Gaming Machines
Patent Information
- Application Number
- JP2020155968
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-09-17
- Publication Date
- 2025-02-20
- Estimated Expiration
- 2040-09-17
AI Technical Summary
音信号)の出力によりスピーカ8L、8Rから音声や効果音を出力させること、ランプ制御基板14に対する指令(電飾信号)の出力により遊技効果ランプ9や装飾用LEDを点灯/消灯/点滅させることといった、飾り図柄の可変表示中における各種の演出制御を実行する。こうした演出制御を行った後、例えば演出制御パターンから飾り図柄の可変表示終了を示す終了コードが読み出されたこと、あるいは、主基板11から確定飾り図柄を停止表示させることを指定するコマンドを受信したことなどに対応して、飾り図柄の表示結果となる確定飾り図柄を停止表示させる。確定飾り図柄を停止表示したときには、演出プロセスフラグの値が“3”に更新され、可変表示中演出処理は終了する。
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine that can be controlled to an advantageous state that is advantageous to a player. [Background technology]
[0002] Some conventional gaming machines have an image display device that displays a meter whose display state can change from level 1 to bell 4, and when the display state of the meter reaches level 4, one of multiple super reach reach effects is executed (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-221121 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in Patent Document 1, only one of the multiple super reach reach effects is executed based on the change in the meter display mode to level 4, which has the problem of not being able to increase interest in the game.
[0005] The present invention has been made in view of these problems, and aims to provide a gaming machine that can increase the enjoyment of gaming. [Means for solving the problem]
[0006] The gaming machine of means A is A gaming machine that can variably display effect identification information to derive and display a display result, and can be controlled to an advantageous state that is advantageous to a player, a suggestion effect execution means capable of executing a plurality of types of suggestion effects including a first suggestion effect, a second suggestion effect, a third suggestion effect, and a fourth suggestion effect as suggestion effects that suggest that the game will be controlled to the advantageous state; A development performance execution means capable of executing a first development performance before the performance result of the first suggestion performance is notified, and capable of executing a second development performance different from the first development performance after it is notified that the advantageous state will not be controlled as a performance result of the second suggestion performance; a chance-up effect execution means for executing a chance-up effect in which the degree of expectation controlled to the advantageous state varies depending on the number of times the effect is executed during the execution of the suggestion effect; a specific effect execution means capable of executing a specific effect by temporarily stopping the specific effect identification information at a predetermined timing during the variable display and then restarting the variable display; A temporary stop suggestion effect execution means capable of executing a temporary stop suggestion effect in which the predetermined effect identification information suggests that a temporary stop will occur; a notification effect execution means capable of executing a notification effect that notifies that the predetermined effect identification information has temporarily stopped; Equipped with The suggestion effect execution means The third suggestion effect can be executed after the first development effect is executed, The fourth suggestion effect can be executed after the second development effect is executed, The chance-up effect execution means The chance-up effect can be executed so that the number of times that the chance-up effect that is executed when the third suggestion effect is being executed is greater than the number of times that the chance-up effect that is executed when the first suggestion effect is being executed, The chance-up effect can be executed so that the number of times that the chance-up effect that is executed when the fourth suggestion effect is executed is equal to or less than the number of times that the chance-up effect that is executed when the second suggestion effect is executed, The first development effect includes an information display effect that suggests that the game will be controlled to the advantageous state by displaying information, The information display performance includes a first information display performance that displays first information consisting of a first number of pieces of information, and a second information display performance that can be executed after the first information display performance and that displays second information consisting of a second number of pieces of information, In the first information display performance, the first information can be divided into a plurality of pieces of information and displayed sequentially, and in the second information display performance, the second information can be divided into a plurality of pieces of information and displayed sequentially, A display start mode when starting to display the first information in the first information display performance is different from a display start mode when starting to display the second information in the second information display performance, The temporary stop suggestion effect execution means is capable of executing an effect in which, as the temporary stop suggestion effect, the visibility of effect identification information different from the predetermined effect identification information is temporarily reduced to a first low visibility state by displaying an effect display consisting of converging lines directed toward a predetermined position where the predetermined effect identification information can be temporarily stopped, and then the density of the converging lines is increased to reduce the visibility to a second low visibility state which is even lower than the first low visibility state, The notification effect execution means is capable of executing, as the notification effect, an effect in which effect identification information different from the predetermined effect identification information is difficult to see. It is characterized by the following. This feature can increase the interest in playing the game. The gaming machine of means 1 is A gaming machine (e.g., a pachinko gaming machine 1) that can variably display a plurality of types of effect identification information (e.g., decorative symbols) including specific effect identification information (e.g., pseudo-repeated symbols) to derive and display a display result, and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, a suggestion effect execution means (for example, a part where the effect control CPU 120 executes the variable display effect process shown in FIG. 10 ) capable of executing a plurality of types of suggestion effects including a special suggestion effect (for example, reach effect I) and a first suggestion effect (for example, reach effect A), a second suggestion effect (for example, reach effect B), a third suggestion effect (for example, reach effect F), and a fourth suggestion effect (for example, reach effect E) which have a lower expectation of being controlled to the advantageous state than the special suggestion effect; A development performance execution means (for example, a portion where the performance control CPU 120 executes the performance process during variable display shown in FIG. 10) that is capable of executing a special development performance as a first development pattern before the performance result of the first suggestive performance is announced (for example, as shown in FIG. 11-8, in a variable display in a variable pattern of a super reach η, a portion where a high expectation reach performance development announcement performance is executed from the execution of a reach performance A), and that is capable of executing a special development performance different from the special development performance as a second development pattern after it is announced that the second suggestive performance will not be controlled to the advantageous state as a performance result (for example, as shown in FIG. 11-8, in a variable display in a variable pattern of a super reach ζ, a portion where a variable display result (miss) is once announced as a performance result of reach performance B, and then a reach performance E development announcement performance is executed); As a variable display, a specific effect execution means (for example, a part where the effect control CPU 120 executes the variable display process shown in FIG. 10) that can execute a specific effect (for example, a pseudo-continuous effect) that temporarily stops the specific effect identification information at a predetermined timing from when the variable display of the effect identification information starts until the display result is derived and displayed, and then resumes the variable display; A temporary stop suggestion effect execution means (for example, a part where the effect control CPU 120 executes the variable display effect process shown in FIG. 10) that can execute a suggestion effect (for example, a temporary stop suggestion effect) that suggests that the specific effect identification information will be temporarily stopped; A notification effect execution means (for example, a part where the effect control CPU 120 executes the variable display effect process shown in FIG. 10) capable of executing a notification effect (for example, a temporary stop notification effect) that notifies that the specific effect identification information has temporarily stopped; Equipped with The suggestion effect execution means When the first development pattern is executed by the development effect execution means, the third suggestive effect having a higher expectation than the first suggestive effect can be executed after the execution of the special development effect (for example, as shown in FIG. 11-8, in the variable display of the fluctuation pattern of the super reach η, a high expectation reach effect development notification effect is executed from the execution of reach effect A, and then reach effect F is executed), When the second development pattern is executed by the development effect execution means, the fourth suggestion effect can be executed after the special development effect is executed (for example, as shown in FIG. 11-8, in the variable display in the variable pattern of Super Reach ζ, the variable display result (miss) is once notified as the effect result of Reach effect B, and then the Reach effect E development notification effect is executed, and then the Reach effect E is executed), The duration of the second suggestive effect is longer than the duration of the first suggestive effect (for example, as shown in FIG. 11-7, the length L2 of the execution period of reach effect B is set longer than the length L1 of the execution period of reach effect A), The performance period of the special development performance is longer than the performance period of the special development performance (for example, as shown in Figures 11-8 and 11-9, the length L7 of the execution period of the high expectation reach performance development notification performance is longer than the length L6b of the execution period of the reach performance E development notification performance), The special development effects include a first effect (e.g., a blackout effect shown in Figures 11-10 and 11-55) in which the visibility of the effect image is reduced, a second effect (e.g., an early effect shown in Figures 11-10 and 11-55) which is an effect executed after the first effect and in which the early information is visibly displayed, and a tertiary effect (e.g., a late effect shown in Figures 11-10 and 11-55) which is an effect executed after the second effect and in which the late information, which is more emphasized than the early information, is visibly displayed, The period from when the special development effect is executed to when it is announced that the game will be controlled to the advantageous state is shorter than the period from when the special development effect is executed to when it is announced that the game will be controlled to the advantageous state (for example, as shown in Figures 11-8 and 11-9, the length L13 of the period from the start timing of the high expectation reach effect development announcement effect to the end timing of reach effect I (the announcement timing of the variable display result) and the length L12 of the period from the start timing of the high expectation reach effect development announcement effect to the end timing of reach effect F are set longer than the length L11 of the period from the start timing of the reach effect E development announcement effect to the end timing of reach effect E (the announcement timing of the variable display result)). The temporary stop suggestion effect execution means can execute, as the suggestion effect, an effect in which the visibility of effect identification information different from the specific effect identification information is first reduced to a first low visibility state by displaying an effect display, and then reduced to a second low visibility state having even lower visibility than the first low visibility state (for example, as shown in Figures 12-33 and 12-34, the visibility of the left and right decorative patterns is reduced by displaying concentrated lines at a density D1 on the image display device 5, and then the visibility of the left and right decorative patterns is further reduced by displaying concentrated lines at a density D2), The notification effect execution means is capable of executing, as the notification effect, an effect in which effect identification information different from the specific effect identification information is made invisible (for example, as shown in Figures 12-34 and 12-35, an effect image for temporary stop notification is displayed in the entire display area of the image display device 5, making the decorative patterns on the left and right invisible); The temporary stop suggestion effect execution means can execute the suggestion effect even when the specific effect identification information does not temporarily stop, and when the temporary stop does not occur, can continue to display the effect display for a predetermined period after the predetermined timing has passed (for example, as shown in FIG. 12-44, when the temporary stop suggestion effect is executed and the pseudo consecutive symbols do not temporarily stop, the convergence lines continue to be displayed even after the pseudo consecutive symbols are no longer displayed on the image display device 5). It is characterized by the following. According to this feature, when the fourth suggestive effect is executed after the execution of the special development effect, it is possible to prevent a decrease in interest in the game due to an excessively long period until it is announced that the game will be controlled to an advantageous state, and when the special suggestive effect is executed after the execution of the special development effect, it is possible to attract the player's attention to the special suggestive effect before it is announced that the game will be controlled to an advantageous state, thereby increasing interest in the game. Also, it is possible to attract the player's attention to the second suggestive effect for a longer period than the first suggestive effect, thereby increasing interest in the game. Furthermore, unlike the first suggestive effect, the second suggestive effect does not execute a development effect before the announcement of the effect result, so even if the special development effect is not executed, it is possible to reliably attract the player's attention to whether it will be announced that the game will be controlled to an advantageous state as a result of the second suggestive effect. Furthermore, the suggestive effect can heighten the player's anticipation of a temporary stop, and the execution of the notification effect can heighten the player's sense of excitement at the temporary stop. Furthermore, if a temporary stop is not made, the effect display continues to be displayed even after the specified timing for the temporary stop, making it easier for the player to recognize that a temporary stop has not occurred and easing the player's disappointment at not making a temporary stop, thereby increasing the player's interest in the game.
[0007] The gaming machine of means 2 is A gaming machine (e.g., a pachinko gaming machine 1) that can variably display a plurality of types of performance identification information (e.g., decorative patterns) to derive and display a display result, and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, a suggestion effect execution means (for example, a part where the effect control CPU 120 executes the variable display effect process shown in FIG. 10 ) capable of executing a plurality of types of suggestion effects including a special suggestion effect (for example, reach effect I) and a first suggestion effect (for example, reach effect A), a second suggestion effect (for example, reach effect B), a third suggestion effect (for example, reach effect F), and a fourth suggestion effect (for example, reach effect E) which have a lower expectation of being controlled to the advantageous state than the special suggestion effect; A development performance execution means (for example, a portion where the performance control CPU 120 executes the performance process during variable display shown in FIG. 10) that is capable of executing a special development performance as a first development pattern before the performance result of the first suggestive performance is announced (for example, as shown in FIG. 11-8, in a variable display in a variable pattern of a super reach η, a portion where a high expectation reach performance development announcement performance is executed from the execution of a reach performance A), and that is capable of executing a special development performance different from the special development performance as a second development pattern after it is announced that the second suggestive performance will not be controlled to the advantageous state as a performance result (for example, as shown in FIG. 11-8, in a variable display in a variable pattern of a super reach ζ, a portion where a variable display result (miss) is once announced as a performance result of reach performance B, and then a reach performance E development announcement performance is executed); As a variable display, at a predetermined timing from when the variable display of the effect identification information is started until the display result is derived and displayed, a specific effect (for example, a pseudo consecutive effect) that can execute a specific effect that temporarily stops special identification information (for example, a pseudo consecutive pattern) different from the effect identification information and then resumes the variable display (for example, a part where the effect control CPU 120 executes the variable display during effect processing shown in FIG. 10 ); A temporary stop suggestion effect execution means (for example, a part where the effect control CPU 120 executes the variable display effect process shown in FIG. 10) that can execute a suggestion effect (for example, a temporary stop suggestion effect) that suggests that the special identification information will be temporarily stopped; A notification effect execution means (for example, a part where the effect control CPU 120 executes the variable display effect process shown in FIG. 10) capable of executing a notification effect (for example, a temporary stop notification effect) that notifies that the special identification information has temporarily stopped; Equipped with The suggestion effect execution means When the first development pattern is executed by the development effect execution means, the third suggestive effect having a higher expectation than the first suggestive effect can be executed after the execution of the special development effect (for example, as shown in FIG. 11-8, in the variable display of the fluctuation pattern of the super reach η, a high expectation reach effect development notification effect is executed from the execution of reach effect A, and then reach effect F is executed), When the second development pattern is executed by the development effect execution means, the fourth suggestion effect can be executed after the special development effect is executed (for example, as shown in FIG. 11-8, in the variable display in the variable pattern of Super Reach ζ, the variable display result (miss) is once notified as the effect result of Reach effect B, and then the Reach effect E development notification effect is executed, and then the Reach effect E is executed), The duration of the second suggestive effect is longer than the duration of the first suggestive effect (for example, as shown in FIG. 11-7, the length L2 of the execution period of reach effect B is set longer than the length L1 of the execution period of reach effect A), The performance period of the special development performance is longer than the performance period of the special development performance (for example, as shown in Figures 11-8 and 11-9, the length L7 of the execution period of the high expectation reach performance development notification performance is longer than the length L6b of the execution period of the reach performance E development notification performance), The special development effects include a first effect (e.g., a blackout effect shown in Figures 11-10 and 11-55) in which the visibility of the effect image is reduced, a second effect (e.g., an early effect shown in Figures 11-10 and 11-55) which is an effect executed after the first effect and in which the early information is visibly displayed, and a tertiary effect (e.g., a late effect shown in Figures 11-10 and 11-55) which is an effect executed after the second effect and in which the late information, which is more emphasized than the early information, is visibly displayed, The period from when the special development effect is executed to when it is announced that the game will be controlled to the advantageous state is shorter than the period from when the special development effect is executed to when it is announced that the game will be controlled to the advantageous state (for example, as shown in Figures 11-8 and 11-9, the length L13 of the period from the start timing of the high expectation reach effect development announcement effect to the end timing of reach effect I (the announcement timing of the variable display result) and the length L12 of the period from the start timing of the high expectation reach effect development announcement effect to the end timing of reach effect F are set longer than the length L11 of the period from the start timing of the reach effect E development announcement effect to the end timing of reach effect E (the announcement timing of the variable display result)). The temporary stop suggestion effect execution means can execute, as the suggestion effect, an effect in which the visibility of the effect identification information is first reduced to a first low visibility state by displaying an effect display, and then reduced to a second low visibility state having even lower visibility than the first low visibility state (for example, as shown in Figures 12-33 and 12-34, the visibility of the left and right decorative patterns is reduced by displaying concentrated lines at a density D1 on the image display device 5, and then the visibility of the left and right decorative patterns is further reduced by displaying concentrated lines at a density D2), The notification effect execution means is capable of executing an effect that makes the effect identification information invisible as the notification effect (for example, as shown in Figures 12-34 and 12-35, an effect image for temporary stop notification is displayed in the entire display area of the image display device 5, thereby making the decorative patterns on the left and right invisible), The temporary stop suggestion effect execution means can execute the suggestion effect even when the special identification information does not temporarily stop, and when the temporary stop does not occur, can continue to display the effect display for a predetermined period after the predetermined timing has passed (for example, as shown in FIG. 12-44, when the temporary stop suggestion effect is executed and the pseudo consecutive symbols do not temporarily stop, the convergence lines continue to be displayed even after the pseudo consecutive symbols are no longer displayed on the image display device 5). It is characterized by the following. According to this feature, when the fourth suggestive effect is executed after the execution of the special development effect, it is possible to prevent a decrease in interest in the game due to an excessively long period until it is announced that the game will be controlled to an advantageous state, and when the special suggestive effect is executed after the execution of the special development effect, it is possible to attract the player's attention to the special suggestive effect before it is announced that the game will be controlled to an advantageous state, thereby increasing interest in the game. Also, it is possible to attract the player's attention to the second suggestive effect for a longer period than the first suggestive effect, thereby increasing interest in the game. Furthermore, unlike the first suggestive effect, the second suggestive effect does not execute a development effect before the announcement of the effect result, so even if the special development effect is not executed, it is possible to reliably attract the player's attention to whether it will be announced that the game will be controlled to an advantageous state as a result of the second suggestive effect. Furthermore, the suggestive effect can heighten the player's anticipation of a temporary stop, and the execution of the notification effect can heighten the player's sense of excitement at the temporary stop. Furthermore, if a temporary stop is not made, the effect display continues to be displayed even after the specified timing for the temporary stop, making it easier for the player to recognize that a temporary stop has not occurred and easing the player's disappointment at not making a temporary stop, thereby increasing the player's interest in the game.
[0008] Furthermore, the embodiments for carrying out the inventions described below include inventions relating to gaming machines as set forth in the following means 3 and 4. Conventionally, gaming machines have been capable of executing variable display of decorative symbols (effect identification information) and of executing pseudo-consecutive effects (specific effects) including the temporary stopping of pseudo-consecutive symbols (specific effect identification information) during the variable display of the decorative symbols, as shown in JP 2016-131876 A. However, in such gaming machines, no effect is executed when the pseudo-consecutive symbols temporarily stop, which poses a problem in that not only is it not possible to heighten the player's anticipation for the pseudo-consecutive symbols to temporarily stop, but also the player's sense of elation at the temporary stopping of the pseudo-consecutive symbols to stop. In light of this, there is a need for a gaming machine that can heighten the player's anticipation and enhance the player's sense of elation.
