miss fluctuation", among the reach-and-misses, the special chart fluctuation pattern in which the L reach, which is a type of reach, is performed is called "L miss fluctuation", among the reach-and-misses, the special chart fluctuation pattern in which the special chart fluctuation performance ends with the N reach, which is a type of reach, is called "N miss fluctuation", and the special chart fluctuation pattern related to the miss without the reach is called "normal miss fluctuation". There are three types of normal miss fluctuations (normal A miss fluctuation, normal B miss fluctuation, normal C miss fluctuation) with different fluctuation times. In addition, when the SP jackpot and the SP miss fluctuation are collectively referred to as SP fluctuation or SP reach fluctuation.
[0116] 3-2-5.Look-ahead judgment The pachinko game machine PY1 performs a look-ahead judgment according to a look-ahead judgment table as shown in FIG. 13 based on the acquired special symbol-related random number. The look-ahead judgment is performed before the jackpot judgment (specifically, for example, at the time of winning in the start hole). The look-ahead judgment includes, for example, a judgment of whether or not the special symbol random number is judged as a jackpot in the jackpot judgment, a judgment of which jackpot symbol type random number is determined to be a type of jackpot pattern in the jackpot symbol type judgment, and a judgment of which special symbol variation pattern random number is determined to be a special symbol variation pattern in the special symbol variation pattern judgment. The look-ahead judgment table is associated with the type of start hole (first start hole 11 / second start hole 12) related to the start winning. That is, the look-ahead judgment table includes a look-ahead judgment table (first look-ahead judgment table) when the first start hole 11 is won, and a look-ahead judgment table (second look-ahead judgment table) when the second start hole 12 is won. Since the first starting port 11 is the starting port that triggers the drawing of the special chart 1, the first look-ahead judgment table can also be called the special chart 1 look-ahead judgment table. Also, since the second starting port 12 is the starting port that triggers the drawing of the special chart 2, the second look-ahead judgment table can also be called the special chart 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 judgment table is also associated with the game state (non-time-saving state / time-saving state). That is, the look-ahead judgment table includes a look-ahead judgment table used in the non-time-saving state (non-time-saving look-ahead judgment table) and a look-ahead judgment table used in the time-saving state (time-saving look-ahead judgment table).
[0118] That is, the look-ahead judgment table includes a first look-ahead judgment table used in a non-time-saving state, a second look-ahead judgment table used in a non-time-saving state, and a second look-ahead judgment table used in a 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 appropriately change what judgments are included in the look-ahead judgment.
[0119] 3-3. Jackpot games Next, the jackpot game will be described. The jackpot game includes multiple round games involving the opening and closing of the jackpot opening (first jackpot opening 14 or second jackpot opening 15), an opening (also written as OP) from the start of the jackpot game to the start of the first round game, and an ending (also written as ED) from the end of the final round game to the end of the jackpot game. Each round game starts with the end of the opening or the end of the previous round game, and ends with the start of the next round game or the start of the ending. It is also possible not to provide an OP or an ED. In the following, a predetermined number of round games (predetermined order) is simply called a "round." For example, the first (first) round game is called "1st round (1R)," and the tenth round game is called "10th round (10R)."
[0120] The elements that make up such a jackpot game (jackpot game components) include the number of rounds, the number of times the jackpot openings (first jackpot opening 14, second jackpot opening 15) are opened in each round, the type and opening time of the jackpot openings, the time to close until the next opening (closing time or interval time), the opening time (opening time), and the ending time (ending time), etc. After the special chart is stopped and displayed, the pachinko game machine PY1 controls the jackpot game according to a jackpot game control table as shown in FIG.
[0121] As shown in FIG. 14, the jackpot game control table stores jackpot game components for each jackpot game (for example, for each jackpot game A to C). In each jackpot game, from 1R to 15R, a round game in which the first large prize opening 14 is opened for a maximum of 29.5 seconds or a round game in which the first large prize opening 14 is opened for a maximum of 0.1 seconds is played. Then, in 16R (the final round), a round game in which the second large prize opening 15 is opened for a maximum of 29.5 seconds or a round game in which the second large prize opening 15 is opened for a maximum of 0.1 seconds is played. In each round game, when a predetermined number of game balls (for example, 10 balls) are detected by the large prize opening sensors 14a and 15a, the round game is ended even before the maximum opening time of the large prize openings 14 and 15 has elapsed.
[0122] In addition, 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] The number of times and the time of each jackpot game component can be changed as appropriate. The jackpot game can be played using both the first jackpot winning port 14 and the second jackpot winning port 15, or can be played using only one of them. In the case of a configuration in which only the first jackpot winning port 14 is used for the jackpot game, or in the case of a configuration in which only the second jackpot winning port 15 is used for the jackpot game, the configuration may not include the jackpot winning port that is not used. In addition, the types of jackpot games that can be played may be multiple or only one type.
[0124] Here, the specific area 16 will be described in detail. The specific area 16 is in a closed state where no prizes can be won and an open state where prizes can be won, by the distribution member 16k, so the operating mode of the distribution member 16k can be said to be the opening and closing mode of the specific area 16. Hereinafter, the operating mode of the distribution member 16k is also referred to as the "opening and closing mode of the specific area 16". In addition, the open state of the specific area 16 is also referred to as the "V open", and the closed state of the specific area 16 is also referred to as the "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 at which the distribution member 16k is controlled to the second state makes it easy for the game 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 winning opening 15 is open for a maximum of 0.1 seconds, it is almost impossible (difficult) for the game ball to pass through the specific area 16 (to make the game ball enter the specific area 16) due to the relationship between the opening time and timing of the second large winning opening 15 and the time and timing controlled to the second state of the distribution member 16k. In this way, it is possible to set the difficulty (ease) of making the game ball enter the specific area 16 in a jackpot game by combining a certain operation mode of the distribution member 16k (a certain opening and closing mode of the specific area 16) with the opening and closing mode of the second large winning opening 15 in a jackpot game. The operation mode of the distribution member 16k can be changed as appropriate. When another operation mode is shown in the description of "Characteristic parts of the pachinko game machine PY1" described later, it is assumed that the pachinko game machine PY1 adopts that operation mode.
[0126] In addition, 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 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 state will be explained. As shown in FIG. 15, the pachinko game machine PY1 can be set to any one of the game states of "low probability low base game state", "low probability high base game state", "high probability low base game state", "high probability high base game state" and "jackpot game state". The "low probability low base game state" may be abbreviated as "low probability low base state", the "low probability high base game state" as "low probability high base state", the "high probability low base game state" as "high probability low base state", and the "high probability high base game state" as "high probability high base state". The game states include a state related to the probability of being determined as 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. On the other hand, 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", and the probability of being determined as a jackpot in the 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", and the probability of being determined as a jackpot in the jackpot determination is higher than the normal probability. Therefore, it can be said that the high probability state is a game state that is more advantageous to the player than the normal probability state. When the power is turned on for the first time in the pachinko game machine PY1, the normal probability state is set. Then, it is possible to switch from the normal probability state to the high probability state by winning a jackpot. For example, it is possible to switch to the high probability state by the game ball passing through the specific area 16 in a jackpot game. It is also possible to switch to the high probability state depending on the type of jackpot pattern. It is assumed that whether the trigger for switching to the high probability state is the passing of a V or the type of jackpot pattern is determined in advance according to the game characteristics to be realized. In the high probability state, a predetermined number of jackpot determinations may be made without winning a jackpot, or the high probability state may 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 in one auxiliary game is likely to be longer than in the non-time-saving state. For example, in the time-saving state, the opening time (e.g., 3.0 seconds) is longer than the opening time (e.g., 0.08 seconds) of the electric chute 12D in the non-time-saving state. In addition, in the time-saving state, the special chart fluctuation pattern is determined according to a special chart fluctuation pattern determination table that is determined so that a special chart fluctuation pattern with a short special chart fluctuation time is selected more often than in the non-time-saving state (see Figs. 11 to 12). As a result, in the time-saving state, the pace of consumption of the special chart reservation is faster, and effective winning (winning that can be stored as a special chart reservation) at the starting port is more likely to occur. Therefore, it is possible to aim for a jackpot under smooth game progress.
[0130] In addition, the time-saving state is more likely to have a shorter normal map variation time than 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 number of times the normal map lottery is executed per unit time is greater in the time-saving state.
[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 per unit time.
[0132] In this way, in the time-saving state, the electric chute 12D is open for a longer period of time per unit time than in the non-time-saving state, and it becomes easier for game balls to enter the second starting hole 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 state with a high base, it is possible to aim for a jackpot without significantly reducing the number of game balls in possession. Therefore, it can be said that the time-saving state is a game state that is more advantageous to the player than the non-time-saving state.
[0133] When the pachinko game machine PY1 is first powered on, the non-time-saving state is set. Then, for example, the time-saving state can be set by winning a jackpot. In the time-saving state, a predetermined number of jackpot determinations can be performed without winning a jackpot, or the time-saving state can be changed to the non-time-saving 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 a prize, the normal chart change time is more likely to be shorter, and the opening time of the electric chute 12D in one auxiliary game is more likely to be longer. In other words, three points are set to be advantageous for the player in the game related to the normal chart. However, the points set to be advantageous for the player may be only a part of these. In addition, the special chart change pattern determination table in the time-saving state may not be one that is more likely to select a special chart change pattern with a short special chart change time than the one in the non-time-saving state.
[0135] In addition, the game state after the power is turned on for the first time in the pachinko game machine PY1 is a "low probability low base game state" in which a normal probability state and a non-time-saving state are set. This game state is also called a "normal game state." In the "jackpot game state," a normal drawing (a hit determination for a normal drawing) is performed but a special drawing (a hit determination) is not performed, so that a non-time-saving state is set with the start of the jackpot game. In addition, it is possible to use all or only some of the game states described above for the game state. In addition, it is assumed that the various game states described in this specification can be arbitrarily expressed in the form of an "nth game state" (n is an integer of 1 or more).
[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, the presentation mode will be explained. The presentation mode is a category of presentation (or a higher-level conceptual attribute). The pachinko game 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 performance mode can be set when the special chart change performance is not 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 performance mode that indicates a standby state in which the special chart change performance is not performed. When the customer waiting performance mode is set, the customer waiting performance is performed. In the customer waiting performance, for example, as shown in FIG. 16 (A-1), a customer waiting demo video G100 that introduces the pachinko game machine PY1 is displayed on the display unit 50a. In addition, when the normal button 40 is operated while the customer waiting demo video G100 is displayed, a setting screen G101 for setting the performance of the pachinko game machine PY1 is displayed as shown in FIG. 16 (A-2). The performance settings include the volume setting of the sound output from the speaker 52, the brightness setting of the display unit 50a, and the frequency setting of the performance to be executed.
[0139] The normal presentation mode can be set when the special chart variation presentation is being performed in the "low probability low base game state" or the "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), and can be switched under the condition that the special chart 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 pre-stage presentation mode before the reach is established in the special chart variation presentation, and a normal post-stage presentation mode after the reach is established. In the normal pre-stage 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 post-stage 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 variation presentation mode is a presentation mode that can be set when the special chart variation presentation is being performed in the "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 variation presentation mode, for example, as shown in FIG. 16 (B-4), a background image (probability variation background image G105) representing the universe is displayed on the display unit 50a. Furthermore, the probability variation presentation mode includes a probability variation pre-stage presentation mode before the reach is established in the special chart variation presentation, and a probability variation post-stage presentation mode after the reach is established. In the probability variation pre-stage presentation mode, the probability variation background image G105 is displayed on the display unit 50a, while in the probability variation 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 the special chart variation presentation is being performed in the "low probability high base game state", and is a presentation mode that indicates that the state is in the normal probability state and the time-saving state. In the time-saving presentation mode, for example, as shown in FIG. 16 (B-5), a background image showing the sky (time-saving background image G106) is displayed on the display unit 50a. Furthermore, the time-saving presentation mode includes a time-saving early presentation mode before the reach is established in the special chart variation presentation, and a time-saving late presentation mode after the reach is established. In the time-saving early presentation mode, the time-saving background image G106 is displayed on the display unit 50a, while in the time-saving late presentation mode, a dedicated background image according 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 is a presentation mode that indicates that a jackpot game is being played. In the jackpot presentation mode, for example, during the opening of the jackpot game, as shown in FIG. 16(C-1), a jackpot opening presentation is performed in which an opening image G107 suggesting the start of the jackpot game and a right-hit image G108 encouraging "right hit" are displayed on the display unit 50a. During the round of the jackpot game, as shown in FIG. 16(C-2), a round presentation is performed in which a round image G109 indicating the number of rounds and a prize ball number image G110 suggesting the number of prize balls paid out are displayed on the display unit 50a. During the ending of the jackpot game, as shown in FIG. 16(C-3), a jackpot ending presentation is performed in which an ending image G111 suggesting the presentation mode to be set after the jackpot game and a total prize ball number image G112 suggesting the total prize ball number paid out are displayed on the display unit 50a.
