Gaming Machines
Patent Information
- Application Number
- JP2021117270
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-07-15
- Publication Date
- 2025-02-19
- Estimated Expiration
- 2041-07-15
AI Technical Summary
【0014】 本発明によれば、次の作用効果を奏する。即ち、導光板演出と可動役物演出は各々では単純な演出動作であれるが、導光板演出と可動役物演出とを組み合わせることにより、遊技者にとって有利な遊技状態に移行することへの予告演出としたり有利な遊技状態に移行することの祝福演出としたりできるので、遊技に応じた演出効果を向上することができる。その上、可動役物演出と導光板演出との順序が同じでも、可動役物演出と導光板演出とを連携する実施パターンに応じて導光板演出のタイミングに応じて有利遊技状態の遊技内容の期待度を遊技者に予測させることができ、演出の多様化を図り、遊技の興趣を高めることができる。
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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine, and more particularly to a gaming machine capable of implementing a light guide plate presentation using a light guide plate and a movable device presentation using a movable device in a presentation associated with a win / loss determination as to whether or not a transition to a favorable gaming state that is advantageous to the player will occur. [Background technology]
[0002] Conventionally, pachinko machines, which are gaming machines, are mainly ones that judge whether or not a jackpot will be awarded when a game ball enters a starting hole, and if the judgement result is a jackpot, a big prize entry hole is opened, and a jackpot game that is advantageous for the player to acquire prize balls is started. In this type of pachinko machine, a special symbol is changed in accordance with the judgment of whether or not a jackpot will be awarded, and the result of the judgment is notified by later displaying the special symbol as a fixed symbol. In this case, since the special symbol is displayed small in the corner of the play area, a performance display is performed in which a pseudo performance symbol corresponding to the special symbol is displayed in a variable manner on a performance display device provided in the center of the play area, and the result of the judgment is notified while increasing the player's expectation of a jackpot through the performance display.
[0003] Furthermore, it has been proposed that conventional pachinko machines be provided with a light-guiding plate that displays light-guiding decoration when exposed to a specified light, and that the light-guiding decoration be displayed in accordance with the performance display to enhance the performance effect of building up the player's anticipation (see, for example, Patent Document 1), or that a movable device that is activated by a decorative part be provided, and that the movable device be activated in accordance with the performance display to enhance the performance effect of building up the player's anticipation (see, for example, Patent Document 2). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2016-043100 A [Patent Document 2] JP 2016-028723 A Summary of the Invention [Problem to be solved by the invention]
[0005] A pachinko machine equipped with a light guide plate and movable accessories for use in such effects can provide effective effects that leave a strong impression on players, so there is a demand for diversifying the effects of the light guide plate and movable accessories to further improve the effects. Therefore, the present invention aims to provide an interesting gaming machine that improves the effects of the light guide plate and movable accessories. [Means for solving the problem]
[0006] The game of the present invention includes a winning / losing determination means for determining whether or not a game state advantageous to a player will be entered when a predetermined condition is satisfied; A performance display means for performing a performance display showing a result of the winning / losing determination based on the winning / losing determination; A light guide plate disposed in front of the performance display means and having a light transmittance that transmits visible light; A gaming machine equipped with a movable accessory in which a decorative part operates according to the progress of a game, The light guide plate is configured to perform a light guide plate performance that displays a light guide decoration by receiving light from a light emitting member provided at a predetermined position, The movable role is configured to perform a movable role performance that activates the decorative part, According to one of the performance displays based on the winning / losing judgment, a performance that combines the light guide plate performance and the movable role performance can be implemented, As a performance mode combining the light guide plate performance and the movable prop performance, a first performance mode in which the movable prop performance is performed after the light guide plate performance, and a second performance mode in which the light guide plate performance is performed after the movable prop performance can be performed. In the first performance mode, the light guide plate performance is implemented as a notice performance that notices the result of the hit / miss judgment in the performance display, In the second performance mode, the light guide plate performance is implemented as a performance to celebrate the fact that the result of the hit / miss judgment in the performance display is a win, In addition, in the second performance mode, at least a second performance mode A pattern and a second performance mode B pattern, which are different patterns, can be implemented as an implementation pattern in which the movable role object performance and the light guide plate performance are implemented in cooperation with each other; The second presentation mode A pattern and the second presentation mode B pattern are characterized in that the rate at which they are implemented varies depending on the game content of the advantageous game state that is implemented when the result of the win / loss judgment is a win.
[0007] In the gaming machine of the present invention, the predetermined condition is a condition for starting the variable display of the identification information. In the case of a pinball gaming machine, the identification information is, for example, a special pattern, and the condition is that a random number for determining whether or not a win has been determined is obtained by the entry of a gaming ball into a start hole arranged in the gaming area, and the game is not in a winning game state that is favorable for winning balls, and the special pattern is not being displayed variably or is not being displayed as determined. The predetermined condition may be added or some of the conditions may be removed. The predetermined condition in the case of a reel type gaming machine is that a gaming medium is inserted into the gaming machine, a bet is placed, the reels are not rotating, the start lever is operated in a state where a lottery right has been obtained, and the gaming medium is not being paid out. The condition may be added or some of the conditions may be removed.
[0008] In the gaming machine of the present invention, the advantageous game state that is advantageous to the player is, for example, a big win game state that is advantageous for winning prize balls. The result of the win / loss judgment may include a small win game state, and a game state that is advantageous for transitioning to the next big win game after the end of the big win game state (for example, a probability game state or a time-saving game state).
[0009] In the gaming machine of the present invention, the effect display is such that, for example, pseudo effect symbols corresponding to special symbols are displayed in a varying manner, and the result of the win / loss determination is shown by later displaying a confirmed result.
[0010] In the gaming machine of the present invention, the light guide plate is preferably arranged in front of the effect display means (the side facing the player) so as to cover the entire display surface. The light guide plate is usually transparent so as not to impede the visibility of the display surface of the effect display means. The light guide plate, for example, guides and reflects light incident from the end surface of the light guide plate by the light emitting member, and emits it from the front surface of the plate (the side facing the player) to present a predetermined light guiding decoration.
[0011] In the gaming machine of the present invention, it is desirable to arrange the movable accessory around the performance display means provided on the gaming board. The movable accessory may be configured to be movable between an initial position and an operating position where the operation can be clearly confirmed. The movable accessory may also be arranged on a member such as the front frame of the gaming machine that supports the gaming board, not limited to the performance display means of the gaming board.
[0012] In the gaming machine of the present invention, the combination of the light guide plate performance and the movable device performance can be used to notify and celebrate a jackpot gaming state as a result of a hit / miss determination, or to notify and celebrate promotion to a gaming state that is favorable for transitioning to the next jackpot gaming state as a result of a hit / miss determination.
[0013] In the gaming machine of the present invention, for example, the second presentation mode A pattern and the second presentation mode B pattern can be considered to be a sequential presentation mode in which a light guide plate presentation is implemented after the movable feature presentation ends, and an overlapping presentation mode in which a light guide plate presentation is started while the movable feature presentation is being implemented.
[0014] According to the present invention, the following effects are achieved. That is, the light guide plate performance and the movable accessory performance are each a simple performance action, but by combining the light guide plate performance and the movable accessory performance, it is possible to improve the performance effect according to the game, since it can be a notice performance of the transition to a game state advantageous to the player or a celebration performance of the transition to an advantageous game state. Furthermore, even if the order of the movable accessory performance and the light guide plate performance is the same, the player can predict the expectation of the game content of the advantageous game state according to the timing of the light guide plate performance according to the implementation pattern in which the movable accessory performance and the light guide plate performance are linked, and it is possible to diversify the performance and increase the interest of the game.
[0015] In addition, in the gaming machine of the present invention, the light guide plate performance may be provided with a plurality of types of light guide plate performance patterns with different patterns of light guide decoration. For example, as the light guide plate performance pattern, a plurality of light emitting members with different luminous colors are used to change the appearance color of the light guide decoration, or a plurality of light guide plates with different decorations are used to change the light guide decoration. In the light guide plate performance in the first performance mode, at least a first light guide plate performance pattern and a second light guide plate performance pattern with different patterns of light guide decoration can be implemented, and the reliability of predicting the result of the win / loss judgment may be different between the first light guide plate performance pattern and the second light guide plate performance pattern. On the other hand, in the light guide plate performance in the second performance mode, a third light guide plate performance pattern that celebrates the win is implemented.
[0016] This allows for greater diversity in presentation depending on the game, making the game even more enjoyable. [Brief description of the drawings]
[0017] [Figure 1] 1 is a front view of a gaming machine to which the present invention is applied. [Diagram 2] FIG. 2 is a front view of a game board used in the gaming machine. [Diagram 3] FIG. 2 is an explanatory diagram showing a single upper part used as a movable part in the gaming machine. [Figure 4]FIG. 13 is an explanatory diagram showing a single sword device used as a movable device in the gaming machine. [Diagram 5] FIG. 2 is an explanatory diagram showing a single shield device used as a movable device in the gaming machine. [Figure 6] A diagram showing the operating state of movable parts implemented in the gaming machine. [Figure 7] FIG. 13 is a diagram showing the state in which the gaming machine is decorated with light guide plates. [Figure 8] FIG. 2 is a schematic explanatory view showing the light guide plate alone. [Figure 9] FIG. [Figure 10] FIG. 2 is an electrical block diagram of the gaming machine. [Figure 11] FIG. 2 is an explanatory diagram of special symbols used in the gaming machine. [Figure 12] FIG. 2 is an explanatory diagram regarding a jackpot game carried out on the gaming machine. [Figure 13] FIG. 2 is an explanatory diagram regarding the gaming specifications of the gaming machine. [Figure 14] 4 is a flowchart showing the control contents of the "start-up process" executed by the main control device of the gaming machine. [Figure 15] 4 is a first flowchart showing the control contents of the "interrupt process" executed by the main control device. [Figure 16] 11 is a second flowchart showing the control contents of the "interrupt process" executed by the main control device. [Figure 17] 10 is a flowchart showing the control content of an "input determination process" executed in the interrupt process. [Figure 18] This is a flowchart showing the control contents of the "special ball entry confirmation process" executed during the input judgment process. [Figure 19] This is a flowchart showing the control contents of the "pass / fail determination process" executed during the interrupt process. [Figure 20] This is the first flowchart showing the control contents of the ``special chart win / loss determination process'' executed during the win / loss determination process. [Figure 21]This is a second flowchart showing the control contents of the ``special chart win / loss determination process'' executed during the win / loss determination process. [Figure 22] This is a third flowchart showing the control contents of the ``special chart win / loss determination process'' executed during the win / loss determination process. [Diagram 23] This is the fourth flowchart showing the control contents of the ``special chart win / loss determination process'' executed during the win / loss determination process. [Figure 24] This is the fifth flowchart showing the control contents of the ``special chart hit / miss judgment process'' executed during the hit / miss judgment process. [Diagram 25] 13 is a flowchart showing the control contents of the "variable performance start processing" executed by the sub-integrated control device of the gaming machine. [Figure 26] FIG. 2 is a diagram showing a first presentation mode of the presentation implemented by the gaming machine. [Figure 27] FIG. 11 is a diagram showing a second presentation mode of the presentation implemented by the gaming machine. [Figure 28] 11 is a first time chart showing the flow of a performance using the movable props and the light guide plate. [Figure 29] FIG. 11 is a diagram showing a third presentation mode implemented in the gaming machine. [Diagram 30] 11 is a second time chart showing the flow of a performance using the movable props and the light guide plate. [Diagram 31] A diagram showing a fourth presentation mode of the presentation implemented by the gaming machine. [Diagram 32] FIG. 11 is a first explanatory diagram showing the expectation level of the preview performance using the light guide plate. [Diagram 33] FIG. 2 is a second explanatory diagram showing the expectation level of the preview performance using the light guide plate. [Diagram 34] 13 is a third time chart showing the flow of a performance using the movable props and the light guide plate. [Diagram 35] An explanatory diagram showing the ratio at which the sequential performance mode and overlapping performance mode using the movable props and the light guide plate are implemented. [Diagram 36] A diagram showing a fifth presentation mode of the presentation implemented in the gaming machine. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0018] [First embodiment] Hereinafter, a gaming machine (pachinko machine) according to a first embodiment of the present invention will be described with reference to the drawings. First, the external configuration of a pachinko machine 1 according to this embodiment will be described with reference to Figs. 1 to 9.
[0019] (1. General configuration of pachinko machine 1) As shown in FIG. 1, a pachinko machine 1 is a gaming machine that can be played by a player and is installed in a gaming facility.
[0020] (1-1. Front structure of pachinko machine 1) The pachinko machine 1 is structured such that each component is held by an outer frame 10 that forms a vertically long fixed outer shell holding frame. A front frame (glass frame) 11 into which a glass plate 110 is fitted and an inner frame 30 (see FIG. 9) are provided so as to be openable and closable via hinges 101, 101 provided at upper and lower positions on the left side of the outer frame 10. The front frame 11 and the inner frame 30 are locked to the outer frame 10 by a cylinder lock 18. By inserting a specified key into the cylinder lock 18 and turning the key clockwise to open the inner frame 30, the front frame 11 can be opened by turning it counterclockwise. Behind the glass plate 110 of the front frame 11, a game board 2 (see FIG. 2) held by an inner frame 30 is provided.
[0021] Speakers 112, 112 are installed on both the left and right sides of the upper part of the front frame 11, which output game sounds to enhance the entertainment value of the game. The front frame 11 is also provided with frame side decorative lamps 113 that emit light according to the game status, as well as LEDs that notify of abnormalities in the game.
[0022] An upper tray 12 and a lower tray 13 are integrally formed in the lower half of the front frame 11. A launching handle 14 is provided on the right side of the lower tray 13, and by operating the launching handle 14 clockwise, the launching device is activated and game balls supplied from the upper tray 12 are launched toward the game board 2. Prize balls are also paid out onto the upper tray 12. The lower tray 13 is configured to receive prize balls that overflow from the upper tray 12, and by operating a ball removal lever, the game balls accumulated in the lower tray 13 can be transferred to a separate box (dollar box) provided in the gaming facility.
[0023] This pachinko machine 1 is a so-called CR machine, and is adjacent to a prepaid card unit (CR unit) CR that reads and writes prepaid cards. The pachinko machine 1 is provided with a ball loan switch 171, a settlement switch 172, and a settlement display of a settlement display device 170 (see FIG. 10) on the right side of the upper tray 12. In addition, in the center of the upper tray 12, a performance button 15 that can be operated by the player is provided, and a jog dial 16 is provided around the outer periphery of the button.
[0024] (1-2. Configuration of the game board of pachinko machine 1) As shown in Fig. 2, the game board 2 is detachably attached to the inner frame, and is a structure including a transparent synthetic resin plate so that the back side can be seen, and various parts attached to the plate. The game board 2 has a substantially circular game area 20 surrounded by an outer rail 201 and an inner rail 202. Near the center of the game area 20, a performance pattern display device 46 having an LCD panel that can display a variable pseudo performance pattern for performance is provided on the back side of the game board 2 so that it can be seen through the transparent game board 2. In addition, a windmill and many game nails are planted in the game area 20.
[0025] In the game area 20, a normal symbol operation gate 22 is provided to the left of the center case 200, through which game balls can pass and which, when the game balls pass through, executes a lottery for a normal symbol (hereinafter simply referred to as a normal symbol).
[0026] Directly below the center of the center case 200, there is a first special symbol start hole 23 where a game ball can always enter and a first special symbol (hereinafter referred to as the first special symbol) is judged as a result of the ball entering the hole. Directly below the first special symbol start hole 23, there is a second special symbol start hole 24 where a second special symbol (hereinafter referred to as the second special symbol) is judged as a result of the ball entering the hole. The second special symbol start hole 24 is configured to be openable by a tulip-type opening member. When the regular symbol is selected as a winning symbol and the regular electric role (also referred to as the regular electric role) is activated, the opening member is opened in a specified opening mode for a specified time, and the ball can enter (win) only when the opening member is open.