[0009] The gaming machine of means 3 is A gaming machine (e.g., a pachinko gaming machine 1) that can variably display a plurality of types of effect identification information (e.g., decorative symbols) including specific effect identification information (e.g., pseudo-repeated symbols) to derive and display a display result, and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, As a variable display, a specific effect execution means (for example, a part where the effect control CPU 120 executes the variable display process shown in FIG. 10) that can execute a specific effect (for example, a pseudo-continuous effect) that temporarily stops the specific effect identification information at a predetermined timing from when the variable display of the effect identification information starts until the display result is derived and displayed, and then resumes the variable display; A temporary stop suggestion effect execution means (for example, a part where the effect control CPU 120 executes the variable display effect process shown in FIG. 10) that can execute a suggestion effect (for example, a temporary stop suggestion effect) that suggests that the specific effect identification information will be temporarily stopped; A notification effect execution means (for example, a part where the effect control CPU 120 executes the variable display effect process shown in FIG. 10) capable of executing a notification effect (for example, a temporary stop notification effect) that notifies that the specific effect identification information has temporarily stopped; Equipped with The temporary stop suggestion effect execution means can execute, as the suggestion effect, an effect in which the visibility of effect identification information different from the specific effect identification information is first reduced to a first low visibility state by displaying an effect display, and then reduced to a second low visibility state having even lower visibility than the first low visibility state (for example, as shown in Figures 12-33 and 12-34, the visibility of the left and right decorative patterns is reduced by displaying concentrated lines at a density D1 on the image display device 5, and then the visibility of the left and right decorative patterns is further reduced by displaying concentrated lines at a density D2), The notification effect execution means is capable of executing, as the notification effect, an effect in which effect identification information different from the specific effect identification information is made invisible (for example, as shown in Figures 12-34 and 12-35, an effect image for temporary stop notification is displayed in the entire display area of the image display device 5, making the decorative patterns on the left and right invisible); The temporary stop suggestion effect execution means can execute the suggestion effect even when the specific effect identification information does not temporarily stop, and when the temporary stop does not occur, can continue to display the effect display for a predetermined period after the predetermined timing has passed (for example, as shown in FIG. 12-44, when the temporary stop suggestion effect is executed and the pseudo consecutive symbols do not temporarily stop, the convergence lines continue to be displayed even after the pseudo consecutive symbols are no longer displayed on the image display device 5). It is characterized by the following. According to this feature, the suggestive effect can increase the player's anticipation of a temporary stop, and the execution of the notification effect can increase the player's sense of excitement at the temporary stop.In addition, if a temporary stop is not made, the effect display continues to be displayed even after the specified timing for the temporary stop, making it easier for the player to recognize that a temporary stop has not occurred and easing the player's disappointment at not making a temporary stop, thereby increasing the player's interest in the game.
[0010] The gaming machine of means 4 is A gaming machine (e.g., a pachinko gaming machine 1) that can variably display a plurality of types of performance identification information (e.g., decorative patterns) to derive and display a display result, and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, As a variable display, at a predetermined timing from when the variable display of the effect identification information is started until the display result is derived and displayed, a specific effect (for example, a pseudo consecutive effect) that can execute a specific effect that temporarily stops special identification information (for example, a pseudo consecutive pattern) different from the effect identification information and then resumes the variable display (for example, a part where the effect control CPU 120 executes the variable display during effect processing shown in FIG. 10 ); A temporary stop suggestion effect execution means (for example, a part where the effect control CPU 120 executes the variable display effect process shown in FIG. 10) that can execute a suggestion effect (for example, a temporary stop suggestion effect) that suggests that the special identification information will be temporarily stopped; A notification effect execution means (for example, a part where the effect control CPU 120 executes the variable display effect process shown in FIG. 10) capable of executing a notification effect (for example, a temporary stop notification effect) that notifies that the special identification information has temporarily stopped; Equipped with The temporary stop suggestion effect execution means can execute, as the suggestion effect, an effect in which the visibility of the effect identification information is first reduced to a first low visibility state by displaying an effect display, and then reduced to a second low visibility state having even lower visibility than the first low visibility state (for example, as shown in Figures 12-33 and 12-34, the visibility of the left and right decorative patterns is reduced by displaying concentrated lines at a density D1 on the image display device 5, and then the visibility of the left and right decorative patterns is further reduced by displaying concentrated lines at a density D2), The notification effect execution means is capable of executing an effect that makes the effect identification information invisible as the notification effect (for example, as shown in Figures 12-34 and 12-35, an effect image for temporary stop notification is displayed in the entire display area of the image display device 5, thereby making the decorative patterns on the left and right invisible), The temporary stop suggestion effect execution means can execute the suggestion effect even when the special identification information does not temporarily stop, and when the temporary stop does not occur, can continue to display the effect display for a predetermined period after the predetermined timing has passed (for example, as shown in FIG. 12-44, when the temporary stop suggestion effect is executed and the pseudo consecutive symbols do not temporarily stop, the convergence lines continue to be displayed even after the pseudo consecutive symbols are no longer displayed on the image display device 5). It is characterized by the following. According to this feature, the suggestive effect can increase the player's anticipation of a temporary stop, and the execution of the notification effect can increase the player's sense of excitement at the temporary stop.In addition, if a temporary stop is not made, the effect display continues to be displayed even after the specified timing for the temporary stop, making it easier for the player to recognize that a temporary stop has not occurred and easing the player's disappointment at not making a temporary stop, thereby increasing the player's interest in the game.
[0011] Furthermore, the present invention may have only the invention-specific matters set forth in the claims of the present invention, or may have the invention-specific matters set forth in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief explanation of the drawings]
[0012] [Figure 1] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 2] FIG. 2 is a rear perspective view of the pachinko gaming machine according to this embodiment. [Figure 3] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 4] 10 is a flowchart showing an example of a game control main process. [Figure 5] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 6] 10 is a flowchart illustrating an example of a special symbol process. [Figure 7]FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 8] This is a diagram showing the numerical range of a jackpot and the numerical range of a miss with time reduction in the variable display of the first special chart in normal state or time reduction state. [Figure 9] 10 is a flowchart showing an example of a performance control main process. [Figure 10] 10 is a flowchart showing an example of a performance control process. [Figure 11-1] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 11-2] FIG. 2 is an explanatory diagram showing each random number. [Figure 11-3] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 11-4] (A) is a diagram showing an example of the configuration of a jackpot type determination table, and (B) is a diagram showing the contents of various jackpots. [Figure 11-5] FIG. 10 is a diagram illustrating a variation pattern. [Figure 11-6] 10 is an explanatory diagram showing the relationship between variable display results and variation patterns. FIG. [Figure 11-7] This is a timing chart showing the performance period for each variation pattern. [Figure 11-8] This is a timing chart showing the performance period for each variation pattern. [Figure 11-9] This is a timing chart showing the performance period for each variation pattern. [Figure 11-10] 10A is a diagram showing details of the presentation when a high expectation reach presentation development notification presentation is executed, and FIG. 10B is a diagram showing a comparison between the first and second stage presentations. [Figure 11-11] FIG. 1 is an explanatory diagram illustrating an image display device. [Figure 11-12] FIG. 10 is an explanatory diagram of a game control data storage area. [Figure 11-13] (A) is an explanatory diagram of the data holding area for performance control, and (B) is an explanatory diagram of the command buffer received at the time of starting winning. [Figure 11-14] 10 is a flowchart showing an example of a start winning determination process. [Figure 11-15] 10 is a flowchart showing an example of a random number value determination process when a prize is won. [Figure 11-16] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 11-17] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 11-18] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 11-19] A flowchart showing an example of a jackpot end process. [Figure 11-20] 10 is a flowchart showing an example of a pre-reading preview performance setting process. [Figure 11-21] A diagram showing whether or not a pre-reading preview effect is executed and the display pattern determination ratio. [Figure 11-22] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 11-23] 10 is a flowchart showing an example of a meter effect determination process. [Figure 11-24] 10A is a diagram showing whether or not a meter effect is executed and the determination ratio of the effect pattern, and FIG. 10B is an explanatory diagram of each effect pattern. [Figure 11-25] 10 is a timing chart showing first to fifth timings in each variation pattern. [Figure 11-26] 10 is a flowchart showing an example of a reach effect E development suggestion effect determination process. [Figure 11-27] 10 is a flowchart showing an example of a branch destination suggestion effect determination process. [Figure 11-28] 10A is a diagram showing whether or not a branch destination suggestion effect is executed and the decision ratio of the effect pattern, and FIG. 10B is an explanatory diagram of the effect pattern of the branch destination suggestion effect. [Figure 11-29] 10 is a flowchart showing an example of a reach effect G development suggestion effect determination process. [Figure 11-30](A) is a diagram showing the reach effect determination rate when a jackpot is hit, (B) is a diagram showing the reach effect determination rate when a miss is hit, (C) is a diagram showing a comparison between reach effect C and reach effect D, (D) is an explanatory diagram of the difference in the determination rate between reach effect C and reach effect D in the fluctuation pattern of super reach θ when a jackpot is hit and the fluctuation pattern of super reach κ when a miss is hit, and (E) is an explanatory diagram of the difference in the determination rate between reach effect C and reach effect D in the fluctuation pattern of super reach θ when a miss is hit and the fluctuation pattern of super reach κ when a miss is hit. [Figure 11-31] 10 is a flowchart showing an example of a chance-up effect determination process. [Figure 11-32] FIG. 10 is an explanatory diagram of the period during which chance-up effects can be executed during each reach effect. [Figure 11-33] FIG. 10 is an explanatory diagram of effects that can be executed as chance-up effects. [Figure 11-34] (A) to (D) are diagrams showing whether or not a chance-up effect is executed in each reach effect and the effect pattern, and (E) and (F) are explanatory diagrams of the effect patterns of the chance-up effect in each reach effect. [Figure 11-35] A diagram showing the presentation style in the variable display of super reach. [Figure 11-36] A diagram showing the presentation style in the variable display of super reach. [Figure 11-37] A diagram showing the presentation style in the variable display of super reach. [Figure 11-38] A diagram showing the presentation style in the variable display of super reach. [Figure 11-39] A diagram showing the presentation style in the variable display of super reach. [Figure 11-40] A diagram showing the presentation style in the variable display of super reach. [Figure 11-41] A diagram showing the presentation style in the variable display of super reach. [Figure 11-42] A diagram showing the presentation style in the variable display of super reach. [Figure 11-43] A diagram showing the presentation style in the variable display of super reach. [Figure 11-44] A diagram showing the presentation style in the variable display of super reach. [Figure 11-45] A diagram showing the presentation style in the variable display of super reach. [Figure 11-46] A diagram showing the presentation style in the variable display of super reach. [Figure 11-47] A diagram showing the presentation style in the variable display of super reach. [Figure 11-48] A diagram showing the presentation style in the variable display of super reach. [Figure 11-49] A diagram showing the presentation style in the variable display of super reach. [Figure 11-50] A diagram showing the presentation style in the variable display of super reach. [Figure 11-51] A diagram showing the presentation style in the variable display of super reach. [Figure 11-52] A diagram showing the presentation style in the variable display of super reach. [Figure 11-53] A diagram showing the presentation style in the variable display of super reach. [Figure 11-54] A diagram showing the presentation style in the variable display of super reach. [Figure 11-55] A diagram showing the presentation style in the variable display of super reach. [Figure 11-56] A diagram showing the presentation style in the variable display of super reach. [Figure 11-57] FIG. 10 is a diagram showing an image display device according to a modified example. [Figure 11-58] 10A and 10B are diagrams illustrating a change rate of the display mode of the active display in a modified example. [Figure 11-59] This figure shows whether or not a branch destination suggestion effect is executed and the determination rate of the effect pattern in the variable display of the fluctuation pattern of super reach κ in a modified example. [Figure 11-60] A diagram showing whether or not a chance-up effect is executed and the determination rate of the effect pattern in the variable display of the fluctuation pattern of super reach κ in a modified example. [Figure 11-61] An explanatory diagram of the length of the revival performance in a modified example. [Figure 12-1] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 12-2] 10A and 10B are diagrams illustrating the operation of a second movable body. [Figure 12-3] FIG. 2 is an explanatory diagram of image data that constitutes a display on an image display device. [Figure 12-4] FIG. 2 is an explanatory diagram of image data that constitutes a display on an image display device. [Figure 12-5] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 12-6] FIG. 2 is an explanatory diagram showing each random number. [Figure 12-7] 1A is an explanatory diagram showing a display result determination table 1, and FIG. 1B is an explanatory diagram showing a display result determination table 2. FIG. [Figure 12-8] (A) is a diagram showing an example of the configuration of a jackpot type determination table, and (B) is a diagram showing the contents of various jackpots. [Figure 12-9] FIG. 10 is a diagram illustrating a variation pattern. [Figure 12-10] 10 is an explanatory diagram showing the relationship between variable display results and variation patterns. FIG. [Figure 12-11] (A) is a block diagram showing an example of the configuration of a data holding area for performance control, and (B) is a diagram showing an example of the configuration of a command buffer received at the time of starting winning. [Figure 12-12] 10 is a flowchart showing an example of a start winning determination process. [Figure 12-13] 10A is a flowchart showing an example of a process for determining a random number value when a prize is won, and FIG. 10B is a diagram showing the contents of a variable category command. [Figure 12-14] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 12-15] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 12-16] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 12-17]A flowchart showing an example of a jackpot end process. [Figure 12-18] 10 is a flowchart illustrating an example of a command analysis process. [Figure 12-19] 10 is a part of a flowchart showing an example of a performance control process. [Figure 12-20] 10 is a flowchart illustrating an example of a pre-reading notice setting process. [Figure 12-21] 10A is a diagram showing an example of a display pattern determination ratio for a reserved memory of a jackpot, and FIG. 10B is a diagram showing an example of a display pattern determination ratio for a reserved memory of a loss. [Figure 12-22] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 12-23] This is a timing chart of variable display that executes pseudo consecutive effects. [Figure 12-24] This is a timing chart of variable display that executes pseudo consecutive effects. [Figure 12-25] This is a timing chart of variable display that executes pseudo consecutive effects. [Figure 12-26] This is a timing chart of variable display that executes pseudo consecutive effects. [Figure 12-27] This is a timing chart of variable display that executes pseudo consecutive effects. [Figure 12-28] An explanatory diagram of each performance period and performance content in pseudo-consecutive performances. [Figure 12-29] 10A is a flowchart showing an example of a preview performance determination process (for use when executing pseudo-consecutive performances), and FIG. 10B is a diagram showing whether or not a preview performance will be executed and the determination ratio of the preview performances to be executed. [Figure 12-30] (A) is a flowchart showing an example of the preview performance decision process (for when pseudo consecutive performances are not executed), and (B) is a diagram showing whether or not a preview performance will be executed and the decision ratio of the preview performances to be executed. [Figure 12-31] (A) is a diagram showing the ratio of determining whether to execute the special temporary stop notification effect, and (B) is a diagram showing the ratio of determining the period of the temporary stop notification effect. [Figure 12-32] 10A and 10B are diagrams illustrating an output mode of sound output from a speaker. [Figure 12-33] A figure showing the display mode of each image during the temporary stop suggestion performance period when the pseudo consecutive patterns do not stop. [Figure 12-34] This figure shows the display mode of each image during the temporary stop suggestion performance period when pseudo consecutive patterns temporarily stop. [Figure 12-35] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 12-36] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 12-37] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 12-38] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 12-39] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 12-40] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 12-41] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 12-42] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 12-43] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 12-44] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 12-45] This is an explanatory diagram of the change in visibility of the decorative patterns on the left and right during the temporary stop suggestion display period and the temporary stop notification display period. [Figure 12-46] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 12-47] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 12-48]A figure showing the display mode of an image display device in variable display that executes pseudo consecutive performances in a modified example. [Figure 13-1] FIG. 2 is an explanatory diagram of image data that constitutes a display on an image display device. [Figure 13-2] FIG. 2 is an explanatory diagram of image data that constitutes a display on an image display device. [Figure 13-3] FIG. 2 is an explanatory diagram of image data that constitutes a display on an image display device. [Figure 13-4] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 13-5] 10A and 10B are explanatory diagrams of image data that constitute a display on an image display device according to a modified example. [Figure 13-6] A figure showing the display mode of an image display device in variable display that executes pseudo consecutive performances in a modified example. [Figure 13-7] A figure showing the display mode of an image display device in variable display that executes pseudo consecutive performances in a modified example. [Figure 13-8] A figure showing the display mode of an image display device in variable display that executes pseudo consecutive performances in a modified example. [Figure 13-9] A figure showing the display mode of an image display device in variable display that executes pseudo consecutive performances in a modified example. [Figure 13-10] 10A and 10B are explanatory diagrams showing the transparency of convergent lines and effect images in a modified example. [Figure 13-11] A figure showing the display mode of an image display device in variable display that executes pseudo consecutive performances in a modified example. DETAILED DESCRIPTION OF THE INVENTION
[0013] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.
[0014] (Configuration of Pachinko Machine 1) Figure 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that forms the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls, which serve as gaming media, are shot into this gaming area by a predetermined ball shooting device.
[0015] Note that the "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or the normal symbols described below vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols described below vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Note that variations also include the display of a certain symbol flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as the display result (the same applies to the variable display of other symbols described below). Note that variable display may also be referred to as variable display or variation.
[0016] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." Also, a special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." Note that there may be only one type of special symbol display device that variably displays the special symbol.
[0017] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is configured, for example, by an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may also be configured by a projector and a screen. The image display device 5 displays various effect images.
[0018] For example, on the screen of the image display device 5, in synchronization with the first special symbol game or the second special symbol game, a variable display of multiple types of decorative symbols (such as symbols showing numbers, etc.) as decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. The special symbol games and variable display of decorative symbols executed in synchronization are collectively referred to simply as "variable display."
[0019] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display that is currently being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.
[0020] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.
[0021] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the number of first hold memories by the number of lit LEDs. The second hold indicator 25B displays the number of second hold memories by the number of lit LEDs.
[0022] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.
[0023] The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started.
[0024] The variable winning ball device 6B (a standard electric device) forms a second starting winning opening that changes between a closed state and an open state due to a solenoid 81 (see FIG. 3). The variable winning ball device 6B, for example, comprises an electric tulip-type device with a pair of movable wings. When the solenoid 81 is in the off state, the movable wings are in a vertical position, bringing the tips of the movable wings close to the winning ball device 6A, and the second starting winning opening is in a closed state where game balls cannot enter (also referred to as the second starting winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable wings of the variable winning ball device 6B are in a tilted position, so the second starting winning opening is in an open state where game balls can enter (also referred to as the second starting winning opening being in an open state). When a game ball enters the second starting winning opening, a predetermined number of prize balls (e.g., three) are paid out, and the second special game can be initiated. The variable winning ball device 6B may be any device that can be changed between a closed state and an open state, and is not limited to devices that include an electric tulip-type accessory.
[0025] General winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided at predetermined positions on the game board 2 (in the example shown in FIG. 1, three locations at the lower left of the game area and one location above the variable winning ball device 6B). In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.
[0026] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 3), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.
[0027] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.
[0028] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10.
[0029] The entry of a gaming ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, the entry into the starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.
[0030] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, at the lower left of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and variably displays normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers from "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.
[0031] A passing gate 41 through which the gaming ball can pass is provided on the right side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.
[0032] A normal symbol hold indicator 25C is provided below the normal symbol indicator 20. The normal symbol hold indicator 25C is configured to include, for example, four LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games that are pending execution, by the number of lit LEDs.
[0033] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls, as well as numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.