[0143] The types of presentation modes can be changed or added as appropriate.
[0144] 4-2. Special chart change performance Next, the special chart change performance (also simply called "change performance") will be explained. When the pachinko game machine PY1 starts the changeable display of the special chart, it executes the special chart change performance based on the special chart change pattern related to the changeable display of the special chart and the special chart lottery result (jackpot determination result, jackpot pattern type determination result, reach determination result, and special chart change pattern determination result). In the special chart change performance, the display unit 50a displays the change of the performance pattern superimposed on a predetermined background image. In the change display of the performance pattern, the performance pattern stops after changing. That is, after the change display of the performance pattern is performed for the special chart change time, the change stops and the performance pattern is displayed stationary. Then, the result of the special chart lottery is announced by the stationary display of the performance pattern.
[0145] In addition, in the special chart variation performance, in addition to the variation display of the performance pattern, it is possible to perform other performances using various performance devices such as the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the movable devices 55, 56, 58, the normal button 40, and the special button 41. In this case, it is possible to continue other performances even after the stop display of the performance pattern.
[0146] 4-2-1.Performance pattern display area As shown in Fig. 17(A), the display unit 50a of the image display device 50 can be provided with a left performance pattern area 50b1, a middle performance pattern area 50b2, and a right performance pattern area 50b3 on the left side, center, and right side of the display unit 50a, which are divided horizontally into three approximately equal parts. The left performance pattern area 50b1 is an area that displays the left performance pattern EZ1 when the performance pattern is stopped in the special chart variable performance. Similarly, the middle performance pattern area 50b2 and the right performance pattern area 50b3 are areas that display the middle performance pattern EZ2 and the right performance pattern EZ3.
[0147] Also, as shown in Fig. 17(A), a small pattern area 50c can be provided in one section at the left end (upper left corner) of the upper end of the display unit 50a. The small pattern area 50c is an area that variably displays small patterns KZ1, KZ2, and KZ3 when the special pattern is variably displayed.
[0148] In addition, in Fig. 17(A), the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c are clearly indicated by two-dot chain lines, but this is written to indicate the range of the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c, and is not actually displayed. Also, the range of each area can be changed appropriately.
[0149] 4-2-2.Normal fluctuation The pachinko game machine PY1 can perform a normal variation first in the special chart variation performance. The normal variation functions as a performance that suggests that the variable display of the special chart has started.
[0150] When the variable display of the special chart is started, for example, as shown in Figure 17(A), on the display unit 50a, the left performance pattern EZ1, the middle performance pattern EZ2 and the right performance pattern EZ3 are displayed frozen, 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), with the start of the variable display, the variable display of the performance patterns EZ1, EZ2 and EZ3 is started, and the variable display of the small patterns KZ1, KZ2 and KZ3 is started. Then, when the special pattern of the variable display of the special pattern is, for example, "normal miss variation", as shown in FIG. 17(C-1), the left performance pattern EZ1 and the right performance pattern EZ3 temporarily stop in different stop modes, and then, as shown in FIG. 17(D), the performance patterns EZ1, EZ2, and EZ3 stop in a stop mode suggesting a miss (so-called barake eyes). At this time, the small patterns KZ1, KZ2, and KZ3 also stop all at once in a stop mode suggesting a miss. On the other hand, when the special pattern of the variable display of the special pattern is, for example, a special pattern with a reach such as "N miss variation", as shown in FIG. 17(C-2), the left performance pattern EZ1 and the right performance pattern EZ3 temporarily stop in the same stop mode, and a reach is established. At this time, the variable display of the small patterns KZ1, KZ2, and KZ3 continues, and a reach performance according to the special pattern is performed. In addition, 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 game machine PY1 can perform N-reach when a reach is achieved in 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 the player expect a jackpot.
[0152] In the N reach, as shown in FIG. 18(A), the reach is maintained for a predetermined time (for example, 10 seconds), and as shown in FIG. 18(B), the speed of change of the middle performance pattern EZ2 gradually slows down. Then, when the special pattern change pattern of the variable display of the special pattern is, for example, "N miss change", the performance patterns EZ1, EZ2, and EZ3 are stopped and displayed in a stop mode (so-called barake eyes) that suggests a miss, as shown in FIG. 18(C-1). At this time, the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stop mode that suggests a miss. On the other hand, when the special pattern change pattern of the variable display of the special pattern is, for example, "N big win change", as shown in FIG. 18(C-2), the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stop mode that suggests a big win (so-called double numbers). At this time, the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stop mode that suggests a big win. In addition, the content of the N Reach performance is not limited to the middle performance pattern EZ2 gradually slowing down, and can be changed or added as appropriate.
[0153] In addition, with regard to the stopping state of the performance symbols EZ1, EZ2, and EZ3 that indicate a miss, the spread when the reach is not established is called a "non-reach spread" or a "non-reach miss" and the spread when the reach is established is called a "reach spread" or a "reach miss". The combination of each of the performance symbols EZ1, EZ2, and EZ3 that constitute the non-reach spread (for example, "2·3·1" or "5·8·6") and the combination of each of the performance symbols EZ1, EZ2, and EZ3 that constitute the reach spread (for example, "2·1·2" or "5·4·5") are selected by the performance control microcomputer 121. In addition, the combination of each of the performance patterns EZ1, EZ2, and EZ3 that make up the stopping pattern (double number) indicating a jackpot (for example, "2·2·2" or "7·7·7") is selected by the performance control microcomputer 121 based on the type of jackpot pattern that has been won.
[0154] 4-2-4. SP Reach The pachinko game 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 the 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 (background image G113 for SP reach) dedicated to the SP reach is displayed on the display unit 50a, and an image (title image G1 for the start of the SP reach) indicating that the SP reach has started is displayed in the center of the display unit 50a. After that, as shown in FIG. 19(B), a performance dedicated to the SP reach (for example, a battle performance) is performed. Then, when the final stage of the performance dedicated to the SP reach is reached, in the case where the special chart variation pattern of the variable display of the special chart is, for example, "SP big win variation", as shown in FIG. 19(C-1), a performance suggesting a big win (for example, a display in which the main character (one of the ally characters) wins the battle and stands with his / her arms crossed) is performed on the display unit 50a, and the performance patterns EZ1, EZ2, and EZ3 are stopped and displayed in a stopping mode suggesting a big win (so-called double numbers). At this time, the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stopping mode suggesting a big win. On the other hand, when the special chart change pattern of the variable display of the special chart is, for example, "SP miss change," as shown in FIG. 19 (C-2), a performance suggesting a miss (for example, a display in which the enemy character wins the battle and stands with his legs crossed) is performed, and the performance symbols EZ1, EZ2, and EZ3 are displayed stopped in a stopping state 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 state suggesting a miss. The performance contents of the SP reach can be changed or added as appropriate.
[0156] Here, we will explain in detail the possibility (jackpot expectation) that the performance symbols EZ1, EZ2, EZ3 for each reach will stop 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 the 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 the 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 the SP reach higher than that for the N reach. Also, 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 of SP reach A higher than that of SP reach B. In this way, it is possible to set the jackpot expectation by appropriately setting the execution probability according to the result of the jackpot determination.
[0157] 4-2-5.L reach The pachinko game 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 was a "jackpot" is lower than that of the SP reach but higher than that of the 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 in which the SP reach reach effect is executed in a developed manner after the L reach reach effect may be provided.
[0158] 4-3. Hold icon display area As shown in FIG. 20(A), the display unit 50a of the image display device 50 can be provided with a reservation icon display area 50d consisting of four display areas. The reservation 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, and a reservation icon HA can be displayed in each display area 50d1, 50d2, 50d3, and 50d4 according to the number of reserved special figures 1 or the number of reserved special figures 2. For example, when the number of reserved special figures 1 is "1", the reservation icon HA is displayed in the first display area 50d1, and when the number of reserved special figures 1 is "2", the reservation icon HA is displayed in the first display area 50d1 and the second display area 50d2.
[0159] In addition, near the reserved icon display area 50d, as shown in Fig. 20(A), it is possible to provide the icon display area 50e consisting of one display area. 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 variation performance. Note that the icon TA may display an icon different from the reserved icon HA.
[0160] The number of display areas constituting the reserved icon display area 50d can be changed as appropriate. The reserved icon display area 50d can be a display area that displays both the reserved number of special chart 1 and the reserved number of special chart 2, or a display area that displays only one of them. It is also possible to provide the reserved icon display area 50d but not provide the icon display area 50e, or to provide neither.
[0161] 4-3-1.Hold performance The pachinko game machine PY1 can perform a reserved performance in response to the game ball entering the first start hole 11 or the second start hole 12. The reserved performance can notify the player of the number of reserved special figures 1 or reserved special figures 2.
[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, 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, as shown in Fig. 20 (C), 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 starts, as shown in FIG. 20(D), the reserve icon HA 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 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 game machine PY1 can perform a notice performance at any timing during the special chart change 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 result of the jackpot judgment or the result of the special chart change pattern judgment.
[0164] 4-4-1. Movable object production The pachinko game 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 operated, and functions as an effect that makes the player expect a big win.
[0165] In the movable body performance, for example, when the N reach develops into the SP reach, as shown in FIG. 21(A), the movable device on the board 55 and the movable device below the board 56 are operated, and the movable body on the board 55k and the movable body below the board 56k move so as to overlap on the display unit 50a, suggesting the development into the SP reach. At this time, an effect image is displayed in the space on the display unit 50a that does not overlap with the movable body on the board 55k and the movable body below the board 56k. After that, as shown in FIG. 21(B), the movable body on the board 55k and the movable body below the board 56k return to the normal standby state (initial position) and develop into the SP reach. This movable body performance is an example of a development performance. Note that the movable body performance is not limited to the suggestion of development into the SP reach, and can be changed or added as appropriate. Also, the operation contents of the movable device in the movable body performance can be changed or added as appropriate. Also, the movable device operated in the movable body performance can be changed as appropriate. In addition, when the performance does not progress (for example, in the case of N miss fluctuation), it is also possible to perform a moving body performance as a so-called false performance. The moving body performance is also called a moving body drive performance.
[0166] 4-4-2. Operation direction The pachinko game machine PY1 can perform an operation performance using the normal button 40 or the special button 41 as a preview performance. The operation performance is a performance that makes the player operate the normal button 40 or the special button 41, and functions as a performance that makes the player expect a big win.
[0167] In the operation presentation, for example, in the SP reach, a period (operation valid period) occurs during which the pressing operation of the input device (special button 41) is valid, and with the occurrence of this operation valid period, as shown in FIG. 22(A), a presentation (operation promotion presentation) is performed to encourage the operation of the special button 41. In the operation promotion presentation, an operation promotion image G30 is displayed on the display unit 50a. The operation promotion image G30 includes an image (special button image G31) imitating the special button 41, an image (operation method instruction image G32) showing the operation method of the special button 41 (i.e., pressing operation), and an image (valid period image G33) showing the remaining time of the operation valid period. The valid period image G33 is composed of a roughly curved progress bar, and changes over time so that the player can easily understand the remaining time of the operation valid period. Thereafter, in response to the special button 41 being pressed during the operation valid period, or after the operation valid period has elapsed without the special button 41 being operated during the operation valid period, the on-board movable device 55 is actuated, and the on-board movable body 55k moves to overlap the display unit 50a, as shown in FIG. 22(B), suggesting the likelihood of a big win. Note that the operation presentation is not limited to the actuation of the on-board movable device 55, and can be changed or added as appropriate. Also, the operation promotion presentation that encourages the operation of the operation means (operation unit) such as the special button 41 or the normal button 40 is also called an operation instruction presentation.
[0168] 4-4-3. Predictive performance The pachinko game machine PY1 can perform a pre-reading performance for the special chart 1 reserve or the special chart 2 reserve for which the special chart lottery has not been performed as a notice performance. The pre-reading performance functions as a performance to suggest in advance the lottery result of the special chart lottery for the special chart 1 reserve or the special chart 2 reserve.