[0027] Directly below the second special pattern starting hole 24 is a large prize hole 25 that can be opened and closed by an opening and closing plate and is opened for a big win game. The large prize hole 25 is opened in a predetermined opening manner for a predetermined time by the operation of a special electric device, and a ball can enter (win) only when the opening plate is open. When the first or second special pattern is judged to be a big win, a device continuous operation device is operated, and the special electric device is operated continuously. This causes the large prize hole 25 to be opened continuously.
[0028] A plurality of (four) general prize openings 27 are arranged at a diagonally lower left position of the center case 200, at a position to the left of the first special prize starting opening 23 to the large prize opening 25. Also, an outlet 203 is provided at the bottom of the board directly below the large prize opening 25. The outlet 203 takes in game balls that have been shot out but have not entered (won) any of the first special prize starting opening 23, the second special prize starting opening 24, the large prize opening 25, or the general prize opening 27.
[0029] At the lower right end of the game board 2, outside the outer rail 201, a first special chart display device 281, a first special chart reserved number display device 282, a second special chart display device 283, a second special chart reserved number display device 284, a regular chart display device 285 and a regular chart reserved number display device 286 are arranged.
[0030] (1-3. Movable props for the effects of pachinko machine 1) The pachinko machine 1 is provided with a plurality of movable parts 60, 61, 62 for performance in the center case 200 of the game board 20, which can activate the decorative parts according to the progress of the game. One of the movable parts, the upper part 60, is arranged in a position along the upper edge of the center case 200. The upper part 60 activates the decorative parts consisting of a small LCD panel or the like according to the game. The upper part 60 is usually on standby in an initial position along the upper edge of the center case 200. The upper part 60 is provided so as to be movable to an operating position where it descends from the initial position and protrudes forward of the display area of the performance pattern display device 46 to block the display area when it is activated.
[0031] The sword role object 61, which is one of the movable roles, is disposed at a position along the left edge of the center case 200. The sword role object 61 operates a sword-shaped decorative part in response to play. The sword role object 61 is usually on standby at an initial position along the left edge of the center case 200 (a state in which the sword role object 61 is stored in the center case 200). When activated, the sword role object 61 is provided so as to be movable to an operating position (imaginary line) where it rotates clockwise from the initial position and protrudes in front of the display area so as to block the display area of the performance pattern display device 46.
[0032] The shield role 62, which is one of the movable roles, is disposed at a position along the right edge of the center case 200. The shield role 62 activates a shield-shaped decorative part in response to play. The shield role 62 is usually on standby at an initial position along the right edge of the center case 200. The shield role 62 is provided so as to be movable to an operating position where, when activated, it rotates leftward from the initial position and protrudes in front of the display area of the performance pattern display device 46 to block the display area.
[0033] 3 shows the upper role 60 and its drive mechanism. The upper role 60 is installed on the upper edge of the center case 200 so that it can be raised and lowered in the vertical direction. The upper role 60 is driven by an upper role motor 601 as a power source to rotate an upper role gear 602, which causes a rack 603 to move vertically and raise and lower the upper role 60. Note that reference numeral 604 in the figure indicates an upper role sensor. The upper role sensor 604 detects that the rack 603 is in the initial position (the upper role 60 is stored in the upper edge of the center case 200 shown in FIG. 2).
[0034] FIG. 4 shows the sword role object 61 and its drive mechanism. The lower end 614 of the sword role object 61 is axially attached to the left edge of the center case 200 so as to be rotatable in the vertical direction. The sword gear 612 of the sword role object 61 is driven to rotate by a sword role object motor 611 as a power source. The sword role object 61 is configured to be swingable between an initial position and an operating position with the lower end 614 as a fulcrum by the operation of the sword gear 612 and the sword rack 613 linked thereto. The reference numeral 615 in the figure indicates a sword role object sensor. The sword role object sensor 615 detects that the sword role object 61 is in the initial position (a state in which it is stored in the left edge of the center case 200).
[0035] FIG. 5 shows the shield role object 62 and its drive mechanism. The lower end 626 of the arm part 625 of the shield role object 62 is axially attached to the right edge of the center case 200 so as to be rotatable in the vertical direction. The shield role object 62 is driven by a shield gear 622 driven by a shield role object motor 621 as a power source. The shield role object 62 is configured to be swingable between an initial position and an operating position with the lower end 626 as a fulcrum by the operation of the shield gear 622 and the shield rack 623 linked thereto. The symbol 624 in the figure indicates a shield role object sensor. The shield role object sensor 624 detects that the shield role object 62 is in the initial position (a state in which it is stored in the right edge of the center case 200).
[0036] The operation of the upper role 60, the sword role 61 and the shield role 62 will be described with reference to Fig. 6. The movable roles 60, 61 and 62 are configured so that the sword role 61 operates, followed by the shield role 62 and the upper role 60. As shown in Fig. 6(a), first, the sword role 61 rotates clockwise (in the direction of the arrow F1) and appears from the initial position along the left edge of the center case 200 to an operating position protruding to the front of the display area so as to block the display area of the performance pattern display device 46.
[0037] 6(b), the shield role object 62 rotates counterclockwise (in the direction of the arrow F2) and appears from its initial position along the right edge of the center case 200 to an operating position protruding in front of the display area so as to block the display area of the performance pattern display device 46. Furthermore, the upper role object 60 descends (in the direction of the arrow F3) and appears from its initial position along the upper edge of the center case 200 to an operating position protruding in front of the display area so as to block the display area of the performance pattern display device 46.
[0038] The upper role 60, the sword role 61, and the shield role 62 remain in their respective operating positions for a predetermined period of time. Then, as the game progresses, the upper role 60 rises and returns to its initial position along the upper edge of the center case 200. The sword role 61 rotates counterclockwise and returns to its initial position in the center case 200. Meanwhile, the shield role 62 rotates clockwise and returns to its initial position in the center case 200. Operation ends when the movable roles 60, 61, and 62 return to their respective initial positions.
[0039] (1-4. Light-guiding decoration for the performance of pachinko machine 1) As shown in Fig. 7, the pachinko machine 1 has a light guide plate 80 arranged on the front side (player side) of the performance symbol display device 46 in the center case 200 of the game board 2, and is configured to be able to display an image (light guide decoration 81) by the light guide plate 80 according to the progress of the game. The light guide plate 80 is a conventionally well-known configuration.
[0040] For example, as shown in Figs. 7 and 8, the light guide plate 80 is formed of a transparent synthetic resin plate such as acrylic or polycarbonate, and is formed into a horizontally elongated, approximately rectangular shape having a predetermined plate thickness, for example, about 5 mm. In this case, the light guide plate 80 has a size and shape that covers the entire front of the display screen of the performance pattern display device 46. Normally, the light guide plate 80 is configured to allow the player to enjoy the display image of the performance pattern display device 46 without interfering with the display image of the performance pattern display device 46 when the light guide decoration 81 is not displayed. Note that the light guide plate 80 does not necessarily have to be transparent as long as it has translucency that transmits visible light, and may be colored or translucent.
[0041] The light guide plate 80 has light emitters 821 (light emitting members, see FIG. 10) arranged along one side edge 801 to irradiate light into the plate. The light guide plate 80 reflects the light incident from the light emitters 821 by a reflecting portion formed on the plate surface of the light guide plate 80, and emits the light to the front of the light guide plate 80, thereby revealing a predetermined light guide decoration 81. In the illustrated example, the light guide decoration 81 is "Tatsuyoshi the Bear," the main character of the pachinko machine 1. In this case, the light guide decoration 81 is revealed so as to cover the entire front of the display screen of the performance pattern display device 46. By revealing the light guide decoration 81 so as to cover the entire front of the display screen of the performance pattern display device 46 in this way, it is possible to make a strong impression on the player.
[0042] The light guide plate 80 is arranged and fixed in the center case 200 with the light emitter 821 on one side edge 801 stored in the side edge of the center case 200 on the front side of the display screen of the performance pattern display device 46. Of course, the light guide plate 80 is arranged in a position that does not interfere with the operation of the upper role 60, the sword role 61, and the shield role 62 arranged in the center case 200. For example, it is preferable to arrange the light guide plate 80 on the front side of each movable role 60, 61, 62. It is not limited to this, and it is also possible to arrange it in the middle position between each movable role 60, 61, 62 and the display screen of the performance pattern display device 46.
[0043] (1-5. Back structure of pachinko machine 1) FIG. 9 shows the back of the pachinko machine 1, and the back side of the pachinko machine 1 houses an inner frame 30 to which the game board 2 is detachably attached. The inner frame 30 is hinged to the outer frame 10 at the top and bottom positions of one side edge (right side of FIG. 9) in the same manner as the front frame 11, and is installed so as to be openable and closable. A game ball flow passage is formed in the inner frame 30, and a ball tank 31, a tank rail 32, and a payout unit 33 are provided from the top (upstream), and a payout mechanism is provided in the payout unit 33. With this configuration, when a game ball enters a winning hole of the game board 2, a predetermined number of game balls (prize balls) are paid out from the ball tank 31 through the tank rail 32 by the payout unit 33 through the payout ball flow passage to the upper tray 12. In addition, the payout unit 33, which pays out prize balls, also pays out loan balls that are paid out by operating the ball loan switch 171.
[0044] On the back side of the pachinko machine 1, there are provided a main control device 40, a payout control device 41, a sub-integrated control device 42, a performance symbol control device 43, a launch control device 44, and a power supply board 45. The main control device 40, the sub-integrated control device 42, and the performance symbol control device 43 are provided on the game board 2, and the payout control device 41, the launch control device 44, and the power supply board 45 are provided on the inner frame 30. The launch control device 44 is not shown in Figure 9, but it is provided on the back side of the power supply board 45.
[0045] The main control device 40 is provided with an RWM clear switch and a setting key switch. The RWM clear switch is mainly operated when clearing game information and the like stored in the RWM built into the main control device 40. The RWM clear switch may be disposed in the payout control device 41 or the power supply board 45.
[0046] The main control device 40 is provided with a performance display device consisting of four 7-segment LED displays. By providing the performance display device on the back side of the pachinko machine 1, the performance display device can be placed in a position that is not visible to players during play.
[0047] In addition, the payout control device 41 is provided with a fraud notification lamp that lights up an LED when the main control device 40 determines that fraud has occurred, thereby notifying employees of the gaming facility, etc., that fraud has occurred.
[0048] On the rear side of the pachinko machine 1, to the right of the ball tank 31, an external connection terminal board 38 is arranged, and signals indicating the game status and game results are sent to the hall computer 500 (see FIG. 10) by the external connection terminal board 38. Conventionally, two types of external connection terminal boards are used for sending signals to the hall computer 500: one for the board (terminals for outputting signals output from the game board side to the hall computer 500) and one for the frame side (terminals for outputting signals output from the outer frame 10, front frame 11, and inner frame 30 to the hall computer 500). In this embodiment, signals indicating the game status and game results are sent to the hall computer 500 via a single external connection terminal board 38.
[0049] (2. Electrical Configuration of Pachinko Machine 1) Next, the electrical configuration of the pachinko machine 1 will be described with reference to Fig. 10. The pachinko machine 1 is configured with a main control device 40 that controls the game, and sub-control devices such as a payout control device 41, a sub-integrated control device 42, and a performance symbol control device 43. The main control device 40, the payout control device 41, the sub-integrated control device 42, and the performance symbol control device 43 all have a CPU, a ROM, a RAM, an input port, an output port, etc., and each of these control devices starts a program consisting of a main routine and a subroutine loaded in the ROM by the CPU in response to an interrupt signal with a 2 ms or 4 ms cycle, and various controls are executed. The main control device 40 also has a random number counter that extracts various random numbers, etc.
[0050] In this embodiment, the launch control device 44 is not provided with a CPU, a ROM, a RAM, etc. However, this is not limited thereto, and the launch control device 44 may be provided with a CPU, a ROM, a RAM, etc.
[0051] (2-1. Main control device 40) As shown in Fig. 10, the electrical configuration of the pachinko machine 1 is centered around a main control device 40 that mainly controls the game. The main control device 40 is electrically connected to a hall computer 500 or a test firing device (not shown) via a back wiring relay terminal board 530 and an external connection terminal board 38. An output signal from the main control device 40 is sent to the hall computer 500 or the test firing device via the back wiring relay terminal board 530 and the external connection terminal board 38.
[0052] A glass frame opening switch 501 that detects whether the front frame 11 (see FIG. 1) is open or not, and an inner frame opening switch 502 that detects whether the inner frame 30 (see FIG. 9) is open or not are connected to the main control device 40 via a rear wiring relay terminal board 530. In the figure, the switches are simply referred to as SW. The glass frame opening switch 501 and the inner frame opening switch 502 output their respective detection signals to the main control device 40.
[0053] In addition, the main control device 40 is connected, via the game board relay terminal board 531, to a first special symbol start port switch 503 which detects a ball entering the first special symbol start port 23, a second special symbol start port switch 504 which detects a ball entering the second special symbol start port 24, a normal symbol operation switch 505 which detects a ball entering the normal symbol operation port 22, a general prize port switch 506 which detects a ball entering the general prize port 27, and a count switch 507 which detects a ball entering the large prize port 25.
[0054] The first special symbol start port switch 503, the second special symbol start port switch 504, the normal symbol operation switch 505, the general winning port switch 506, and the count switch 507 each output a detection signal to the main control device 40.
[0055] Furthermore, the main control device 40 is connected to a large prize opening solenoid 510 and a normal power accessory solenoid 511 via a game board relay terminal board 531. The main control device 40 controls the large prize opening solenoid 510 to open and close the large prize opening 25, and controls the normal power accessory solenoid 511 to open and close the normal power accessory (second special chart start opening 24).
[0056] The main control unit 40 also operates according to the installed program, generates various commands related to the progress of the game based on the above-mentioned detection signals, and outputs commands to the payout control unit 41 and, via the performance relay terminal board 532, the sub integrated control unit 42 and the performance pattern control unit 43.
[0057] Furthermore, the main control device 40 controls the display of the first special pattern display device 281, the first special pattern reservation number display device 282, the second special pattern display device 283, the second special pattern reservation number display device 284, the regular pattern display device 285, and the regular pattern reservation number display device 286, etc., via the pattern display device relay terminal board 533.
[0058] The MPU (Micro Processing Unit) mounted on the main control device 40 mainly comprises a CPU, a ROM, a RAM, a counter circuit, a timer circuit, and a random number circuit. The CPU, ROM, RAM, counter circuit, timer circuit, and random number circuit are each connected via an internal bus, and the internal bus is communicatively connected to various switches and various devices provided in the pachinko machine 1 via an external bus interface.
[0059] (2-2. Dispensing control device 41) Next, the payout control device 41 will be described. The payout control device 41 is connected to the main control device 40 so as to be capable of two-way communication. The payout control device 41 is connected to the glass frame opening switch 501 and the inner frame opening switch 502 via the payout relay terminal board 534 and the back wiring relay terminal board 530. The payout control device 41 transmits information about the winning balls, information about the open / closed state of the front frame 11 and the inner frame 30, etc. to the hall computer 500 or the test shot test device (not shown) via the external connection terminal board 38. In addition, the payout control device 41 transmits a firing stop signal to the firing control device 44 to stop the firing of the game balls as necessary.
[0060] In addition, the dispensing control device 41 is connected to a bulb-out switch 520 that detects when the bulb tank 31 (see FIG. 9) is empty via the rear wiring relay terminal board 530. When the bulb-out switch 520 detects that the bulb tank 31 is empty, it outputs a detection signal to the dispensing control device 41.
[0061] Furthermore, the payout control device 41 is connected to a payout motor 521 that pays out game balls and a payout switch 522 that detects that game balls have been paid out via a payout relay terminal board 534. The payout control device 41 drives the payout motor 521 in response to a command sent from the main control device 40 to pay out game balls. When the payout switch 522 detects that game balls have been paid out, it outputs a detection signal to the payout control device 41. Furthermore, the payout control device 41 is connected to a full switch 523 that detects that the lower tray 13 is full. When the full switch 523 detects that the lower tray 13 is full, it outputs a detection signal to the payout control device 41.