[0034] Speakers 8L, 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 on the gaming machine frame 3, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the gaming area. Furthermore, an attacca lamp 9c is provided near the special variable winning ball device 7 on the gaming board 2.
[0035] A movable body 32 that operates in accordance with the effects is provided at a predetermined position on the game board 2 (above the image display device 5 in FIG. 1). The movable body 32 is also provided with a movable body lamp 9d. The movable body lamp 9d, together with the main lamp 9a, frame lamp 9b, and attacca lamp 9c described above, may be collectively referred to as the game effect lamp 9. The main lamp 9a, frame lamp 9b, attacca lamp 9c, and movable body lamp 9d are each configured to include an LED.
[0036] At the lower right position of the gaming machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a gaming ball toward the gaming area by the ball-hitting device.
[0037] A ball supply tray (upper tray) is provided at a predetermined position in the gaming machine frame 3 below the gaming area to hold (store) gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball loaning machine so that they can be supplied to the ball launching device. Note that the gaming machine frame 3 may be provided with a payout section (ball supply tray) separate from the upper tray from which prize balls are paid out when the upper tray is full.
[0038] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is provided with a trigger button that can be pressed by a player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 3).
[0039] A push button 31B that a player can press to give a predetermined instruction is provided at a predetermined position on the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 3).
[0040] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.
[0041] FIG. 2 is a rear perspective view of the pachinko gaming machine 1. The main board 11 housed in a board case 201 is mounted on the rear of the pachinko gaming machine 1. A setting key 51 and a setting changeover switch 52 are provided on the main board 11. The setting key 51 functions as a lock switch for switching between a setting change state and a setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing setting values such as the probability of winning a jackpot and the payout rate in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached to the outside of the main board 11, for example, at a predetermined position on the power supply board 17.
[0042] A display monitor 29 is disposed in the center of the back surface of the main board 11, and a display changeover switch 31 is disposed to the side of the display monitor 29. The display monitor 29 may be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display changeover switch 31 are disposed in front of the main board 11 when the back side of the gaming board 2 is viewed with the gaming machine frame 3 open.
[0043] The display monitor 29 can display winning information such as consecutive win ratio, winning combination ratio, and base. The consecutive win ratio is the proportion of the number of winning balls that have entered the large winning slot (attacker) out of the total number of winning balls. The winning combination ratio is the proportion of the number of winning balls that have entered the second start winning slot (electric chute) and the number of winning balls that have entered the large winning slot (attacker) out of the total number of winning balls. The base is the proportion of the total number of winning balls to the number of game balls that have been shot out. When in a setting change state or a setting confirmation state, the display monitor 29 can display setting values in the pachinko gaming machine 1. When in a setting change state or a setting confirmation state, the display monitor 29 only needs to be able to display setting values, etc. that are to be changed or confirmed.
[0044] When the gaming machine frame 3 is closed, the setting key 51 and setting changeover switch 52 cannot be operated from the front side of the pachinko gaming machine 1. A glass door frame 3a having a glass window is rotatably provided in the gaming machine frame 3, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.
[0045] In the pachinko gaming machine 1, a security cover 50A is attached to the right end of the outer frame 1a, which is formed in a vertically long rectangular frame shape. When the gaming machine frame 3 is closed, the security cover 50A covers the right side of the circuit board case 201, which includes the setting keys 51 and setting changeover switch 52, from the rear side. The security cover 50A is a substantially L-shaped member including a short piece 50Aa and a long piece 50Ab, and may be made of a transparent synthetic resin.
[0046] (Outline of game progress) The game ball is launched towards the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 while the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on that passage cannot be played immediately), the normal game based on that passage is put on hold up to a predetermined upper limit number (for example, 4).
[0047] In this normal game, if a specific normal symbol (a normal winning symbol) is stopped and displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a normal losing symbol) is stopped and displayed as the confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes a "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second starting winning port is opened).
[0048] When a gaming ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.
[0049] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.
[0050] In addition, if a game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the jackpot game state described below (when a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be suspended up to a specified upper limit number (for example, 4).
[0051] In the special game, if a specific special symbol (a jackpot symbol, for example, "7"; the actual symbol varies depending on the type of jackpot, as described below) is displayed as a fixed special symbol, it is a "jackpot," and if a special symbol different from the jackpot symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "miss." Note that "misses" in this pachinko game machine 1 include "misses with time reduction," which are controlled to a high base state (time reduction state) from the next variable display without going through a jackpot game.
[0052] After the display result in the special game becomes "jackpot," the game is controlled to a jackpot game state, which is an advantageous state for the player.
[0053] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period of time (e.g., 29 seconds or 1.8 seconds) has elapsed, or until the number of game balls entering the large prize opening reaches a predetermined number (e.g., 9), whichever comes first. The predetermined period is the maximum period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the maximum opening period. This cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined maximum number of times (15 times or 2 times) is reached.
[0054] In the jackpot gaming state, the player can win prize balls by making the game ball enter the big prize opening. Therefore, the jackpot gaming state is advantageous to the player. The more rounds in the jackpot gaming state and the longer the open upper limit period, the more advantageous it is for the player.
[0055] It should be noted that a "jackpot" has a set type of jackpot. For example, there are prepared a number of types of opening modes of the jackpot entrance (number of rounds or upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc.), and the jackpot type is set according to these. The jackpot types may include a jackpot type that can obtain many prize balls, a jackpot type that can obtain few prize balls, or a jackpot type that can obtain almost no prize balls.
[0056] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.
[0057] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (the period during which the special symbol fluctuates) compared to the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the fluctuation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.
[0058] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot."
[0059] The time-saving state or the probability variation state continues until one of the termination conditions is met first, such as the execution of a predetermined number of special game games or the start of the next jackpot game state. The termination condition, which is the execution of a predetermined number of special game games, is also called a count-cut (count-cut time-saving, count-cut probability variation, etc.).
[0060] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when the specified recovery process is not executed after power is turned on, such as when a system reset is performed).
[0061] The state in which probability variable control is being executed is also called a high probability state, and the state in which probability variable control is not being executed is also called a low probability state. The state in which time-saving control is being executed is also called a high base state, and the state in which time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. The high probability state and low base state are also called a high probability low base state.
[0062] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize opening) during the big win game state. For example, when the game ball passes through the specific area, the game state may be controlled to a probability variable state after the big win game state. (Progress of the production, etc.)
[0063] In the pachinko gaming machine 1, various effects (such as notifying the progress of the game or adding excitement to the game) are executed according to the progress of the game. These effects are described below. The effects are executed by displaying various effect images on the image display device 5, but in addition to or instead of these displays, they may be executed as sound output from the speakers 8L and 8R, the turning on and off of the game effect lamp 9, the movement of the movable body 32, or as effects using any effect device including some or all of these.
[0064] As an effect executed in accordance with the progress of the game, in response to the start of the first special symbol game or the second special symbol game, variable display of decorative symbols begins in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is statically displayed, the determined decorative symbol (combination of three decorative symbols) that is the display result of the variable display of the decorative symbols is also statically displayed (derived).
[0065] During the period from when the variable display of the decorative symbols starts to when it ends, the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have stopped and displayed form part of a jackpot combination, which will be described later.
[0066] Furthermore, when the ready state is reached during the variable display of the decorative symbols, a ready effect is executed. In the pachinko gaming machine 1, a plurality of types of ready effects are executed, each with a different probability (also called the reliability of a jackpot or the expected probability of a jackpot) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "jackpot" depending on the effect state. The ready effects include, for example, a normal reach and a super reach, which has a higher reliability of a jackpot than a normal reach.
[0067] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as the display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.
[0068] In the case of a "probability variable jackpot" that is controlled to a probability variable state after the end of the jackpot gaming state, odd numbered decorative symbols (for example, "7") are displayed stopped and aligned, and in the case of a "non-probability variable jackpot (normal jackpot)" that is not controlled to a probability variable state after the end of the jackpot gaming state, even numbered decorative symbols (for example, "6") may be displayed stopped and aligned. In this case, odd numbered decorative symbols are also called probability variable symbols, and even numbered decorative symbols are also called non-probability variable symbols (normal symbols). After a reach state is reached with non-probability variable symbols, a promotion effect may be executed that ultimately results in a "probability variable jackpot."
[0069] When the display result of the special symbol game is a "miss," the state of the variable display of the decorative symbol does not become a reach state, and a fixed decorative symbol of a non-reach combination (also called a "non-reach miss") may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative symbol becomes a reach state, a fixed decorative symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "reach miss").
[0070] The effects that the pachinko gaming machine 1 can execute include displaying the above-mentioned variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative symbols. The preview effects include a preview effect that predicts the jackpot reliability in the variable display currently being executed, and a pre-read preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-read preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.
[0071] In addition, in the image display device 5, by temporarily stopping the decorative pattern during variable display and then restarting the variable display, a pseudo consecutive performance may be executed in which one variable display appears to be multiple variable displays.
[0072] During the jackpot gaming state, a jackpot effect is executed to notify the player of the jackpot gaming state. As the jackpot effect, an effect to notify the number of rounds or an improvement effect to indicate that the value of the jackpot gaming state is increasing may be executed.
[0073] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo effect is executed).
[0074] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 3. In addition, various boards, such as a payout control board, an information terminal board, and a firing control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 is also equipped. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on electronic circuit boards.
[0075] A power switch 91 is connected to the power supply board 17, and by operating the power switch 91 (turning it on), power from an AC power source such as an external power source such as a commercial power supply, such as AC 100V, can be supplied from the power supply board 17 to electrical components including various control boards such as the main board 11 and the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).
[0076] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special game (including management of reserved games), execution of regular game (including management of reserved games), jackpot game status, game status, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.
[0077] The game control microcomputer 100 mounted on the main board 11 is, for example, a single-chip microcomputer, and is equipped with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.
[0078] The CPU 103 executes a program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (such as data on variation patterns, performance control commands, and tables referenced when making various decisions) are used, and the RAM 102 is used as the main memory. The RAM 102 serves as a backup RAM in which the stored contents are preserved for a predetermined period of time even if a part or all of the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be expanded into the RAM 102 and executed on the RAM 102.
[0079] The random number circuit 104 counts updatable numerical data indicating various random number values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0080] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).
[0081] The switch circuit 110 takes in detection signals (such as detection signals indicating that a game ball has passed through or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23), and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the game ball has passed through or entered.
[0082] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, an IC with a built-in watchdog timer, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage remains below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on, for example, by pressing a clear switch 92 provided on the power supply board 17.
[0083] The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal to turn on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric device and the solenoid 82 for the big prize opening door.
[0084] The main board 11 is connected to a display monitor 29, a display changeover switch 31, a setting key 51, a setting changeover switch 52, and a door open sensor 90. The door open sensor 90 detects the opening of the gaming machine frame 3 including the glass door frame 3a.
[0085] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results on the main board 11 (for example, the display results of the special game (including the type of jackpot), the variable patterns used when executing the special game (details will be described later)), the status of the game (for example, the start and end of the variable display, the opening status of the big prize opening, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.
[0086] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, error notifications, and notifications of power outage recovery) based on the received performance control commands.
[0087] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0088] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing performances together with the display control unit 123 (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed, etc.). At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0089] The presentation control CPU 120 may instruct the display control unit 123 to execute a presentation based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).
[0090] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.
[0091] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby displaying an effect image on the image display device 5. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and to turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal to operate the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0092] The audio control board 13 is equipped with various circuits that drive the speakers 8L and 8R, and drives the speakers 8L and 8R based on the sound designation signal, causing the speakers 8L and 8R to output the sound designated by the sound designation signal.
[0093] The lamp control board 14 is equipped with various circuits that drive the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signals, turning the game effect lamps 9 on and off in the manner specified by the lamp signals. In this way, the display control unit 123 controls the sound output and the turning on and off of the lamps.
[0094] In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.
[0095] The random number circuit 124 counts updatable numerical data indicating various random number values (performance random numbers) used to execute various performances. The performance random numbers may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).
[0096] The I / O 125 mounted on the performance control board 12 includes an input port for taking in performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0097] Sub-boards other than the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. As in the pachinko game machine 1, multiple sub-boards may be provided for different functions, or one sub-board may be configured to have multiple functions.
[0098] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0099] (Main operations of the main board 11) First, we will explain the main operations of the main board 11. When power supply to the pachinko gaming machine 1 starts, the game control microcomputer 100 starts up and the game control main process is executed by the CPU 103. Figure 4 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.
[0100] 4, the CPU 103 first disables interrupts (step S1). Then, it performs necessary initial settings (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to an accessible state.
[0101] Next, it is determined whether the recovery condition is met (step S3). The recovery condition can be met when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When power supply to the pachinko gaming machine 1 is started, if a clear switch provided on the power supply board 17, for example, is pressed, an ON clear signal is input to the game control microcomputer 100. If such an ON clear signal is input, it is determined in step S3 that the recovery condition is not met. The backup data only needs to be able to be saved in the RAM 102, which serves as the backup RAM for game control. In step S3, it is determined whether the recovery condition can be met by checking or inspecting the presence or absence of backup data, the presence or absence of data errors, etc.
[0102] If the restoration condition is met (step S3; Yes), a restoration process (step S4) is executed, followed by a setting confirmation process (step S5). The restoration process of step S4 sets a working area based on the contents stored in RAM 102. By setting the working area using the backup data stored in RAM 102, the game state when the power supply was stopped is restored, and if, for example, a special symbol was fluctuating, it is sufficient if the fluctuating special symbol can be resumed from the state before the power supply was stopped.
[0103] If the recovery condition is not met (step S3; No), an initialization process (step S6) is performed, followed by a setting change process (step S7). The initialization process in step S6 includes a clearing process for clearing flags, counters, and buffers stored in RAM 102, and initial values are set in the work area by the execution of the clearing process.
[0104] In the setting confirmation process of step S5, it is determined whether a predetermined setting confirmation condition is met. The setting confirmation condition is met, for example, when the power supply is started, if the detection signal from the door open sensor 90 is in the ON state and the setting key 51 is turned ON. The setting confirmation process of step S5 is executed when the restoration condition, including the clear signal being in the OFF state, is met in step S3. Therefore, the setting confirmation condition can be met only when the clear signal is in the OFF state, and therefore the clear signal being in the OFF state can also be included in the setting confirmation condition.
[0105] If the setting confirmation condition is met in the setting confirmation process of step S5, the pachinko gaming machine 1 enters a setting confirmation state in which the setting values set therein can be confirmed, and a setting confirmation start command is sent from the main board 11 to the performance control board 12. In the setting confirmation state, it is possible to confirm the setting values set therein by displaying them on the display monitor 29. When the setting confirmation state is to be ended, a setting confirmation end command is sent from the main board 11 to the performance control board 12.
[0106] When the pachinko gaming machine 1 is in the setting confirmation state, it may be in a game stop state in which the progress of the game in the pachinko gaming machine 1 is stopped. In the game stop state, the launch of game balls by operating the ball-hitting handle, the detection of game balls by various switches, etc. are stopped, and the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display device 20 may be controlled to freeze and display a losing symbol or the like, or to display a symbol corresponding to a game stop state other than a losing symbol. When the setting confirmation state ends, the game stop state that accompanies it may also end.
[0107] In the setting change process of step S7, it is determined whether a predetermined setting change condition is met. The setting change condition is met, for example, when power supply is started, the detection signal from the door open sensor 90 is in the ON state, and the setting key 51 is turned ON. The setting change condition may also include the clear signal being in the ON state.
[0108] If the setting change condition is met in the setting change processing of step S7, the pachinko gaming machine 1 enters a setting change state in which the setting value set therein can be changed, and a setting change start command is sent from the main board 11 to the performance control board 12. In the setting change state, the setting value is displayed on the display monitor 29, and the numerical value displayed on the display monitor 29 is sequentially updated and displayed each time operation of the setting change switch 52 is detected. Thereafter, when the setting key 51 is turned off by an attendant at the gaming parlor or the like, the setting value displayed on the display monitor 29 is stored (updated and stored) in the backup area of the RAM 102, and the display monitor 29 is turned off. To end the setting change state, a setting change end command is sent from the main board 11 to the performance control board 12.
[0109] When the pachinko gaming machine 1 is in the setting change state, the pachinko gaming machine 1 may be put into a game stop state, just as when it is in the setting confirmation state. When the setting change state ends, the accompanying game stop state may also end.
[0110] On the performance control board 12 side, when a setting check start command or a setting change start command is received, control may be performed to notify that the setting is being checked or changed. For example, a predetermined image may be displayed on the image display device 5, a predetermined sound may be output from the speakers 8L and 8R, or a light-emitting member such as the game effect lamp 9 may be made to emit light in a predetermined manner.
[0111] The clear signal is turned on by, for example, pressing a clear switch provided on the power supply board 17. Therefore, if the detection signal from the door open sensor 90 is on and the setting key 51 is on when power supply is started, if the clear switch is on, the initialization process of step S6 and the setting change process of step S7 are executed, allowing control to the setting change state, and if the clear switch is off, the recovery process of step S4 and the setting confirmation process of step S5 are executed, allowing control to the setting confirmation state. If the detection signal from the door open sensor 90 is off or the setting key 51 is off when power supply is started, if the clear switch is on, the initialization process of step S6 is executed but the control to the setting change state is not, and if the clear switch is off, the recovery process of step S4 is executed but the control to the setting confirmation state is not.
[0112] After executing the setting confirmation process or setting change process, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S8). Then, the CPU 103 sets the register of the CTC built into the game control microcomputer 100 so that a timer interrupt occurs periodically at predetermined intervals (e.g., 2 ms) (step S9), and permits the interrupt (step S10). After that, a loop process is entered. After that, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2 ms), and the CPU 103 can periodically execute timer interrupt process.
[0113] After executing the game control main process, the CPU 103 receives an interrupt request signal from the CTC and accepts the interrupt request, and then executes the game control timer interrupt process shown in the flowchart of Fig. 5. When the game control timer interrupt process shown in Fig. 5 starts, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches, such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23, via the switch circuit 110 (step S21). Next, the CPU 103 executes a predetermined main error process to diagnose abnormalities in the pachinko gaming machine 1 and, if necessary, issue a warning based on the diagnosis results (step S22). After that, the CPU 103 executes a predetermined information output process to output data, such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times a probability variable state has been entered), which are supplied to a hall management computer installed outside the pachinko gaming machine 1 (step S23).
[0114] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). By executing the special symbol process process at each timer interruption, the CPU 103 realizes the management of the execution and reservation of the special symbol game, the control of the jackpot game state, the control of the game state, etc.
[0115] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process at each timer interrupt, it is possible to manage the execution and reservation of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and to control the opening of the variable winning ball device 6B based on a "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbols reserved is displayed by lighting up the normal symbol reservation display 25C.
[0116] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes a command control processing (step S27). The CPU 103 may set a performance control command to be sent in each of the above processes. In the command control processing of step S27, a process is performed in which the set performance control command to be sent is transmitted to a sub-side control board such as the performance control board 12. After the command control processing is executed, an interrupt is permitted and then the game control timer interrupt processing is terminated.