[0169] In the pre-reading performance, for example, when the result of the pre-reading judgment for the special chart 1 reservation is a "jackpot", the reservation icon HA, which is usually displayed as a "◯" in the reservation icon display area 50d, may be displayed as a "☆" as shown in FIG. 20(C). Also, when the result of the pre-reading judgment is a "miss", the reservation icon HA may be displayed as a "☆" as a so-called false performance. In this way, the pre-reading performance in which the reservation icon HA or the icon TA is displayed in a special mode (in this embodiment, "◯") rather than in a normal mode (in this embodiment, "◯") is called a reservation change performance. Also, the reservation icon HA and the icon TA are collectively called a reservation display. In this embodiment, the reservation icon HA and the icon TA are displayed as a reservation display, but it is also possible to configure it so that only the reservation icon HA is displayed and the icon TA is not displayed. In addition, the timing of the reserved display of the special mode in the reserved change performance may be the occurrence of the start winning that triggers the reserved display, or it may be when the reserved display shifts (when the display area of the reserved icon HA is changed), or it may be during the execution of the special chart change corresponding to the reserved display (when it is displayed as the icon TA). In addition, there may be multiple types of special modes of the reserved display.
[0170] In addition, the pre-reading performance can be performed on both or either of the special chart 1 and special chart 2 reserves. In addition, the pre-reading performance 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 performances other than the reserve change performance include so-called continuous notices.
[0171] 5. Game control by the game control microcomputer 101 Next, the control of a 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 a 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 game machine PY1 is powered on, the game control microcomputer 101 provided on the main control board 100 reads out the main control main processing program shown in Fig. 23 from the game ROM 103 and executes it. As shown in the figure, the main control main processing first performs power-on processing (S001). In the power-on processing, settings for permission to access the game RAM 104, settings for the game CPU 102, settings for the SIO, PIO, and CTC (circuit for managing interrupt time), etc. are performed.
[0173] Following the power-on process, interrupts are prohibited (S002), and normal and special symbol main random number update process (S003) is executed. In this normal and special symbol main random number update process (S003), the counter values of the various random numbers shown in Fig. 8(A) and Fig. 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. Also, at least a part of each random number 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 symbol / special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main side timer interrupt process (S005) can be executed. The main side 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 side timer interrupt process (S005) is executed at a 4 msec cycle. Then, from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005), the update process of the counter values of various random numbers by the normal symbol / special symbol main random number update process (S003) is repeatedly executed. Note that, if an interrupt pulse is input to the gaming CPU 102 when the interrupt is prohibited, the main side timer interrupt process (S005) is not started immediately, but is started 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 and the like 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, and the like.
[0176] In the input process (S102) that follows the output process (S101), the game control microcomputer 101, for example, receives 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 and special symbol main random number update process (S103) that is performed next is the same as the normal and special symbol main random number update process (S003) that is performed 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 performed 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, the normal action process, and the 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 big 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 processes (S108) and ends the main timer interrupt process (S005). As other processes (S108), a power off monitoring process when the power is turned off, updating of a timer provided in the game RAM 104, etc. are performed. As other processes (S108), a payout control process is performed to pay out prize balls to a player. In the payout control process, a prize ball request signal is sent to the payout control board 170 in response to the entry of a game ball into each winning slot. In other words, 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 until the next interrupt pulse is input to the game CPU 102 (see FIG. 23), and when the interrupt pulse is input (approximately 4 msec later), it again executes the main side timer interrupt process (S005). In the output process (S101) of the main side timer interrupt process (S005) executed again, the game control microcomputer 101 outputs commands and the like that were set in the output buffer of the game RAM 104 in the previous main side timer interrupt process (S005).
[0182] [2-1. Sensor detection process] In the sensor detection process (S104), the general winning hole sensor process, the gate sensor process, the second starting hole sensor process, the first starting hole sensor process, the first large winning hole sensor process, the second large winning hole 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 game RAM 104.
[0183] In the general winning hole sensor process, it is determined whether or not a gaming ball has been detected by the general winning hole sensor 10a. Also, depending on the result of the process, a command for the general winning hole sensor is generated.
[0184] In the gate sensor process, 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 (e.g., four) are stored in the normal symbol reserve memory unit 106, the newly acquired normal symbol random number is not stored. Also, a command for the gate sensor is generated according to the result of the process.
[0185] In the second start hole sensor process, it is determined whether or not a game ball is detected by the second start hole sensor 12a. When it is determined that a game ball is detected, a special pattern 2 related random number consisting of a special pattern random number counter, a big win pattern type random number counter, a reach random number counter, and a special pattern variation pattern random number counter is acquired, and the acquired special pattern 2 related random number is stored in the special pattern 2 reserved memory unit 105b provided in the gaming RAM 104. The special pattern 2 reserved memory unit 105b has a plurality of memory areas from the first area to the nth area (n is an integer of 2 or more, for example, "4"), and the acquired special pattern 2 related random numbers are stored in order from the first area. Note that, if the special pattern 2 related random numbers are stored up to the nth area, the newly acquired special pattern 2 related random number is not stored. In addition, a second look-ahead judgment is performed using the acquired special pattern 2 related random number and the second look-ahead judgment 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 reserved number command representing the number of special chart 2 related random numbers (special chart 2 reserved number) stored in the special chart 2 reserved memory unit 105b and a second start winning command representing the result of the second pre-reading judgment.
[0186] In the first start hole sensor process, it is determined whether or not a game ball is detected by the first start hole sensor 11a. When it is determined that a game ball is detected, a special pattern 1 related random number consisting of a special pattern random number counter, a big win pattern type random number counter, a reach random number counter, and a special pattern variation pattern random number counter is acquired, and the acquired special pattern 1 related random number is stored in the special pattern 1 reserved memory unit 105a provided in the gaming RAM 104. The special pattern 1 reserved memory unit 105a has a plurality of memory areas from the first area to the nth area (n is an integer of 2 or more, for example, "4"), and the acquired special pattern 1 related random numbers are stored in order from the first area. Note that, if the special pattern 1 related random numbers are stored up to the nth area, the newly acquired special pattern 1 related random number is not stored. In addition, a first look-ahead judgment is performed using the acquired special pattern 1 related random number and the first look-ahead 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 reserved number command representing the number of special chart 1 related random numbers (special chart 1 reserved number) stored in the special chart 1 reserved memory unit 105a and a first start winning command representing the result of the first pre-reading judgment.
[0187] In the first large prize opening sensor process, it is determined whether or not a gaming ball has been detected by the first large prize opening sensor 14a. Also, a command for the first large prize opening sensor according to the result of the process is generated.
[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 according to the result of the process is generated.
[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. Also, depending on the result of this process, a command for the specific area sensor is generated.
[0190] [2-2. Normal operation process] In the normal operation process (S105), normal symbol standby process, normal symbol variation process, normal symbol determination process, and auxiliary game control process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game 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 performed 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 performed 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 pattern. In the normal pattern change process, the normal pattern is stopped based on the winning judgment result according to the lapse of the normal pattern change time from the start of the variable display of the normal pattern being executed. Then, a normal pattern change stop command indicating the end of the variable display of the normal pattern is generated.
[0193] The normal symbol determination process is a process performed when the 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 the lapse of a predetermined stop time (for example, 0.8 seconds) from the start of the display of the normal symbol being executed. If the winning symbol is displayed, the 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 a process that is performed when an auxiliary game is being played. In the auxiliary game control process, the auxiliary game is controlled based on the current game state and the auxiliary game control table. In addition, a command for controlling the auxiliary game 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 waiting process, special symbol variation process, special symbol determination process, big win game control process, and game state setting process. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0196] [2-3-1. Special pattern waiting process] The special symbol standby process is a process that is performed during standby when the special symbol is not being displayed variably, not in a jackpot game state. In the special symbol standby process, a special symbol 2 determination process and a special symbol 2 variation pattern determination process are performed based on the special symbol 2 related random number stored in the special symbol 2 reserved memory unit 105b, and a special symbol 2 reserved memory unit shift process is performed. In addition, a special symbol 1 determination process and a special symbol 1 variation pattern determination process are performed based on the special symbol 1 related random number stored in the special symbol 1 reserved memory unit 105a, and a special symbol 1 reserved memory unit shift process is performed.
[0197] In the special chart 2 determination process, a jackpot determination is performed to determine whether the jackpot is a jackpot or a miss, using the special pattern random number among the special chart 2 related random numbers stored in the first area of the special chart 2 reserved memory unit 105b and a jackpot determination table according to the current game state. If the result of the jackpot determination is a jackpot, a jackpot pattern type determination is performed to determine the type of the jackpot pattern, using the jackpot pattern type random number among the special chart 2 related random numbers and the special chart 2 jackpot pattern type determination table. Then, a pattern designation command representing the determined jackpot pattern type is generated. Also, if the result of the jackpot determination is a miss, a pattern 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 pattern may be determined. In this case, the pattern designation command may include information indicating the type of the miss pattern.
[0198] The special chart 2 variation pattern determination process is a process performed after the special chart 2 determination process. In the special chart 2 variation pattern determination process, the special chart 2 variation pattern is determined using the special chart variation pattern random number among the special chart 2 related random numbers stored in the first area of the special chart 2 reservation storage unit 105b and the special chart 2 variation pattern determination table according to the current game state. In the special chart 2 variation pattern determination process when the result of the jackpot determination is a miss, a reach determination is made, and the special chart 2 variation pattern is determined according to the result of the reach determination. Note that the determination of the special chart 2 variation pattern is also associated with the number of special chart 2 related random numbers (special chart 2 reservation number) stored in the special chart 2 reservation storage unit 105b. Then, a special chart 2 variation start command representing the determined special chart 2 variation pattern is generated. The special chart 2 variation start command includes information that it is a special chart 2, information about the result of the jackpot determination, information about the result of the jackpot pattern type determination, information about the result of the reach determination, information about the special chart variation time associated with the special chart 2 variation pattern, and the like. Then, the special chart 2 display 81b starts variable display of the special chart 2 based on the special chart change time associated with the determined special chart 2 change 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 by 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 obtained. Then, a special chart 2 reserved number command that represents the special chart 2 reserved number after the process is generated.
[0200] In the special chart 1 determination process, a jackpot determination is performed to determine whether the jackpot is a jackpot or a miss, using the special pattern random number among the special chart 1 related random numbers stored in the first area of the special chart 1 reserved memory unit 105a and a jackpot determination table according to the current game state. If the result of the jackpot determination is a jackpot, a jackpot pattern type determination is performed to determine the type of the jackpot pattern, using the jackpot pattern type random number among the special chart 1 related random numbers and the special chart 1 jackpot pattern type determination table. Then, a pattern designation command representing the determined jackpot pattern type is generated. Also, if the result of the jackpot determination is a miss, a pattern 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 pattern may be determined. In this case, the pattern designation command may include information indicating the type of the miss pattern.
[0201] The special chart 1 variation pattern determination process is a process performed after the special chart 1 determination process. In the special chart 1 variation pattern determination process, the special chart 1 variation pattern is determined using the special chart variation pattern random number among the special chart 1 related random numbers stored in the first area of the special chart 1 reservation storage unit 105a and the special chart 1 variation pattern determination table according to the current game state. In the special chart 1 variation pattern determination process when the result of the jackpot determination is a miss, a reach determination is made, and the special chart 1 variation pattern is determined according to the result of the reach determination. Note that the determination of the special chart 1 variation pattern is also associated with the number of special chart 1 related random numbers (special chart 1 reservation number) stored in the special chart 1 reservation storage unit 105a. Then, a special chart 1 variation start command representing the determined special chart 1 variation pattern is generated. The special chart 1 variation start command includes information regarding the special chart 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, information regarding the special chart variation time associated with the special chart 1 variation pattern, and the like. Then, the special chart 1 display 81a starts variable display of the special chart 1 based on the special chart change time associated with the determined special chart 1 change pattern.
[0202] The special drawing 1 reserved memory shift process is a process that is performed when the special drawing 1 determination process and the special drawing 1 variation pattern determination process are performed. In the special drawing 1 reserved memory shift process, the special drawing 1 related random numbers stored in the special drawing 1 reserved memory 105a are shifted one to the first area side, and the special drawing 1 related random numbers in the first area are cleared from the special drawing 1 reserved memory 105a. In this way, the special drawing 1 related random numbers are consumed in the order in which they were obtained. Then, a special drawing 1 reserved number command is generated that represents the special drawing 1 reserved number after the process.
[0203] In addition, when both the number of reserved special figures 2 and the number of reserved special figures 1 exist, the special figure 2 determination process is performed with priority, and the variable display of the special figure 2 and the variable display of the special figure 1 are not performed in parallel. In other words, when there is a reserved special figure 2, the game control microcomputer 101 does not perform the special figure 1 determination process even if there is a reserved special figure 1. In addition, the variable display of the special figure 2 and the variable display of the special figure 1 may be configured to be performed in the order of winning, or 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 to indicate the end of the variable display of the special symbol.