[0062] The payout control device 41 stops the payout motor 521 when a detection signal is input from the out-of-ball switch 520 and when a detection signal is input from the full switch 523. This stops the payout operation of the payout unit 33. The out-of-ball switch 520 continues to output a detection signal until the out-of-ball state is resolved, and the full switch 523 continues to output a detection signal until the full state of the lower tray 13 is released. Then, when the input of the detection signals from the out-of-ball switch 520 and the full switch 523 stops, the payout control device 41 resumes driving the payout motor 521.
[0063] In addition, when the present invention is applied to an enclosed type gaming machine in which game balls enclosed in the machine are circulated to play, one-way communication may be used from the main control device 40 to the payout control device 41 (in the case of an enclosed type gaming machine, since game balls are not paid out, it is preferable to call it a frame control device). In this case, the gaming machine can be configured to be difficult to be fraudulently used.
[0064] Furthermore, the payout control device 41 is connected to the CR unit CR and the settlement display device 170 via the CR unit terminal board 535 so as to be capable of two-way communication. A ball lending switch 171 and a settlement switch 172 operated by a player are connected to the settlement display device 170. The ball lending switch 171 is a switch that is operated when a player requests the lending of game balls, and the settlement switch 172 is a switch that is operated when a player requests settlement.
[0065] When the ball lending switch 171 detects an operation by a player, it outputs an operation signal for a lending request. The lending request signal output by the ball lending switch 171 is input to the CR unit CR via the settlement display device 170, and a lending request signal is sent from the CR unit CR to the payout control device 41. Then, when the payout control device 41 receives the lending request signal from the CR unit CR, it drives the payout motor 521 to pay out game balls and controls the display of the balance of the prepaid card inserted in the CR unit CR.
[0066] When the settlement switch 172 detects an operation by a player, it outputs an operation signal requesting settlement. The settlement request signal output by the settlement switch 172 is input to the CR unit CR via the settlement display device 170, and the CR unit CR performs control related to balance management and balance display of the prepaid card inserted into the CR unit CR in response to the settlement request signal.
[0067] The payout control device 41 is also provided with a fraud notification lamp, which is an LED that lights up when it is determined that the frequency of balls entering the general winning port 27 is abnormal. When the payout control device 41 receives a fraud command from the main control device 40, it lights up the fraud notification lamp, thereby notifying employees of the gaming facility that fraud may have occurred.
[0068] (2-3. Sub-integrated control device 42 and performance pattern control device 43) The sub integrated control device 42 is connected to the main control device 40 via the performance relay terminal board 532, and enables communication from the main control device 40 to the sub integrated control device 42. The sub integrated control device 42 controls performance based on commands received from the main control device 40. The performance button 15 and jog dial 16 are connected to the sub integrated control device 42. The performance button 15 and jog dial 16 each input their respective detection signals to the sub integrated control device 42 when operated.
[0069] The upper role sensor 604, the sword role sensor 615, and the shield role sensor 624 are connected to the sub integrated control device 42. The upper role sensor 604, the sword role sensor 615, and the shield role sensor 624 input their respective detection signals to the sub integrated control device 42.
[0070] The sub-integrated control device 42 is connected to the speaker 112, various LEDs, the lamps 113, the upper role motor 601, the sword role motor 611, and the shield role motor 621. Further, the sub-integrated control device 42 is connected to the light emitter 821 of the light guide plate 80.
[0071] The sub integrated control device 42 controls the output of sound by driving the speaker 112, and also controls the turning on and off of various LEDs and lamps including the frame side decorative lamp 113. The sub integrated control device 42 is provided with a volume adjustment switch for adjusting the volume of the sound output from the speaker 112. The sub integrated control device 42 controls the volume of the sound output from the speaker 112 based on an operation signal input from the volume adjustment switch.
[0072] Furthermore, the sub-integrated control device 42 drives the upper role motor 601, the sword role motor 611, and the shield role motor 621 to control the operation of the upper role 60, the sword role 61, and the shield role 62. Furthermore, the sub-integrated control device 42 controls the turning on and off of the light emitter 821 of the light guide plate 80 to express the light guide decoration of the light guide plate 80.
[0073] In addition, if the sub-integrated control device 42 determines that the frequency of balls entering the general winning port 27 is abnormal, it will issue an error alert via the speaker 112, the frame side decorative lamp 113 and the performance pattern display device 46.
[0074] The effect symbol control device 43 is connected to the sub-integrated control device 42 so as to be capable of bidirectional communication. The sub-integrated control device 42 transmits commands to the effect symbol control device 43 regarding the display mode of the pseudo effect that displays characters and the pseudo pattern of the special chart. On the other hand, the effect symbol control device 43 displays the pseudo effect symbol 700 corresponding to the command sent from the sub-integrated control device 42 on the LCD panel of the effect symbol display device 46.
[0075] (2-4. Launch control device 44) The launch control device 44 is connected to the payout control device 41 and enables communication from the payout control device 41 to the launch control device 44. The launch control device 44 controls the launch motor 526 based on commands sent from the main control device 40 via the payout control device 41 and rotation signals of the launch handle 14, and launches and stops the launch of game balls.
[0076] In addition, a launch stop switch 524 provided on the launch handle 14 and a touch switch 525 that detects the player's contact with the launch handle 14 are connected to the launch control device 44. When the touch switch 525 detects the player's contact with the launch handle 14, it inputs a detection signal to the launch control device 44. When the detection signal is input from the touch switch 525, the launch control device 44 launches the game ball. On the other hand, when the player operates the launch stop switch 524, the launch control device 44 inputs a detection signal to the launch control device 44. When the detection signal is input from the launch stop switch 524, the launch control device 44 stops the launch of the game ball even when a detection signal is input from the touch switch 525.
[0077] (2-5. Power supply board 45) Although not shown, the power supply board 45 includes a power supply circuit, a power receiving circuit, a power failure detection circuit, and a backup power supply circuit. The power supply circuit converts AC voltage supplied from an external AC power supply (main power supply AC24V) to generate DC voltage. A power switch is provided in the power receiving circuit, and the power supply circuit is connected to the AC power supply via the power receiving circuit. When the power switch is turned ON, the power supply circuit is connected to the AC power supply, and the main power supply AC24V is supplied to the power supply circuit. The power supply circuit then supplies the necessary DC voltage to various control devices, actuators, etc.
[0078] The power failure detection circuit monitors the voltage supplied from the power supply circuit. When the supplied voltage falls below a predetermined voltage, the power failure detection circuit determines that the power switch has been switched OFF or that a power outage has occurred, and sets the power failure detection signal output to the main control device 40 and the dispensing control device 41 to a high level (ON). On the other hand, when the voltage supplied from the power supply circuit rises above the predetermined voltage, the power failure detection circuit sets the power failure detection signal to a low level (OFF).
[0079] In this embodiment, the power failure detection circuit is described as transmitting a power failure detection signal to the main control device 40 and the dispensing control device 41, but this is not necessarily limited to this. For example, the power failure detection circuit may be configured to transmit a power failure detection signal to only one of the main control device 40 and the dispensing control device 41, and transmit a power failure command from the main control device 40 to the dispensing control device 41, or from the dispensing control device 41 to the main control device 40.
[0080] The backup power supply circuit is composed of a capacitor, etc. The backup power supply circuit charges the DC 5V power generated while the power supply circuit supplies power from the AC power supply, and in the event of a power outage, supplies the backup power (DC 5V) to the RWM of the main control device 40 and the RWM of the dispensing control device 41, etc.
[0081] In this embodiment, the backup power supply is supplied to the RWM of the main control device 40 and the RWM of the payout control device 41. Therefore, even after the power supply is cut off, the pachinko machine 1 can hold the contents stored in the main control device 40 and the payout control device 41 at the time of the power outage, such as the game status of the pachinko machine 1 and the number of game balls to be paid out as prize balls, for a certain period of time.
[0082] On the other hand, the backup power supply is not supplied to the RWM of the sub-integrated control device 42. Therefore, when the power supply to the pachinko machine 1 is stopped, the contents stored in the RWM of the sub-integrated control device 42 are erased.
[0083] (3. Operation of Pachinko Machine 1) The operation of the pachinko machine 1 will now be described.
[0084] (3-1. Basic Games) When a game ball enters the normal symbol operation port 22, the pachinko machine 1 extracts multiple random numbers related to the normal symbol hit / miss judgment, and judges the hit / miss based on the extracted random numbers. Based on the result of this hit / miss judgment, the pachinko machine 1 starts the normal symbol variable display on the normal symbol display device 285, and displays the fixed hit after a predetermined time.
[0085] If the result of the normal winning / losing judgment is a winning, the pachinko machine 1 opens the normal power device and allows the ball to enter the second special winning start hole 24. The opening time and number of times of the second special winning start hole 24 are set to, for example, 1.0 second x 1 time in a normal state, and 3.0 seconds x 1 time in a game state advantageous to the player (a time-saving game state described later).
[0086] When a game ball enters the first special symbol start hole 23, the pachinko machine 1 extracts multiple random numbers related to the hit / miss judgment of the first special symbol, and stores a predetermined number of the extracted random numbers as reserved memory of the first special symbol. Then, the pachinko machine 1 judges whether the first special symbol is a hit or a miss based on the reserved random number value, and judges whether the first special symbol is a hit or a miss. Based on the result of this hit / miss judgment, the pachinko machine 1 starts the variable display of the first special symbol on the first special symbol display device 281, and displays the final result after a predetermined time has passed. The pachinko machine 1 also starts the variable display of the pseudo performance symbol 700 (see FIG. 26) corresponding to the first special symbol on the performance symbol display device 46, and displays the final result after a predetermined time has passed.
[0087] Similarly, when a game ball enters the second special symbol starting hole 24, the pachinko machine 1 extracts a plurality of random numbers related to the hit / miss judgment of the second special symbol, and stores a predetermined number of the extracted random numbers as reserved memory of the second special symbol. Then, the pachinko machine 1 performs a hit / miss judgment based on the reserved random number value of the second special symbol, and judges whether it is a big hit, a small hit, or a miss. Based on this hit / miss judgment, the pachinko machine 1 starts a variable display of the second special symbol on the second special symbol display device 283, and displays the finalized second special symbol after a predetermined time has passed. Also, the pachinko machine 1 starts a variable display of the pseudo performance symbol 700 corresponding to the second special symbol on the performance symbol display device 46, and displays the finalized symbol after a predetermined time has passed.
[0088] The first and second special symbols are displayed in small size at the corners of the game board 2. The pachinko machine 1 performs a "special symbol hit / miss judgment performance" using pseudo performance symbols 700 corresponding to the first and second special symbols on the performance symbol display device 46 provided in the center of the game area 20, and notifies the player of the result of the hit / miss judgment through the special symbol hit / miss judgment performance. In the special symbol hit / miss judgment performance, the pachinko machine 1 performs a variable display of three pseudo performance symbols 700, and if the result of the hit / miss judgment is a jackpot, the three pseudo performance symbols 700 are stopped with the same pattern. In addition, in the special symbol hit / miss judgment performance, the pachinko machine 1 performs a reach performance in which two pseudo performance symbols 700 are stopped with the same pattern and the remaining one pseudo performance symbol 700 is displayed with a variable display, thereby giving the player a sense of expectation that the hit / miss judgment will be a jackpot.
[0089] The pachinko machine 1 is configured to prioritize the judgment of the hit / miss of the second special symbol over the judgment of the hit / miss of the first special symbol. For example, even if the first special symbol is reserved, when the second special symbol is reserved by a ball entering the second special symbol starting hole 24, the judgment of the hit / miss of the reserved memory of the second special symbol is performed before the reserve memory of the first special symbol. In this case, the variation of the special symbol and the pseudo performance symbol is also performed with the variation of the second special symbol as a priority. Note that, in implementing the present invention, it is not necessary to have a game configuration in which the hit / miss of the second special symbol is performed with priority, and a game configuration in which the first special symbol and the second special symbol are simultaneously varied may be used.
[0090] In the pachinko machine 1, if the result of the first or second special symbol hit / miss judgment is a big hit according to the confirmed display mode of the first or second special symbol, a big hit game is executed. In this big hit game, the pachinko machine 1 opens and closes the big winning hole 25. Specifically, the pachinko machine 1 closes the big winning hole 25 when a predetermined time (e.g., 29 seconds) has elapsed since the opening of the big winning hole 25 started, or when the number of game balls that have entered the big winning hole 25 since the opening of the big winning hole 25 has reached a specified number of winning balls (9 balls in this embodiment), and executes a round game a predetermined number of times, with one round being a series of actions. For example, the big hit game is configured to execute a round game in which the big winning hole 25 is opened in a predetermined opening mode for 4 rounds, 7 rounds, 10 rounds, or 15 rounds.
[0091] If the result of the second special symbol hit / miss judgment is a small hit according to the state of the confirmed display of the second special symbol, the pachinko machine 1 executes a small hit game. In this small hit game, the pachinko machine 1 opens and closes the large prize winning hole 25. In the small hit game, for example, an opening operation is executed once to open the large prize winning hole 25 for 1.600 seconds.
[0092] In addition, the pachinko machine 1 is configured to be capable of implementing a "notice performance" that notifies the result of the judgment of the first or second special chart during the change in a predetermined reach performance among the special chart hit / miss judgment performances accompanying the change in the first or second special chart before the first or second special chart is confirmed and displayed. The notice performance includes a "light guide plate performance (see FIG. 7)" in which a light guide decoration 81 is displayed by a light guide plate 80. The "light guide plate performance" notifies the player that there is a high possibility of transitioning to the next stage of special reach (also called SP reach) and that the SP reach may lead to a jackpot, for example, by displaying the light guide decoration 81 on the light guide plate 80 during a normal normal reach (also called N reach). In addition, the pachinko machine 1 may be configured to implement a "light guide plate performance" at the start of the change in addition to the timing of the reach performance. In this case, by performing a "light guide plate effect" at the start of multiple changes as a look-ahead effect based on reserved memory, described later, the player can have hope for a big win even before the reserved memory changes that are the subject of the look-ahead effect. A detailed explanation of the advance notice effect using the "light guide plate effect" will be given later.
[0093] The advance notice performance may be a combination of the "light guide plate performance" and the "movable role performance (see FIG. 6)" that activates the movable role performance 60, 61, 62. For example, the "light guide plate performance" may be followed immediately by the "movable role performance" to suggest a transition to the SP reach. In addition, a configuration may be considered in which the "movable role performance" is not performed immediately following the "light guide plate performance" but is performed after a delay. For example, a performance indicating the expectation of a jackpot can be performed at the point where the variation performance develops by performing the "light guide plate performance" at the start of the variation and then performing the "movable role performance" when the transition to the reach performance occurs.
[0094] Furthermore, the pachinko machine 1 is configured to be able to execute a "celebration performance" that celebrates the transition to a jackpot prior to the start of the jackpot game when a jackpot occurs based on the hit / miss judgment of the first or second special chart. The celebration performance includes a "light guide plate performance". For example, the celebration performance can be performed by combining a "movable accessory performance" and a "light guide plate performance". In this case, after the jackpot pattern is displayed, a "movable accessory performance" is performed, followed immediately by a "light guide plate performance". This makes it easy to distinguish between the advance notice performance and the celebration performance. A detailed explanation of the celebration performance using the "light guide plate performance" will be given later.
[0095] In addition, the advance notice using the "light guide plate effect" can not only notify the occurrence of a jackpot, but also provide useful information to the player other than a jackpot, such as whether or not the game will transition to a special mode or a time-limited mode, as described below.
[0096] Furthermore, the celebratory effect using the "light guide plate effect" can be used to celebrate not only the occurrence of a jackpot, but also the entering of states that are useful to the player other than a jackpot, such as whether or not to transition to a special mode play state or a time-limited play state, as described below.