[0117] Fig. 6 is a flowchart showing an example of the special symbol process executed in step S25 shown in Fig. 5. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
[0118] In the start winning determination process, a process is executed in which the occurrence of a start winning is detected, pending information is stored in a predetermined area of RAM 102, and the pending memory count is updated. When a start winning occurs, a random number value for determining the display result (including the type of jackpot) and the variation pattern is extracted and stored as pending information. A process for predicting the display result and variation pattern may also be executed based on the extracted random number value. After the pending information and the pending memory count are stored, a transmission setting is performed to transmit a performance control command to the performance control board 12 to specify the determination results, such as the occurrence of a start winning, the pending memory count, and the predictive determination. The thus-set transmission performance control command for the start winning is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 4.
[0119] After executing the start winning determination process in step S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process of the special symbol process process (steps S110 to S120), a transmission setting is made to transmit a performance control command corresponding to each process to the performance control board 12.
[0120] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether to start the first or second special symbol game based on the presence or absence of pending information. Furthermore, in the normal special symbol processing, based on a random number value for determining the display result, whether the display result of the special symbol or decorative symbol is a "jackpot" and, if so, the type of jackpot, are determined (predetermined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a fixed special symbol (either a jackpot symbol or a losing symbol) to be displayed in the special symbol game is set corresponding to the determined display result. Thereafter, the value of the special symbol process flag is updated to "1," and the normal special symbol processing ends. The special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also known as special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter (also called "consuming the order in which the balls enter").
[0121] When making various decisions based on random numbers, various tables stored in ROM 101 (tables in which decision values compared with random numbers are assigned to decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. In the performance control board 12, various tables are stored in ROM 121.
[0122] The fluctuation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This fluctuation pattern setting process includes a process of determining one of a plurality of fluctuation patterns using a random number value for determining the fluctuation pattern based on the result of a prior decision on whether or not the display result is a "jackpot". In the fluctuation pattern setting process, when a fluctuation pattern is determined, the value of the special chart process flag is updated to "2", and the fluctuation pattern setting process ends.
[0123] The variation pattern specifies the execution time of the special symbol game (special symbol variation time) (which is also the execution time of the variable display of the decorative symbol), the manner of variable display of the decorative symbol (whether or not there is a reach, etc.), and the content of the presentation during the variable display of the decorative symbol (type of reach presentation, etc.), and is also called a variable display pattern.
[0124] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2." This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol began to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbol began to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3," and the special symbol variation process ends.
[0125] The special symbol stop process of step S113 is executed when the value of the special symbol process flag is "3." This special symbol stop process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to stop the variation of the special symbol and to stop displaying (deriving) the confirmed special symbol that is the display result of the special symbol. If the display result is a "jackpot," the value of the special symbol process flag is updated to "4." If the display result is a "miss," the game state is also updated if the game is in a time-saving state or a probability variable state and the end of the number-cutting is established. When the value of the special symbol process flag is updated, the special symbol stop process ends.
[0126] The pre-opening process for the jackpot in step S114 is executed when the value of the special symbol process flag is "4." This pre-opening process for the jackpot includes a process for starting the execution of a round in the jackpot game state and setting the jackpot opening port to an open state, based on the display result being "jackpot." When the jackpot opening port is set to an open state, a process for supplying a solenoid drive signal to the solenoid 82 for the jackpot opening port is executed. At this time, for example, depending on the type of jackpot, the maximum opening period for the jackpot opening port and the maximum number of rounds to be executed are set. When these settings are completed, the value of the special symbol process flag is updated to "5," and the pre-opening process for the jackpot is completed.
[0127] The jackpot opening process of step S115 is executed when the value of the special symbol process flag is "5." This jackpot opening process includes a process for measuring the time elapsed since the special symbol opening was opened, and a process for determining whether it is time to return the special symbol opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the special symbol opening is returned to the closed state, the process for stopping the supply of the solenoid drive signal to the solenoid 82 for the special symbol opening door is executed, and then the value of the special symbol process flag is updated to "6," and the jackpot opening process is terminated.
[0128] The post-jackpot release process of step S116 is executed when the value of the special symbol process flag is "6." This post-jackpot release process includes a process for determining whether the number of rounds that open the jackpot entry port has been executed has reached a set upper limit, and a process for making settings to end the jackpot game state when the upper limit has been reached. When the number of rounds executed has not reached the upper limit, the value of the special symbol process flag is updated to "5," while when the number of rounds executed has reached the upper limit, the value of the special symbol process flag is updated to "7." When the value of the special symbol process flag is updated, the post-jackpot release process ends.
[0129] The jackpot end process of step S117 is executed when the value of the special symbol process flag is "7." This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending presentation, which is a presentation operation that notifies the end of the jackpot game state, is executed, and a process of making various settings to start probability variable control and time-saving control in response to the end of the jackpot game state. When these settings are made, the value of the special symbol process flag is updated to "0," and the jackpot end process ends.
[0130] The pachinko gaming machine 1 is configured so that the probability of winning a jackpot and the payout rate change according to the setting value. For example, in the normal special symbol processing of the special symbol process, the probability of winning a jackpot and the payout rate change by using a display result determination table (winning probability) according to the setting value. For example, the setting value is set to six levels, from 1 to 6, with 6 representing the highest probability of winning a jackpot, and the probability of winning a jackpot decreasing as the value decreases in the order of 6, 5, 4, 3, 2, and 1. In this example, a setting value of 6 provides the highest advantage to the player, and the advantage decreases gradually as the value decreases in the order of 6, 5, 4, 3, 2, and 1. If the probability of winning a jackpot changes according to the setting value, the payout rate may also change according to the setting value. While the probability of winning a jackpot remains constant regardless of the setting value, the number of rounds in a jackpot game state may change according to the setting value. The pachinko gaming machine 1 may be configured to be able to set one of multiple setting values that provide different advantages to the player. The setting value set in the pachinko gaming machine 1 is notified by sending a setting value designation command from the main board 11 to the performance control board 12.
[0131] Fig. 7 shows an example of the configuration of the display result determination table. Fig. 7(A) shows an example of the configuration of the display result determination table for the first special symbol used when the variable special symbol is the first special symbol, and Fig. 7(B) shows an example of the configuration of the display result determination table for the second special symbol used when the variable special symbol is the second special symbol. The display result determination table is a collection of data stored in ROM 101. In the display result determination table, a win determination value compared with a random number value MR1 according to a set value is assigned to the special symbol display result, which is the variable display result of the special symbol. The random number value MR1 is a random number value for determining the display result, and its value is updated randomly within the range of 0 to 65535. A common display result determination table may be used for the first special symbol and the second special symbol.
[0132] As shown in Figure 7(A), when the variable special chart is the first special chart, if the setting value is 1 and the game state is normal or time-saving, the value can be a number in the range of 0 to 65535. Of the hit determination values compared with the random number value MR1 for determining the special chart display result, 1020 to 1237 are assigned to "jackpot," 65317 to 65535 are assigned to "time-saving miss," and other numerical ranges are assigned to "miss." Also, when the setting value is 1 and the game state is a probability variable state, of the hit determination values mentioned above, 1020 to 1346 are assigned to "jackpot," and other numerical ranges are assigned to "miss." Note that when the setting value for the variable special chart in the first special chart is 2 to 6 and the game state is normal or time-saving, the situation is as shown in Figure 7(A).
[0133] As shown in Figure 7(B), when the variable special chart is the second special chart, if the setting value is 1 and the game state is normal or time-saving, the value can be a number in the range of 0 to 65535. Of the hit determination values compared with the random number value MR1 for determining the special chart display result, 1020 to 1237 are assigned to "jackpot," 65317 to 65425 are assigned to "time-saving miss," and the other numerical ranges are assigned to "miss." Also, when the setting value is 1 and the game state is a probability variable state, of the hit determination values mentioned above, 1020 to 1346 are assigned to "jackpot," and the other numerical ranges are assigned to "miss." Note that when the setting value for the variable special chart in the second special chart is 2 to 6 and the game state is normal or time-saving, the situation is as shown in Figure 7(B).
[0134] Here, if we focus on the numerical range of the hit determination value assigned to "jackpot" or "miss with time reduction" in each display result determination table, as shown in Figure 8, in the display result determination table for the first special chart when the game state is normal or time reduction, the range of hit determination values from 1020 to 1237 is set as a common numerical range of jackpot determination values for determining a jackpot regardless of the set value.
[0135] In addition, when the setting value is 1, only the common numerical range of the jackpot determination value for determining a jackpot is set (1020 to 1237 is assigned to "jackpot"), while in the case of setting values 2 to 6, the numerical range corresponding to each setting value is set from 1238 as the non-common numerical range of the jackpot determination value so as to be continuous from the common numerical range of the jackpot determination value. This non-common numerical range of the jackpot determination value is set to the range of 1238 to 1253 for setting value 2, the range of 1238 to 1272 for setting value 3, the range of 1238 to 1292 for setting value 4, the range of 1238 to 1317 for setting value 5, and the range of 1238 to 1346 for setting value 6.
[0136] That is, in the first special chart display result judgment table when the game state is normal state or time-saving state, when the set value is 1, among the hit judgment values that can take a value in the range of 0 to 65535, only the numerical values within the common numerical range (1020 to 1237) are assigned to "jackpot", while when the set value is 2 or more, among the jackpot judgment values, the numerical values within the range obtained by adding the non-common numerical range to the common numerical range are assigned to "jackpot". Furthermore, as the set value becomes larger, the non-common numerical range increases from 1238 as the reference.
[0137] Therefore, the probability of a jackpot increases as the set value increases, with 1020 being the reference value for determining a jackpot (jackpot reference value), and the non-common numerical range that is continuous with the common numerical range increases as the set value increases.
[0138] Furthermore, in the first special chart display result judgment table when the game state is normal or time-saving, the range of 65317 to 65535 among the hit judgment values is set as a common numerical range of the time-saving loss judgment value for determining a time-saving loss regardless of the setting value. Here, when the setting value is 6, as described above, 1020 to 1346 among the hit judgment values is set as the numerical range of the jackpot judgment value, and the time-saving loss judgment value is set in the range of 65317 to 65535, with 65317 as the reference value for time-saving loss (time-saving loss reference value), in a numerical range different from the range (1020 to 1346) of the jackpot judgment value of the previous setting value 6, so the numerical range of the time-saving loss judgment value is prevented from overlapping with the range of the jackpot judgment value that changes according to each setting value.
[0139] In addition, in the display result determination table for the first special chart when the game state is in a special state, the range of 1020 to 1346 among the hit determination values is set as a common numerical range of the hit determination value for determining a hit regardless of the set value.
[0140] When the setting value is 1, only the common numerical range of the jackpot determination value for determining a jackpot is set (1020 to 1346 is assigned to "jackpot"), while when the setting value is 2 to 6, the numerical range corresponding to each setting value is set as the non-common numerical range of the jackpot determination value, starting from 1347, so as to be continuous from the common numerical range of the jackpot determination value. This non-common numerical range of the jackpot determination value is set to the range of 1347 to 1383 for setting value 2, the range of 1347 to 1429 for setting value 3, the range of 1347 to 1487 for setting value 4, the range of 1347 to 1556 for setting value 5, and the range of 1347 to 1674 for setting value 6.
[0141] That is, in the first special chart display result judgment table when the game state is in the probability variable state, when the set value is 1, among the hit judgment values that can take a value in the range of 0 to 65535, only the numerical values within the common numerical range (1020 to 1346) are assigned to "jackpot", while when the set value is 2 or more, among the hit judgment values, the numerical values within the range obtained by adding the non-common numerical range to the common numerical range are assigned to "jackpot". Furthermore, as the set value becomes larger, the non-common numerical range increases from 1347 as the base.
[0142] Therefore, the probability of a jackpot increases as the set value increases, with 1020 being the reference value for determining a jackpot (jackpot reference value), and the non-common numerical range that is continuous with the common numerical range increases as the set value increases.
[0143] In the display result determination table for the second special chart when the game state is normal or time-saving, the range of hit determination values from 1020 to 1237 is set as a common numerical range of hit determination values for determining a hit regardless of the set value.
[0144] In addition, when the setting value is 1, only the common numerical range of the jackpot determination value for determining a jackpot is set (1020 to 1237 is assigned to "jackpot"), while in the case of setting values 2 to 6, the numerical range corresponding to each setting value is set from 1238 as the non-common numerical range of the jackpot determination value so as to be continuous from the common numerical range of the jackpot determination value. This non-common numerical range of the jackpot determination value is set to the range of 1238 to 1253 for setting value 2, the range of 1238 to 1272 for setting value 3, the range of 1238 to 1292 for setting value 4, the range of 1238 to 1317 for setting value 5, and the range of 1238 to 1346 for setting value 6.
[0145] In other words, in this pachinko gaming machine 1, in the second special symbol display result determination table when the game state is normal or time-saving, when the set value is 1, among the hit determination values that can take a value in the range of 0 to 65535, only values within the common numerical range (1020 to 1237) are assigned to "jackpot", while when the set value is 2 or more, among the jackpot determination values, values within the range obtained by adding the non-common numerical range to the common numerical range are assigned to "jackpot". Furthermore, the non-common numerical range increases from 1238 as the set value increases.
[0146] Therefore, the probability of a jackpot increases as the set value increases, with 1020 being the reference value for determining a jackpot (jackpot reference value), and the non-common numerical range that is continuous with the common numerical range increases as the set value increases.
[0147] Furthermore, in the second special display result judgment table when the game state is normal or time-saving, the range of 65317 to 65425 among the hit judgment values is set as a common numerical range of the time-saving loss judgment value for determining a time-saving loss regardless of the set value. Here, when the set value is 6, as described above, 1020 to 1346 among the hit judgment values is set as the numerical range of the jackpot judgment value, and the time-saving loss judgment value is set in the range of 65317 to 65425, with 65317 as the reference value for time-saving loss (time-saving loss reference value), in a numerical range different from the range (1020 to 1346) of the jackpot judgment value of the set value 6, so the numerical range of the time-saving loss judgment value is prevented from overlapping with the range of the jackpot judgment value that changes according to each set value.
[0148] In the display result determination table for the second special symbol when the game state is in the probability variable state, the range of the hit determination value from 1020 to 1346 is set as a common numerical range of the jackpot determination value for determining the jackpot regardless of the set value. Other features of the display result determination table for the second special symbol are the same as those of the display result determination table for the first special symbol.
[0149] As described above, in the present pachinko gaming machine 1, when the variable special symbol is the first special symbol, the common numerical range for a time-saving loss is set to 65317 to 65535 regardless of the setting value, whether the game state is normal or time-saving. When the variable special symbol is the second special symbol, the common numerical range for a time-saving loss is set to 65317 to 65425 regardless of the setting value, whether the game state is normal or time-saving. In other words, the proportion of variable display results that result in a time-saving loss is the same for both the normal and time-saving game states, regardless of the setting value, thereby preventing excessive gambling depending on the setting value. Furthermore, for time-saving losses to which a common determination value is assigned for each setting value, the numerical range is set to a continuous range from 65317, the time-saving loss reference value, regardless of the setting value, thereby reducing the processing load on the CPU 103 related to determining whether the variable display result is a time-saving loss.
[0150] In this pachinko gaming machine 1, six setting values can be set, from 1 to 6, but the setting values that can be set in the pachinko gaming machine 1 may be five or less or seven or more. Also, the smaller the setting value set in the pachinko gaming machine 1, the more advantageous it may be for the player.
[0151] The type of jackpot may be determined at different rates depending on the setting value, based on the allocation of judgment values in the jackpot type determination table. Alternatively, the type of jackpot may be determined at a common rate regardless of the setting value. The fluctuation pattern may be determined at different rates depending on the setting value, based on the allocation of judgment values in the fluctuation pattern determination table. Alternatively, the fluctuation pattern may be determined at a common rate regardless of the setting value. The execution rate of normal reaches and super reaches may differ depending on the setting value, so that the setting value may be suggested by the frequency at which normal reaches and super reaches are executed. Alternatively, the execution rate of normal reaches and super reaches may be common regardless of the setting value. In addition, any setting suggestion effect may be able to be executed at different rates depending on the setting value.
[0152] (Major operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives a supply of power supply voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 9. When the performance control main process shown in Fig. 9 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing RAM 122, setting various initial values, and setting the registers of the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 and return it to its initial position, and control to perform predetermined operation checks.
[0153] Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example, based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.
[0154] In addition to the timer interrupts generated every time a predetermined time elapses, the performance control board 12 also generates an interrupt for receiving a performance control command from the main board 11. This interrupt is generated, for example, when the performance control INT signal from the main board 11 turns on. When an interrupt occurs due to the performance control INT signal turning on, the performance control CPU 120 automatically disables the interrupt. However, if a CPU that does not automatically disable interrupts is used, it is preferable to issue an interrupt disable command (DI command). In response to the interrupt due to the performance control INT signal turning on, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is acquired from a predetermined input port included in the I / O 125 that receives a control signal transmitted from the main board 11 via the relay board 15. The acquired performance control command is stored in a performance control command reception buffer, for example, provided in the RAM 122. The performance control CPU 120 then enables interrupts and terminates the command reception interrupt process.
[0155] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command receiving buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, the read performance control command may be stored in a predetermined area of the RAM 122, or a reception flag provided in the RAM 122 may be turned on, so that the received performance control command and the contents specified by the performance control command can be confirmed in the performance control process, etc. Furthermore, if the performance control command specifies a game status, the display control unit 123 may be instructed to display a background corresponding to the game status.
[0156] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, control is performed to operate various performance devices, such as the display operation of the performance image in the display area of the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting elements such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using the various performance devices are judged, determined, set, etc. in accordance with the performance control commands transmitted from the main board 11.
[0157] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.
[0158] Fig. 10 is a flowchart showing an example of the processing executed in step S76 of Fig. 9 as the performance control process. In the performance control process shown in Fig. 10, the performance control CPU 120 first executes a pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, judgments, decisions, settings, etc. for executing the pre-reading notice performance are made based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process is executed to display a hold display based on the number of hold memories specified from the performance control command.
[0159] After executing the process of step S161, the performance control CPU 120 selects and executes one of the processes of steps S170 to S175 described below, depending on the value of a performance process flag provided in the RAM 122, for example.
[0160] The variable display start waiting process of step S170 is a process that is executed when the value of the effect process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of decorative patterns on the image display device 5, based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of decorative patterns on the image display device 5 should be started, the value of the effect process flag is updated to "1", and the variable display start waiting process ends.
[0161] The variable display start setting process of step S171 is a process that is executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result of the variable display of the decorative symbol (confirmed decorative symbol), the mode of the variable display of the decorative symbol, whether or not various effects such as reach effects and various preview effects will be executed, their mode, and the execution start timing are determined. Then, an effect control pattern (a collection of control data for instructing the display control unit 123 to execute an effect) that reflects the determination results is set. Thereafter, based on the set effect control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative symbol, the value of the effect process flag is updated to "2", and the variable display start setting process is terminated. In response to the instruction to start execution of the variable display of the decorative symbol, the display control unit 123 starts the variable display of the decorative symbol on the image display device 5.