[0205] [2-3-3. Special design confirmation process] The special pattern determination process is a process performed when the special pattern is stopped. In the special pattern determination process, if the currently stopped special pattern is a jackpot pattern, the game is transitioned to a jackpot game state. Then, an opening command indicating the start of a jackpot game is generated. The opening command includes information regarding the result of the jackpot pattern type determination. If the currently stopped special pattern is a losing pattern and the high probability state is to be terminated, a normal probability state is set. Then, a high probability end command indicating a transition to a normal probability state is generated. If the currently stopped special pattern is a losing pattern and the time-saving state is to be terminated, a non-time-saving state is set. Then, a time-saving end command indicating a transition to a non-time-saving state is generated. Note that if the currently stopped special pattern is a losing pattern and the number of reserved special patterns 2 and the number of reserved special patterns 1 are "0", a customer waiting command indicating that the pachinko game machine PY1 is in a standby state is generated.
[0206] [2-3-4. Jackpot game control processing] The jackpot game control process is a process carried out in the jackpot game state. In the jackpot game control process, a jackpot game is played according to a jackpot game control table. After transition to the jackpot game state, each round of play is started according to the passage of the opening time or closing time. Then, a round game command indicating the start of the round game is generated. Also, an ending is started according to the end of the final round game. 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 game state setting process is a process performed when the jackpot game state ends. In the game state setting process, when changing from a normal probability state to a high probability state, the high probability state is set when the jackpot game 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 chart can be displayed in a variable manner in which 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 game 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 chart can be displayed in a variable manner in which 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 the performance by the performance control microcomputer 121 Next, the control of the performance by the performance control microcomputer 121 will be described with reference to Fig. 25 to Fig. 27. Note that counters, timers, flags, buffers, etc. that appear in the following description of the control of the performance by the performance control microcomputer 121 are provided in the performance RAM 124.
[0210] [1. Sub-control main processing] When the pachinko game machine PY1 is powered on, the performance control microcomputer 121 provided on the sub-control board 120 reads out the program of the sub-control main process shown in Fig. 25 from the performance ROM 123 and executes it. As shown in the figure, the sub-control main process first performs power-on processing in response to power-on (S4001). In the power-on processing, for example, the settings of the performance CPU 122, SIO, PIO, CTC (circuit for managing interrupt time), etc. are performed.
[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 determining various effects are updated to make decisions regarding various effects. As an example, a method for updating the random number counters for determining 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 the case with 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 performance RAM 124 of the sub-control board 120 are transmitted to the image control board 140. The image control board 140 that has received the command displays an image on the display unit 50a according to the received command (executes various performances by image). In addition to the various performances performed by the image control board 140, the sub-control board 120 outputs sound from the speaker 52 via the sound control circuit 161 (executes various sound performances by sound), causes the frame lamp 53 and the board lamp 54 to emit light via the lamp control circuit 151 (executes various light emission performances by light emission), and operates the movable devices 55, 56, and 58 (executes various movable body performances by operation). In this way, various performances (special chart change performance, reserved performance, operation performance, pre-reading performance, other notice performances, big win game performance, customer waiting performance, control of performance mode, etc.) are realized.
[0213] The performance control microcomputer 121 then enables interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While the 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 every 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 that order.
[0216] In the input process, the operation of the operation unit that can be operated by the player, such as the normal button detection switch 40a and the special button detection switch 41a, is detected, and commands are set and performance data is created according to the detection result. In the light emission data output process, based on the performance data created in the input process or the performance data creation process described later, the light emission data is output to the lamp control circuit 151 so as to light up lamps such as the frame lamp 53 and the board lamp 54 at a timing that matches the performance by the image. In other words, the performance control microcomputer 121 causes the frame lamp 53 and the board lamp 54 to light up in a predetermined light emission mode according to the light emission data. In the movable device control process, the drive data is output so as to perform a movable body performance in which the movable devices 55, 56, 58, etc. are operated at a predetermined timing based on the performance data created in the input process or the performance data creation process described later. In other words, the performance control microcomputer 121 performs a movable body performance in which the movable devices 55, 56, 58, etc. are operated in a predetermined operation mode according to the drive data. In the watchdog timer process, the reset setting of the watchdog timer is performed.
[0217] [3.10ms timer interrupt processing] The 10 ms timer interrupt process (S4012) is executed each time an interrupt pulse with a 10 msec period is input to the sub-control board 120. As shown in Fig. 27, the 10 ms timer interrupt process (S4012) sequentially executes a received command analysis process (S4201), a performance timer update process (S4202), a sound control process (S4203), and a 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 part such as the normal button 40 and the special button 41 are measured. In the voice control process, voice data (data for controlling the output of voice from the speaker 52) is created and output to the voice control circuit 161 based on the 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 chart fluctuation start command (special chart 1 fluctuation start command or special chart 2 fluctuation start command). When the performance control microcomputer 121 determines in the received command analysis process (S4201) that it has received a special chart fluctuation start command, it selects a special chart fluctuation performance performance pattern (sub-fluctuation pattern) based on the special chart fluctuation pattern indicated by the command as a processing at the time of receiving the fluctuation start command, sets information on the sub-fluctuation pattern, and sets a fluctuation performance start command including information on the sub-fluctuation pattern in the output buffer. For example, when the special chart fluctuation pattern indicated by the special chart fluctuation start command is SP fluctuation (SP big win fluctuation or SP miss fluctuation), it selects a sub-fluctuation pattern for performing SP reach, and sets a fluctuation performance start command corresponding to the sub-fluctuation pattern in the output buffer. After that, each process (such as command transmission process (S4004), light emission data output process (S4102), movable device control process (S4103), and voice control process (S4203)) is executed to realize a special chart change performance corresponding to the selected sub-change pattern. The process flow for realizing such a performance is basically the same for other performances such as big win game performance, customer waiting performance, pre-reading performance, and so-called advance notice performance associated with the change.
[0220] 7. Features of the PY1 Pachinko Machine The following describes in detail the features of the pachinko gaming machine PY1. One of the features of the pachinko gaming machine PY1 is the pseudo consecutive performance.
[0221] First, there will be described 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 pattern 1" or "jackpot pattern 2" in the jackpot pattern type determination in the special pattern 1 determination process (special pattern determination process based on winning the first starting hole 11). More specifically, the game control microcomputer 101 determines "jackpot pattern 1" at a rate of 60% and determines "jackpot pattern 2" at a rate of 40%. Also, the game control microcomputer 101 can determine either "jackpot pattern 3" or "jackpot pattern 4" in the jackpot pattern type determination in the special pattern 2 determination process (special pattern determination process based on winning the second starting hole 12). More specifically, the game control microcomputer 101 determines "jackpot pattern 3" at a rate of 60% and determines "jackpot pattern 4" at a rate of 40%.
[0223] Then, the game control microcomputer 101 executes a jackpot game according to the type of the determined jackpot symbol. Specifically, in the "jackpot game 1" executed when the "jackpot symbol 1" is determined, and the "jackpot game 2" executed when the "jackpot symbol 2" is determined, 16 rounds of play are played. Then, from the 1st round to the 8th round, the first jackpot winning hole 14 is opened for a maximum of 29.5 seconds per round, and from the 9th round to the 16th round, the first jackpot winning hole 14 is opened for a maximum of 0.1 seconds per round. From the 9th round to the 16th round of this jackpot game, the opening time of the first jackpot winning hole 14 is extremely short, and it is a round in which winning in the first jackpot winning hole 14 is not expected in reality. In other words, although the total number of rounds in this jackpot game is 16, the actual number of rounds is 8.
[0224] In the "jackpot game 3" which is executed when the "jackpot symbol 3" is determined, and in the "jackpot game 4" which is executed when the "jackpot symbol 4" is determined, 16 rounds of play are played. In all of the 1st round to the 16th round, the first big prize winning port 14 is opened for a maximum of 29.5 seconds per round. In other words, the total number of rounds and the actual number of rounds in this jackpot game 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 played 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 played.
[0226] Next, the game states that can be controlled by the game control microcomputer 101 will be described. The game control microcomputer 101 sets the game state after the jackpot game to a time-saving state (high base state) regardless of whether the jackpot game is "jackpot game 1", "jackpot game 2", "jackpot game 3", or "jackpot game 4". In addition, when the jackpot game is "jackpot game 1" or "jackpot game 3", the game state after the jackpot game is set to a high probability state, whereas when the jackpot game is "jackpot game 2" or "jackpot game 4", 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-saving 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-saving state).
[0227] In this embodiment, the "high probability high base game state" can be continued until the next big win game is executed. On the other hand, the "low probability high base game state" can be continued until the number of times the special chart 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", in which a high probability state is set thereafter, is a jackpot game that is more advantageous to the player than "jackpot game 2" or "jackpot game 4", in which a high probability state is not set thereafter. 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] In addition, 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, the "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 the "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 called an advantageous gaming state or a special gaming state.
[0230] Next, the variation pattern determination of the special chart 1 in the non-time-saving state will be described. In the non-time-saving state, the game control microcomputer 101 determines the variation pattern of the special chart 1 using the variation pattern determination table of the special chart 1 shown in FIG.
[0231] In the special chart 1 variation pattern determination process when the time-saving state is set, the game control microcomputer 101 determines the special chart 1 variation pattern based on the result of the jackpot determination performed in the special chart 1 determination process, the result of the reach determination, and the special chart variation pattern random number. More specifically, as shown in FIG. 29, when the game control microcomputer 101 determines that the jackpot has been won in the jackpot determination, it can determine any one of "THP001" to "THP003" as the special chart 1 variation pattern, whether it is "jackpot pattern 1" or "jackpot pattern 2". The special chart 1 variation pattern to be determined is allocated according to the special chart variation pattern random number. The allocation rate is as shown in FIG. 29. The allocation rate (selection rate) of the special chart variation pattern can be changed as appropriate within a range that does not interfere with the game. This is the same for special chart variation patterns other than "THP001" to "THP003".
[0232] In addition, when the game control microcomputer 101 judges that the jackpot is a miss in the jackpot judgment and the result of the reach judgment is "reach", it is possible to determine one of "THP031" to "THP033" as the special chart 1 variation pattern.
[0233] In addition, when the game control microcomputer 101 judges that the jackpot is a miss in the jackpot judgment and the result of the reach judgment is "no reach", it is possible to determine one of the 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 allocated according to the number of reserved special charts 1. When the number of reserved special charts 1 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 reserved special charts 1 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 big win variation) in which the meter charge performance is successful and develops into an SP reach, and as a result of that SP reach, a successful performance (winning notification performance) is executed (meter SP big win variation). Also, the special chart 1 variation pattern "THP031" is a variation (meter SP miss variation) in which the meter charge performance is successful and develops into an SP reach, and as a result of that SP reach, a failed performance (losing notification performance) is executed (meter SP miss variation). Also, the special chart 1 variation pattern "THP040" is a variation (meter normal miss variation) in which the meter charge performance fails and no reach is formed.
[0235] The meter charge performance is an operation performance 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 Figs. 32 and 33). There are success modes in which the scale finally reaches full, and failure modes in which the scale does not reach full. When a meter charge performance in a success mode is executed, a reach is formed, and the progress is made from an N reach to an SP reach (see Fig. 34). When a meter charge performance in an failure mode is executed, the variable performance ends without a reach being formed.
[0236] As shown in FIG. 29, the special chart 1 variation pattern "THP002" is an "SP jackpot variation" that develops into an SP reach without a meter charge effect being executed, and the special chart 1 variation pattern "THP003" is an "N jackpot variation" in which the performance patterns EZ1, EZ2, and EZ3 become a reach without a meter charge effect being executed, but do 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" in which the performance patterns EZ1, EZ2, and EZ3 become a reach without the meter charge effect being executed, but do 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 performance patterns EZ1, EZ2, and EZ3 becoming reach, "THP042" is a "normal B miss variation" in which the variation ends in 8 seconds without the performance patterns EZ1, EZ2, and EZ3 becoming reach, and "THP043" is a "normal C miss variation" in which the variation ends in 4 seconds without the performance patterns EZ1, EZ2, and EZ3 becoming reach. Note that a reach is a state in which there is only one performance pattern remaining among multiple performance patterns, and depending on which pattern the performance pattern displayed in the variable display stops, it is a state in which the combination of performance patterns indicates a game state advantageous to the player (for example, a jackpot game state) (for example, a "7↓7" state).
[0239] In this embodiment, as shown in Fig. 29, when a jackpot is won (in the case of a jackpot fluctuation), a fluctuation presentation that develops to SP reach is more likely to be executed than a fluctuation presentation that ends with N reach. On the other hand, when a loss occurs (in the case of a loss fluctuation), a fluctuation presentation that ends with N reach is more likely to be executed than a fluctuation presentation that develops to SP reach. In other words, in this embodiment, the SP reach is a presentation with a higher expectation of a jackpot than the N reach.