[0097] (3-2. Game Status) The pachinko machine 1 is roughly divided into two game states: a game state in which the big prize opening 25 is closed, and a game state in which the big prize opening 25 is open. Furthermore, the game state in which the big prize opening 25 is closed includes a normal game, a probability variation game that is more advantageous to the player than the normal game, and a time-saving game that is more advantageous to the player than the normal game.
[0098] In the normal game mode, the probability of winning the jackpot in the first or second special pattern is set low, and the normal power support function described below is not provided. In the normal game mode, the pachinko machine 1 plays the game by aiming at the first special pattern start hole 23.
[0099] The probability of winning the jackpot in the first or second special symbol is set to a higher probability than in the normal game. The probability of winning the jackpot is a game that can be transitioned to after the end of the jackpot game, depending on the jackpot symbol (or the type of jackpot game based on the jackpot symbol) determined at the time of the hit / miss judgment that caused the jackpot game. The probability of winning the jackpot is configured to transition to the normal game (low probability) when a termination condition is met, such as the number of times that the special symbol that did not result in a jackpot in succession in the first or second special symbol reaches a predetermined number of times (for example, 100 times).
[0100] The time-saving play is a play state in which a time-saving function is provided that shortens the average change time of the special chart when determining whether the first or second special chart is a hit or miss, and a normal power support function is provided that increases the probability of winning when determining whether the normal chart is a hit or miss, shortens the change time of the normal chart, and extends the opening time of the normal power device (second special chart starting hole 24).
[0101] The pachinko machine 1 has multiple types of time-saving games. One of them is a time-saving game that can be switched to after a jackpot game (also called a time-saving game). The pachinko machine 1 is configured to always switch to "a time-saving game" after a jackpot game. For example, the pachinko machine 1 can be configured to switch to a probability game and a time-saving game after a jackpot game.
[0102] In addition, the pachinko machine 1 is provided with a special time-saving game (also called b time-saving game) that can be switched from normal play without going through a jackpot game when the number of consecutive non-jackpot fluctuations (small win fluctuations or miss fluctuations) that do not result in a jackpot based on the hit / miss judgment of the first and second special figures in a non-probability variable play (low probability) state after the jackpot game ends reaches a preset number of times (also called the number of bonus time-saving reaching times, for example, 900 times). In this case, when the game is switched to the probability variable play after the jackpot game ends, the number of consecutive fluctuations that do not result in a jackpot of the first and second special figures is counted after the duration of the probability variable play ends.
[0103] Furthermore, the pachinko machine 1 is equipped with a type of time-saving game (also called a C time-saving game) in which a transition can be made from normal game without going through a jackpot game by determining a predetermined losing pattern during normal game when determining whether the first or second special chart is a winning combination.
[0104] In all of these time-saving games, the game transitions to normal play when a termination condition is met, such as the number of consecutive changes in the special chart that have not resulted in a jackpot based on the hit / miss judgment of the first and second special charts reaching a predetermined number of continuations (e.g., 100 times, 500 times, etc.).
[0105] In addition, the time-saving game may be configured to provide only the normal power support function without shortening the average fluctuation time of the special chart depending on the game configuration. In particular, in the case of a configuration that provides time-saving without a jackpot game such as "b time-saving game" or "c time-saving game", the rules do not allow the winning probability to be shifted to a high probability without a jackpot game, so in the case of a configuration with such time-saving, it is necessary to configure a time-saving game state without shifting the winning probability of the normal chart to a high probability. For this reason, a state in which it is easy to win the normal power role (second special chart start port 24) may simply be called a time-saving game. In the time-saving game state, the pachinko machine 1 plays by aiming at the normal power role (second special chart start port 24).
[0106] In this way, the pachinko machine 1 equipped with normal play, probability variable play, and time-saving play can transition to either a probability variable / time-saving play state (high probability / time-saving) consisting of probability variable and time-saving play, or a normal / time-saving play state (low probability / time-saving) immediately after the end of a jackpot play. In other words, the machine is configured to always transition to a time-saving play state for a predetermined period immediately after the end of a jackpot play. Furthermore, the pachinko machine 1 is configured to transition to a special time-saving play state when the number of consecutive variations of the first special chart and the second special chart that do not result in a jackpot reaches the number of times that the special time-saving play is reached, when the machine transitions to the normal play state.
[0107] (3-3. Special symbols and big wins) 11 and 12, the big win symbol, small win symbol, and miss symbol used in the pachinko machine 1, and the types of big win games set according to the big win symbol will be described. The pachinko machine 1 has 13 types of special symbols, such as "first big win symbol," "second big win symbol," "third big win symbol," "fourth big win symbol," "fifth big win symbol," "small win symbol A," "small win symbol B," "small win symbol C," "small win symbol D," "miss symbol 1," "miss symbol 2," "miss symbol 3," and "miss symbol 4."
[0108] As shown in FIG. 11 and FIG. 12, the "first jackpot pattern" is a pattern for selecting the "first jackpot". The "first jackpot" is a configuration in which the game state is set to a probability variable game and a time-limited game after the jackpot game ends. In this case, the probability variable game is configured to transition to a non-probability variable game (low probability) when the number of times that the special pattern that did not result in a jackpot in succession reaches a predetermined number of times of probability variable continuation (100 times, see FIG. 13) as described above. On the other hand, the type of time-limited game is "a time-limited game". In the "a time-limited game", the number of times that the special pattern that did not result in a jackpot in succession reaches a predetermined number of times of time-limited continuation (100 times, see FIG. 13) as described above, and the time-limited game ends. The selection rate of the "first jackpot" when selected at the time of the jackpot is set to 10%. The "first jackpot" transitions to a jackpot game of 4R (rounds).
[0109] For the "first jackpot", the bonus time-saving play count, which is the condition for granting the bonus time-saving play (b time-saving play), is set to 900 times. In other words, when the jackpot play of the "first jackpot" ends and the number of fluctuations that do not result in a jackpot after the end of the special bonus play and the "a time-saving play" reaches 900 times, the bonus time-saving play will start from the next fluctuation. Furthermore, for the "first jackpot", the bonus time-saving play continuation count, during which the bonus time-saving play continues, is set to 500 times. In other words, when the number of fluctuations reaches 500 times in the bonus time-saving play, the bonus time-saving play ends and the normal play state (non-special bonus and non-time-saving play) is resumed.
[0110] The "second jackpot pattern" is a pattern that selects the "second jackpot." The "second jackpot" is configured such that the game state is set to a sure-change game and a time-saving game after the jackpot game ends. The type of time-saving game is "a time-saving game." The "second jackpot" has a selection rate of 45% when selected at the time of a jackpot. The "second jackpot" transitions to a 10R jackpot game. The "second jackpot" is set to 900 times the bonus time-saving game is awarded. Furthermore, the bonus time-saving game is set to continue for 500 times.
[0111] The "third jackpot symbol" is a symbol that selects the "third jackpot." The "third jackpot" is configured such that the game state is set to a sure-change game and a time-saving game after the jackpot game ends. The type of time-saving game is "a time-saving game." The selection rate of the "third jackpot" when selected at the time of a jackpot is set to 5%. The "third jackpot" transitions to a 15R jackpot game. The "third jackpot" is set to 900 times the bonus time-saving game is reached, at which the bonus time-saving game is granted. Furthermore, the "third jackpot" is set to 500 times the bonus time-saving game continues.
[0112] The "4th jackpot pattern" is a pattern for selecting the "4th jackpot." The "4th jackpot" is a configuration in which the game state is set to a non-probability time-saving game after the jackpot game ends. The type of time-saving game is "a time-saving game." The selection rate of the "4th jackpot" at the time of the jackpot is set to 30%. The "4th jackpot" transitions to a 7R jackpot game. The "4th jackpot" is set to 900 bonus time-saving times at which the bonus time-saving game is granted. In other words, when the number of fluctuations that do not result in a jackpot after the jackpot game of the "4th jackpot" ends and the "a time-saving game" ends reaches 900, the bonus time-saving game will start from the next fluctuation. Furthermore, the bonus time-saving continuation number of times at which the bonus time-saving game continues is set to 500 times.
[0113] The "5th jackpot symbol" is a symbol that selects the "5th jackpot." The "5th jackpot" is a configuration in which the game state is set to non-probable time-saving game after the jackpot game ends. The type of time-saving game is "a time-saving game." The "5th jackpot" has a selection rate of 10% when selected at the time of a jackpot. The "5th jackpot" transitions to a 15R jackpot game. The "5th jackpot" sets the number of bonus time-saving times reached, at which the bonus time-saving game is granted, to 800 times. Furthermore, the number of bonus time-saving times continued, at which the bonus time-saving game continues, is set to 500 times.
[0114] The "1st jackpot" through the "5th jackpot" have different game advantages, such as the number of prize balls that can be acquired according to the number of rounds, and whether or not the game will have a chance of winning after the jackpot game ends. For example, the "3rd jackpot" has the most rounds of jackpot play, the largest number of prize balls that can be acquired, and a chance of winning after the jackpot game ends, so it is the most advantageous for the player. On the other hand, the "1st jackpot" has the least advantageous for the player based on the number of prize balls that can be acquired.
[0115] "Small win pattern A", "Small win pattern B", "Small win pattern C", and "Small win pattern D" are patterns used for small win play.
[0116] Among "Missing symbol 1", "Missing symbol 2", "Missing symbol 3" and "Missing symbol 4", "Missing symbol 3" and "Missing symbol 4" are the above-mentioned predetermined missing symbols and "time-saving symbols". These are symbols that, after the symbol is determined, will set the game state to "c time-saving game" from the next change without going through a jackpot game. The probability of "c time-saving game" occurring is set to, for example, 1 / 76.
[0117] (4. Game Specifications of Pachinko Machine 1) Next, the basic specifications of the pachinko machine 1 will be described. As shown in FIG. 13, the pachinko machine 1 is configured to be able to change the probability of winning the jackpot for the first and second special symbols according to the setting value. For example, the jackpot probability in the normal game state at setting value 1 is set to 1 / 219 for both the first and second special symbols, 1 / 214 at setting value 2, 1 / 209 at setting value 3, 1 / 204 at setting value 4, 1 / 199 at setting value 5, and 1 / 194 at setting value 6. The jackpot probability in the probability-change game state is set to 1 / 20 regardless of the first and second special symbols, and is common to all of setting values 1 to 6. In this embodiment, the probability of a jackpot in the special probability game state is common to all of the setting values 1 to 6, but this is not limited to the above and may be different for each setting value.
[0118] In the pachinko machine 1, the small win is not judged in the hit / miss judgment of the first special chart. On the other hand, the winning probability of the small win of the second special chart is set to 175 / 209 regardless of the normal game state, the probability game state, and the setting value. Not limited to this, the winning probability of the small win may be different for each normal game state, the probability game state, and the setting value.
[0119] In the pachinko machine 1, the probability of winning the normal prize is constant regardless of the setting value. The probability of winning the normal prize is set to 1 / 6 in the normal state, and 5 / 6 in the probability variation state or time-limited state.
[0120] In the pachinko machine 1, the probability of entering the probability variation state after the end of the jackpot game is set to 60% for both the first special chart and the second special chart. The duration of the probability variation state is set to 100 times. This setting means that the probability variation state continues until the number of times that do not result in a jackpot reaches 100 times.
[0121] In the pachinko machine 1, the rate of entering the time-saving play state (time-saving play state A) after the end of a jackpot game is set to 100% for both the first special chart and the second special chart. In addition, the continuation of the time-saving play state to which the state transitions after the end of a jackpot game is set to 100 times the number of times that the first special chart and the second special chart change. Furthermore, the continuation of the special time-saving play state to which the state transitions when the number of times that the first special chart and the second special chart change in the non-probability play state (low probability) after the end of a jackpot game reaches the number of times that the special time-saving play state is reached continues until the number of times that the first special chart and the second special chart change reaches the number of times that the special time-saving play state continues, which is 500 times, after the end of a jackpot game.
[0122] When a jackpot occurs on the first or second special design of the pachinko machine 1, a jackpot game is played at the large prize opening 25. In the jackpot game, the round game in which the large prize opening 25 is opened is played for 4, 7, 10 or 15 rounds. In each round, the large prize opening 25 is opened until the opening time reaches 29 seconds or until the number of balls entering the large prize opening 25 reaches the specified number of 10 balls.
[0123] When a small win of the second special chart occurs, the pachinko machine 1 executes a small win game at the large prize winning hole 25. In the small win game, the large prize winning hole 25 is opened once for 1,600 seconds.
[0124] In the pachinko machine 1, in the non-time-saving play state (normal), the normal power role (second special chart start port 24) is opened once for 1.0 second. Also, when a normal chart is won in the time-saving play state, the normal power role (second special chart start port 24) is opened once for 3.0 seconds. In this way, the opening time of the normal power role (second special chart start port 24) is changed depending on whether the time-saving play state or the non-time-saving play state is selected.
[0125] Next, the prize balls will be explained. The number of prize balls in the first special prize starting hole 23 is set to three per ball that enters. The number of prize balls in the second special prize starting hole 24 is set to one per ball that enters. The number of prize balls in the large prize hole 25 is set to ten per ball that enters. The number of prize balls in the general prize hole 27 is set to ten per ball that enters.
[0126] (5. Startup process) Next, the "start-up process" executed by the main control device 40 will be described with reference to the flowchart shown in Fig. 14. The start-up process is a process executed when the power of the pachinko machine 1 is turned on.
[0127] 14, the main control unit 40 sets a stack pointer to a stack address as the first process of the startup process (process S1). Next, the main control unit 40 sets an interrupt vector address of the interrupt vector table to a corresponding register (process S2) and also sets a built-in register (process S3). Note that the interrupt vector address is used to specify a start address in the address space (memory space) related to a program for interrupt processing, which will be described later.
[0128] Next, the main control device 40 reads the register of the input port (process S4) and judges whether the power failure stop signal is OFF or not (process S5). If the power failure detection signal remains ON and the judgment is negative (process S5: No), the main control device 40 judges that the voltage supplied from the power supply board 45 has not reached the predetermined voltage. In this case, the main control device 40 returns to process S4 and repeatedly executes processes S4 and S5 until the power failure stop signal is turned OFF.
[0129] On the other hand, if the power outage detection signal switches to OFF and the judgment is positive (process S5: Yes), the main control unit 40 determines that the voltage supplied from the power supply board 45 has reached a predetermined voltage or higher and a stable voltage supply has been achieved, and allows writing to the RWM built into the main control unit 40 (process S6).
[0130] After process S6, the main control device 40 executes an initial setting process (process S7). This initial setting process (process S7) mainly sets the transition mode. After that, the main control device 40 prohibits interrupts (process S8) and executes register evacuation (process S9). Furthermore, the main control device 40 executes a gaming performance calculation process (process S10) that calculates gaming performance such as a base value. In other words, the main control device 40 performs calculations related to gaming performance outside the area of the RWM built into the main control device 40.
[0131] After process S10, the main control device 40 executes register restoration (process S11) and also permits interrupts (process S12), and returns to process S8. Thus, the main control device 40 repeatedly executes processes S8 to S12 in the startup process. Meanwhile, the main control device 40 periodically (for example, at a process S cycle of 4m) executes an interrupt process (see FIG. 15) described later, between the time when process S12 is executed and the time when process S8 is executed again.
[0132] (6. Interrupt Processing) Next, the "interrupt process" executed by the main control device 40 will be described with reference to the flowchart shown in Fig. 15. As shown in Fig. 15, the main control device 40 sets a timer and a watchdog timer as the first process executed in the interrupt process (process S21). In process S21, the main control device 40 sets various timers provided in the main control device 40, and clears and restarts the watchdog timer.
[0133] After process S21, the main control device 40 judges whether the transition mode to which the pachinko machine 1 transitions after power-on is the "game stop mode" or not (process S22). As a result, if it is the "game stop mode" (process S22: Yes), it can be judged that the pachinko machine 1 is in a state in which it is not possible to start playing and is waiting for the power switch to be switched to OFF. Therefore, in this case, the main control device 40 performs interrupt permission (process S36) and returns to the start-up process (see FIG. 14).