[0162] The variable display effect processing of step S172 is processing that is executed when the effect process flag value is "2." In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the audio control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting a command (illumination signal) to the lamp control board 14, thereby executing various effect controls during the variable display of the decorative pattern. After performing such effect control, the CPU 120 stops and displays the fixed decorative pattern that is the display result of the decorative pattern, for example, in response to reading an end code indicating the end of the variable display of the decorative pattern from the effect control pattern or receiving a command specifying the stop display of the fixed decorative pattern from the main board 11. When the fixed decorative pattern is displayed in a stopped state, the value of the effect process flag is updated to "3" and the effect processing during variable display is terminated.
[0163] The special symbol winning wait process of step S173 is a process executed when the value of the presentation process flag is "3." In this special symbol winning wait process, the presentation control CPU 120 determines whether or not a presentation control command specifying the start of a jackpot gaming state has been received from the main board 11. Then, when a presentation control command specifying the start of a jackpot gaming state is received, the value of the presentation process flag is updated to "4." Also, when a command specifying the start of a jackpot gaming state is not received and the waiting time for receiving the command has elapsed, it is determined that the display result in the special symbol game was a "miss," and the value of the presentation process flag is updated to the initial value of "0." When the value of the presentation process flag is updated, the special symbol winning wait process is terminated.
[0164] The jackpot performance processing in step S174 is a process executed when the performance process flag value is "6." In this jackpot performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the jackpot gaming state, for example, and executes various performance controls in the jackpot gaming state based on the set content. Also, in the jackpot performance processing, for example, in response to receiving a command from the main board 11 specifying that the jackpot gaming state should be ended, the value of the performance process flag is updated to "5," which is a value corresponding to the ending performance processing, and the jackpot performance processing is ended.
[0165] The ending effect processing in step S175 is executed when the value of the effect process flag is "7." In this ending effect processing, the effect control CPU 120 sets an effect control pattern corresponding to, for example, the end of a jackpot gaming state, and executes various effect controls for the ending effect at the end of the jackpot gaming state based on the set contents. Thereafter, the value of the effect process flag is updated to the initial value "0," and the ending effect processing is terminated.
[0166] (Variation of the basic explanation) The present invention is not limited to the pachinko gaming machine 1 described in the basic explanation above, and various modifications and applications are possible within the scope of the gist of the present invention.
[0167] The pachinko gaming machine 1 described above is a payout type gaming machine that pays out a predetermined number of gaming media as prizes when a prize is won, but it may also be an enclosed type gaming machine that encloses gaming media and awards points when a prize is won.
[0168] Only one type of symbol (for example, a symbol indicating "-") may be displayed during the variable display of the special symbol, and the variable display may be performed by repeatedly displaying and extinguishing the symbol. Furthermore, even if the symbol is displayed during the variable display, the symbol may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).
[0169] In the above basic explanation, a pachinko gaming machine 1 is shown as the gaming machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can execute a game in which medals are inserted, a predetermined bet number is set, multiple types of patterns are rotated in response to the player's operation of the control lever, and when the patterns are stopped in response to the player's operation of the stop button, a combination of stopped patterns forms a specific combination, and a predetermined number of medals is paid out to the player.
[0170] The programs and data for realizing the present invention are not limited to being distributed or provided to a computer device, etc. included in the pachinko gaming machine 1, by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for realizing the present invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit.
[0171] The game may be executed not only by inserting a removable recording medium, but also by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like, or by directly executing the game using the hardware resources of another device on a network connected via a communication line or the like. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.
[0172] In this specification, expressions of comparison of various percentages such as the performance percentage (such as "high," "low," and "different") may include one being a "0%" percentage. For example, this also includes one being a "0%" percentage and the other being a "100%" percentage or a percentage less than "100%."
[0173] (Explanation of the characteristic part 029SG in the embodiment of the present invention) Next, a characteristic feature 029SG in the embodiment of the present invention will be described. This characteristic feature 029SG includes inventions 029SG and 033SG.
[0174] The gaming machine of the first aspect of the invention 029SG is A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, a suggestion effect execution means (for example, a part where the effect control CPU 120 executes the variable display effect process shown in FIG. 10 ) capable of executing a plurality of types of suggestion effects including a special suggestion effect (for example, reach effect I) and a first suggestion effect (for example, reach effect A), a second suggestion effect (for example, reach effect B), a third suggestion effect (for example, reach effect F), and a fourth suggestion effect (for example, reach effect E) which have a lower expectation of being controlled to the advantageous state than the special suggestion effect; A development performance execution means (for example, a portion where the performance control CPU 120 executes the performance process during variable display shown in FIG. 10) that is capable of executing a special development performance as a first development pattern before the performance result of the first suggestive performance is announced (for example, as shown in FIG. 11-8, in a variable display in a variable pattern of a super reach η, a portion where a high expectation reach performance development announcement performance is executed from the execution of a reach performance A), and that is capable of executing a special development performance different from the special development performance as a second development pattern after it is announced that the second suggestive performance will not be controlled to the advantageous state as a performance result (for example, as shown in FIG. 11-8, in a variable display in a variable pattern of a super reach ζ, a portion where a variable display result (miss) is once announced as a performance result of reach performance B, and then a reach performance E development announcement performance is executed); Equipped with The suggestion effect execution means When the first development pattern is executed by the development effect execution means, the third suggestive effect having a higher expectation than the first suggestive effect can be executed after the execution of the special development effect (for example, as shown in FIG. 11-8, in the variable display of the fluctuation pattern of the super reach η, a high expectation reach effect development notification effect is executed from the execution of reach effect A, and then reach effect F is executed), When the second development pattern is executed by the development effect execution means, the fourth suggestion effect can be executed after the special development effect is executed (for example, as shown in FIG. 11-8, in the variable display in the variable pattern of Super Reach ζ, the variable display result (miss) is once notified as the effect result of Reach effect B, and then the Reach effect E development notification effect is executed, and then the Reach effect E is executed), The performance period of the special development performance is longer than the performance period of the special development performance (for example, as shown in Figures 11-8 and 11-9, the length L7 of the execution period of the high expectation reach performance development notification performance is longer than the length L6b of the execution period of the reach performance E development notification performance), The special development effects include a first effect (e.g., a blackout effect shown in Figures 11-10 and 11-55) in which the visibility of the effect image is reduced, a second effect (e.g., an early effect shown in Figures 11-10 and 11-55) which is an effect executed after the first effect and in which the early information is visibly displayed, and a tertiary effect (e.g., a late effect shown in Figures 11-10 and 11-55) which is an effect executed after the second effect and in which the late information, which is more emphasized than the early information, is visibly displayed, The period from when the special development effect is executed to when it is announced that it will be controlled to the advantageous state is shorter than the period from when the special development effect is executed to when it is announced that it will be controlled to the advantageous state (for example, as shown in Figures 11-8 and 11-9, the length L13 of the period from the start timing of the high expectation reach effect development announcement effect to the end timing of reach effect I (the announcement timing of the variable display result) and the length L12 of the period from the start timing of the high expectation reach effect development announcement effect to the end timing of reach effect F are set longer than the length L11 of the period from the start timing of the reach effect E development announcement effect to the end timing of reach effect E (the announcement timing of the variable display result)). It is characterized by the following. According to this feature, when the fourth suggestive effect is executed after the execution of the special development effect, it is possible to prevent a decrease in interest in the game due to an excessively long period until it is announced that the game will be controlled to an advantageous state, and when the special suggestive effect is executed after the execution of the special development effect, it is possible to attract the player's attention to the special suggestive effect before it is announced that the game will be controlled to an advantageous state, thereby increasing interest in the game.
[0175] The gaming machine of the second aspect of the invention 029SG is the gaming machine according to the first aspect, The duration of the second suggestive effect is longer than the duration of the first suggestive effect (for example, as shown in FIG. 11-7, the length L2 of the execution period of reach effect B is set longer than the length L1 of the execution period of reach effect A), It is characterized by the following. According to this feature, the second suggestive effect can attract the player's attention for a longer period of time than the first suggestive effect, thereby increasing the player's interest in the game. Also, unlike the first suggestive effect, the second suggestive effect does not execute a development effect before the effect result is announced, so even if the special development effect is not executed, the player can be sure to pay attention to whether or not it will be announced that the second suggestive effect will control the player to an advantageous state as a result of the effect.
[0176] The gaming machine of the third aspect of the invention 029SG is the gaming machine according to the first or second aspect, a development suggestion effect execution means capable of executing development suggestion effects (for example, a meter effect, a reach effect E development suggestion effect, a reach effect G development suggestion effect) that suggest the execution of at least the special development effect (for example, a part that executes the variable display effect processing shown in FIG. 10 after the effect control CPU 120 determines the execution of a meter effect in the meter effect determination processing shown in FIG. 11-23, determines the execution of a reach effect E development suggestion effect in the reach effect E development suggestion effect determination processing shown in FIG. 11-26, or determines the execution of a reach effect G development suggestion effect in the reach effect G development suggestion effect determination processing shown in FIG. 11-29); The development suggestion performance execution means As the development suggestion effect, a special development suggestion effect suggesting the execution of the special development effect can be executed either during the execution period of the first suggestion effect or during the execution period of the second suggestion effect (for example, as shown in Figures 11-7 and 11-8, in the variable display of the fluctuation patterns of Super Reach α, Super Reach β, Super Reach δ, Super Reach ζ, and Super Reach η, the part where a meter effect can be executed during the execution of Reach effect A and the execution of Reach effect B), It is characterized by the following. According to this feature, during the period in which the first suggestion effect is being executed and during the period in which the second suggestion effect is being executed, the special development suggestion effect can arouse the player's anticipation for the special development effect to be executed.
[0177] The gaming machine of the fourth aspect of the invention 029SG is the gaming machine according to any one of the first to third aspects, When the special suggestive effect is executed without executing the first suggestive effect and the second suggestive effect, the development effect execution means can execute the special suggestive effect as a third development pattern before the special suggestive effect is executed (for example, as shown in Figures 11-9 and 11-25, in the variable display of the fluctuation pattern of Super Reach λ, the meter 029SG005M increases to the fifth stage at the second timing without executing Reach effect A or Reach effect B, and a high expectation Reach effect development notification effect is executed). It is characterized by the following. According to this feature, even if the first suggestion effect or the second suggestion effect is not executed, the special development effect is executed, and the player can be made to pay attention to whether or not a highly anticipated special suggestion effect will be executed, thereby increasing the player's interest in the game.
[0178] The gaming machine of the fifth aspect of the invention 029SG is the gaming machine according to the fourth aspect, The period from when the special development effect is executed to when the special suggestion effect is executed and it is announced that the game will be controlled to the advantageous state is longer than the period from when the special development effect is executed to when the third suggestion effect is executed and it is announced that the game will be controlled to the advantageous state (for example, as shown in Figures 11-8 and 11-9, the length L13 of the period from the start timing of the high expectation reach effect development announcement effect to the end timing of reach effect I (the announcement timing of the variable display result) is set longer than the length L12 of the period from the start timing of the high expectation reach effect development announcement effect to the end timing of reach effect F), It is characterized by the following. According to this feature, by lengthening the period until notification when a highly anticipated special development effect is executed, it is possible to effectively increase the sense of expectation of being controlled into an advantageous state.
[0179] The gaming machine of the sixth aspect of the invention 029SG is the gaming machine according to any one of the first to fifth aspects, a development suggestion effect execution means capable of executing development suggestion effects (for example, a meter effect, a reach effect E development suggestion effect, a reach effect G development suggestion effect) that suggest the execution of at least the special development effect (for example, a part that executes the variable display effect processing shown in FIG. 10 after the effect control CPU 120 determines the execution of a meter effect in the meter effect determination processing shown in FIG. 11-23, determines the execution of a reach effect E development suggestion effect in the reach effect E development suggestion effect determination processing shown in FIG. 11-26, or determines the execution of a reach effect G development suggestion effect in the reach effect G development suggestion effect determination processing shown in FIG. 11-29); The development suggestion effect execution means is capable of executing a special development suggestion effect (for example, a meter effect) in which the effect mode changes gradually to suggest the execution of the special development effect, and a special development suggestion effect (for example, a reach effect development suggestion effect) in which the effect mode changes gradually to suggest the execution of the special development effect, The rate at which the presentation mode changes to a specific number in the special development suggestion presentation is higher than the rate at which the presentation mode changes to the specific number in the special development suggestion presentation (for example, as shown in Figures 11-24 and 11-54, in the meter presentation, the display mode of the meter 029SG005M changes in five stages (six stages if the state in which the meter presentation is not executed is included), whereas in the reach presentation E development suggestion presentation, the display mode of the reach presentation E development suggestion image changes in two stages). It is characterized by the following. According to this feature, it is possible to draw the player's attention to the first suggestion effect in which a special development suggestion effect is executed and the second suggestion effect in which a special development suggestion effect is executed, and since the special development suggestion effect is more likely to change to a specific stage number than the special development suggestion effect, it is possible to draw the player's attention to whether or not the special development suggestion effect will change to a specific stage number, thereby increasing the player's interest in the game.
[0180] The gaming machine of the seventh aspect of the invention 029SG is the gaming machine according to the sixth aspect, The period during which the special development suggestion effect is executed is longer than the period during which the special development suggestion effect is executed (for example, as shown in Figures 11-7 to 11-9, in the variable display in the variable pattern of Super Reach δ or Super Reach ζ, the length L5 of the meter effect executable period is set longer than the length L6a of the reach effect E development suggestion effect executable period), It is characterized by the following. According to this feature, it is possible to suggest that the third suggestive effect, which has a higher expectation level than the first suggestive effect, will be executed after the special development effect is executed for a longer period of time than the fourth suggestive effect will be executed after the execution of the special development effect is suggested, thereby increasing the interest in the special development suggestive effect.
[0181] The gaming machine of the eighth aspect of the invention 029SG is the gaming machine according to the sixth or seventh aspect, When the second suggestion effect is executed, the development suggestion effect execution means does not execute the special development suggestion effect until the effect result of the second suggestion effect is announced (for example, the reach effect E development suggestion effect is executable after the variable display result (miss) is announced as the effect result of the reach effect B), It is characterized by the following. According to this feature, when a special development suggestion effect is executed during the execution of the second suggestion effect, the player will be informed that he or she will not be controlled to an advantageous state as a result of the second suggestion effect, which can prevent a decrease in interest in the game.
[0182] The gaming machine of the ninth aspect of the invention 029SG is the gaming machine according to any one of the first to eighth aspects, a favorable result suggestion effect (for example, a chance-up effect) that suggests that the effect result of the suggestion effect will be favorable to the player while the suggestion effect is being executed, and the device is provided with a favorable result suggestion effect execution means (for example, a part that executes the variable display effect process shown in FIG. 10 after the effect control CPU 120 determines to execute the chance-up effect in the chance-up effect determination process shown in FIG. 11-31), The number of times that the constituent effects are executed when the third suggestive effect is being executed is greater than the number of times that the constituent effects are executed when the first suggestive effect is being executed (for example, as shown in FIG. 11-34, during the execution of reach effect F, a total of three effects can be executed as the effects that constitute the chance-up effect: the red display of the reach title, the movement of the movable body 32, and the display of an image of the stick controller 31A as an operation prompt image (chance-up effects can be executed in patterns S, T, and U), whereas during the execution of reach effect A, a total of two effects can be executed as the effects that constitute the chance-up effect: the red display of the reach title and the movement of the movable body 32 (chance-up effects can be executed in patterns P and Q)), The number of times that the constituent effects are executed when the fourth suggestive effect is being executed is equal to or less than the number of times that the constituent effects are executed when the second suggestive effect is being executed (for example, as shown in FIG. 11-34, during the execution of reach effect E, a total of two effects can be executed as the effects that constitute the chance up effect, namely, the red display of the reach title and the movement of the movable body 32 (the chance up effect can be executed in pattern S and pattern Q, whereas during the execution of reach effect B, a total of three effects can be executed as the effects that constitute the chance up effect, namely, the red display of the reach title, the movement of the movable body 32, and the display of the cut-in image 029SG200 (the chance up effect can be executed in pattern P, pattern Q, and pattern R)), It is characterized by the following. According to this feature, in the case where a special development effect is executed and then a third suggestive effect is executed before the result of the first suggestive effect is announced, the number of times the constituent effects are executed is greater when the third suggestive effect is executed than when the first suggestive effect is executed, thereby making it possible to appropriately draw the player's attention to the result of the third suggestive effect; and in the case where a special development effect is executed and then a fourth suggestive effect is executed after it is announced that the second suggestive effect will not be controlled to an advantageous state as a result, the number of times the constituent effects are executed when the fourth suggestive effect is executed is less than the number of times the constituent effects are executed when the second suggestive effect is executed, thereby preventing the player from paying excessive attention to the result of the fourth suggestive effect, thereby increasing the player's interest in the game.
[0183] The gaming machine of the invention 029SG in form 10 is the gaming machine according to form 9, The advantageous result suggestion effect execution means is capable of executing the advantageous result suggestion effect (for example, chance up effect) in a plurality of modes including a common mode, Even if the advantageous result suggestion effect of the common aspect is executed, the degree of expectation differs depending on the type of the suggestion effect in which the advantageous result suggestion effect is executed (for example, as shown in modified example 029SG-12, the degree of expectation of a jackpot differs depending on whether the common effect of the red display of the reach title and the movement of the movable body 32 is executed in any of the reach effects A to F). It is characterized by the following. According to this feature, it is possible to prevent an increase in the number of advantageous result suggestion display patterns, while making it possible to draw the player's attention to which suggestion display is being executed during which of the common patterns of advantageous result suggestion display patterns, thereby increasing the player's interest in the game.
[0184] The gaming machine of the eleventh aspect of the invention 029SG is the gaming machine according to the ninth or tenth aspect, The suggestive effect execution means is capable of displaying an expectation level corresponding image corresponding to the expectation level of the suggestive effect when executing the suggestive effect, and is also capable of changing the expectation level corresponding image to a different expectation level corresponding image when the advantageous result suggestive effect is executed (for example, as shown in modified example 029SG-5, when the characters of the reach title image are changed to red halfway through as a chance-up effect, the display mode of the expectation level image showing the jackpot expectation level displayed together with the reach title image is changed (the part where the number of stars displayed as the expectation level image is increased)), It is characterized by the following. According to this feature, the image corresponding to the degree of expectation changes as the advantageous result suggestive effect is executed, which makes it possible to draw more attention to the image corresponding to the degree of expectation, thereby allowing the player to accurately recognize the degree of expectation of the suggestive effect.