[0240] In addition, in this embodiment, as shown in FIG. 29, when a jackpot is won (in the case of a jackpot fluctuation), the rate at which a meter SP jackpot fluctuation in which the meter charge performance is successful and develops into an SP reach is selected is higher than the rate at which an SP jackpot fluctuation in which an SP reach is executed without executing a meter charge performance is selected. On the other hand, in the case of a miss (in the case of a miss fluctuation), the rate at which a meter SP miss fluctuation in which the meter charge performance is successful and develops into an SP reach is selected is lower than the rate at which an SP miss fluctuation in which an SP reach is executed without executing a meter charge performance is selected. In other words, in this embodiment, a series of performances in which the meter charge performance is successful and develops into an SP reach is more likely to be selected when a jackpot is won than when a miss occurs. For this reason, the meter charge performance in the successful mode functions as a performance that suggests that the expectation of a jackpot game being executed (the expectation of being controlled to a favorable game state) is high.
[0241] In this embodiment, as shown in Fig. 29, when a successful meter charge performance is performed, the SP reach is always performed, and when a failed meter charge performance is performed, the variable performance ends without the reach being formed. Therefore, the meter charge performance functions as a performance that makes you expect the execution of the SP reach.
[0242] In this embodiment, 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 wins against 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 suggesting to the player that he or she has won a jackpot. A failure effect functions as an effect suggesting to the player that he or she has not won a jackpot. In this embodiment, the reach effect shown in FIG. 19 is executed as a battle reach based on the drawing of special chart 1 in a 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 makes up the special chart variation performance, and can execute light-emitting performances using the frame lamps 53 and board lamps 54, sound performances using the speaker 52, movable body performances using movable devices 55, 56, 58, and operation performances using the input devices (normal button 40, special button 41), etc., depending on the display of the performance image.
[0243] Next, the selection of 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 FIG. 30. There are two types of meter charge effects that differ in the operation method of the normal button 40. One is a meter charge effect in which the meter is charged by a "repeated tap" operation (repeated 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). "Repeated taps" refers to the operation of repeatedly pressing the normal button 40 many times during the valid operation period of the normal button 40. "Repeated taps" is an example of a continuous operation. Also, "long press" refers to the operation of continuously pressing the normal button 40 (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 selection of the operation method of the normal button 40 in the meter charge performance is performed based on the table shown in Fig. 30. As shown in Fig. 30, when the special chart change pattern indicated by the special chart 1 change start command received from the game control microcomputer 101 is "meter SP big win change" (THP001), the performance control microcomputer 121 selects "continuous hit" at a rate of 30% and selects "long press" at a rate of 70%. When the special chart change pattern indicated by the special chart 1 change start command received from the game control microcomputer 101 is "meter SP miss change" (THP031), the performance control microcomputer 121 selects "continuous hit" at a rate of 40% and selects "long press" at a rate of 60%. In addition, when the special chart change pattern indicated by the special chart 1 change start command received from the game control microcontroller 101 is the "meter normal miss change" (THP040), the performance control microcontroller 121 selects "repeated taps" 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 succession, and in fluctuations that do not form a reach (Meter normal miss fluctuation), rapid succession is more likely to be selected than long presses. Therefore, the long press meter charge effect functions as an effect that suggests a high possibility of development into an SP reach. Also, in a Meter SP jackpot fluctuation, the probability of a long press being selected is higher and the probability of rapid succession being selected is lower than in a Meter SP miss fluctuation. Therefore, the long press meter charge effect also functions as an effect that suggests 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 selection of the operation performance by the performance control microcomputer 121 at the winning / losing branch of the SP reach will be described with reference to FIG. 30. In the SP reach based on the selection of the special chart 1 in the non-time-saving state, the operation performance is performed to make the player operate the normal button 40 with a "single push" at the winning / losing branch. That is, in the SP reach, the operation performance branches to a success performance or a failure performance through the operation performance. "Single push" refers to the operation of pressing the normal button 40 only once during the operation valid period of the normal button 40. "Single push" is an example of a single operation. There are two types of operation performance at the winning / losing branch of the SP reach, which have different operation instruction performances that instruct the player to operate the normal button 40. One is a single push operation performance without an operation method instruction voice output performance (FIG. 35), and the other is a single push operation performance with an operation method instruction voice output performance (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 change pattern indicated by the special chart 1 change start command received from the game control microcomputer 101 is "meter SP big win change" (THP001), the performance control microcomputer 121 selects "no operation method instruction sound output" at a rate of 30% and selects "operation method instruction sound output" at a rate of 70%. Also, when the special chart change pattern indicated by the special chart 1 change start command received from the game control microcomputer 101 is "meter SP miss change" (THP031), the performance control microcomputer 121 selects "no operation method instruction sound output" at a rate of 70% and selects "operation method instruction sound output" at a rate of 30%. In this embodiment, in the SP reach executed without going through the meter charge performance, the operation performance is not executed at the win / lose branch, but the configuration may be such that the operation performance is executed even in the SP reach executed without going through the meter charge performance.
[0248] In this manner, in this embodiment, in the case of a Meter SP big win fluctuation, the operation presentation of "with operation instruction voice output" is more likely to be selected than the operation presentation of "without operation instruction voice output", and in the case of a Meter SP loss fluctuation, the operation presentation of "without operation instruction voice output" is more likely to be selected than the operation presentation of "with operation instruction voice output". For this reason, the operation presentation of "with operation instruction voice output" functions as a presentation that suggests a high probability of big win (expectation of winning a big win).
[0249] Next, examples of the characteristic effects (meter charge effect and operation effect at the winning / losing branch of the SP reach) in the pachinko game machine PY1 will be described with reference to Figs.
[0250] <Meter charge effect> A specific example of the meter charge performance will be described. When the "meter SP big win variation" (THP001), "meter SP miss variation" (THP031), or "meter normal miss variation" (THP040) is selected as the special symbol variation pattern, the performance control microcomputer 121 starts displaying the variations of the performance symbols EZ1, EZ2, and EZ3 (see Fig. 31(A)(B)), and then immediately executes the meter charge performance (see Fig. 31(C)). In the meter charge performance, 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 indicates to the player that the meter charge performance has started.
[0251] When the operation method of the normal button 40 in the meter charge performance is "repeated tapping", the image shown in FIG. 31(C) is followed by the repeated tapping meter charge performance shown in FIG. 32. In the repeated tapping meter charge performance, a valid period image G3 indicating the operation valid 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 tapping are displayed. The valid period image G3 is a progress bar that changes as the operation valid period elapses. The operation method instruction image G51 is an image including the text "repeated tapping" indicating the operation method. The operation method instruction image G51 is also an operation instruction image that instructs the player to operate the normal button 40.
[0252] In the meter charge effect of successive hits, the pachinko game machine PY1 executes an operation instruction effect that expresses that the operation method is successive hits, using the operation instruction image G51 and the normal button image G4. Specifically, in the operation instruction effect in the meter charge effect of successive hits, the pachinko game machine PY1 alternately enlarges and reduces the character image G6 of "CONTINUOUS" and the character image G7 of "HITTING" included in the operation 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, the pachinko game machine PY1 first displays the normal button image G4 in a non-pressed state as shown in FIG. 32(A) in response to the start of the operation valid period, and displays the character image G6 of "RENA" and the character image G7 of "HA" in a normal state at a position separated from the normal button image G4. Next, as shown in FIG. 32(B), the character image G6 of "RENA" is enlarged and displayed. At this time, in response to the enlarged display of the character image G6 of "RENA", the normal button image G4 in a non-pressed state is changed to a pressed state. The normal button image G4 in a pressed state is displayed in a specific color (e.g., blue) different from the display color (normal color, e.g., white) of the normal button image G4 in a non-pressed state. The character "RENA" is expressed as pressing the normal button by such a moving image (FIG. 32(A)(B)). The display position of the character image G6 of "RENA" shown in FIG. 32 is a position close to the normal button image G4. When the character image G6 of "Ren" is in the vicinity, its lower part is displayed overlapping in front of the normal button image G4. The image of the character "Ren" pressing the normal button is displayed for a very short time, and then the character image G6 of "Ren" is immediately reduced to the normal state and the normal button image G4 is returned to the unpressed state, as shown in Fig. 32(C).
[0254] Next, the performance control microcomputer 121 enlarges and displays the character image G7 of "HIT" as shown in FIG. 32(D). At this time, the normal button image G4 in the non-pressed state is changed to the pressed state in response to the enlarged display of the character image G7 of "HIT". When the normal button image G4 becomes the pressed state, the display color of the normal button image G4 changes to a specific color. Such a moving image (FIG. 32(C)(D)) expresses the character "HIT" pressing the normal button. Note that the display position of the character image G7 of "HIT" shown in FIG. 32 is a close position close to the normal button image G4. When the character image G7 of "HIT" is in the close position, its lower part is displayed overlapping in front of the normal button image G4. The display time of the image of the character "HIT" pressing the normal button is very 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] After that, the operation instruction presentation of FIG. 32(B) to FIG. 32(E) is repeated until the operation valid period ends. That is, until the operation valid period ends, a series of moving images are displayed in which the character image of "CONTINUOUS" presses the normal button and the character image of "HITTING" rapidly switches between pressing the normal button. In this manner, in this embodiment, when the operation method of the normal button 40 is "CONTINUOUS", the operation method instruction image G51 instructing the operation method of "CONTINUOUS" is displayed in an action manner 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" just by the action manner, even if the player does not read the meaning of the character "CONTINUOUS". In addition, the character "CONTINUOUS" itself is anthropomorphized as hitting the normal button repeatedly, which can increase the interest of the operation presentation.
[0256] Furthermore, when the operation method of the normal button 40 in the meter charge performance is "long press", the long press meter charge performance shown in FIG. 33 is executed following the image shown in FIG. 31(C). In the long press meter charge performance, a valid period image G3 indicating the operation valid period 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. The operation method instruction image G52 is also an operation instruction image that instructs the player how to operate the normal button 40.
[0257] In the long press meter charge performance, the pachinko game machine PY1 executes an operation instruction performance that expresses that the operation method is a long press, using the operation instruction image G52 and the normal button image G4. Specifically, in the operation instruction performance in the long press meter charge performance, the pachinko game machine PY1 moves the operation instruction image G52 including the characters "long press" 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 keeps it positioned at 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 a non-pressed state that represents the normal button 40 in an unpressed state to a pressed state that represents the normal button 40 in a pressed state.
[0258] That is, the pachinko game machine PY1 first displays the normal button image G4 in a non-pressed state in response to the start of the operation valid period, as shown in FIG. 33(A), and displays the operation method instruction image G52, which is a text image of "long press", above the normal button image G4 at a position not overlapping with 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. 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 normal button image G4 in a pressed state is displayed in a specific color (for example, 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 characters "long press" pressing the normal button with the operation method of long press. Note that when the operation method instruction image G52 (character image of "long press") 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 (character image of "long press") in the proximity position may be displayed with vibration to emphasize the expression that the characters "long press" are acting on the normal button.
[0260] After displaying the operation instruction image G52 at the close position for a certain period of time, the performance control microcomputer 121 returns the operation instruction image G52 to the distant position once, 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 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] After that, the operation instruction presentation of FIG. 33(C) to FIG. 33(D) is repeated until the operation valid period ends. That is, the action of the character image of "long press" pressing the normal button in the long press operation method is repeated until the operation valid period ends. In this way, in this embodiment, when the operation method of the normal button 40 is "long press", the operation method instruction image G52 instructing the operation method of "long press" is displayed in an action manner as if the normal button is being long pressed. This makes it possible to clearly indicate to the player that the operation method is "long press" just by the action manner, even if the player does not read the meaning of the character of "long press". In addition, the character of "long press" itself is an anthropomorphic expression of pressing the normal button for a long time, so that the interest of the operation presentation can be increased. Note that the two-dot chain arrow in FIG. 33 is a virtual line for explaining the movement of the operation method instruction image G52, and is not an image displayed on the display unit 50a. In the subsequent drawings, the meaning of the two-dot chain arrow is the same.
[0262] When the meter charge effect of "rapid fire" or "long press" is an effect executed based on the special figure 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 full scale of the meter image G1, 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 an SP reach as shown in Fig. 34(C). When the meter charge effect of "rapid fire" or "long press" is an effect executed based on the special figure 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 protagonist character battles with the 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 protagonist character wins) or a failed effect indicating a loss (a defeat effect in which the protagonist 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 in which an image instructing the operation of the normal button 40 by single-shot pressing is displayed on the display unit 50a without outputting an operation method instruction voice of "a single blow" from the speaker 52, and an operation effect with an operation method instruction voice in which an operation method instruction voice of "a single blow" is output from the speaker 52 and an image instructing the operation of the normal button 40 by single-shot pressing is displayed on the display unit 50a.