[0134] On the other hand, if the determination in process S22 is negative and not "game stop mode" (process S22: No), the main control device 40 executes a timer update process for updating various timers provided in the main control device 40 (process S23). Next, the main control device 40 executes an input determination process (process S24) which is a process related to the entry of game balls into various starting holes and various winning holes. Details of the input determination process (process S24) will be described later with reference to the flowchart shown in FIG. 17. After process S24, the main control device 40 executes a win / loss determination process (process S25) which is a process related to win / loss determination and jackpot game. Details of the win / loss determination process (process S25) will be described later with reference to the flowchart shown in FIG. 19.
[0135] After the process S25, the main control device 40 executes a game state setting process (process S26) in which, when the game state has changed, a signal to that effect is sent to the hall computer 500. In the process S26, the main control device 40 sends a signal to the hall computer 500 after a predetermined time has elapsed after the big win game (special game) or winning game (normal game) has ended in the hit / miss determination process (process S25) described above.
[0136] Incidentally, when the pachinko machine 1 is connected to a test firing test device (not shown), the main control device 40 transmits a test signal indicating that the game state has shifted to the test firing test device in process S26.
[0137] After process S26, the main control device 40 performs an error monitoring process (process S27) for monitoring whether an error has occurred. Examples of errors that the main control device 40 monitors for in the error monitoring process (process S27) include an open error indicating that the front frame 11 or the inner frame 30 is open, a radio wave error indicating that an abnormal radio wave has been detected by a radio wave sensor (not shown), and a vibration error indicating that an abnormal vibration has been detected by a vibration sensor (not shown).
[0138] After the process S27, the main control device 40 executes a prize ball command transmission process (process S28) for transmitting a prize ball command to the payout control device 41. Then, the payout control device 41 executes the payout of the prize balls set for each of the various starting holes or various winning holes into which the balls entered, based on the received prize ball command.
[0139] After process S28, the main control device 40 executes a performance data output process (process S29) in which image data, audio data, etc. corresponding to the game content are created during execution, and output to the sub-integrated control device 42. Furthermore, when the main control device 40 detects the occurrence of an error in the error monitoring process (process S27) described above, it appropriately notifies the error by displaying an error on the performance symbol display device 46, lighting or blinking the frame side decorative lamp 113, outputting audio from the speaker 112, etc., according to the content of the detected error.
[0140] After process S29, the main control device 40 executes an external output process (process S30) to the hall computer 500 via the external connection terminal board 38. In process S30, the main control device 40 transmits data related to the large prize opening solenoid 510 and the normal power accessory solenoid 511 to the hall computer 500 based on the processing contents of the hit / miss determination process (process S25) described above. Also, in process S30, the main control device 40 transmits a security signal to the hall computer 500 if it detects the occurrence of an error in the error monitoring process (process S27) described above. Note that, if a test firing device is connected to the pachinko machine 1, the main control device 40 transmits data related to the large prize opening solenoid 510 and the normal power accessory solenoid 511 and a security signal to the test firing device in process S30.
[0141] As shown in Fig. 16, after process S30, the main control unit 40 saves the register (process S31) and executes a performance display data creation process (process S32). In process S32, the main control unit 40 creates data for displaying on the performance display device the calculation results of the performance display calculation process (process S10) executed outside the area of the RWM built into the main control unit 40 during the startup process (see Fig. 14) and the test results of the test firing test. After process S31, the main control unit 40 executes register restoration (process S33).
[0142] After process S33, the main control device 40 executes a segment data creation process (process S34). In process S34, the main control device 40 creates segment data for controlling the light emission of each common (display area in 8-bit units related to LED segments) of various LEDs provided on the performance display device in preparation for displaying the data created in process S31 on the performance display device.
[0143] After process S34, the main control device 40 displays game performance and test firing data on the performance display device as a display process (process S35) for various display devices. In process S35, the main control device 40 also performs variable display and final display of various symbols on the first special symbol display device 281, the second special symbol display device 283, and the normal symbol display device 285 according to the game situation being played. After process S35, the main control device 40 permits an interrupt (process S36) and returns to the start-up process (see FIG. 14).
[0144] The main control device 40 executes the performance display calculation process (process S10) in the startup process (FIG. 14), while performing the process related to displaying the calculation results of the performance display calculation process (process S10) in the interrupt process. In this regard, the main control device 40 performs the performance display calculation process (process S10), which involves a large amount of processing, in the startup process, thereby preventing interrupt prohibition (process S8, see FIG. 14) from being executed before the performance display calculation process (process S10) is completed. Meanwhile, the main control device 40 can improve the efficiency of display control by executing the display process for the performance display device at the same timing as the display process for the first special chart display device 281, etc.
[0145] (7. Input Determination Processing) Next, the "input judgment process" (process S24) executed in the interrupt process (see FIG. 15) will be described with reference to the flowchart shown in FIG. 17. As shown in FIG. 17, the main control device 40 executes a special ball entry confirmation process (process S101) as the first process of the input judgment process (process S24). The special ball entry confirmation process (process S101) is a process executed when a game ball enters the first special ball start hole 23 or the second special ball start hole 24. The details of the special ball entry confirmation process (process S101) will be described later with reference to the flowchart shown in FIG. 18.
[0146] After the process S101, the main control device 40 executes a normal ball entry confirmation process (process S102). The normal ball entry confirmation process (process S102) is a process that is executed when a game ball enters the normal ball operation port 22.
[0147] After process S102, the main control device 40 executes a winning number count process (process S103). The winning number count process (process S103) is a process executed when a gaming ball enters the large prize opening 25 or the general prize opening 27. Specifically, in process S103, the main control device 40 adds 1 to the value of a counter that counts the number of gaming balls that have entered the large prize opening 25 or the general prize opening 27 when the count switch 507 or the general prize opening switch 506 detects a gaming ball.
[0148] After process S103, the main control device 40 executes a process for counting the number of outs (process S104). The process for counting the number of outs (process S104) is a process for tallying up the number of outs to be used in calculating game performance. Specifically, in process S104, the main control device 40 adds 1 to the value of a counter that counts the number of outs when the first special symbol start port switch 503, the second special symbol start port switch 504, the normal symbol activation switch 505, the general winning port switch 506, the count switch 507, and the switch that detects balls entering the out port 203 detect a game ball.
[0149] After process S104, the main control device 40 judges whether or not the frequency of balls entering the general winning opening 27 is abnormal (process S105). Specifically, in process S105, the main control device 40 judges that cheating has occurred if the number of game balls entering the general winning opening 27 within a predetermined time (e.g., 60 seconds) exceeds a specified number of winnings (e.g., 10 balls). As a result, if the ball entry frequency is normal and the judgment is negative (process S105: No), the main control device 40 ends this process as it is and returns to the interrupt process (see FIG. 15).
[0150] On the other hand, if the ball entry frequency is abnormal and the judgment is positive (Process S105: Yes), the main control unit 40 sends a fraud notification command to the payout control unit 41 and the sub integrated control unit 42 (Process S106), and ends this process. In Process S106, the payout control unit 41, which has received the fraud notification command from the main control unit 40, turns on the fraud notification lamp provided on the payout control unit 41.
[0151] Furthermore, the sub-integrated control device 42, which has received a fraud notification command from the main control device 40, issues an error notification by turning on or blinking the frame side decorative lamp 113, outputting a voice from the speaker 112, etc. Furthermore, the performance pattern control device 43, which has received a fraud notification command from the sub-integrated control device 42, displays a warning that fraud has occurred on the performance pattern display device 46. The error notification by voice output from the speaker 112 ends 30 seconds after the error notification starts, and the warning display on the performance pattern display device 46 and the error notification by the frame side decorative lamp 113 end 5 minutes after the error notification starts.
[0152] (7-1. Special ball entry confirmation process) Next, the special ball entry confirmation process (process S101) executed in the input judgment process (process S24, see FIG. 17) will be described with reference to the flowchart shown in FIG. 18. The special ball entry confirmation process (process S101) extracts and reserves a plurality of first special ball random numbers according to the entry into the first special ball start hole 23, and extracts and reserves a plurality of second special ball random numbers according to the entry into the second special ball start hole 24. Then, it is a process of transmitting various commands resulting from the entry into the first special ball start hole 23 and the second special ball start hole 24 to the sub-integrated control device 42.
[0153] As shown in Fig. 18, the "special drawing entry confirmation process" first determines in process S110 whether or not the first special drawing entry port switch 503 detects an entry into the first special drawing start port 23. If the determination is negative (process S110: No), the process proceeds to process S115.
[0154] If the determination is affirmative in the process S110 (process S110: Yes), the process S111 determines whether the number of reserved memories of the first special symbol stored in the reserved memory area for the first special symbol is full (whether the upper limit number has been reached). If the determination is affirmative (process S111: Yes), the process proceeds to process S115.
[0155] If the judgment in the process S111 is negative (process S111: No), in process S112, the random numbers for determining the jackpot of the first special chart, the random numbers for determining the jackpot pattern, the random numbers for reaching the target, the random numbers for determining the variation pattern, etc. are extracted. The various extracted random numbers are stored in a temporary storage area of the reserved storage area for the first special chart. Furthermore, the various random numbers stored in the temporary storage area are stored in the main storage area of the reserved storage area for the first special chart as reserved storage for the first special chart. Note that even if the reserved storage number of the first special chart is "0", various random numbers such as the win / lose random number extracted when the game ball enters the first special chart start hole 23 are stored in the same way as when there is a storage number less than the maximum value.
[0156] Next, the first special symbol pre-reading judgment process of process S113 is executed. In this pre-reading judgment process, before the judgment of whether or not it will be a jackpot, the random number for determining the jackpot and the random number for determining the jackpot pattern stored in the temporary storage area of the reserved storage area for the first special symbol are confirmed to be specific numerical values. For example, as the specific numerical value, whether or not it is a numerical value determined to be a jackpot, a numerical value determined to be a super reach or a reach, and further, in the case of a jackpot, whether or not it is a jackpot that is granted a probability variable game, a first time-saving game, or a second time-saving game, are confirmed. In this process, a pre-reading command indicating the judgment result of the pre-reading judgment of the first special symbol is transmitted to the sub-integrated control device 42. After that, in process S114, the reserved memory counter indicating the reserved memory number is incremented, and a reserved number instruction command indicating the incremented value of the reserved memory counter of the first special symbol is transmitted to the sub-integrated control device 42.
[0157] It is preferable that the read-ahead command is sent to the sub-integrated control device 42 when there is a possibility of a jackpot, a reach, or the like. Of course, it may be configured to send a read-ahead command to the sub-integrated control device 42 every time, regardless of the judgment content. In response to the read-ahead command, the sub-integrated control device 42 performs a read-ahead performance on the reserved memory patterns of the performance pattern display device 46, suggesting that there is a possibility of a jackpot or a reach.
[0158] In the next process S115, the second special chart start port switch 504 determines whether or not a ball has entered the second special chart start port 24. If the determination is negative (process S115: No), the process returns to the input determination process (see FIG. 17) and ends this process.
[0159] If the determination is affirmative in the process S115 (process S115: Yes), the process determines whether the number of reserved memories of the second special figures stored in the reserved memory area for the second special figures is full (whether the upper limit number has been reached) in the process S116. If the determination is affirmative (process S116: Yes), the process returns.
[0160] If the judgment in the process S116 is negative (process S116: No), in process S117, the random numbers for determining the big win of the second special chart, the random numbers for determining the big win pattern, the random numbers for determining the small win pattern, the random numbers for reaching the limit, the random numbers for determining the variation pattern, etc. are extracted. The various extracted random numbers are stored in a temporary memory area of the reserved memory area for the second special chart. Furthermore, the various random numbers stored in the temporary memory area are stored in the main memory area of the reserved memory area for the second special chart as reserved memory for the second special chart. Furthermore, the random numbers stored in the predetermined memory area are stored as reserved memory. Note that even if the reserved memory number of the second special chart is "0", various random numbers such as the win / lose random number extracted when the game ball enters the second special chart start hole 24 are stored in the same way as when there is a memory number less than the maximum value.
[0161] Next, in process S118, a pre-reading judgment process for the second special symbol is executed. In this pre-reading judgment process, before a judgment is made as to whether or not a jackpot will be obtained, it is confirmed whether the random numbers for determining a jackpot or for determining a jackpot pattern stored in the temporary storage area of the reserved storage area for the second special symbol are specific values. For example, as specific values, it is confirmed whether or not the numbers are determined to be a jackpot, a super reach or a reach, and further whether or not the jackpot is a jackpot that is granted a probability variable game, a first time-saving game, or a second time-saving game in the case of a jackpot. In this process, a pre-reading command indicating the judgment result of the pre-reading judgment for the second special symbol is transmitted to the sub-integrated control device 42. After that, in process S119, a reserved memory counter indicating the reserved memory number is incremented, and a reserved number instruction command indicating the incremented value of the reserved memory counter for the first special symbol is transmitted to the sub-integrated control device 42.
[0162] It is preferable that the read-ahead command is sent to the sub-integrated control device 42 when there is a possibility of a jackpot, a reach, or the like. Of course, it may be configured to send a read-ahead command to the sub-integrated control device 42 every time, regardless of the judgment content. In response to the read-ahead command, the sub-integrated control device 42 performs a read-ahead performance on the reserved memory patterns of the performance pattern display device 46, suggesting that there is a possibility of a jackpot or a reach.
[0163] In the special ball entry confirmation process (process S101), if the number of reserved memories is not full, the extracted random number is stored in a pre-set temporary storage area, and then the random number stored in the temporary storage area is stored in the subject reserved storage area. Not limited to this, if the number of reserved memories is not full, the extracted random number may be stored in the temporary storage area and the subject reserved storage area, respectively. Furthermore, when a random number is extracted due to a ball entering the first special ball start hole 23 or the second special ball start hole 24, the extracted random number is stored in the temporary storage area. Then, it is confirmed whether the number of reserved memories is full, and if it is not full, the random number stored in the temporary storage area may be stored in the subject reserved storage area. In this case, if the number of reserved memories is full, the random number stored in the temporary storage area is erased.
[0164] In addition, in the special ball entry confirmation process (process S101), the look-ahead judgment process looks ahead and judges the random numbers stored in the temporary memory area, but it is not limited to this, and it may also be possible to look ahead and judge the random numbers stored in the subject's reserved memory area.
[0165] (8. Correctness determination process) Next, the winning / losing determination process (process S25) executed in the interrupt process will be described with reference to the flowchart shown in Fig. 19. As shown in Fig. 19, the main control device 40 executes the winning / losing determination process (process S200) for the normal game, which is a process related to the winning / losing determination of the normal game and the winning game (normal game), as the first process executed in the winning / losing determination process (process S25).
[0166] In addition, in the process S200, the main control device 40 also executes a process for a winning game of the normal map (normal map game) according to the winning / losing judgment of the normal map. In this case, if the result of the winning / losing judgment of the normal map is a winning, the main control device 40 performs a control process for the normal map game to open and close the normal power role in a predetermined manner. In this normal map game process, when a normal map hit occurs due to the winning / losing judgment of the normal map, the main control device 40 opens the normal power role in a predetermined opening manner after the start interval time has elapsed. Then, the main control device 40 performs a process to close the normal power role when a specified number of balls enter the normal power role or the opening end time has elapsed. On the other hand, if the winning / losing judgment of the normal map does not result in a winning / losing judgment of the normal map, the normal power role is not opened and the process returns to the winning / losing judgment process (process S25, see FIG. 19).
[0167] Next, the main control device 40 executes a special symbol win / loss determination process (process S300) which is a process related to the win / loss determination of the first special symbol or the second special symbol, the small win game, and the big win game. Next, the details of the special symbol win / loss determination process (process S300) will be described with reference to the flowcharts shown in Figs. 20 to 24.
[0168] (8-1. Special drawing validity determination process) As shown in Fig. 20, the "special winning / losing determination process" first checks whether the special electric device is not in operation in process S300 to determine whether or not a jackpot game is being played. If the result is negative (process S300: No), the process proceeds to "special game process" (process S400) (see Fig. 21).