[0185] The gaming machine of the twelfth aspect of the invention 029SG is the gaming machine according to any one of the first to eleventh aspects, a specific image suggestion effect execution means capable of executing a specific image suggestion effect (for example, an active display effect shown in modified example 029SG-1) which is an effect different from the suggestion effect and which suggests that the advantageous state will be controlled by the display mode of a specific image (for example, an active display) displayed during the suggestion effect (for example, as shown in FIG. 11-57 as modified example 029SG-1, a part which displays an active display in one of a plurality of display modes in an active display area 029SG005F provided in the display area of the image display device 5, and which varies the probability of winning depending on which display mode the active display is displayed in); The specific image suggestion effect execution means is capable of executing a common specific image suggestion effect in common for all of the different types of suggestion effects as the specific image suggestion effect (for example, a portion in which an active display can be displayed as a white circle, a blue circle, or a red circle); In the first development pattern, the rate at which the common specific image suggestive effect is executed during the execution of the first suggestive effect that is executed before the special development effect is executed is lower than the rate at which the common specific image suggestive effect is executed during the execution of the third suggestive effect that is executed after the execution of the special development effect (for example, as shown in Figure 11-58 as modified example 029SG-1, in the variable display of the variable pattern of super reach η, in which a high expectation reach effect development notification effect is executed and reach effect F is further executed before the variable display result is announced as the performance result of reach effect A, the rate P2 at which the display form of the active display changes from a white circle or a blue circle to a red circle during the execution of reach effect A is lower than the rate P3 at which the display form of the active display changes from a white circle or a blue circle to a red circle during the execution of reach effect F), The rate at which the common specific image suggestive effect is executed during the execution of the third suggestive effect that is executed after the special development effect is executed in the first development pattern is higher than the rate at which the common specific image suggestive effect is executed during the execution of the fourth suggestive effect that is executed after the special development effect is executed in the second development pattern (for example, as shown in Figure 11-58 as modified example 029SG-1, the rate P3 at which the display form of the active display changes from a white circle or a blue circle to a red circle during the execution of reach effect F in the variable display of the variation pattern of super reach η is higher than the rate P1 at which the display form of the active display changes from a white circle or a blue circle to a red circle during the execution of reach effect E in the variable display of super reach ζ in which the variable display result (miss) is notified as the effect result of reach effect B, and then a reach effect E development notification effect is executed and reach effect E is further executed). It is characterized by the following. According to this feature, when the first suggestive effect is executed and then the third suggestive effect is executed, the specific image suggestive effect is executed before the start of the special development effect, thereby reducing the risk that the player will be aware in advance that the third suggestive effect will be executed, and the third suggestive effect and the fourth suggestive effect will have a common specific image suggestive effect executed appropriately according to the degree of expectation, thereby increasing the player's interest in the game.
[0186] The gaming machine of aspect 13 of invention 029SG is the gaming machine according to aspect 12, The specific image suggestion effect execution means is capable of changing the display mode of the specific image from a first mode (for example, a white circle or a blue circle) to any one of a plurality of modes including a second mode (for example, a red circle) having a higher expectation than the first mode, The rate at which the display mode of the specific image changes to the second mode before the development performance is lower than the rate at which the display mode of the specific image changes to the second mode after the development performance is executed (for example, as shown in modified example 029SG-2, in a variable display in a variation pattern of Super Reach η, the rate P3 at which the display mode of the active display changes from a white circle or a blue circle to a red circle during the execution of Reach performance F is set higher than the rate P2 at which the display mode of the active display changes from a white circle or a blue circle to a red circle during the execution of Reach performance A, and in a variable display in a variation pattern of Super Reach ζ, the rate P1 at which the display mode of the active display changes from a white circle or a blue circle to a red circle during the execution of Reach performance E is set higher than the rate at which the display mode of the active display changes from a white circle or a blue circle to a red circle during the execution of Reach performance B). It is characterized by the following. This feature makes it easier for players to recognize the degree of expectation that is controlled to an advantageous state by the display mode of the specific image, and reduces the risk of a decrease in interest in the game due to the player perceiving the degree of expectation as high in advance because the display mode of the specific image changes to the second mode before the development performance.
[0187] The gaming machine of the invention 029SG in form 14 is the gaming machine according to form 12 or 13, When the first suggestive effect and the second suggestive effect are not executed and the special suggestive effect is executed, the development effect execution means is capable of executing the special development effect as a third development pattern before the special suggestive effect is executed (for example, as shown in FIG. 11-9, in the variable display of the fluctuation pattern of super reach λ, the part where a high expectation reach effect development notification effect is executed from the timing before the reach when reach effect A or reach effect B is not executed), In the third development pattern, the rate at which the display mode of the specific image changes to the second mode before the special suggestion performance is performed is higher than the rate at which the display mode of the specific image changes to the second mode after the special suggestion performance is performed in the third development pattern (for example, as shown in modified example 029SG-3, in the variable display of the fluctuation pattern of super reach λ, the rate P5 at which the display mode of the active display changes from a white circle or a blue circle to a red circle before the start of reach performance I is set higher than the rate P6 at which the display mode of the active display changes from a white circle or a blue circle to a red circle after the start of reach performance I). It is characterized by the following. According to this feature, the display mode of the specific image changes to the second mode before the special suggestion effect is displayed, making it easier for the player to recognize that the special suggestion effect will be executed.
[0188] The gaming machine of the invention 029SG in form 15 is the gaming machine according to any one of forms 12 to 14, A gaming machine (for example, a pachinko gaming machine 1) capable of performing variable display, A reserve memory means capable of storing information relating to the variable display as a reserve memory (for example, a part where the CPU 103 executes the start winning determination process shown in FIG. 11-14 ); When starting the variable display, a determination means (for example, a part where the CPU 103 executes the variable pattern setting process shown in FIG. 11-17) that can determine that the development performance is executed; Regarding the variable display corresponding to the reserved memory, a determination means capable of determining that the development performance will be executed before the determination by the determination means (for example, in the random number value determination process at the time of winning in modified example 029SG-4, when the CPU 103 determines that the variation pattern (variation category) is a super reach, it further determines which of the super reach variation patterns from super reach α to super reach λ it is (a part that determines which of reach performance A to reach performance I will be executed during the variable display), Equipped with The specific image suggestion effect execution means can execute, as the specific image suggestion effect, an effect suggesting that the special development effect will be executed and an effect suggesting that the special development effect will be executed based on the determination result of the determination means (for example, in variant example 029SG-4, in addition to a circle, triangles, squares, stars, etc. are provided as display forms for the pending memory table display, and depending on which shape the pending memory display is displayed in, it is possible to suggest which of reach effect E, reach effect F, reach effect G, reach effect H, or reach effect I the pending memory table display will develop into). It is characterized by the following. According to this feature, it is possible to draw the player's attention to the specific image suggestion effect before the variable display starts, thereby increasing the player's interest in the game.
[0189] In addition, the gaming machine of the first aspect of the invention 033SG is A gaming machine that can be controlled to an advantageous state that is advantageous to a player (for example, a jackpot gaming state), a suggestion effect execution means (for example, a part where the effect control CPU 120 executes the variable display effect process shown in FIG. 10 ) capable of executing a plurality of types of suggestion effects including a special suggestion effect (for example, reach effect I), a first suggestion effect (for example, reach effect C), a second suggestion effect (for example, reach effect D), and a special suggestion effect (for example, reach effect G) which have a lower expectation of being controlled to the advantageous state than the special suggestion effect; a development performance execution means (for example, a portion in which the performance control CPU 120 executes the performance process during variable display shown in FIG. 10) that is capable of executing a special development performance as a first development pattern before the performance result of the first suggestive performance or the second suggestive performance is announced (for example, as shown in FIG. 11-9, in the variable display of the variable pattern of the super reach κ, the portion in which a high expectation reach performance development announcement performance is executed from the execution of reach performance C or reach performance D), and that is capable of executing a special development performance different from the special development performance as a second development pattern after the first suggestive performance or the second suggestive performance is executed and it is announced that the performance result will not be controlled to the advantageous state (for example, as shown in FIG. 11-8, in the variable display of the variable pattern of the super reach θ, the portion in which a reach performance G development announcement performance is executed after a variable display result (miss) is announced as the performance result of reach performance C or reach performance D); In the first development pattern, a predetermined effect execution means (for example, a part where the effect control CPU 120 executes the variable display effect processing shown in FIG. 10) that can execute a predetermined effect (for example, a premonition effect shown in FIG. 11-9) before the special development effect is executed; Equipped with The first suggestion effect and the second suggestion effect have different expectations (for example, as shown in FIG. 11-30(C), the reach effect D has a higher jackpot expectation than the reach effect C), The suggestion effect execution means When the first development pattern is executed by the development effect execution means, the special suggestion effect can be executed after the execution of the special development effect (for example, as shown in FIG. 11-9, in the variable display of the fluctuation pattern of the super reach κ, a high expectation reach effect development notification effect is executed from the execution of reach effect C or reach effect D, and further, reach effect I is executed), When the second development pattern is executed by the development effect execution means, the special suggestion effect can be executed after the execution of the special development effect (for example, as shown in FIG. 11-8, in the variable display in the variable pattern of super reach θ, the variable display result (miss) is once notified as the effect result of reach effect C or reach effect D, and then the reach effect G development notification effect is executed, and then the reach effect G is executed), When the special development effect is not executed after the predetermined effect is executed, a specific suggestion effect different from the special suggestion effect and the special suggestion effect can be executed (for example, as shown in FIG. 11-9, in the variable display in the variable pattern of the super reach ι, after the premonition effect is executed, the reach effect H development notification effect is executed and then the reach effect H is executed), When controlled to the advantageous state, the rate at which the special development effect is executed is higher than the rate at which the special development effect is executed (for example, as shown in FIG. 11-6, when the variable display result is a jackpot, that is, when the jackpot variation pattern determination table is selected, the determination rate of the Super Reach κ jackpot variation pattern (PB1-9) in which a high expectation reach effect development notification effect is executed during the variable display is higher than the determination rate of the Super Reach θ jackpot variation pattern (PB1-7) in which a reach effect G development notification effect is executed during the variable display), The performance period of the special development performance is longer than the performance period of the special development performance (for example, the length L7 of the execution period of the high expectation reach performance development notification performance is set longer than the length L8 of the execution period of the reach performance G development notification performance), The special development effects include a first effect (e.g., a blackout effect shown in Figures 11-10 and 11-55) in which the visibility of the effect image is reduced, a second effect (e.g., an early effect shown in Figures 11-10 and 11-55) which is an effect executed after the first effect and in which the early information is visibly displayed, and a tertiary effect (e.g., a late effect shown in Figures 11-10 and 11-55) which is an effect executed after the second effect and in which the late information, which is more emphasized than the early information, is visibly displayed, The rate at which the special development effect is executed after the predetermined effect is executed in the first suggestive effect is different from the rate at which the special development effect is executed after the predetermined effect is executed in the second suggestive effect (for example, as shown in Figures 11-30(A) to 11-30(C), when reach effect C is executed, the rate at which a high expectation reach effect development notification effect is executed after a premonition effect is higher than the rate at which a high expectation reach effect development notification effect is executed after a premonition effect is executed when reach effect D is executed), It is characterized by the following. According to this feature, the presentation can be diversified by combining the types of suggestive presentations and the types of developing presentations, and a predetermined relationship can be given to the suggestive presentations and the developing presentations, thereby increasing the interest in the suggestive presentations and the developing presentations.
[0190] The gaming machine of the second aspect of the invention 033SG is the gaming machine according to the first aspect, When the special development effect is not executed after the predetermined effect is executed, the development effect execution means can execute a specific development effect different from the special development effect and the special development effect before the execution of the specific suggestion effect (for example, as shown in FIG. 11-9, in a variable display in a variable pattern of a Super Reach ι, a reach effect H development notification effect is executed after the execution of a premonition effect), A development pre-effect execution means is provided which can execute a development pre-effect before the special development effect or the specific development effect is executed (for example, a part in which a pre-effect is executed from a timing before the reach effect H development notification effect in the variable display of the variation pattern of the super reach i, and a part in which a pre-effect is executed from a timing before the high expectation reach effect development notification effect in the variable display of the variation pattern of the super reach kappa), The development pre-effect execution means is capable of executing the development pre-effect that is common when the special development effect is executed and when the specific development effect is executed (for example, as shown in FIG. 11-51, a part in which a pre-effect of a common type is executed between the variable display of the variation pattern of Super Reach ι and the variable display of the variation pattern of Super Reach κ), It is characterized by the following. According to this feature, the pre-development performance is executed to increase attention to the development performance, and the player can be directed to whether the special development performance or the specific development performance will be executed as the development performance, thereby increasing the player's interest in the game.
[0191] The gaming machine of the third aspect of the invention 033SG is the gaming machine according to the first or second aspect, When the special development effect is not executed after the predetermined effect is executed, the development effect execution means can execute a specific development effect different from the special development effect and the special development effect before the execution of the specific suggestion effect (for example, as shown in FIG. 11-9, in a variable display in a variable pattern of a Super Reach ι, a reach effect H development notification effect is executed after the execution of a premonition effect), The device is provided with a development suggestion effect execution means (for example, a part that executes the variable display effect process shown in FIG. 10 after the effect control CPU 120 determines to execute the branch destination suggestion effect in the branch destination effect determination process shown in FIG. 11-27) that can execute a special development suggestion effect that suggests the execution of the special development effect (for example, a branch destination suggestion effect of pattern Z that displays branch destination suggestion image 029SG005Z on the image display device 5), a specific development suggestion effect that suggests the execution of the specific development effect (for example, a branch destination suggestion effect of pattern Y that displays branch destination suggestion image 029SG005Y on the image display device 5), and a common development suggestion effect that suggests the execution of both the special development effect and the specific development effect (for example, a branch destination suggestion effect of pattern X that displays branch destination suggestion image 029SG005X on the image display device 5), It is characterized by the following. According to this feature, the player can be made to pay attention to whether the special development suggestion effect, the specific development suggestion effect, or the common development suggestion effect will be executed as the development suggestion effect, thereby increasing the player's interest in the game.
[0192] The gaming machine of the fourth aspect of the invention 033SG is the gaming machine according to any one of the first to third aspects, The second difference, which is the difference between the rate at which the first suggestive effect is executed in the second development pattern and the rate at which the second suggestive effect is executed in the second development pattern, is smaller than the first difference, which is the difference between the rate at which the first suggestive effect is executed in the first development pattern and the rate at which the second suggestive effect is executed in the first development pattern (for example, as shown in 11-30(D), in the case of a super reach κ in which a high expectation reach effect development notification effect and a reach effect I are executed before the effect result is announced as a reach effect C or a reach effect D, Regarding the variation pattern and the variation pattern of the super reach θ in which the result of the presentation is announced as reach presentation C or reach presentation D and then the reach presentation G development announcement presentation and the reach presentation G are executed, when the variable display result is a jackpot, the difference between the rate at which the reach presentation C is executed and the rate at which the reach presentation D is executed in the variable display of the variation pattern of the super reach κ is 60%, while the difference between the rate at which the reach presentation C is executed and the rate at which the reach presentation D is executed in the variable display of the variation pattern of the super reach θ is 40%, It is characterized by the following. According to this feature, depending on whether the first suggestive effect or the second suggestive effect is executed, it becomes possible to guess whether it is the first development pattern in which a special development effect is executed, or the second development pattern in which a special development effect is executed, and therefore it becomes possible to draw attention to whether the first suggestive effect or the second suggestive effect is executed, thereby increasing the enjoyment of the game.
[0193] The gaming machine of the fifth aspect of the invention 033SG is the gaming machine according to the fourth aspect, The rate at which the first suggestive effect is executed in the second development pattern and the rate at which the second suggestive effect is executed in the second development pattern are the same or approximately the same (for example, as shown in modified example 029SG-10, for the variable display in the variable pattern of super reach θ, the execution decision rate of reach effect C and the execution decision rate of reach effect D are the same), It is characterized by the following. According to this feature, whether the first suggestion effect or the second suggestion effect is executed, it is possible to expect that the second development pattern will be one in which a special development effect is executed, thereby increasing interest in the game.
[0194] The gaming machine of the sixth aspect of the invention 033SG is the gaming machine according to the fourth or fifth aspect, The expectation level when the first suggestive effect is executed in the second development pattern is the same or substantially the same as the expectation level when the second suggestive effect is executed in the second development pattern (for example, as shown in modified example 029SG-11, for the variable display in the variable pattern of super reach θ, the jackpot expectation level when the execution of reach effect C is determined and the jackpot expectation level when the execution of reach effect D is determined are the same). It is characterized by the following. According to this feature, whether the first suggestion effect or the second suggestion effect is executed, when the special development effect is executed, the player can similarly expect to be in an advantageous state, thereby increasing the interest in the game.
[0195] The gaming machine of the seventh aspect of the invention 033SG is the gaming machine according to any one of the first to sixth aspects, a first advantageous result suggestion effect (e.g., a branch destination suggestion effect) that suggests that the result of the first suggestion effect will be advantageous to the player while the first suggestion effect is being executed, and a second advantageous result suggestion effect (e.g., a branch destination suggestion effect) that suggests that the result of the second suggestion effect will be advantageous to the player while the second suggestion effect is being executed (e.g., a part that executes the variable display during effect process shown in FIG. 10 after the effect control CPU 120 decides to execute the chance-up effect in the chance-up effect decision process shown in FIG. 11-31); a development suggestion effect execution means capable of executing development suggestion effects (for example, a meter effect, a reach effect E development suggestion effect, a reach effect G development suggestion effect) that suggest the execution of at least the special development effect (for example, a part that executes the variable display effect processing shown in FIG. 10 after the effect control CPU 120 determines the execution of a meter effect in the meter effect determination processing shown in FIG. 11-23, determines the execution of a reach effect E development suggestion effect in the reach effect E development suggestion effect determination processing shown in FIG. 11-26, or determines the execution of a reach effect G development suggestion effect in the reach effect G development suggestion effect determination processing shown in FIG. 11-29); Equipped with The rate at which the development suggestion effect is executed when the first suggestion effect is executed in the first development pattern is different from the rate at which the development suggestion effect is executed when the second suggestion effect is executed in the first development pattern (for example, as shown in modified example 029SG-6, for the variable display in the variable pattern of super reach κ, a part that can determine whether or not to execute a branch destination suggestion effect at different rates when the reach effect of the super reach to be executed is reach effect C and reach effect D). It is characterized by the following. According to this feature, the execution rate of the development suggestion effect that suggests the execution of the special development effect differs between the first suggestion effect and the second suggestion effect, so that it is possible to appropriately suggest that the development suggestion effect will be executed, thereby increasing the interest in the game.
[0196] The gaming machine of the eighth aspect of the invention 033SG is the gaming machine according to any one of the first to seventh aspects, a first advantageous result suggestion effect (e.g., a branch destination suggestion effect) that suggests that the result of the first suggestion effect will be advantageous to the player while the first suggestion effect is being executed, and a second advantageous result suggestion effect (e.g., a branch destination suggestion effect) that suggests that the result of the second suggestion effect will be advantageous to the player while the second suggestion effect is being executed (e.g., a part that executes the variable display during effect process shown in FIG. 10 after the effect control CPU 120 decides to execute the chance-up effect in the chance-up effect decision process shown in FIG. 11-31); a development suggestion effect execution means capable of executing development suggestion effects (for example, a meter effect, a reach effect E development suggestion effect, a reach effect G development suggestion effect) that suggest the execution of at least the special development effect (for example, a part that executes the variable display effect processing shown in FIG. 10 after the effect control CPU 120 determines the execution of a meter effect in the meter effect determination processing shown in FIG. 11-23, determines the execution of a reach effect E development suggestion effect in the reach effect E development suggestion effect determination processing shown in FIG. 11-26, or determines the execution of a reach effect G development suggestion effect in the reach effect G development suggestion effect determination processing shown in FIG. 11-29); Equipped with When the first suggestive effect is executed in the first development pattern, the rate at which the first advantageous result suggestive effect is executed during the execution of the first suggestive effect is different from the rate at which the second advantageous result suggestive effect is executed during the execution of the second suggestive effect when the second suggestive effect is executed in the first development pattern (for example, as shown in Figure 11-60 as modified example 029SG-13, in the case of the fluctuation pattern of super reach κ in which a high expectation reach effect development notification effect and reach effect I are executed before the variable display result (miss) is announced as the effect result of reach effect C or reach effect D, the part that can determine whether or not to execute a chance-up effect at different rates when the execution of reach effect C is decided and when the execution of reach effect D is decided). It is characterized by the following. According to this feature, the first suggestion effect and the second suggestion effect, which suggest that the result of the effect will be advantageous, have different execution rates, so that the suggestion of the result of the effect can be made more appropriately, thereby increasing the interest in the game.