[0265] When executing an operation presentation without an operation method instruction sound, the presentation control microcomputer 121 executes the operation method instruction presentation shown in FIG. 35 without outputting an operation method instruction sound from the speaker 52. That is, in response to the start of the operation valid period, the presentation control microcomputer 121 first displays a valid period image G3 indicating the operation valid 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, as shown in FIG. 35(A). The operation method instruction image G53 is an image including the text "one hit" indicating the operation method. The operation method instruction image G53 is also an operation instruction image that instructs the player to operate the normal button 40.
[0266] The character "one hit" functions as an indication of a basic operation method of a single push, not a special operation method such as a continuous hit or a long press. A single push is called a basic operation, and a continuous hit or a long press is called a non-basic operation. A continuous hit 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 operation method instruction sound of "one hit" from the speaker 52 also functions as a performance that instructs the basic operation method of a single push. Note that other images such as "one hit", "single push", and "push" may be used as the operation method instruction image that instructs the operation method of a single push. Even if it is just an image of "push", it functions as an image that instructs the operation method of a single push in this embodiment in which the operation method instruction image G51 of "continuous hit" is displayed when the operation method is a continuous hit, and the operation method instruction image G52 of "long press" is displayed when the operation method is a long press. In this case, the operation method instruction sound may be configured to output the sound of "push", and the operation method instruction sound of "push" also functions as a sound that instructs that the operation method is a single push.
[0267] In the operation method instruction performance of single-push without operation method instruction sound, the pachinko game machine PY1 uses the operation method instruction image G53 and the normal button image G4 to express that the operation method is a single push. Specifically, the pachinko game machine PY1 moves the operation method instruction image G53 including the character "One Strike" 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 immediately returns it to the distant position. Then, according to the movement of the operation method instruction image G53 between the distant position and the close position, the normal button image G4 is switched between a non-pressed state representing the normal button 40 in an unpressed state and a pressed state representing the normal button 40 in a pressed state.
[0268] That is, as shown in Fig. 35(A)(B), the pachinko game machine PY1 moves the operation instruction image G53 (text image of "One Hit"), which was displayed above the normal button image G4 at a distance not overlapping with the normal button image G4, downward to a close position overlapping with the normal button image G4. At this time, in response to the movement of the operation instruction image G52, the normal button image G4 in the non-pressed state is changed to a pressed state. The normal button image G4 in the pressed state is displayed in a specific color (e.g., 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 Fig. 35(B) lasts for a short time (0.5 seconds in this embodiment, about 1 / 16 of the effective operation time of 8 seconds), 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 Fig. 35(C). Such moving images (Figs. 35(A) to (C)) express the appearance of the characters "One Strike" pressing the normal button with the operation method of single pressing. Note that when the operation method instruction image G53 (character image of "One Strike") is in the close position, its lower part is displayed superimposed in front of the normal button image G4.
[0270] After that, the performance control microcomputer 121 moves and displays the operation method instruction image G53 to the close position again as shown in FIG. 35(D), changes the normal button image G4 to the pressed state, and immediately returns the operation method instruction image G53 to the separated position as shown in FIG. 35(E), and returns the normal button image G4 to the non-pressed state. That is, the single-press action (action) shown in FIG. 35(B)(C) is repeated. This continues until the operation valid period ends. That is, the action of the character image of "one hit" pressing the normal button with the operation method of single pressing is repeated until the operation valid period ends. Thus, in this embodiment, when the operation method of the normal button 40 is "single press" and there is no output of the operation method instruction sound of "one hit", the operation method instruction image G53 instructing the operation method of "single press" is displayed in an action mode as if the normal button is being pressed once. As a result, even if there is no operation method instruction sound of "one hit", it is possible to clearly show the player that the operation method is "single press" just by the action mode of the character of "one hit". In addition, the character "one blow" 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 (text image of "one hit") indicating in text that the operation method is a single press, as shown in Fig. 36(A).
[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 operation valid period (see Fig. 36 (A) to (C)). That is, the operation method instruction image G53 is not moved and is continuously displayed at a position separated from the normal button image G4. Also, the presentation control microcomputer 121 continues to display the normal button image G4 in a non-pressed state. In this manner, in the case where a 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, so that the operation method instruction presentation in which the operation method instruction image G53 moves toward the normal button image G4 is not performed, and the operation method instruction presentation is simply displayed as a still image. This prevents the display presentation on the display unit 50a from becoming complicated.
[0273] In addition, when the 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 (text image of "One hit") may be made different from that of the operation instruction image G53 when the operation instruction sound is not output, so that the operation instruction image G53 stands out. Also, the operation instruction image G53 alone may be displayed as a still image, and the normal button image G4 may be configured to perform an action representing a single press, changing from a non-pressed state to a pressed state and then returning to a non-pressed state, at a constant cycle. Also, the output timing of the operation instruction sound can be appropriately changed 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] Various effects instructing the operation method of the normal button 40 described above are summarized in FIG. 37 and FIG. 38. As shown in FIG. 37, when the pachinko game machine PY1 does not output an operation method instruction sound in the operation performance, it operates the operation method instruction image (operation method instruction image G51 which is a character image of "continuous hit", operation method instruction image G52 which is a character image of "long press", operation method instruction image G53 which is a character image of "one hit") in an operation mode corresponding to the operation method. Specifically, in the operation performance when the operation method is "continuous hit", as shown in FIG. 37(A)(B)(E), the operation method instruction sound is not output, and during the operation effective period, the character image G6 of "continuous" in the operation method instruction image G51 which is a character image of "continuous hit" is enlarged from the normal mode to return to the normal mode, and then the character image G7 of "hit" is enlarged from the normal mode to return to the normal mode. A series of operations is repeated at high speed. In this way, the character of "continuous hit" expresses the appearance of hitting the normal button repeatedly. 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] In addition, in the operation presentation when the operation method is "long press", as shown in Fig. 37(A)(C)(E), no operation method instruction sound is output, and during the operation valid period, an operation method instruction image G52, which is a character 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 displayed in the close position for a certain time t2 (corresponding to the second close time), and then returned to the distant position. Then, such an operation display is repeated during the valid period. Thereby, the character of "long press" expresses the appearance of pressing the normal button for a long time. In this embodiment, the time t2 for which the operation method instruction image G52 (character image of "long press") is maintained in the close position is about 2.5 seconds.
[0276] In addition, in the operation presentation when the operation method is "single press", as shown in Fig. 37(A)(D)(E), no operation method instruction sound is output, and during the operation valid period, the 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 overlapping the normal button image G4, and immediately returns to the distant position after a certain time t3 (corresponding to the first close time). Then, such an operation display is repeated during the valid period. This expresses the appearance that the character "one hit" is operating the normal button by 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 about 0.5 seconds.
[0277] Also, as shown in FIG. 38, when the pachinko game machine PY1 outputs an operation method instruction sound in the operation presentation, it displays an operation method instruction image (operation method instruction image G53, which is a text image of "One Strike") instructing the operation method as a still image without moving it. That is, as shown in FIG. 38(A), (B), and (C), in response to the start of the operation valid period, the operation method instruction sound of "One Strike" is output, and during the operation valid period, the operation method instruction image G53 (text image of "One Strike") instructing "Single Press" is continuously displayed at a position separated from the normal button image G4 until the player operates the normal button 40. According to such an operation presentation, it is possible to keep the display contents of the display unit 50a simple while making the player recognize that the operation method is a single press by outputting the operation method instruction sound.
[0278] 8. Effects of the embodiment As described above in detail, 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 making it possible to increase the interest of the operation presentation.
[0279] Furthermore, according to this form of pachinko game machine PY1, it is possible to inform the player which of a plurality of operation methods (repeated taps, 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 making the operation presentation more interesting.
[0280] Furthermore, according to the pachinko game 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, and 35), which indicates which of a plurality of operation methods (repeated tap, long press, single press) should be used to operate the normal button 40, making it easy for the player to visually and intuitively grasp how to operate the normal button 40.
[0281] Furthermore, according to this form of pachinko game machine PY1, the operational mode (Figure 35) instructing a single press includes an action 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)). This makes it look as if the operation method instruction image G53 is pressing the normal button 40 once, making it easy for the player to understand how to operate the normal button 40. Furthermore, according to this embodiment of the pachinko game machine PY1, the operation mode instructing a long press (Figure 33) includes an action 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 separated position after a second close time (time t2 shown in Figure 37 (C)) that is longer than the first close time in the operation mode instructing a single press, so that 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 easy for the player to understand how to operate the normal button 40.
[0282] According to the pachinko game machine PY1 of this embodiment, the display state of the normal button image G4 is changed from a non-pressed state to a pressed state in response to the operation instruction images (operation method instruction image G51, operation method instruction image G52, operation method instruction image G53) being located in a position close to the normal button image G4 (see Figs. 32, 33, and 35), so that 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 is emphasized. Therefore, it is easy to make the player 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, and the player can more easily grasp the operation method of the normal button 40.
[0283] In the pachinko game machine PY1 of this embodiment, the images acting on the normal button image G4 are text images such as "repeated hits," "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 an image of a downward arrow indicating the direction to press the button) are displayed. This type of configuration (a configuration in which the "text image" moves and the button image changes to a pressed state) provides an entertainment that is not available in a configuration in which the "arrow image" moves and the button image changes to a pressed state, that is, an entertainment in which the text acts on the button and the text is personified. In this embodiment, the operating direction of the normal button 40 can also be conveyed to the player by the movement direction of the "text image."
[0284] Furthermore, according to the pachinko game machine PY1 of this embodiment, when the operation method instruction sound instructing the operation method of the normal button 40 is not output, the operation method of the normal button 40 is shown by the operation mode of the operation method instruction image G53 instructing the operation of the normal button 40 (see FIG. 35), so that even if the sound instructing the operation method is not output, it is possible to convey the operation method to the player in an easy-to-understand manner. And such easy-to-understand operation method instructions are expected to increase the interest in the game.
[0285] Furthermore, according to this embodiment of the pachinko game machine PY1, when an operation method instruction sound instructing how to operate the normal button 40 is output, the operation method is conveyed to the player in an easy-to-understand manner by the sound (see Figure 36), so 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 game machine PY1. Of course, the configurations of the modified examples may be appropriately combined. In addition, the technical features in the above embodiments and the following modified examples may be appropriately deleted unless they are described as essential in this specification.
[0287] <Second form> The pachinko game machine of the second form can execute a meter charge effect as an operation effect that causes the player to operate the normal button 40, as with the pachinko game machine PY1 of the first form, and can execute an operation effect called a mini character operation notice (one of notice effects) shown in FIG. 39. In the pachinko game machine of the second form, the operation effect is not executed at the winning / losing branch of the SP reach. Incidentally, when the effect control microcomputer 121 determines in the received command analysis process (S4201) that it has received a special chart fluctuation start command, it executes a fluctuation start command reception time process. In this fluctuation start command reception time process, first, a fluctuation performance pattern selection process is executed, and then a notice performance selection process is executed. In the fluctuation performance pattern selection process, a performance pattern (sub-fluctuation pattern) of the fluctuation performance is selected based on the special chart fluctuation pattern indicated by the received special chart fluctuation start command. Then, in the notice performance selection process, a notice performance to be performed in conjunction with the fluctuation performance is selected based on the special chart fluctuation pattern indicated by the received special chart fluctuation start command. Information on the preview performance selected in the preview performance selection process is stored in a specified storage area of the performance RAM 124, and is included in a preview performance start command and transmitted to the image control board 140. The image control board 140, which has received the preview performance start command, displays an image of the designated preview performance on the display unit 50a. Based on the preview performance information stored in the performance RAM 124, 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 that preview performance.
[0288] The mini character operation notice is an effect that is performed at the timing when the display of the performance patterns EZ1, EZ2, and EZ3 starts to change (see Fig. 39(A)(B)), and is an effect that suggests the expectation (reach expectation) of the performance patterns EZ1, EZ2, and EZ3 becoming a reach in the change when the mini character operation notice is performed. In the mini character operation notice, as shown in Fig. 39(B), a mini character is first displayed, and a text image of "I wonder?" is displayed as the mini character's line, which raises expectations for the performance development. 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 performance in the meter charge performance and the win / lose branch of the SP reach described above, but the display size is smaller than in these performances.
[0289] The operation method of 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. Only the normal button image G4 and the valid 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 therefore it is assumed that the player will recognize that the normal button 40 should be operated with a single press by displaying the normal button image G4 and the valid period image G3, even if no operation instruction image is displayed.