[0169] If the determination is affirmative in the process S300 (process S300: Yes), it is determined in process S301 whether the first special symbol or the second special symbol is stopped from varying. If the determination is affirmative (process S301: Yes), it is determined in process S302 whether the determined symbol of the first special symbol or the second special symbol is not yet displayed.
[0170] If the determination is affirmative in the process S302 (process S302: Yes), it is determined in process S303 whether or not there is a reserved memory of the second special drawing. If the determination is affirmative (process S303: Yes), the number of reserved memories of the second special drawing is subtracted in process S304, and a shift process of the reserved memories is performed. By the shift process, the oldest reserved memory among the reserved memories of the second special drawing is the subject of the judgment of whether or not it is true.
[0171] If the result of the process S303 is negative (process S303: No), it is determined in process S305 whether or not there is a reserved memory of the first special drawing. If the result of the process S303 is positive (process S305: Yes), the number of reserved memories of the first special drawing is subtracted in process S306, and a shift process of the reserved memories is performed. By the shift process, the oldest reserved memory among the reserved memories of the first special drawing is the object of the judgment of whether or not it is correct.
[0172] Following the process S304 or S306, in process S310 shown in Fig. 21, the probability variable flag is checked to determine whether the current game state is a probability variable game state of the special chart. If the determination is affirmative (process S310: Yes), a determination is made in process S311 by comparing the winning / losing determination table for the probability variable (high probability) with the reserved memory random number for determining the winning / losing that is the subject of the winning / losing determination.
[0173] If the judgment in step S310 is negative (step S310: No), a judgment is made in step S312 by comparing a table for judging whether or not a jackpot has been determined based on a normal probability (low probability) with the random number for determining whether or not a jackpot has been determined in the reserved memory that is the subject of the judgment.
[0174] Next, in process S313, it is determined whether the result of the process S311 or the process S312 is a jackpot or not. If the judgment is affirmative (step S313: Yes), in step S314, the jackpot symbol is determined based on the random number for determining the jackpot symbol in the reserved memory that is the subject of the hit / miss judgment. Next, in process S315, a fluctuation pattern such as the fluctuation time of the special winning symbol is determined based on the random number for determining the fluctuation pattern of the reserved memory that is the subject of the win / loss judgment.
[0175] After the variation pattern is determined, a jackpot setting process is performed in process S316. In this process, the content of the jackpot game is set based on the determined jackpot pattern. In addition, it is set whether the game state will transition to a certain variable game state or a time-saving game state after the jackpot game ends, and when transitioning to a certain variable game state, the number of times that the certain variable game will continue is set, and when transitioning to a time-saving game state, the number of times that the time-saving game will continue is set. Furthermore, in this process, the number of times that the bonus time-saving game will be reached, the number of times that the variation switch will be reached, the number of times that the bonus time-saving game will continue, the time for the jackpot start performance of the jackpot game executed by the performance pattern display device 46, the time for the jackpot end performance, etc. are set.
[0176] Next, in process S317, information on the reserved memory after the execution of the correct / incorrect judgment (for example, information indicating a decrease in the reserved memory after the execution of the correct / incorrect judgment) is transmitted to the sub-integrated control device 42. In the next process S318, the first special symbol display device 281 or the second special symbol display device 283 performs symbol variation start control, transmits a symbol variation start command and a symbol designation command to the sub-integrated control device 42, and proceeds to "special game processing" (process S400). The variation start command and symbol designation command include the variation pattern of the special symbol, the result of the judgment of whether the special symbol is a hit or a miss, etc. Depending on the configuration, a symbol determination command may be sent to indicate the end of the variation time. However, this is not essential since the variation time is specified in advance by the variation pattern, etc.
[0177] If the result of the process S313 is negative (process S313: No), the process S320 determines whether the result of the process S311 or the process S312 is a small win or not. If the result of the process S320 is positive (process S320: Yes), the process S321 determines the small win pattern based on the random number for determining the small win pattern of the second special pattern that is the subject of the win / loss determination.
[0178] Next, in process S322, a fluctuation pattern such as the fluctuation time of the small win pattern of the second special chart, which is the subject of the hit / miss judgment, is determined from a preselected fluctuation pattern table for fluctuations other than at the time of a big win.
[0179] Next, in process S323, a small win setting process is performed. In this process, the contents of the small win game, the time of the small win start performance of the small win game performed by the performance pattern display device 46, the time of the small win end performance, etc. are set based on the small win pattern determined above. After that, the process S317 and the process S318 are executed, and the process returns.
[0180] If the result of the process S320 is negative (process S320: No), the first or second special chart is a losing decision, so the losing symbol of the second special chart is determined in process S325, and the fluctuation pattern such as the fluctuation time of the losing symbol is determined from a preselected fluctuation pattern table for fluctuations other than when there is a big win, based on the random number for determining the fluctuation pattern of the second special chart that is the subject of the winning or losing decision in process S326. Next, a losing setting process is performed in process S327. After that, the process S317 and the process S318 are executed, and then the process returns.
[0181] If the determination is negative in the process S301 shown in Fig. 20 (process S301: no), it is confirmed whether the symbol variation time has elapsed in process S330 as shown in Fig. 22. If the determination is negative (process S330: no), the process proceeds to "special game process" (process S400, see Fig. 21). If the result is positive (Process S330: Yes), in the determined symbol display process of Process S331, control is performed to end the variable display of the special symbol of the first special symbol display device 281 or the second special symbol display device 283. After that, the process proceeds to "special game process" (Process S400).
[0182] If the determination is negative in the process S302 shown in Fig. 20 (process S302: No), it is determined whether or not the determined symbol display time of the first special symbol or the second special symbol has elapsed in process S340 as shown in Fig. 23. If the determination is negative (process S340: No), the process proceeds to "special game process" (process S400, see Fig. 21).
[0183] On the other hand, if the judgment is positive (process S340: Yes), in process S341, control is performed to terminate the display of the confirmed pattern of the first special pattern by the first special pattern display device 281 or the display of the confirmed pattern of the second special pattern by the second special pattern display device 283, and a command is sent to the sub-integrated control device 42 to terminate the confirmed display of the pseudo performance pattern corresponding to the first special pattern or the second special pattern.
[0184] Next, in process S342, it is determined whether or not the symbols on the first or second special symbol are a combination that will result in a jackpot. If the determination is affirmative (process S342: Yes), it is determined in process S343 whether or not the probability variable flag indicating the probability variable game state is "1". If the determination is negative (process S343: No), the process proceeds to process S345. If the determination is affirmative (process S343: Yes), the probability variable flag is reset to "0" in process S344.
[0185] In process S345, it is determined whether or not the time-saving flag indicating the time-saving gaming state is "1." If the determination is negative (process S345: No), the process proceeds to process S347. If the determination is positive (process S345: Yes), the time-saving flag is reset to "0" in process S346.
[0186] The time-saving flag is a flag that indicates that the game state is in a time-saving game state, and when it is set (the value of the flag is "1"), the game state is the time-saving game state. On the other hand, when it is released (the value of the flag is "0"), the game state is the non-time-saving game state.
[0187] Through these processes, the game status regarding the special probability game and the time-saving game during the jackpot game is reset to the normal game status.
[0188] Next, in process S347, the operation of the condition device is started. The condition device is operated when the first or second special symbol is judged to be a jackpot and the jackpot symbol is displayed to establish the start condition of the jackpot game, and is a device necessary for the operation of the accessory continuous operation device in the jackpot game.
[0189] In the next process S348, the accessory continuous operation device is operated. Furthermore, the special electric accessory is operated in response to the operation of the accessory continuous operation device. This makes it possible to start a big win game, and in the next process S349, a big win game start process is performed.
[0190] In the jackpot game start process, a command to start the jackpot game and information related to the jackpot game (opening time of the jackpot, opening pattern, ending time of the jackpot, number of rounds, etc.) are transmitted to the sub-integrated control device 42. After that, the process proceeds to "special game process" (process S400).
[0191] If the determination is negative in the process S342 (process S342: No), as shown in FIG. 24, in process S351, it is determined whether or not the symbols on the second special chart are a combination that will result in a small win. If the determination is negative (process S351: No), the process proceeds to process S354. If the determination is positive (process S351: Yes), the process starts the operation of the special electric device in process S352. In the following process S353, a process to start the small win game is performed. In this process, a command to start the small win game and information related to the small win game (opening time of the small win, opening pattern, ending time of the small win, etc.) are sent to the sub-integrated control device 42.
[0192] Next, in process S354, it is determined whether the time-saving flag is "1". If the determination is negative (process S354: No), the process proceeds to process S358. If the determination is positive (process S354: Yes), the process proceeds to process S355, where the number of times the first special chart and the second special chart change after the transition to the time-saving game state is counted by the time-saving counter. In this case, the number of times the first special chart and the second special chart change is the sum of the number of times the first special chart and the second special chart change.
[0193] For example, in this embodiment, the number of times the time-saving game state continues is 100 times or 500 times (bonus time-saving game (b time-saving)), and it is preferable that the counting process by the time-saving counter subtracts "1" from the count value of the time-saving counter for each change other than the jackpot of the first special chart and the second special chart from the number of times "100" or "500". Not limited to this, the process of counting the number of changes may be a process of adding "1" from the initial value "0" of the count value of the time-saving counter for each change other than the jackpot of the first special chart and the second special chart.
[0194] Next, in process S356, it is determined whether the number of times the first special chart and the second special chart have changed has reached the end number (100 times or 500 times) at which the time-saving game state ends. That is, it is determined whether the value counted in process S355 is "0" (in an addition configuration, it is determined whether it is 100 or 500). If the determination is negative (process S356: No), the process proceeds to process S358. If the determination is positive (process S356: Yes), the time-saving flag is reset to "0" in process S357. This ends the time-saving game, and the game state transitions to a non-time-saving game state.
[0195] In the next process S358, it is determined whether or not the game state is a low probability state. If the determination is negative (process S358: No), the process proceeds to process S367. If the determination is positive (process S358: Yes), it is determined in process S359 whether or not the losing symbol set in accordance with the winning / losing determination is a time-saving symbol (losing symbol 3 or losing symbol 4). If the determination is negative (process S359: No), the process proceeds to process S362.
[0196] If the result of the process S359 is positive (process S359: Yes), the game will transition to a time-saving game state. Therefore, in process S360, a predetermined number of continuations (100 times) according to the time-saving pattern of the losing pattern is set in the time-saving counter. Next, in process S361, the time-saving flag is set to "1". This gives the time-saving game state.
[0197] In this case, if the time-saving symbol is the losing symbol 3 or the losing symbol 4, the game will transition to a time-saving game state after the special symbol has changed. In addition, even if the time-saving symbol is displayed in the time-saving game state, the pachinko machine 1 will be invalid. In other words, the time-saving game state before the change will continue (the time-saving counter will continue to count) rather than starting a new time-saving game state after the change has ended.
[0198] In the next process S362, the number of times that the variable display of the first special chart and the second special chart do not become a jackpot after the end of the previous jackpot game is counted by the bonus time reduction counter. In this case, the count is the total number of times that the variable display of the first special chart and the second special chart do not become a jackpot.
[0199] For example, the process of counting with the bonus time-saving counter is preferably a process of adding "1" to the count value of the bonus time-saving counter from the initial value "0" each time a change occurs other than the jackpot of the first special chart and the second special chart. Not limited to this, the process of counting the number of changes other than the jackpot may be a process of setting the bonus time-saving number of times (800 times or 900 times) that was determined in advance after the previous jackpot game ended as a count value in the bonus time-saving counter, and subtracting "1" from the count value each time a change occurs other than the jackpot of the first special chart and the second special chart. The bonus time-saving counter is reset (cleared) to the initial value when a jackpot game occurs (see process S349) or when the bonus time-saving number of times is reached in process S365 described later.
[0200] Next, in process S363, it is determined whether the number of fluctuations other than the jackpot of the first special chart and the second special chart has reached the bonus time-saving reaching number that grants the time-saving game state. That is, it is determined whether the count value of the bonus time-saving counter counted in process S362 is the bonus time-saving reaching number (in the case of a subtraction configuration, it is determined whether it is "0" or not). If the determination is negative (process S363: No), it proceeds to process S367.
[0201] If the determination in the process S363 is positive (process S363: Yes), a process is performed in S364 to set the number of times (for example, 500 times) to which the bonus time-saving game state will be entered when the bonus time-saving count is reached. Next, in process S365, the count value of the bonus time-saving counter is reset to an initial value when the bonus time-saving count is reached.
[0202] Next, in process S366, the time-saving flag is set to "1". As a result, the game state is shifted to the bonus time-saving game state by reaching the bonus time-saving number of times. In the bonus time-saving game state, the pattern change time accompanying the hit / miss judgment of the first special chart and the second special chart is shortened, and the time-saving function of the normal chart and the opening extension function of the normal electric device (second special chart start port 24) are given. On the other hand, the probability of winning the normal chart is not high.
[0203] In this case, if the bonus time-saving number of times reached is a small win change display, the bonus time-saving game state is entered after the small win game ends. On the other hand, if the bonus time-saving number of times reached is a miss change display, the bonus time-saving game state is entered after the special chart changes. In addition, as described above, in the pachinko machine 1 of this embodiment, even if the bonus time-saving number of times reached is reached in the time-saving game state, the transition to the bonus time-saving game state due to this is invalidated. In other words, the time-saving game state before the change is continued (the time-saving counter continues to count). However, this is just one example, and a configuration in which a bonus time-saving game is started from there when the bonus time-saving number of times reached is reached in the time-saving game state, or a configuration in which a transition to the one with the longer number of continuations is started when a new time-saving game is started in the time-saving game state may be adopted as appropriate when determining the gameplay.
[0204] Next, in process S367, a state designation command indicating whether the current game state is a sure-variation game state or not, a time-saving game state or not, etc. is sent to the sub-integrated control device 42 after the special symbol determination time. Note that the timing for sending the state designation command from the main control device 40 to the sub-integrated control device 42 is after the special symbol determination time, but the state designation command may also be sent when the special symbol variation starts and when the power is restored. Then, the process proceeds to "special game process" (process S400, see FIG. 21).
[0205] If the result of the hit / miss judgment of the first special chart or the second special chart is a big hit or a small hit, the main control unit 40 performs control processing for the big hit game or small hit game in the special game processing (processing S400) to open and close the big prize opening 25 in a predetermined manner.
[0206] In the special game process (process S400), when the result of the hit / miss judgment (process S311 or S312) is a big hit and the operation of the accessory continuous operation device is started (see process S348), the main control device 40 performs a big hit game process, and starts a round game in which the big win opening 25 is opened in a predetermined opening mode after the big hit start performance time has elapsed. Then, the main control device 40 performs a process to close the big win opening 25 and end the round game when a specified number of balls enter the big win opening 25 or the opening end time has elapsed. Then, after a predetermined number of rounds have been executed, the big win game ends. At this time, settings are made for the probability change game, time-saving game, etc., which are granted after the big hit game ends.
[0207] In the special game process (process S400), when the result of the win / loss judgment (process S311 or S312) is a small win and the operation of the special electric device is started (see process S352), the main control device 40 performs small win game process, and starts a small win game in which the large prize opening 25 is opened in a predetermined opening mode after the small win start performance time has elapsed. Then, the main control device 40 performs a process to close the large prize opening 25 and end the small win game when a specified number of balls enter the large prize opening 25 or the opening end time has elapsed.
[0208] On the other hand, if the winning combination is neither a big win nor a small win, the main control device 40 does not perform the big win game process and the small win game process in the special game process (process S400) and returns to the win / loss determination process (process S25, see FIG. 19).