[0197] The gaming machine of the ninth aspect of the invention 033SG is the gaming machine according to the seventh or eighth aspect, When the special development effect is not executed after the predetermined effect is executed, the development effect execution means can execute a specific development effect different from the special development effect and the special development effect before the execution of the specific suggestion effect (for example, as shown in FIG. 11-9, in a variable display in a variable pattern of a Super Reach ι, a reach effect H development notification effect is executed after the execution of a premonition effect), The degree of relationship between the suggestion by the first advantageous result suggestion effect and the second advantageous result suggestion effect is higher in the relationship between the execution of the specific development effect or the special development effect after the execution of the first advantageous result suggestion effect or the second advantageous result suggestion effect, than in the relationship between the result of the suggestion effect executed after the execution of the specific development effect or the special development effect (for example, as shown in Figure 11-28 (A), the determination rate of whether or not a branch destination suggestion effect will be executed and the presentation pattern differs depending on the fluctuation pattern of the variable display, not depending on the result of the variable display. In other words, the determination rate of whether or not a branch destination suggestion effect will be executed and the presentation pattern is determined depending on whether or not it will develop into any of reach effects G to I after the execution of reach effect C or reach effect D, and which of reach effects G to I it will develop into). It is characterized by the following. According to this feature, the suggestions given by the first special development effect and the second special development effect are closely related to the execution of a specific development effect or a special development effect close to the execution time of the first special development effect or the second special development effect, so that the execution of the first special development effect and the second special development effect can increase attention to the specific development effect or the special development effect, thereby increasing interest in the game.
[0198] The gaming machine of the invention 033SG in form 10 is the gaming machine according to any one of forms 7 to 9, When the special development effect is not executed after the predetermined effect is executed, the development effect execution means can execute a specific development effect different from the special development effect and the special development effect before the execution of the specific suggestion effect (for example, as shown in FIG. 11-9, in a variable display in a variable pattern of a Super Reach ι, a reach effect H development notification effect is executed after the execution of a premonition effect), The rate at which the first advantageous result suggestion effect or the second advantageous result suggestion effect is executed differs before and after the execution of the specific development effect or the special development effect (for example, as shown in variant example 029SG-12, the probability of winning differs depending on whether the common effect of the red display of the reach title and the operation of the movable body 32 is executed in any of the reach effects A to F). It is characterized by the following. According to this feature, by being able to suitably execute the first advantageous result suggestion display or the second advantageous result suggestion display, attention can be increased as to whether the first or second development pattern will occur.
[0199] The gaming machine of the eleventh aspect of the invention 033SG is the gaming machine according to any one of the seventh to tenth aspects, The notification modes of the performance results in the first suggestion performance and the second suggestion performance include a first notification mode in which it is simply notified that the game will not be controlled to the advantageous state (for example, as shown in FIG. 11-7, in the variable display of the variable pattern of Super Reach γ, the variable display result is notified as the performance result of Reach performance C or Reach performance D and the variable display ends), and a second notification mode in which it is once notified that the game will not be controlled to the advantageous state and then it is notified that the game will be controlled to the advantageous state (for example, as shown in modified example 029SG-7, a second notification mode (so-called revival mode) in which it is once notified that the variable display result is a miss as the performance result of Reach performance A to Reach performance D and then it is again notified that the variable display result is a jackpot), The rate at which the first advantageous result suggestion effect or the second advantageous result suggestion effect is executed when the effect result of the first suggestion effect or the second suggestion effect is notified in the first notification mode is the same as the rate at which the first advantageous result suggestion effect or the second advantageous result suggestion effect is executed when the effect result of the first suggestion effect or the second suggestion effect is notified in the second notification mode (for example, as shown in modified example 029SG-7, the rate at which the branch destination suggestion effect is executed in pattern Z when the effect result (variable display result) of reach effect C or reach effect D is notified in the first notification mode is the same as the rate at which the branch destination suggestion effect is executed in pattern Z when the effect result (variable display result) of reach effect C or reach effect D is notified in the second notification mode). It is characterized by the following. According to this feature, the first suggestive effect and the second suggestive effect are notified in the second notification mode, which gives the player a sense of surprise, and the process for deciding to execute the first advantageous result suggestive effect or the second advantageous result suggestive effect can be made common between when the result of the first suggestive effect or the second suggestive effect is notified in the first notification mode and when the result of the first suggestive effect or the second suggestive effect is notified in the second notification mode, thereby reducing the amount of data required for this process.
[0200] The gaming machine of the twelfth aspect of the invention 033SG is the gaming machine according to any one of the seventh to eleventh aspects, The notification modes of the performance results in the first suggestion performance and the second suggestion performance include a first notification mode in which it is simply notified that the game will not be controlled to the advantageous state (for example, as shown in FIG. 11-7, in the variable display of the variable pattern of Super Reach γ, the variable display result is notified as the performance result of Reach performance C or Reach performance D and the variable display ends), and a second notification mode in which it is once notified that the game will not be controlled to the advantageous state and then it is notified that the game will be controlled to the advantageous state (for example, as shown in modified example 029SG-7, a second notification mode (so-called revival mode) in which it is once notified that the variable display result is a miss as the performance result of Reach performance A to Reach performance D and then it is again notified that the variable display result is a jackpot), When the special development effect is executed after the result of the first suggestion effect or the second suggestion effect is notified in the first notification mode, in the case where it is notified that the effect will be controlled to the advantageous state in the suggestion effect executed after the special development effect, the rate at which the first advantageous result suggestion effect or the second advantageous result suggestion effect is executed is different from the rate at which the first advantageous result suggestion effect or the second advantageous result suggestion effect is executed when the result of the first suggestion effect or the second suggestion effect is notified in the second notification mode (for example, as shown in modified example 029SG-8, reach effect C or reach effect D is executed, and this In the case where the variable display result of the reach effect C or reach effect D is notified that the variable display result is a miss, and then the reach effect G development notification effect and the reach effect G are executed, and it is notified that the variable display result of the reach effect G is a jackpot (when the variable display is executed in the variable pattern (PB1-7) of the super reach θ jackpot), the rate at which the chance up effect is executed during the variable display in the variable pattern of the super reach θ jackpot is different from the rate at which the chance up effect is executed in the variable display in which the result of the reach effect C or reach effect D (variable display result) is notified in the second notification mode), It is characterized by the following. According to this feature, when the first suggestion effect or the second suggestion effect is executed, the rate at which the first advantageous result suggestion effect or the second advantageous result suggestion effect is executed can be varied depending on whether or not a special development effect is executed before it is announced that the game will be controlled to an advantageous state, thereby increasing interest in the game.
[0201] The gaming machine of the invention 033SG in form 13 is the gaming machine according to any one of forms 7 to 12, The advantageous result suggestion effect execution means is capable of executing a plurality of advantageous result suggestion effects (for example, branch destination suggestion effects of pattern X, pattern Y, and pattern Z) including the first advantageous result suggestion effect and the second advantageous result suggestion effect, The execution rate of the special development effect differs depending on which of the advantageous result suggestion effects is executed (for example, as shown in FIG. 11-28, the execution rate of the high expectation reach effect development notification effect differs depending on whether the branch destination suggestion effect is executed in pattern X, pattern Y, or pattern Z), If the special development effect is not executed when the special advantageous result suggestion effect or the special suggestion effect with the highest execution rate of the special development effect is executed during the execution of the first suggestion effect or the second suggestion effect, the effect result will be an effect result that notifies that the effect result of the first suggestion effect or the second suggestion effect being executed will be controlled to the advantageous state (for example, as shown in modified example 029SG-9, in the case where the branch destination suggestion effect is executed in effect pattern Z but the high expectation reach effect development notification effect is not executed, or in the case where the high expectation reach effect development notification effect is not executed but the reach effect I is executed, the part that notifies that the variable display result will be a jackpot), It is characterized by the following. This feature can give the player a sense of surprise and can also make the player pay attention to whether or not a special development effect will be executed when a special advantageous result suggestion effect or a special suggestion effect is executed, thereby increasing the player's interest in the game.
[0202] FIG. 11-1(A) is an explanatory diagram showing an example of the contents of a performance control command used in this feature unit 029SG. The performance control command is, for example, two bytes long, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). The first bit (bit 7) of the MODE data is always set to "1," and the first bit of the EXT data is set to "0." Note that the command format shown in FIG. 11-1(A) is just an example, and other command formats may also be used. Also, in this example, the control command is composed of two control signals, but the number of control signals constituting the control command may be one, or may be three or more.
[0203] In the example shown in FIG. 11-1(A), command 8001H is a first variable display start command that specifies the start of variable display in a special symbol game using the first special symbol on the first special symbol display device 4A. Command 8002H is a second variable display start command that specifies the start of variable display in a special symbol game using the second special symbol on the second special symbol display device 4B. Command 81XXH is a variable pattern specification command that specifies the variable pattern (variable display time (variable display time)) of decorative symbols (also called effect symbols) that are variably displayed in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R on the image display device 5 in response to the variable display of special symbols in the special symbol game. Here, XXH represents an unspecified hexadecimal number and may be any value set according to the instructions of the effect control command. Note that the variable pattern specification command sets different EXT data depending on the specified variable pattern, etc.
[0204] Command 8CXXH is a variable display result specification command, which is a presentation control command that specifies variable display results such as special symbols and decorative symbols. In the variable display result specification command, different EXT data is set depending on the determination result (predetermined result) of whether the variable display result (also called variable display result) is a "miss" or a "jackpot", and the determination result of which of several types of jackpot type will be used if the variable display result is a "jackpot" (jackpot type determination result), for example, as shown in Figure 11-1(B).
[0205] In the variable display result designation command, for example, as shown in FIG. 11-1(B), command 8C00H is a first variable display result designation command indicating a predetermined result that the variable display result will be a "miss." Command 8C01H is a second variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot A." Command 8C02H is a third variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot B." Command 8C03H is a fourth variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot C." Command 8C04H is a fifth variable display result designation command that notifies the pre-determined result that the variable display result is "jackpot" and the jackpot type is "non-variable jackpot" and the jackpot type determined result.
[0206] Command 8F00H is a symbol determination command that specifies the stopping (determination) of the variation of decorative symbols in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R on the image display device 5. Command 95XXH is a game state designation command that specifies the current game state of the pachinko gaming machine 1. In the game state designation command, different EXT data is set depending on the current game state of the pachinko gaming machine 1, for example. As a specific example, command 9500H is a first game state designation command corresponding to a game state in which neither time-saving control nor probability variable control is performed (low probability low base state, normal state), and command 9501H is a second game state designation command corresponding to a game state in which time-saving control is performed but probability variable control is not performed (low probability high base state, time-saving state). In addition, command 9502H is a third game state designation command corresponding to a game state in which special probability control is performed but time-saving control is not performed (high probability low base state, special probability state without time-saving), and command 9503H is a fourth game state designation command corresponding to a game state in which time-saving control and special probability control are both performed (high probability high base state, special probability state with time-saving).
[0207] Command A0XXH is a start-of-jackpot command (also called a "fanfare command") that specifies the display of an effect image indicating the start of a jackpot game. Command A1XXH is a large prize opening notification command that notifies the player that the large prize opening is in an open state during a jackpot game. Command A2XXH is a large prize opening post-opening notification command that notifies the player that the large prize opening has changed from an open state to a closed state during a jackpot game. Command A3XXH is a end-of-jackpot command that specifies the display of an effect image at the end of a jackpot game.
[0208] In the hit start designation command and hit end designation command, different EXT data may be set depending on the pre-determined result and the jackpot type determination result, for example, by setting the same EXT data as in the variable display result designation command. Alternatively, in the hit start designation command and hit end designation command, the correspondence between the pre-determined result and the jackpot type determination result and the set EXT data may be made different from the correspondence in the variable display result designation command. In the large prize opening notification command and the large prize opening after opening notification command, for example, different EXT data is set depending on the number of rounds (for example, "1" to "10") in the normal opening jackpot state and the high-speed opening jackpot state described below.
[0209] Command B100H is a first start port winning designation command that notifies that a first start condition for executing a special symbol game using a first special symbol in the first special symbol display device 4A has been established, based on the occurrence of a start winning (first start winning) when a gaming ball that has passed through (entered) the first start port formed by the winning ball device 6A is detected by the first start port switch 22A. Command B200H is a second start port winning designation command that notifies that a second start condition for executing a special symbol game using a second special symbol in the second special symbol display device 4B has been established, based on the occurrence of a start winning (second start winning) when a gaming ball that has passed through (entered) the second start port formed by the variable winning ball device 6B is detected by the second start port switch 22B.
[0210] Command C1XXH is a first reserved memory number notification command that notifies the first reserved memory number so that the number of reserved special symbols can be specified. Command C2XXH is a second reserved memory number notification command that notifies the second reserved memory number so that the number of reserved special symbols can be specified. The first reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when a first start port entry designation command is transmitted, for example, based on the first start condition being met when a gaming ball passes (enters) the first start port. The second reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when a second start port entry designation command is transmitted, for example, based on the second start condition being met when a gaming ball passes (enters) the second start port. In addition, the first pending memory number notification command and the second pending memory number notification command may be sent in response to the start of execution of the special game when either the first start condition or the second start condition is met (when the pending memory number decreases).
[0211] Instead of the first reserved memory number notification command or the second reserved memory number notification command, a total reserved memory number notification command that notifies the total reserved memory number may be sent. In other words, a total reserved memory number notification command may be used to notify an increase (or decrease) in the total reserved memory number.
[0212] Commands C4XXH and C6XXH are presentation control commands (commands specifying the result of the judgment at the time of winning) that indicate the content of the judgment result at the time of winning. Of these, command C4XXH is a design specification command that indicates whether the variable display result will be a "jackpot" or not and the type of jackpot (probable win or non-probable win) as the judgment result at the time of winning. Furthermore, command C6XXH is a variation category command that indicates the judgment result as to whether the random number value for determining the variation pattern will be a "non-reach," "super reach," or "other" variation pattern as the judgment result at the time of winning.
[0213] 11-1(A) are merely examples, and some of these commands may not be included, or different commands may be used instead of these commands, or different commands may be added. For example, a prize ball number notification command for specifying the number of prize balls to be paid out based on the game balls entering each winning slot, a gate passage notification command for notifying that the game balls have passed through the passage gate 41, a notification command for notifying the remaining number of times that the probability variable control or the time-saving control will be executed, etc. may be provided.
[0214] FIG. 11-2 is an explanatory diagram illustrating the random number values counted on the main board 11 side. As shown in FIG. 11-2, in this feature part 029SG, on the main board 11 side, the numerical data indicating the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the jackpot type, the random number value MR3 for determining the variation pattern, and the random number value MR4 for determining the normal chart display result are controlled so that they can be counted. Note that random number values other than these may be used to enhance the gaming effect. Such random numbers used to control the progress of the game are also called gaming random numbers.
[0215] The random number circuit 104 may count the numerical data indicating some or all of these random number values MR1 to MR4. The CPU 103 may count the numerical data indicating some of the random number values MR1 to MR4 by updating various numerical data by software using a random counter different from the random number circuit 104, such as a random counter provided in the game control counter setting unit 029SG154.
[0216] The random number value MR1 for determining the special symbol display result is a random number value used to determine whether or not to control the game state to a jackpot by treating the variable display result of a special symbol or the like in a special symbol game as a "jackpot," and takes a value in the range of, for example, "1" to "65536." The random number value MR2 for determining the jackpot type is a random number value used to determine the jackpot type when the variable display result is a "jackpot" as either "Probable jackpot A," "Probable jackpot B," "Probable jackpot C," or "Non-probable jackpot," and takes a value in the range of, for example, "1" to "100."
[0217] The random number value MR3 for determining the variation pattern is a random number value used to determine the variation pattern in the variable display of special patterns and decorative patterns as one of several types prepared in advance, and takes a value in the range of "1" to "997", for example.
[0218] The random number value MR4 for determining the normal symbol display result is a random number value used to determine whether the variable display result in the normal symbol game by the normal symbol display device 20 is a "normal symbol hit" or a "normal symbol miss", and takes a value in the range of "3" to "13", for example.
[0219] 11-3 shows an example of the configuration of the special chart display result determination table stored in the ROM 101. In this feature part 029SG, a common special chart display result determination table is used for the first special chart and the second special chart as the special chart display result determination table, but the present invention is not limited to this, and individual special chart display result determination tables may be used for the first special chart and the second special chart.
[0220] The special symbol display result determination table is a table that is referenced to determine whether or not to control the variable display result into a jackpot game state as a "jackpot" based on a random number value MR1 for determining the special symbol display result before a confirmed special symbol that is a variable display result is derived and displayed in a special symbol game using the first special symbol by the first special symbol display device 4A or a special symbol game using the second special symbol by the second special symbol display device 4B.
[0221] In the special chart display result determination table in this feature part 029SG, a numerical value (determination value) to be compared with the random number value MR1 for determining the special chart display result is assigned to the special chart display result of "jackpot" or "miss" depending on whether the game state of the pachinko game machine 1 is a normal state or a time-saving state (low probability state), or a special chart state (high probability state).
[0222] In the special symbol display result determination table, table data indicating a determination value to be compared with the random number value MR1 for determining the special symbol display result is used as determination data to determine whether or not to treat the special symbol display result as a "jackpot" and control the game state to a jackpot. In the special symbol display result determination table in this feature unit 029SG, when the game state is a high probability state (high probability state), more determination values are assigned to the "jackpot" special symbol display result than when the game state is a normal state or a time-saving state (low probability state). As a result, in the high probability state (high probability state) in which the pachinko game machine 1 performs the high probability control, the probability of determining that the special symbol display result is a "jackpot" and control the game state to a jackpot is higher (approximately 1 / 30 in this feature unit 029SG) than the probability of determining that the special symbol display result is a "jackpot" and control the game state to a jackpot in the normal state or a time-saving state (low probability state) (approximately 1 / 300 in this feature unit 029SG). That is, in the special chart display result judgment table, judgment data is assigned to the decision result of whether or not to control to a jackpot game state so that when the game state in the pachinko game machine 1 is in a probability variable state (high probability state), the probability of deciding to control to a jackpot game state is higher than when it is in a normal state or a time-saving state.