[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 "One 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 back 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 a fixed cycle. 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] Then, when the normal button 40 is operated in such a mini character operation notice, an image that suggests the expectation of a reach, such as "Chance!" or "···" is displayed as the line of the mini character (see Fig. 39 (D) (E)). The effect of displaying an image such as "Chance!" or "···" is an example of an effect that suggests the expectation of a reach (reach notice effect). When the performance patterns EZ1, EZ2, and EZ3 are in a reach, the performance patterns EZ1, EZ2, and EZ3 are in a reach after the effect of displaying an image such as "Chance!" or "···" (see Fig. 39 (D) (E)). On the other hand, when the performance patterns EZ1, EZ2, and EZ3 are not in a reach, the performance patterns EZ1, EZ2, and EZ3 are stopped and displayed with a losing number (variable number) after the effect of displaying an image such as "Chance!" or "···" (see Fig. 39 (D) (E)).
[0292] The selection of the mini character operation notice is performed based on the selection 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 big win 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. In these special chart change patterns, the probability of not executing the mini character operation notice is 10%.
[0293] In addition, when the special chart change pattern indicated by the special chart 1 change start command received from the game control microcomputer 101 is "N jackpot change" (THP003), the performance control microcomputer 121 selects the mini character operation notice with the line "Chance!" displayed in response to the operation of the normal button 40 at a rate of 75% and selects the mini character operation notice with the line "...." at a rate of 5%. In the case of this special chart change pattern, the rate at which the mini character operation notice is not executed is 20%.
[0294] In addition, when the special chart change pattern indicated by the special chart 1 change start command received from the game control microcomputer 101 is "SP Miss Change" (THP032), the performance control microcomputer 121 selects the mini character operation notice with the line "Chance!" displayed in response to the operation of the normal button 40 at a rate of 85% and selects the mini character operation notice with the line "...." at a rate of 5%. In these special chart change patterns, the rate at which the mini character operation notice is not executed is 10%.
[0295] In addition, when the special chart change pattern indicated by the special chart 1 change start command received from the game control microcomputer 101 is "N Miss Change" (THP033), the performance control microcomputer 121 selects the mini character operation notice with the line "Chance!" displayed in response to the operation of the normal button 40 at a rate of 70% and selects the mini character operation notice with the line "···." at a rate of 10%. Note that, in the case of this special chart change pattern, the rate at which the mini character operation notice is not executed is 20%.
[0296] In addition, when the special chart change pattern indicated by the special chart 1 change start command received from the game control microcomputer 101 is "normal A miss change" (THP041), the performance control microcomputer 121 selects the mini character operation notice with the line "Chance!" displayed in response to the operation of the normal button 40 at a rate of 3% and selects the mini character operation notice with the line "···." at a rate of 47%. Note that, in the case of this special chart change pattern, the rate at which the mini character operation notice is not executed is 50%.
[0297] Thus, in this embodiment, in a variation where a reach is achieved, a mini character operation notice where "Chance!" is displayed in response to operation of normal button 40 is more likely to be selected, and a mini character operation notice where "...." is displayed is less likely to be selected. Conversely, in a variation where a reach is not achieved (normal A miss variation), a mini character operation notice where "Chance!" is displayed is less likely to be selected, and a mini character operation notice where "...." is displayed is more likely to be selected. Therefore, a mini character operation notice where "Chance!" is displayed functions as an effect with a higher expectation of a reach than a mini character operation notice where "...." is displayed.
[0298] In this embodiment, the mini character operation notice is more likely to be executed in a reach-achieving variation than in a reach-achi-not-achieving variation. Therefore, the mini character operation notice is a performance that creates anticipation for the reach-achieving variation.
[0299] In this form, in each of the SP reach fluctuations and N reach fluctuations, the "Chance!" mini character operation notice is more likely to be selected in the big win fluctuation than the miss fluctuation. Therefore, the "Chance!" mini character operation notice functions as a presentation with a higher expectation of a big win than the "...." mini character operation notice. The mini character operation notice also functions as a presentation that suggests the expectation of a big win.
[0300] In addition, the mini-character operation announcement is an effect that is executed with a certain probability even during a "normal A miss fluctuation" or "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 during a "meter SP jackpot fluctuation" or "meter SP miss fluctuation" (see Figures 29 and 40).
[0301] As explained above, according to the second type of pachinko game machine, in the operation performance (mini character operation notice) of a single push (basic operation), many images are not displayed unnecessarily, so that a clear display can be maintained, and in the operation performance (meter charge performance) of a continuous push or a long push (non-basic operation), operation method instruction images (operation method instruction image G51, operation method instruction image G52) are displayed, so that the player can recognize the correct operation method. And by displaying such an appropriate operation method, it is expected that the interest in the game will be improved.
[0302] Furthermore, in the second form of pachinko game machine, in the operation presentation (meter charge presentation) of non-basic operations such as "repeated taps" and "long press", it is possible to clearly convey to the player how to operate the normal button 40 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 game machine, even if there are multiple non-basic operation presentations such as rapid tapping and long presses, it is possible for the player to correctly recognize the operation method based on the behavior of the operation method instruction image (operation method instruction image G51, operation method instruction image G52) for each non-basic operation.
[0304] In addition, in the second form of pachinko game machine, the operation performance (mini character operation notice) of a single push (basic operation) is relatively higher in execution probability (appearance frequency) during a predetermined performance period (the period from the start of the variation of the performance symbols EZ1, EZ2, EZ3 to the establishment of a reach) than the operation performance (meter charge performance) of continuous hits or long pushes (non-basic operations), so if an operation instruction image (for example, a text image such as "One hit" or "Push") is displayed every time a single push operation performance (mini character operation notice) is performed, the image display becomes cumbersome and may cause the player to feel annoyed. However, in the second form, the operation instruction image is not displayed for the single push operation performance (mini character operation notice) that appears frequently, so it is possible to suppress the player from feeling annoyed by the image display becoming cumbersome.
[0305] In the second form, no operation effects are executed at the winning / losing branch of the SP reach, but similar to the first form, the configuration may be such that operation effects are executed at the winning / losing branch of the SP reach.
[0306] In addition, in the second form, the specified 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 succession or long presses (non-basic operations) is the period from the start of the change in the presentation patterns EZ1, EZ2, EZ3 to the establishment of a reach, 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 succession or long presses (non-basic operations) during the period from the establishment of a reach to the end of the change presentation, or during the period in which a jackpot game is being played.
[0307] <Other changes> In the above embodiment, as the operation performance in which the operation instruction sound is output from the speaker 52, only the operation performance of the operation method "single press" (FIG. 36) can be executed, but the operation instruction sound may be output from the speaker 52 as the operation performance of other operation methods such as "continuous press" or "long press". Specifically, for example, the operation performance as shown in FIG. 41 may be executed as the operation performance in the win / lose branch of the SP reach. In the operation performance shown in FIG. 41, the operation instruction sound of "continuous press" is output from the speaker 52 in response to the start of the operation effective period, and the effective period image G3, the normal button image G4, and the operation instruction image G51 which is a text image of "continuous press" are displayed on the display unit 50a (see FIG. 41(A)). The operation instruction image G51 (text image of "continuous press") continues to be displayed as a still image during the operation effective period (see FIG. 41(A) to (C)). If such a "repeated hit" operation presentation and the "repeated hit" operation presentation shown in Figure 32 are 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 an operation method instruction sound, while preventing the display content from becoming cluttered by the operation method instruction image G51 (the text image of "repeated hit") being a still image.
[0308] Also, for example, an operation presentation as shown in Fig. 42 may be configured to be executable as an operation presentation at the winning / losing branch of the SP reach. In the operation presentation shown in Fig. 42, in response to the start of the effective 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 effective 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 an operation method instruction sound, while preventing the display content from becoming cluttered by the operation method instruction image G52 (text image of "long press") being a still image.
[0309] In the above-described form, in the operation presentation in which the operation method is "repeated taps" (Figure 32), an operation method instruction presentation is executed in which an operation method instruction image G51 (text image of "repeated taps") instructing the operation method of "repeated taps" acts on the normal button image G4 in an operation mode representing "repeated taps", while in the operation presentation in which the operation method is "long press" (Figure 33), an operation method instruction presentation is executed in which an operation method instruction image G52 (text image of "long press") instructing the operation method of "long press" acts on the normal button image G4 in an operation mode representing "long press", and in the operation presentation in which the operation method is "single press" (Figure 35), an operation method instruction presentation is executed in which an operation method instruction image G53 (text image of "one hit") instructing the operation method of "single press" acts on the normal button image G4 in an operation mode representing "single press". In contrast to this, 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, whether the operation method is "repeated taps," "long press," or "single press," and this operation instruction image G55 may be displayed in an action mode which 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 performance for the "repeated tap" operation performance, as shown in Fig. 43, the performance 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 operation valid period (see Fig. 43(A)). Then, in the operation instruction image G55 which is the text image of "press", the text image G61 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 (Figs. 43(A)(B)). After that, the character image G61 of "Oshi" is returned to the separated position, and the normal button image G4 is returned to the non-pressed state, and then the character image G71 of "se" in the operation instruction image G55, which is the character image of "Oshi", is moved from a separated 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 separated 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 performance shown in FIG. 43, the character "Oshi" and the character "se" are alternately pressing the normal button, that is, the character is repeatedly pressed. 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 operate the normal button 40, and the operation manner of the operation instruction image G55 (the manner in which the characters "press" and "se" are alternately pressing the normal button) indicates to the player that the method of operating the normal button 40 is to "repeatedly press" the button.
[0311] In the operation method instruction performance in the "long press" operation performance, as shown in FIG. 44, the performance control microcomputer 121 first displays the effective period image G3, the normal button image G4, and the operation instruction image G55, which is a text image of "press" in response to the start of the operation effective 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 operation effective 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 performance (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 returned to the distant position, and then displayed at the close position for a certain period of time again. In the presentation shown in Fig. 44, the word "press" is expressed as continuing to press the normal button, that is, as a long press. Therefore, according to the presentation shown in Fig. 44, the operation instruction image G55, which is an image of the word "press", indicates to the player that it is time to operate the normal button 40, and the operating mode of the operation instruction image G55 (the mode in which the word "press" is continuing to press the normal button) can indicate to the player that the operation method of the normal button 40 is a "long press."
[0312] In the operation method instruction performance in the operation performance of "single press", as shown in FIG. 45, the performance control microcomputer 121 first displays the effective period image G3, the normal button image G4, and the operation instruction image G55 which is a text image of "press" in response to the start of the operation effective period (see FIG. 45(A)). Then, the operation instruction image G55 which 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, and the normal button image G4 is changed 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 operation display of the operation instruction image G55 for the normal button image G4. This series of operation displays is performed several times at a constant cycle until the operation effective period ends (see FIG. 45(D)(E)). According to the presentation shown in FIG. 45, the operation instruction image G55, which is a text image of "PRESS", indicates to the player that it is time to operate the normal button 40, and the operation manner of the operation instruction image G55 (the manner in which the text "PRESS" is pressing the normal button once) indicates to the player that the method of operation of the normal button 40 is a "single press."
[0313] The operation presentation of "single push" shown in FIG. 45 is executed as one type of meter charge presentation. That is, the operation methods of "continuous hit", "long push", and "single push" may be configured to be executable as meter charge presentations. In this case, the jackpot expectation of each presentation can be set appropriately. The operation presentation of "single push" in which the operation instruction image G55, which is a character image of "push", acts on the normal button image G4 may be executed as an operation presentation in the win / lose branch of the SP reach. In this case, the operation presentation (FIG. 36) accompanied by the output of the operation method instruction sound of "one blow" may be configured to display the character image of "push" (operation instruction image G55) as a still image, instead of the character image of "one blow" (operation method instruction image G53). By configuring in this manner, the operation instruction image is unified with the "push" text image in all operation presentations, and when an operation instruction sound is output, the "push" text 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 mode of the "push" text image allows the player to recognize the operation method in an interesting way.
[0314] In the above embodiment, the operation method of 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). However, the operation method indicated by the operation modes of the operation instruction images that instruct the operation may be an operation method for an operation part other than normal button 40.
[0315] In the above embodiment, the operation method of the operation unit (normal button 40) in various operation performances is configured to have three types, namely, repeated tapping, long press, and single press, but it may be configured to have only one type (for example, "long press"). Also, operation methods other than repeated tapping, long press, and single press may be provided, and the operation method may be expressed by the motion mode of the operation instruction image.
[0316] In the above embodiment, operation instruction images (operation instruction image G51, operation instruction image G52, operation instruction image G53) including characters indicating the operation method of the operation unit are used as operation instruction images for instructing the operation of the operation unit (normal button 40), but images indicating the operation to be performed but not the operation method may be used. As images indicating the operation to be performed but not the operation method, for example, operation instruction images including characters such as "press" and "operate" in addition to the character image of "press" according to the above-mentioned modified example (see Figs. 43 to 45), operation instruction images showing a "hand" operating normal button 40, operation instruction images consisting of icons such as various marks and characters, such as stars, and the like, can be appropriately used.