[0209] (9. Special drawing hit / miss judgment performance (variable performance display)) Next, we will explain the special chart win / loss judgment performance (variable performance display) that is implemented in conjunction with the judgment of whether the first special chart or the second special chart is a win or loss. The special chart hit / miss judgment performance includes a "notice performance" that notifies the result of the hit / miss judgment of the first or second special chart during the change before the first or second special chart is confirmed, and a "celebration performance" that celebrates the transition to a big hit before the big hit game when a big hit occurs due to the hit / miss judgment of the first or second special chart. Furthermore, the special chart hit / miss judgment performance includes the above-mentioned "light guide plate performance" and the above-mentioned "movable role performance" in the "notice performance" and "celebration performance".
[0210] (9-1. Variable performance start processing) When the pachinko machine 1 determines whether the first or second special symbol is a hit or miss, the sub-integrated control device 42 controls the special symbol hit or miss determination presentation that is performed in response to the variable display of the first or second special symbol. FIG. 25 shows the "variable presentation start process" that is executed by the sub-integrated control device 42. The "variable presentation start process" is a part (subroutine) of the program processing that is executed by the sub-integrated control device 42.
[0211] The "variable performance start process" is a process that starts the pseudo performance display by receiving a special chart variation start command (process S318, see FIG. 21) from the main control device 40. In addition, when starting the pseudo performance display, it is a process that determines whether to implement the "light guide plate performance" or the "movable role object performance".
[0212] As shown in Fig. 25, in the "variable performance start process", the sub-integrated control device 42 first judges whether or not it has received a special chart variation start command from the main control device 40 (process S500). If the judgment is negative (process S500: No), the process is terminated and the process is returned to the main routine executed by the sub-integrated control device 42.
[0213] If the judgment in process S500 is positive (process S500: Yes), in process S501, the special chart change start command is referenced to judge whether the result of the hit / miss judgment is a jackpot or not. If the judgment is positive (process S501: Yes), the content of the jackpot reach performance is determined in process S502. For example, in the jackpot reach performance determination process in process S502, it is determined whether or not to implement a "preview performance" using a light guide plate performance and a movable role performance as the content of the jackpot reach performance. Furthermore, in the jackpot reach performance determination process in process S502, it is determined whether or not to implement a "celebration performance" using a movable role performance and a light guide plate performance.
[0214] Next, in process S503, a big win effect pattern (a big win pseudo effect pattern) is determined. Incidentally, whether or not to perform the "celebration effect" may be determined in this process S503, not limited to the big win reach effect determination process in the process S502.
[0215] Next, in process S504, a variable performance start process is executed to start the pseudo performance display of the big win. This process sends a command to the performance pattern control device 43, and the performance pattern display device 46 starts a variable performance with a three-digit pseudo performance pattern under the control of the performance pattern control device 43. Then, the process returns.
[0216] If the result of the process S501 is negative (S501: No), in process S505, a special chart variation start command from the main control device 40 is used to determine whether or not the result of the hit / miss determination is a miss and a reach performance is to be performed. If the result is positive (process S505: Yes), the content of the miss reach performance is determined in process S506. For example, in the miss reach performance determination process in process S506, it is determined whether or not to perform a "preview performance" using a light guide panel performance. Next, in process S507, a miss performance pattern (miss pseudo performance pattern) is determined. After that, in process S504, a variation performance is started to perform a reach performance on a miss.
[0217] If the result of the process S505 is negative (S505: No), the content of the normal miss effect is determined in S508, and then the miss effect symbol (miss pseudo effect symbol) is determined in S509. After that, in the process of S504, a variable effect that does not perform a reach effect on a miss is started.
[0218] (9-2. Variable performance display mode) When the first special symbol display device 281 or the second special symbol display device 283 starts changing the pattern of the first or second special symbol in accordance with the win / loss judgment, the pachinko machine 1 starts changing the pseudo performance symbol corresponding to the first or second special symbol in the performance symbol display device 46. As shown in FIG. 26(a), the display screen of the performance symbol display device 46 displays a pseudo performance symbol 700 consisting of three number symbols or the like corresponding to the change of the first or second special symbol in a large manner in the lower half. Also, the upper right side of the display screen displays a character image 710 of "Tatsuyoshi the Bear", the main character of the pachinko machine 1. Then, the lower left side of the display screen displays a first reserved memory display image 721 indicating the presence of the reserved memory of the first special symbol. Similarly, the lower right side displays a second reserved memory display image 722 indicating the presence of the reserved memory of the second special symbol.
[0219] In the pachinko machine 1, if the expectation of a big win is high when the pseudo performance symbol 700 changes, the pachinko machine 1 develops into a reach performance. In this case, as shown in FIG. 26(b), the display screen of the performance symbol display device 46 displays a reach suggestion display section 731 on the upper left side, and a large reach pseudo performance symbol 701 is displayed on the lower half of the display screen. In the reach pseudo performance symbol 701, the two symbols on both sides stop with the same symbol, and only the central symbol is changing. The illustrated example shows a "normal reach (also called N reach)".
[0220] If the result of the hit / miss judgment of the first or second special chart is a hit (pattern hit), the pachinko machine 1 displays a hit suggestion display section 732 on the upper left side of the display screen of the performance pattern display device 46 as shown in Fig. 26(c). Then, a large pseudo-hit performance pattern 702 consisting of three identical patterns corresponding to the hit pattern of the first or second special chart is displayed in the lower half of the display screen. Also, a smiling "Bear Tatsukichi" is displayed as a character image 710.
[0221] If the result of the hit / miss determination is a small hit, the pachinko machine 1 will display a confirmed small hit pseudo performance pattern 703 consisting of three identical small hit patterns corresponding to the small hit pattern of the second special chart in a large size in the lower half of the display screen of the performance pattern display device 46, as shown in Figure 26 (d).
[0222] Moreover, the pachinko machine 1 is configured to be capable of developing from N reach (see FIG. 26(b)) to the "SP reach" shown in FIG. 27, as a performance to heighten the player's expectations for a big win. In the SP reach that develops from the N reach, as shown in FIG. 27(a), a confrontation reach image 741 in which, for example, fighter A and fighter B face off against each other is displayed on the display screen of the performance symbol display device 46.
[0223] If the result of the judgment is a jackpot, then, as shown in FIG. 27(b), the display screen of the performance pattern display device 46 displays an SP jackpot suggestion display section 742 such as "Victory, jackpot approaching", and displays a fighting victory jackpot video 743 in which the main character, fighter A, defeats the enemy fighter B.
[0224] On the other hand, if the result of the judgment is a miss, as shown in FIG. 27(c), the display screen of the performance symbol display device 46 displays an SP miss display section 744 such as "Defeat" and a miss symbol 704, and also displays a fighting defeat miss image 745 in which the main character fighter A is defeated by the enemy fighter B.
[0225] (9-3. Preview performance (combination of light guide plate performance and movable role performance, first performance mode)) As shown in Fig. 28 to Fig. 29, the pachinko machine 1 can perform a performance (first performance mode) that combines a light guide plate performance and a movable role performance as a notice performance of whether or not N reach will develop into SP reach. For example, in the notice performance when N reach develops into SP reach, first, as shown in Fig. 28 to Fig. 29(b), a light guide plate performance is performed in front of the performance pattern display device 46 at the end of N reach ([A] in Fig. 28). Next, as shown in Fig. 28 and Fig. 29(c), when the light guide plate performance ends, a movable role performance is performed in front of the performance pattern display device 46 ([B] in Fig. 28). After that, as shown in Fig. 28 and Fig. 29(d), when the movable role performance ends, it develops into SP reach on the display screen of the performance pattern display device 46.
[0226] In addition, the example diagram explains the performance when N reach progresses to SP reach, but if N reach does not progress to SP reach, for example, a light guide plate performance is implemented in the middle of the N reach (see Figures 29(a)(b)), but after the light guide plate performance ends, the N reach continues without the movable role performance.
[0227] According to the advance notice performance of this embodiment, the light guide plate performance is performed in the N reach, thereby increasing the expectation of the player who wants to progress to the SP reach. After the light guide plate performance ends, the movable role performance is performed to suggest the progress to the SP reach, so the joy of the player who will progress to the SP reach and the expectation of the player who wants to progress from the SP reach to a big win can be further increased.
[0228] (9-4. Blessing performance (combination of movable role performance and light guide plate performance, second performance mode)) Next, using Figures 30 and 31, we will explain the performance (second performance mode) that combines the movable role performance and the light guide plate performance as a celebration performance that is performed when a big win occurs. For example, as shown in Figures 30 to 31 (c), the celebration performance is performed after the big win pattern 702 is confirmed and displayed on the performance pattern display device 46 from the SP reach.
[0229] As shown in Fig. 30 and Fig. 31(c), after the big win pattern 702 is confirmed by the performance pattern display device 46, a movable role effect is performed in front of the performance pattern display device 46 ([E] in Fig. 30). After that, as shown in Fig. 30 and Fig. 31(d), when the movable role effect ends, a light guide plate effect is performed in front of the performance pattern display device 46 ([C] in Fig. 30). Then, the light guide plate effect ends, a big win game start effect is performed, and the game transitions to the big win game.
[0230] Thus, in this embodiment, the preview performance is a mode in which a movable prop performance is implemented after a light guide plate performance (first performance mode), and the celebration performance is a mode in which a light guide plate performance is implemented after a movable prop performance (second performance mode), and the two can be clearly distinguished.
[0231] (10. Effects of this embodiment) The gaming machine of this embodiment has the following configuration. That is, the gaming machine includes a winning / losing determination means (S311, S312) that performs a winning / losing determination as to whether or not the game state advantageous to the player will be shifted to when a predetermined condition is established, a performance display means 46 that performs a performance display showing the result of the winning / losing determination, a light guide plate 80 that is arranged in front of the performance display means 46 and has optical transparency that transmits visible light, and movable role objects 60, 61, 62 whose decorative parts are activated according to the progress of the game. The light guide plate 80 performs a light guide plate performance that displays the light guide decoration 81 by receiving light from a light emitter 821 provided at a predetermined position. The movable role objects 60, 61, 62 perform a movable role object performance that activates the decorative part. Then, it is possible to perform a performance that combines the light guide plate performance and the movable role object performance according to one performance display based on the winning / losing determination. As a combination of the light guide plate performance and the movable prop performance, a first performance mode in which the movable prop performance is performed after the light guide plate performance, and a second performance mode in which the light guide plate performance is performed after the movable prop performance can be performed. In the first performance mode, the light guide plate performance is performed as a notice performance that notifies the result of the hit / miss judgment in the performance display. In the second performance mode, the light guide plate performance is performed as a performance that celebrates the fact that the result of the hit / miss judgment in the performance display is a win.
[0232] The pachinko machine 1 of this embodiment combines the light guide plate effect, which is a simple presentation operation, with the movable role effect, so that it can be used as a notice effect for the player that a game state will be shifted to an advantageous state, or as a congratulatory effect for the shift to an advantageous game state, thereby improving the presentation effect according to the game, and thereby realizing a highly entertaining gaming machine.
[0233] In this embodiment, the notice performance by the first performance mode of the light guide plate performance and the movable role performance is used as a notice performance that develops from N reach to SP reach, but it is not limited to this. For example, it is also possible to implement the notice performance by the first performance mode as a notice performance that becomes a jackpot at the end of the SP reach. In this case, it is possible to implement the light guide plate performance during the pattern change at the end of the SP reach, and if the result of the hit / miss judgment is a jackpot, the movable role performance is performed after the light guide plate performance, and the jackpot pattern is displayed. Of course, if the result of the hit / miss judgment is not a jackpot, the movable role performance is not performed after the light guide plate performance, and the miss pattern is displayed. In addition, it is desirable to implement the celebration performance in this case before the start of the first round of the jackpot game in the middle or at the end of the start performance of the jackpot game to avoid confusion and confusion with the notice performance.
[0234] Also, a configuration is conceivable in which the light guide plate performance is performed at the start of the variation of the first or second special chart, and the movable role performance is performed at the end of the SP reach with a gap between the light guide plate performance and the SP reach. In this case, the light guide plate performance and the movable role performance are not performed consecutively, but the probability of developing into the SP reach is high when the light guide plate performance is performed. Then, the SP reach is performed at the end to determine whether or not it is a big hit (hereinafter, also called the win / loss performance). In the win / loss performance, it is conceivable to perform a movable role performance in which the operation of the performance button is prompted, and the movable role performance is performed in the case of a big hit, and the movable role performance is not performed in the case of a loss, depending on the button operation or the lapse of a predetermined time. In this case, when the light guide plate performance is performed, it is suggested that the SP reach will develop and the movable role performance will be performed as the win / loss performance, and the correlation between the light guide plate performance and the movable role performance is strong even if there is a gap in time.
[0235] In addition, when a light guide plate performance is performed at the start of a change, it may be configured to be performed at the start of a change across multiple changes as a look-ahead performance based on reserved memory. In that case, it can also have a role of suggesting the possibility that a movable role piece performance will be performed before the number of changes in the reserved memory that are the subject of the look-ahead, so that a relationship can be created between the light guide plate performance and the movable role piece performance.
[0236] In addition, as a congratulatory performance of the second performance mode, in the case of an operation mode in which the movable role moves to a position behind the light guide plate and to a position in front of the display screen of the performance pattern display device, it is also possible to implement a light guide plate performance with the movable role moving to the front of the display screen as a movable role performance. In that case, it is possible to implement a flashing performance as the light guide plate performance. In this case, when the light source of the light guide plate is turned on, the light guide decoration of the light guide plate is displayed as the light guide plate performance, and when it is turned off, the operation of the movable role can be seen, and the light guide plate performance and the movable role performance can be seen alternately. In addition, if a congratulatory display of the winning is also performed on the display screen of the performance pattern display device, it is possible to congratulate the winning using all the performance means in the center of the game board such as the light guide plate, the movable role, and the performance pattern display device, and it is possible to give the player a high sense of satisfaction. In addition, by performing a performance pattern in which the light guide plate performance and the movable role performance are alternately shown, which are not present in the first performance mode, the player can intuitively recognize that it is a performance different from the advance notice performance of the first performance mode.
[0237] In this way, in the first performance mode in which the movable prop performance is implemented after the light guide plate performance, the light guide plate performance functions as a notice of the implementation of the movable prop performance, and in the second performance mode in which the light guide plate performance is implemented after the movable prop performance is implemented, not only can the winning be celebrated using only a display means such as a performance pattern display device, but the movable prop and the light guide plate performance work together to celebrate the winning, further enhancing the power of the performance.
[0238] [Second embodiment] A pachinko machine 1 according to a second embodiment of the present invention will be described below with reference to Fig. 32. The basic configuration of the pachinko machine 1 according to this embodiment is almost the same as that of the first embodiment, and the following description will focus on the differences.
[0239] (11. Preview of the second embodiment) The pachinko machine 1 of this embodiment is configured to be able to implement multiple types of light guide plate performance patterns with different patterns of displaying the light guide decoration in the light guide plate performance of the advance notice performance indicating whether or not the N reach will progress to an SP reach, and is configured so that the reliability of the advance notice performance differs depending on the light guide plate performance pattern.
[0240] In this embodiment, the multiple types of light guide plate performance patterns are one image of the light guide decoration (for example, the image of "Tatsuyoshi the Bear"), but multiple types of light emitting colors (decorative colors) of the light guide decoration are provided, and the reliability of the preview performance differs depending on the emitting color. As shown in Fig. 32, four types of patterns of "light guide plate performance pattern A" to "light guide plate performance pattern D" can be performed as light guide plate performance patterns with different emitting colors.
[0241] "Light guide plate performance pattern A" is a pattern used for the preview performance (first performance mode), and the decorative color is set to "yellow." "Light guide plate performance pattern B" is a pattern used for the preview performance (first performance mode), and the decorative color is set to "green." "Light guide plate performance pattern C" is a pattern used for the preview performance (first performance mode), and the decorative color is set to "red." "Light guide plate performance pattern D" is a pattern used for a celebration performance (second performance mode), and the decorative color is set to a pattern that changes in the order of yellow, green, and red.
[0242] The preview performances "Light guide plate performance pattern A" to "Light guide plate performance pattern C" are configured such that the reliability of the preview increases from "Light guide plate performance pattern A" to "Light guide plate performance pattern C." For example, "Light guide plate performance pattern A" has the lowest reliability, and "Light guide plate performance pattern B" has a higher reliability than "Light guide plate performance pattern A." And "Light guide plate performance pattern C" is the most reliable.
[0243] The pachinko machine 1 of this embodiment has a single light guide plate 80, and is capable of individually emitting ``yellow,'' ``green,'' and ``red'' light from a light emitter 821 arranged on the side edge 801, and the light guide plate presentation pattern can be changed by changing the emission pattern of the light emitter 821.
[0244] (12. Effects of this embodiment) The pachinko machine 1 of this embodiment has the same configuration as the pachinko machine 1 of the first embodiment, and in the light guide plate performance of the first performance mode in which the movable role performance is performed after the light guide plate performance, at least a first light guide plate performance pattern (for example, light guide plate performance pattern A) and a second light guide plate performance pattern (for example, light guide plate performance pattern C) with different patterns of light guide decoration can be performed, and the reliability of predicting the result of the hit / miss judgment is different between the first light guide plate performance pattern and the second light guide plate performance pattern. In the second performance mode, the light guide plate performance is performed as a performance that celebrates the result of the hit / miss judgment in the performance display, and in the light guide plate performance of the second performance mode, a third light guide plate performance pattern (for example, light guide plate performance pattern D) that celebrates the win is performed.
[0245] According to this embodiment, as in the first embodiment, by combining the light guide plate presentation and the movable accessory presentation, it is possible to provide a notice presentation of the transition to a game state that is advantageous to the player, or a celebration presentation of the transition to an advantageous game state, so that the presentation effect according to the game can be improved. Furthermore, in the light guide plate presentation in the first presentation mode, multiple types of patterns with different decorative colors of the light guide decoration are provided, and the reliability of the prediction of the result of the win / loss judgment differs depending on the difference in the pattern, so that a more interesting gaming machine can be provided.
[0246] In the above embodiment, the decorative colors of the light guide plate performance pattern are three colors, namely, "yellow", "green" and "red", but the light emitting color may be increased or decreased. In addition, the light guide plate performance pattern in the celebration performance is not limited to the performance of changing three colors in sequence, but may be, for example, the light emitting color of the light guide decoration may be partially changed. For example, it is possible to color-code the light guide decoration image into three colors at the upper part, middle part and lower part.
[0247] Also, although the configuration in which the light emitting patterns are different between the first and second performance modes has been described, for example, it is conceivable that "light guide plate performance pattern D" can be used in common for the first and second performance modes. If the expectation level of "light guide plate performance pattern D" in the first performance mode is set to a winning confirmation, then in the first performance mode, the player will recognize it as a light emitting color indicating a winning confirmation, and in the second performance mode, the player will recognize it as a congratulations with the most valuable performance pattern, from the viewpoint that the light emitting color has the highest expectation level in the first performance mode.
[0248] [Third embodiment] A pachinko machine 1 according to a third embodiment of the present invention will be described below with reference to Fig. 33. The basic configuration of the pachinko machine 1 according to this embodiment is almost the same as the basic configuration of the first and second embodiments, and the following description will focus on the differences.
[0249] (13. Preview of the third embodiment) The pachinko machine 1 of this embodiment, like the second embodiment, is capable of implementing multiple types of light guide plate performance patterns with different patterns of displaying the light guide decoration in the light guide plate performance of the advance notice performance indicating whether or not the N reach will progress to an SP reach, and is configured so that the reliability of the advance notice performance differs depending on the light guide plate performance pattern.
[0250] In this embodiment, the multiple types of light guide plate performance patterns are provided with multiple types of light guide decoration images, and the reliability of the preview performance differs depending on the image. In this case, multiple types of light guide plates with different images are arranged in advance on the front side of the performance pattern display device 46. As shown in FIG. 33, four types of performance patterns, "light guide plate performance pattern E" to "light guide plate performance pattern H", can be implemented as light guide plate performance patterns with different images.
[0251] "Light guide plate performance pattern E" is a pattern used for the preview performance (first performance mode), and the image is set to "Tatsuyoshi the Bear." "Light guide plate performance pattern F" is a pattern used for the preview performance (first performance mode), and the image is set to "Fighter B." "Light guide plate performance pattern G" is a pattern used for the preview performance (first performance mode), and the image is set to "Fighter A." "Light guide plate performance pattern H" is a pattern used for the celebration performance (second performance mode), and the image is set to "Fighter A'".
[0252] The preview performances "Light guide plate performance pattern E" to "Light guide plate performance pattern G" are configured such that the reliability of the preview increases from "Light guide plate performance pattern E" to "Light guide plate performance pattern G." For example, "Light guide plate performance pattern E" has the lowest reliability, and "Light guide plate performance pattern F" has a higher reliability than "Light guide plate performance pattern E." And "Light guide plate performance pattern G" is the most reliable.
[0253] The pachinko machine 1 of this embodiment has three light guide plates 80, and light is irradiated onto each light guide plate from an attached light emitter to display an image of one of the light guide decorations, thereby changing the light guide plate presentation pattern.
[0254] In addition, although the configuration in which the light guide plate presentation pattern is different between the first presentation mode and the second presentation mode has been described, for example, it is also possible to use the "light guide plate presentation pattern H" in common to the first presentation mode and the second presentation mode. If the expectation level of the "light guide plate presentation pattern H" in the first presentation mode is set to a winning confirmation, the player will recognize it as a light guide decoration indicating a winning confirmation in the first presentation mode, and in the second presentation mode, the player will recognize it as a congratulations with the presentation pattern with the highest value from the viewpoint that the light guide decoration has the highest expectation level in the first presentation mode. It is also possible to combine the light guiding decoration of this embodiment with the luminous color of the second embodiment, thereby enabling more diverse expressions of expectation and blessing.
[0255] (14. Effects of this embodiment) The pachinko machine 1 of this embodiment has the same configuration as the pachinko machine 1 of the first embodiment, and in the light guide plate performance of the first performance mode in which the movable role performance is performed after the light guide plate performance, at least a first light guide plate performance pattern (for example, light guide plate performance pattern E) and a second light guide plate performance pattern (for example, light guide plate performance pattern F) with different patterns of light guide decoration can be performed, and the reliability of predicting the result of the hit / miss judgment is different between the first light guide plate performance pattern and the second light guide plate performance pattern. In the second performance mode, the light guide plate performance is performed as a performance that celebrates the result of the hit / miss judgment in the performance display, and in the light guide plate performance of the second performance mode, a third light guide plate performance pattern (for example, light guide plate performance pattern H) that celebrates the win is performed.
[0256] According to this embodiment, as in the first embodiment, by combining the light guide plate presentation and the movable accessory presentation, it is possible to provide a notice presentation of the transition to a game state that is advantageous to the player, or a celebration presentation of the transition to an advantageous game state, so that the presentation effect according to the game can be improved. Furthermore, as in the second embodiment, in the light guide plate presentation in the first presentation mode, multiple types of different patterns of the light guide decoration image are provided, and the reliability of the prediction of the result of the win / loss judgment differs depending on the difference in the pattern, so that a more interesting gaming machine can be provided.
[0257] [Fourth embodiment] A pachinko machine 1 according to a fourth embodiment of the present invention will be described below with reference to Figures 34 and 35. The basic configuration of the pachinko machine 1 according to this embodiment is almost the same as that of the first embodiment, and the following description will focus on the differences.
[0258] (15. Blessing performance in the fourth embodiment) The pachinko machine 1 of this embodiment is configured to provide a plurality of presentation modes in which the movable role effect and the light guide plate effect are coordinated to produce different implementation patterns in the celebration performance when a jackpot is hit, for example, presentation modes in which the start timing of the light guide plate effect implemented according to the movable role effect differs, and to allow the player to predict whether the jackpot game will be advantageous or not based on the start timing of the light guide plate effect.
[0259] In this embodiment, the presentation modes in which the start timing of multiple types of light guide plate presentations differ are a "sequential presentation mode" (second presentation mode pattern A) in which the light guide plate presentation starts [Ka] immediately after the movable character presentation [Ki] ends, as shown in Figure 34(a), and an "overlapping presentation mode" (second presentation mode pattern B) in which the light guide plate presentation starts [K] in the middle of the movable character presentation [Ke], as shown in Figure 34(b).
[0260] The pachinko machine 1 is configured such that the ratio of implementing the "sequential presentation mode" and the "overlapping presentation mode" in the celebration presentation varies depending on the content of the jackpot game to which the game transitions due to the occurrence of a jackpot. As shown in FIG. 35, in the "first jackpot" which has the fewest number of rounds in the jackpot game and the lowest degree of advantage, the pachinko machine 1 implements the "sequential presentation mode" 90% of the time and the "overlapping presentation mode" 10% of the time. In the "fifth jackpot" which has the next lowest degree of advantage, the ratio of implementing the "sequential presentation mode" is 80% and the "overlapping presentation mode" is 20%.
[0261] On the other hand, in the pachinko machine 1, in the "third jackpot" which has the most rounds of jackpot play and the highest degree of advantage of transitioning to the special time-saving mode, the rate of "overlapping performance mode" is 90% and the rate of "sequential performance mode" is 10%. In the "fifth jackpot" which has the next highest degree of advantage, the rate of "overlapping performance mode" is 80% and the rate of "sequential performance mode" is 20%. In addition, in the "second jackpot" which has the middle degree of advantage among the five jackpots, the pachinko machine 1 sets the rates of "overlapping performance mode" and "sequential performance mode" to 50%.
[0262] In this way, it can be predicted that the pachinko machine 1 will have a high degree of advantage in terms of jackpot play if the celebration performance is in the "overlapping performance mode," whereas it can be predicted that the degree of advantage in terms of jackpot play will not be so high if the performance is in the "sequential performance mode."
[0263] (16. Effects of this embodiment) The pachinko machine 1 of this embodiment has the same configuration as the pachinko machine 1 of the first embodiment, and in addition, in the second presentation mode in which a light guide plate presentation is implemented after a movable role presentation, as if to celebrate the result of the win / loss judgment being a win, it is possible to implement a sequential presentation mode in which a light guide plate presentation is implemented after the movable role presentation has ended, and an overlapping presentation mode in which a light guide plate presentation is started while the movable role presentation is being implemented, and the configuration is such that the proportion of the sequential presentation mode and the proportion of the overlapping presentation mode are implemented differ depending on the game content of the advantageous game state implemented by the win / loss judgment.
[0264] According to this embodiment, as in the first embodiment, by combining the light guide plate effect and the movable accessory effect, it is possible to provide a notice of the transition to a game state that is advantageous to the player, or a congratulatory effect of the transition to an advantageous game state, thereby improving the performance effect according to the game. Furthermore, even if the order of the movable accessory effect and the light guide plate effect is the same, the expectation of the game content of the advantageous game state can be changed according to the timing of the light guide plate effect, and it is possible to diversify the performance and provide a more interesting gaming machine.
[0265] [Fifth embodiment] A pachinko machine 1 according to a fourth embodiment of the present invention will be described below with reference to Fig. 36. The basic configuration of the pachinko machine 1 according to this embodiment is almost the same as that of the first embodiment, and the following description will focus on the differences.
[0266] (17. Celebration performance in the fifth embodiment) The congratulatory performance by the second performance mode combining the movable role performance and the light guide plate performance is not limited to the celebration at the time of the occurrence of the big win. Therefore, in the pachinko machine 1 of this embodiment, it is configured to congratulate this promotion while performing as if the big win game has been promoted from a game with a low advantage to a game with a high advantage.
[0267] For example, the pachinko machine 1 makes the jackpot appear as the "first jackpot" when the jackpot occurs and when the jackpot game starts, even though the actual jackpot is more advantageous than the "first jackpot" of 4R. Then, as shown in Fig. 36(a), in the fourth round of the jackpot, a jackpot 4R image 762 is displayed as if the next round can continue, giving the player hope for the jackpot round to continue.
[0268] After that, at the end of the 4th round or at the end of the 4th round, as shown in Fig. 36(b) to Fig. 36(c), a congratulatory effect is performed by the movable accessory effect and the light guide plate effect. Then, as shown in Fig. 36(d), in the 4th round of the jackpot, a jackpot 5R image 763 is displayed as if the next round can be continued, so that the jackpot round continues.
[0269] (18. Effects of this embodiment) According to this embodiment, the same action and effect as in the first embodiment can be achieved, and the use of the celebratory performance can be expanded by combining the movable role-piece performance with the light guide plate performance, thereby diversifying the performance and providing a more entertaining gaming machine.
[0270] In addition, in this embodiment, the congratulatory effect achieved by combining the movable role effect and the light guide plate effect may be used for congratulations at the time of promotion from a non-high probability game state to a high probability game state, or from a non-time-saving game state to a time-saving game state.
[0271] In addition, the gaming machine of the present invention is not limited to the above first to fifth embodiments, and can be implemented in various ways without departing from the gist of the present invention. For example, the advance notice performance by the first performance mode of the combination of the light guide plate performance and the movable accessory performance may be used not only for the celebration performance, but also for the promotion of the jackpot game from a game with a low degree of advantage to a game with a high degree of advantage, for example, the round promotion performance of the jackpot game, the promotion of the transition from a non-variable game state to a variable game state, or the promotion of the transition from a non-time-saving game state to a time-saving game state. In addition, in the advance notice performance by the first performance mode, when the movable accessory performance is performed in conjunction with the light guide performance, the first performance mode A pattern and the first performance mode B pattern, which are different implementation patterns in which the light guide plate performance and the movable accessory performance are performed in conjunction with each other, can be implemented, and the reliability of the advance notice may be different between the first performance mode A pattern and the first performance mode B pattern.
[0272] Furthermore, the gaming machine of the present invention may be applied to an enclosed gaming machine or a reel gaming machine in which the gaming balls that have been displayed and fired are collected inside the gaming machine and fired again by the firing device, and in which the number of balls held by the player is managed as data using a storage medium such as an IC card. [Explanation of symbols]
[0273] 1: Pachinko machine, 2: Game board, 20 Game area, 23: First special chart start port, 24: Second special chart start port, 25: Big prize port, 281: First special chart display device, 283: Second special chart display device, 40: Main control device (win / lose determination means), 42: Sub-integrated control device, 46: Performance pattern display device (performance display device), 60: Upper role (movable role), 61: Sword role (movable role), 62: Shield role (movable role), 80: Light guide plate, 81: Light guide decoration, 821: Light emitter (light emitting member)
Claims
[Claim 1] A win / loss determination means for determining whether or not a game state advantageous to a player will be entered when a predetermined condition is satisfied; A performance display means for performing a performance display showing a result of the winning / losing determination based on the winning / losing determination; A light guide plate disposed in front of the performance display means and having a light transmittance that transmits visible light; A gaming machine equipped with a movable accessory in which a decorative part operates according to the progress of a game, The light guide plate is configured to perform a light guide plate performance that displays a light guide decoration by receiving light from a light emitting member provided at a predetermined position, The movable role is configured to perform a movable role performance that activates the decorative part, A performance that combines the light guide plate performance and the movable role object performance can be implemented according to one of the performance displays based on the win / loss judgment, As a performance mode combining the light guide plate performance and the movable prop performance, a first performance mode in which the movable prop performance is performed after the light guide plate performance, and a second performance mode in which the light guide plate performance is performed after the movable prop performance can be performed. In the first performance mode, the light guide plate performance is implemented as a notice performance that notices the result of the hit / miss judgment in the performance display, In the second performance mode, the light guide plate performance is implemented as a performance to celebrate the fact that the result of the hit / miss judgment in the performance display is a win, In addition, in the second performance mode, at least a second performance mode A pattern and a second performance mode B pattern, which are different patterns, can be implemented as an implementation pattern in which the movable role object performance and the light guide plate performance are implemented in cooperation with each other; A gaming machine characterized in that the second presentation mode A pattern and the second presentation mode B pattern are implemented at different rates depending on the game content of the advantageous game state that is implemented when the result of the win / loss judgment is a win.
Citation Information
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