[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 the 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 characters 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 performances may be a normal display mode and a special display mode that suggests a higher probability of winning than the normal display mode. Specifically, for example, when text images such as "continuous hits," "long press," "one hit," and "press" are displayed as the normal display mode, text images such as "super hot continuous hits," "super hot long press," "super hot one hit," and "super hot press" may be displayed as the special display mode. The operation instruction images in the special display mode may be displayed in an action mode that indicates the operation method.
[0319] In this specification, various operation effects including operation method instruction effects instructing each operation method of "repeated taps," "long press," or "single press" are executed as meter charge effects before the formation of a reach, or at the winning / losing branch of an SP reach, but it is possible to execute operation effects of various operation methods at various timings in a gaming machine, and operation method instruction effects that indicate an operation method by the operating mode of an operation instruction image can be applied to operation effects executed at any timing. 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 a mode expressing the operation method (long press), such as when the operation method instruction image G52 (text image of "long press") performs an operation method instruction performance of an operation mode of long pressing of a normal button in the "long press" operation performance (FIG. 33). In contrast, if an operation mode instructing a certain operation method is different from an operation mode instructing another operation method, it does not have to be an operation mode expressing 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 hit, 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 the above embodiment, the display mode of the normal button image G4 also changes (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). However, if a slight reduction in the entertainment effect of the presentation is acceptable, the display mode of the normal button image G4 may not be changed.
[0322] In the above embodiment, the proximity position 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 is a position overlapping with the normal button image G4 (see Figures 32, 33, and 35), but it may be a position that does not overlap with the normal button image G4 as long as it is a position 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 FIG. 36). However, if it is acceptable for the display content of the display unit 50a to become somewhat cluttered, 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 starting hole 11 (fixed starting hole) in which the ease with which the game ball can enter does not change, and a second starting hole 12 (variable starting hole, starting hole associated with the electric chute 12D) in which the ease with which the game ball can enter can be changed are provided, but only one of them may be provided.
[0325] In the above embodiment, the special chart 2 determination process is performed with priority over the special chart 1 determination process (the special chart 2 variable display is performed with priority over the special chart 1 variable display), but the special chart 1 determination process may be performed with priority over the special chart 2 determination process (the special chart 1 variable display is performed with priority over the special chart 2 variable display). 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 game machine is configured so that the transition to the high probability state is determined based on the type of the winning jackpot pattern, but it may be a so-called V-guaranteed machine (a game machine that controls the high probability state based on the passage of a specific area (V area) in the big prize winning port). In the above embodiment, the game machine is configured so that once it is controlled to the high probability state, it continues to be controlled to the high probability state until the start of the next jackpot game (a so-called guaranteed loop type game machine), but it may be configured as a so-called ST machine (a game machine with a limited number of guaranteed games). It may also be configured as a so-called one-type two-type mixed machine or a swing type game machine. In other words, the invention shown in this specification can be suitably adopted for game machines with various game properties, regardless of the game properties of the game 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 machine and a mahjong ball game machine.
[0328] In the above embodiment, the small symbols KZ1, KZ2, and KZ3 are displayed in a variable manner in approximately synchronization with the variable display of the special symbols. However, instead of being configured with three symbols like the small symbols KZ1, KZ2, and KZ3, they may be configured with symbols other than three, such as two. For example, two symbols may be provided, one for the special symbol 1 and the other for the special symbol 2. Also, one common symbol may be provided for the special symbol 1 and the 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 it. Also, an LED device that displays the 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 according to the progress of the game (game control), so that the game control and the presentation control are performed by different boards, but they may be configured to be performed by one board. In this case, the image control board 140 may be included in that one board, or may be provided separately from that one board.
[0330] In addition, all jackpot game states do not have to be configured to correspond to "advantageous game states advantageous to the player (special game states advantageous to the player)". For example, a jackpot game state that is scheduled to be controlled to a high probability state afterwards may be configured to correspond to "advantageous game states advantageous to the player", or a jackpot game state in which a relatively large number of prize balls can be obtained, such as 16R, may be configured to correspond to "advantageous game states advantageous to the player". In addition, the "advantageous game states advantageous to the player" may not be jackpot game states, but may be high probability states, or may be high base states (time-saving states). When the "advantageous game states advantageous to the player" are defined as high probability states or high base states (time-saving states), various effects that give the player hope for an advantageous game state (special game state) may be effects that are performed at other times, such as effects during a jackpot game, and are not limited to effects during the variable display of special symbols.
[0331] 10. Inventions Disclosed in This Specification The following inventions have been disclosed up to the preceding paragraph 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 the following Inventions A1 to A5. Invention B is a general term for the following Inventions B1 to B2. Invention C is a general term for the following Inventions C1 to C5.
[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 for operating the operation unit, The operation instruction includes an operation method instruction (see FIG. 33) for instructing an operation method (e.g., long press) of the operation unit, The gaming machine (pachinko gaming machine PY1) is characterized in that the presentation execution means is capable of displaying, in the operation method instruction presentation, an operation instruction image (operation method instruction image G52 which is a text image of "long press") instructing the operation of the operation unit in an operating mode (see Figures 33(A)(B)) which indicates the operation method of the operation unit.
[0333] According to a gaming machine having this configuration, it is possible to convey to the player how to operate the operation section by the behavior of the operation instruction image that instructs the player to operate the operation section, thereby making the operation presentation more interesting.
[0334] Invention A2: The gaming machine according to the invention A1, There are a plurality of methods for operating the operation unit in the operation performance (continuous tapping, long press, single press), 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 a plurality of operation methods to use by the behavior of the operation instruction image, thereby making the operation presentation more interesting.
[0336] Invention A3: The gaming machine according to invention A2, The gaming machine is characterized in that the operation method instruction presentation is a presentation in which the operation instruction image (operation method instruction image G51, operation method instruction image G52, operation method instruction image G53) is applied to an 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 a gaming machine of this configuration, the operation instruction image is made to act in a predetermined operating manner on the operation unit image representing the operation unit, thereby indicating which of a number of operation methods should be used, making it easy for the player to visually and intuitively grasp how to operate the operation unit.
[0338] Invention A4: The gaming machine according to the invention A3, The operation method of the operation unit includes a single operation (single press) in which the operation unit is operated once within a valid operation period, and a continuous operation (long press) in which the operation unit is continuously operated during the valid operation 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 continued 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 away from the operation unit image (position in Figure 33(A)) to a close position close to the operation unit image (position in Figure 33(B)), and then returning it to the close position after a second close position time (t2, see Figure 37(C)) longer than the first close position time.
[0339] According to the 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 returns to the close position after a first close time, so that it is possible to make it look as if the operation instruction image has operated the operation unit in a single operation, and it is easy for the player to understand how to operate the operation unit. Also, according to the 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 returns to the close position after a second close time longer than the close time in the operation mode instructing a single operation, so that it is possible to make it look as if the operation instruction image is continuously operating the operation unit, and it is easy 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, in the operation method instruction performance, the performance execution means changes the display state of the operation unit image (normal button image G4) in accordance with the operation instruction image (operation method instruction image G52, operation method instruction image G53) being located in a proximity position (changing from a non-pressed state representing the normal button 40 before it is operated to a pressed state representing the normal button 40 being operated, see Figures 33(A)(B) and 35(A)(B)).
[0341] According to the gaming machine of this configuration, the display mode of the operation unit image is changed according to the position of the operation instruction image close to the operation unit image, so that the feeling that the operation instruction image is operating the operation unit is emphasized. Therefore, it is easy to make the player understand the meaning of the effect that the operation instruction image is operating the operation unit, and it is easier for the player to grasp the operation method of 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 for operating the operation unit, The operation instruction includes an operation method instruction (see FIG. 35) for instructing an operation method (e.g., a single press) of the operation unit, The performance execution means includes: In the operation method instruction performance, an operation instruction image (an operation method instruction image G53 which is a character image of “one blow”) instructing the operation of the operation unit can be displayed in an operation mode (see FIG. 35(A) to (C)) which shows the operation method of the operation unit, In the operation performance, a sound instructing the operation method of the operation unit (a sound instructing the operation method of "one blow") is outputted at times and not outputted at other times (see Figs. 30, 35, and 36). A gaming machine (pachinko gaming machine PY1) characterized in that when no sound is output instructing how to operate the operation section in the operation presentation, the operation instruction image can be displayed in the operating mode (see Figure 35).
[0343] According to the gaming machine of this configuration, when the sound instructing the operation method of the operation unit is not output, the operation method of the operation unit is shown by the motion of the operation instruction image instructing the operation of the operation unit, so that the operation method can be conveyed to the player in an easy-to-understand manner even if the sound instructing the operation method is not output. And such easy-to-understand operation instructions are expected to increase the interest in the game.
[0344] Invention B2: The gaming machine according to the 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 sound is output instructing how to operate the operating section, 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; A performance execution means (performance control microcomputer 121) capable of executing an operation performance (see FIG. 32, FIG. 33, FIG. 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 includes: In the operation performance, an operation method instruction image (an operation method instruction image G51 which is a text image of "repeated taps" and an operation method instruction image G52 which is a text image of "long press") that instructs the operation method of the operation unit may be displayed, A gaming machine (a pachinko gaming machine of a second type) 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 an appropriate operation method, it is expected that the interest in the game will be increased.
[0348] Invention C2: The gaming machine according to invention C1, The gaming machine is characterized in that, when the performance execution means displays the operation method instruction image (operation method instruction image G51 which is a text image of "repeated taps" and operation method instruction image G52 which is a text image of "long press"), the performance 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] According to a gaming machine having this configuration, it is possible to convey to the player how to operate the operation section by the behavior of the operation method instruction image that instructs the player how to operate the operation section, thereby making the operation presentation more interesting.
[0350] Invention C3: A gaming machine according to invention C2, The non-basic operations include a first non-basic operation (repeated tap) and a second non-basic operation (long press), The gaming machine is characterized in that the first non-basic operation and the second non-basic operation have different behaviors of the operation method instruction image (see Figs. 32 and 33).
[0351] According to a gaming machine having this configuration, even if there are a plurality of non-basic operations, it is possible for the player to correctly recognize the operation method based on the motion state 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 annoy 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 cluttered image display.
[0354] Invention C5: A gaming machine according to invention C4, The predetermined presentation period is the period from the start of the change in presentation symbols 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 to when a reach is achieved.
[0356] Incidentally, conventionally, as an example of a gaming machine, a pachinko gaming machine is known, which is capable of performing an effect in which the gauge display state is changed by repeatedly hitting a normal button (operation unit) or an effect in which the gauge display state is changed by pressing and holding 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 "repeated hits" or the text "long press", and there is room for improvement in this respect in order to increase the interest of the game.
[0357] The above-mentioned invention A differs from the gaming machine described in Japanese Patent No. 6843399 in that "the performance execution means is capable of displaying an operation instruction image instructing the operation of the operation unit in an operation method instruction performance instructing the operation method of the operation unit in an operation mode representing the operation method of the operation unit." Also, the above-mentioned invention B differs from the gaming machine described in Japanese Patent No. 6843399 in that "the performance execution means is capable of displaying an operation instruction image instructing the operation of the operation unit in an operation method instruction performance instructing the operation method of the operation unit in an operation mode representing the operation method of the operation unit, and in the operation performance, sound instructing the operation method of the operation unit is sometimes output and sometimes not output, and when sound instructing the operation method of the operation unit is not output in the operation performance, the operation instruction image can be displayed in the operation mode." Moreover, the above-mentioned invention C differs from the gaming machine described in Patent No. 6843399 in that "the performance execution means may display an operation method instruction image instructing how to operate the operation unit in the operation performance, 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 of "improving the interest of the game through the performance" (achieve the effect of doing so). [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 part image) G51...Operation instruction image (operation instruction image) G52...Operation instruction image (operation instruction image) G53…Operation instruction image (operation instruction image)
Claims
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; This gaming machine is characterized in that, in the operation presentation, the operation instruction image is displayed in a normal display mode, and in a special display mode which suggests that there is a higher expectation that the game state will be controlled to be more advantageous to the player than in the normal display mode.
2. 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 performance execution means includes: The first operation performance can be executed during a predetermined reach performance in a variable performance in which a performance pattern is variably displayed, A gaming machine characterized in that the second operation presentation can be executed before the start timing of the specified reach presentation in the variable presentation.
Citation Information
Patent Citations
Game machine
JP2011217766A
Game machine
JP2017131571A
Game machine
JP2018023886A
Game machine
JP2018075198A
Game machine
JP2019209198A