[0223] FIG. 11-4(A) shows an example of the configuration of a jackpot type determination table stored in ROM 101. The jackpot type determination table in this feature section 029SG is a table referenced to determine one of multiple jackpot types based on the jackpot type determination random number value MR2 when it is determined that the special symbol display result is a "jackpot" and that the jackpot game state is to be controlled. In the jackpot type determination table, a value (determination value) compared with the jackpot type determination random number value MR2 is assigned to multiple jackpot types, such as "non-variable jackpot," "variable jackpot A," "variable jackpot B," and "variable jackpot C," depending on whether the special symbol variably displayed (variably displayed) in the special symbol game is the first special symbol (special symbol game by the first special symbol display device 4A) or the second special symbol (special symbol game by the second special symbol display device 4B).
[0224] Here, the types of jackpots in this feature section 029SG will be explained using Figure 11-4 (B). In this feature section 029SG, the jackpot types are set to ``probable jackpot A'' and ``probable jackpot B'', in which high-probability control and time-saving control are executed after the jackpot game state ends, resulting in a transition to a high-probability, high-base state; ``probable jackpot C'', in which high-probability control is executed but time-saving control is not executed after the jackpot game state ends, resulting in a transition to a high-probability, low-base state; and ``non-probable jackpot'', in which only time-saving control is executed after the jackpot game state ends, resulting in a transition to a low-probability, high-base state.
[0225] The jackpot gaming state resulting from "probable jackpot A" is a normal opening jackpot in which the special variable winning ball device 7 is repeatedly changed to a first state advantageous to the player ten times (so-called 10 rounds). On the other hand, the jackpot gaming state resulting from "probable jackpot B" is a normal opening jackpot in which the special variable winning ball device 7 is repeatedly changed to a first state advantageous to the player five times (so-called 5 rounds). The jackpot gaming state resulting from "probable jackpot C" is a normal opening jackpot in which the special variable winning ball device 7 is repeatedly changed to a first state advantageous to the player two times (so-called 2 rounds). Furthermore, the jackpot gaming state resulting from "non-probable jackpot" is a normal opening jackpot in which the special variable winning ball device 7 is repeatedly changed to a first state advantageous to the player ten times (so-called 10 rounds). Therefore, "Probable jackpot A" is sometimes referred to as a 10-round (10R) probable jackpot, "Probable jackpot B" is sometimes referred to as a 5-round (5R) probable jackpot, and "Probable jackpot C" is sometimes referred to as a 2-round (2R) probable jackpot.
[0226] The high-probability control and time-saving control executed after the end of the jackpot gaming state of probability variable jackpot A to probability variable jackpot C continue to be executed until another jackpot occurs after the end of the jackpot gaming state. Therefore, if the jackpot that occurs again is any of probability variable jackpot A to probability variable jackpot C, the high-probability control and time-saving control are executed again after the end of the jackpot gaming state, so that the jackpot gaming state occurs continuously without going through the normal state, which is called a consecutive state.
[0227] On the other hand, the time-saving control that is executed after the end of the jackpot game state due to a "non-certain jackpot" ends when a predetermined number of special game games (100 times in this feature part 029SG) are played, or when the jackpot game state is reached before the predetermined number of special game games are played.
[0228] In the setting example of the jackpot type determination table shown in Figure 11-4 (A), the allocation of judgment values to the jackpot types of "probable jackpot A," "probable jackpot B," "probable jackpot C," and "non-probable jackpot" differs depending on whether the variably displayed special chart is the first special chart or the second special chart. In other words, when the variably displayed special chart is the first special chart, a predetermined range of judgment values (values in the range of "81" to "100") is assigned to the jackpot types of "probable jackpot B" and "probable jackpot C," which have a small number of rounds, while when the variably displayed special chart is the second special chart, no judgment value is assigned to the jackpot types of "probable jackpot B" and "probable jackpot C." With this setting, the proportion of jackpot types determined as "probable jackpot B" or "probable jackpot C," which have fewer rounds, can be made different between cases where the first start condition for starting a special game using the first special symbol by the first special symbol display device 4A is met and cases where the jackpot type is determined as one of several types based on the second start condition for starting a special game using the second special symbol by the second special symbol display device 4B being met. In particular, in special games using the second special symbol, the jackpot type is not determined to be "probable jackpot B" or "probable jackpot C," which has fewer rounds. Therefore, for example, in a game state where game balls are likely to enter the second start winning hole formed by the variable winning ball device 6B due to high opening control associated with time-saving control, frequent jackpot states with fewer prize balls can be avoided, preventing a decline in game interest.
[0229] In addition, in the example of setting the jackpot type determination table shown in Figure 11-4(A), the allocation of determination values for the "non-probability variable" jackpot type is the same regardless of whether it is the first special chart special chart game or the second special chart, so the probability of a non-probability variable jackpot and the probability of a probability variable jackpot are the same regardless of whether it is the first special chart special chart game or the second special chart game.
[0230] Therefore, as mentioned above, just as the allocation of judgment values for "Special Jackpot B" and "Special Jackpot C" differs depending on whether it is the first special chart game or the second special chart, the allocation of judgment values for "Special Jackpot A" also differs depending on whether it is the first special chart game or the second special chart, and for "Special Jackpot A", which has a larger number of rounds, it is set up so that it is easier to determine in the second special chart game than in the first special chart game.
[0231] In addition, in the case of a special chart game of the second special chart, a predetermined range of judgment values different from that in the case of a special chart game of the first special chart may be assigned to the jackpot types of "probable jackpot B" and "probable jackpot C". For example, in the case of a special chart game of the second special chart, fewer judgment values may be assigned to the jackpot types of "probable jackpot B" and "probable jackpot C" compared to the case of a special chart game of the first special chart. Alternatively, regardless of whether it is a special chart game of the first special chart or the second special chart, the jackpot type may be determined by referring to common table data.
[0232] FIG. 11-5 shows a variation pattern in this characteristic part 029SG. In this characteristic part 029SG, a plurality of variation patterns are prepared in advance corresponding to the cases where the variable display result is a "miss" and the variable display mode of the decorative pattern is a "non-reach" and a "reach", respectively, and also corresponding to the case where the variable display result is a "jackpot". Note that a variation pattern corresponding to the case where the variable display result is a "miss" and the variable display mode of the decorative pattern is a "non-reach" is called a non-reach variation pattern (also called a "non-reach miss variation pattern"), and a variation pattern corresponding to the case where the variable display result is a "miss" and the variable display mode of the decorative pattern is a "reach" is called a reach variation pattern (also called a "reach miss variation pattern"). In addition, the non-reach variation pattern and the reach variation pattern are included in the miss variation pattern corresponding to the case where the variable display result is a "miss". A variation pattern corresponding to the case where the variable display result is a "jackpot" is called a jackpot variation pattern.
[0233] The jackpot variation pattern and reach variation pattern include a normal reach variation pattern in which a reach effect of a normal reach is executed, and a super reach variation pattern in which a reach effect of a super reach is executed. Note that, although this feature part 029SG provides one normal reach variation pattern, the present invention is not limited to this, and two or more normal reach variation patterns may be provided. Also, this feature part 029SG provides 11 types of variation patterns as super reach variation patterns, namely, super reach α, super reach β, super reach γ, super reach δ, super reach ε, super reach ζ, super reach η, super reach θ, super reach ι, super reach κ, and super reach λ, but the present invention is not limited to this, and 12 or more types or 10 or less types of super reach variation patterns may be provided.
[0234] The super reach fluctuation patterns in this feature part 029SG are as follows: a fluctuation pattern of super reach α in which the variable display result is a jackpot (PB1-2) and a fluctuation pattern of miss (PA2-2); a fluctuation pattern of super reach β in which the variable display result is a jackpot (PB1-3) and a fluctuation pattern of miss (PA2-3); a fluctuation pattern of super reach γ in which the variable display result is a jackpot (PB1-4) and a fluctuation pattern of miss (PA2-4); a fluctuation pattern of super reach δ in which the variable display result is a miss (PA2-5); a fluctuation pattern of super reach ε in which the variable display result is a miss (PA2-6); and a fluctuation pattern of super reach ζ in which the variable display result is a jackpot (PB1-5). There are provided a fluctuation pattern (PA2-7) that results in a miss, a fluctuation pattern for Super Reach η where the variable display result is a jackpot (PB1-6) and a fluctuation pattern (PA2-8) that results in a miss, a fluctuation pattern for Super Reach θ where the variable display result is a jackpot (PB1-7) and a fluctuation pattern (PA2-9) that results in a miss, a fluctuation pattern for Super Reach ι where the variable display result is a jackpot (PB1-8) and a fluctuation pattern (PA2-10) that results in a miss, a fluctuation pattern for Super Reach κ where the variable display result is a jackpot (PB1-9) and a fluctuation pattern (PA2-11) that results in a miss, and a fluctuation pattern for Super Reach λ where the variable display result is a jackpot (PB1-10) and a fluctuation pattern (PA2-12) that results in a miss.
[0235] As shown in Figure 11-5, the special chart fluctuation time of the normal reach fluctuation pattern in which the reach performance of the normal reach in this feature part 029SG is executed is set shorter than that of the super reach fluctuation pattern.
[0236] In addition, in this feature part 029SG, the variable display result is set to have a higher probability of a jackpot in the order of super reach, normal reach, and non-reach, so that in the normal reach variation pattern and super reach variation pattern, the longer the special chart variation time, the higher the probability of a jackpot, with some exceptions.
[0237] In particular, the special chart fluctuation time of the super reach β fluctuation pattern is set longer than the special chart fluctuation time of the super reach α fluctuation pattern, the special chart fluctuation time of the super reach γ fluctuation pattern is set longer than the special chart fluctuation time of the super reach β fluctuation pattern, the special chart fluctuation time of the super reach δ fluctuation pattern is set longer than the special chart fluctuation time of the super reach γ fluctuation pattern, the special chart fluctuation time of the super reach ε fluctuation pattern is set longer than the special chart fluctuation time of the super reach δ fluctuation pattern, and the special chart fluctuation time of the super reach ζ fluctuation pattern is set longer than the special chart fluctuation time of the super reach ζ fluctuation pattern. The special chart change time is set longer than the special chart change time of the reach ε change pattern, the special chart change time of the super reach η change pattern is set longer than the special chart change time of the super reach ζ change pattern, the special chart change time of the super reach θ change pattern is set longer than the special chart change time of the super reach η change pattern, the special chart change time of the super reach ι change pattern is set longer than the special chart change time of the super reach θ change pattern, and the special chart change time of the super reach κ change pattern is set longer than the special chart change time of the super reach ι change pattern.
[0238] Among these Super Reach α fluctuation patterns to Super Reach κ fluctuation patterns, there are no fluctuation patterns for the Super Reach δ fluctuation pattern and the Super Reach ε fluctuation pattern in which the variable display result is a jackpot. In other words, for these Super Reach α fluctuation patterns to Super Reach κ fluctuation patterns, excluding the Super Reach δ fluctuation pattern and the Super Reach ε fluctuation pattern, the Super Reach α fluctuation pattern has the shortest special chart fluctuation time and the lowest jackpot expectation, and is set so that the longer the special chart fluctuation time, the higher the jackpot expectation.
[0239] Furthermore, in this feature part 029SG, a super reach λ variation pattern is provided as a super reach variation pattern having a higher jackpot expectation than the super reach κ variation pattern. The super reach λ variation pattern is exceptionally set to have a special chart variation time longer than the super reach ζ variation pattern and shorter than the super reach η variation pattern.
[0240] Furthermore, in this feature part 029SG, as will be described later, these fluctuation patterns are determined using only the random number value MR3 for determining the fluctuation pattern, but the present invention is not limited to this. For example, in addition to the random number value MR3 for determining the fluctuation pattern, a random number value for determining the type of fluctuation pattern may be provided, and the type of fluctuation pattern may be first determined from these random number values for determining the type of fluctuation pattern, and then the fluctuation pattern belonging to the determined type may be determined.
[0241] As shown in Figures 11-5 and 11-7(A), the super reach α variation pattern (PA2-2, PB1-2) is a variation pattern in which reach performance A with an execution period length of L1 is executed as the reach performance of the super reach during variable display, and the variable display result is announced as the performance result of the reach performance A. As shown in Figures 11-5 and 11-7(B), the super reach β variation pattern (PA2-3, PB1-3) is a variation pattern in which reach performance B with an execution period length of L2 (L2>L1) is executed as the reach performance of the super reach during variable display, and the variable display result is announced as the performance result of the reach performance B.
[0242] As shown in Figures 11-7(A) and 11-7(B), the super reach α variation pattern and the super reach β variation pattern are also variation patterns that can execute a meter effect that suggests the execution of a high-expectation reach effect development notification effect from the variable display start timing to the reach effect end timing (the timing of announcing the variable display result). Note that, as mentioned above, the length L2 of the execution period of reach effect B is set to be longer than the length L1 of the execution period of reach effect A, so the length L5 of the meter effect executable period in the super reach β variation pattern is set to be longer than the length L4 of the meter effect executable period in the super reach α variation pattern (L5>L4).
[0243] As shown in Figures 11-5 and 11-7(C), the super reach gamma variation pattern (PA2-4, PB1-4) is a variation pattern in which reach performance C or reach performance D is executed as the reach performance of the super reach during the variable display, and the variable display result is announced as the performance result of this reach performance C or reach performance D. The execution period of both reach performance C and reach performance D is set to length L3. Furthermore, the super reach gamma variation pattern is also a variation pattern in which, during the execution period of reach performance C or reach performance D, a branch destination suggestion effect is executed which suggests whether a reach performance H development announcement effect will be executed (which announcement effect to branch to) after the variable display result is announced as the performance result of reach performance C or reach performance D, or a high expectation reach performance development announcement effect that announces that either reach performance F or reach performance I will be executed.
[0244] As shown in Figures 11-5 and 11-7 (D), the super reach δ variation pattern (PA2-5) is a variation pattern in which, during the variable display, a reach performance B with an execution period length of L2 is executed as a reach performance of the super reach, and after notifying that the variable display result is a miss, a reach performance E development suggestive performance suggesting development to reach performance E can be executed (length of reach performance E development suggestive performance executable period: L6a), and ultimately does not develop into reach performance E and notifies that it is a miss. Note that the super reach δ variation pattern, like the super reach β variation pattern, is also a variation pattern in which a meter performance can be executed from the start timing of the variable display to the end timing of the reach performance (length of meter performance executable period: L5), and the length L5 of the meter performance executable period is set longer than the length L6a of the reach performance E development suggestive performance executable period.
[0245] As shown in Figure 11-5 and Figure 11-8 (E), the super reach ε variation pattern (PA2-6) is a variation pattern in which, during the variable display, reach performance C or reach performance D (the execution period length of either reach performance is L3) is executed as the reach performance of the super reach, and after notifying that the variable display result is a miss, a reach performance G development suggestion performance is executed, which suggests development to reach performance G, and ultimately notifies that it is a miss without developing to reach performance G. In addition, the super reach ε variation pattern is also a variation pattern in which a branch destination suggestion performance can be executed during the execution period of reach performance C or reach performance D.
[0246] As shown in Figures 11-5 and 11-8(F), the super reach ζ variation pattern (PA2-7, PB1-5) is a variation pattern in which, during variable display, a reach performance B with an execution period length of L2 is executed as a reach performance of a super reach, an indication that the variable display result is a miss is notified, and then a reach performance E development suggestion effect can be executed, and a reach performance E development notification effect (length of execution period of reach performance E development notification effect: L6b) that indicates development to the reach performance E is executed, and then a reach performance E is executed. Note that the super reach ζ variation pattern is also a variation pattern in which a meter performance can be executed (length of meter performance executable period: L5) from the start timing of the variable display to the end timing of the reach performance B. The length L5 of the meter performance executable period is set longer than the length L6a of the reach performance E development suggestion effect executable period. Note that the length L6b of the execution period of the reach performance E development notification effect is set shorter than the length L5 of the meter performance executable period. In addition, in the super reach ζ variation pattern, the length of the period from the reach effect E development notification effect start timing to the reach effect E end timing (the notification timing of the variable display result) is set to L11.
[0247] As shown in Figures 11-5 and 11-8 (G), the super reach η variation pattern (PA2-8, PB1-6) is a variation pattern in which reach performance A is executed as the reach performance of the super reach during variable display, and a high expectation reach performance development notification performance that notifies the player that the reach performance A will develop into a reach performance with a high expectation of a jackpot (reach performance F or reach performance I, described later, in this characteristic part) is executed over a period of L7 (L7>L6b) that is longer than the length L6b of the execution period of the reach performance E development notification performance, and then the reach performance F is executed. Note that the super reach η variation pattern is also a variation pattern in which a meter performance can be executed over a period from the start of the variable display to the timing when the reach performance A switches to the high expectation reach performance development notification performance (because the reach performance A switches to the high expectation reach performance development notification performance halfway through, the length of the meter performance executable period is L4', which is shorter than L4). In addition, in the Super Reach η fluctuation pattern, the length of the period from the start timing of the high expectation reach performance development notification performance to the end timing of the reach performance F (the notification timing of the variable display result) is set to L12 (L12>L11), which is longer than the length of the period L11 from the start timing of the reach performance E development notification performance to the end timing of the reach performance E in the Super Reach ζ fluctuation pattern.
[0248] As shown in Figure 11-5 and Figure 11-8 (H), the super reach θ variation pattern (PA2-9, PB1-7) is a variation pattern in which reach performance C or reach performance D (the execution period of either reach performance is L3) is executed as the reach performance of the super reach during the variable display, and after announcing that the variable display result in this reach performance C or reach performance D is a miss, a reach performance G development suggestion performance can be executed, and further, a reach performance G development notification performance that notifies that it will develop into reach performance G is executed over L8 (L7>L8), which is shorter than the execution period L7 of the high expectation reach performance development notification performance, and further, the reach performance G is executed. In addition, the super reach θ variation pattern is also a variation pattern in which a branch destination suggestion performance can be executed during the execution period of reach performance C or reach performance D.
[0249] As shown in Figure 11-5 and Figure 11-9 (I), the super reach i variation pattern (PA2-10, PB1-8) is a variation pattern in which reach performance C or reach performance D is executed as the reach performance of the super reach during variable display, and in the middle of reach performance C or reach performance D, a pre-performance and a precursor performance are executed in place of reach performance C or reach performance D, and further a reach performance H development notification performance is executed to notify that the performance will develop into reach performance H, and then the super reach i variation pattern is also a variation pattern in which a branch destination suggestion performance can be executed during the execution period of reach performance C or reach performance D.
[0250] As shown in Figure 11-5 and Figure 11-9 (J), the super reach κ variation pattern (PA2-11, PB1-9) is a variation pattern in which reach performance C or reach performance D is executed as the reach performance of the super reach during variable display, and in the middle of reach performance C or reach performance D, a pre-performance and a precursor performance are executed instead of reach performance C or reach performance D, and further a high expectation reach performance development notification performance with an execution period length of L7 is executed to execute reach performance I. In addition, the super reach κ variation pattern is also a variation pattern in which a branch destination suggestion performance can be executed during the execution period of reach performance C or reach performance D. In addition, in the Super Reach κ variation pattern, the length of the period from the start timing of the high expectation reach performance development notification performance to the end timing of reach performance I (the notification timing of the variable display result) is set to L13 (L13>L12>L11), which is longer than the length of the period L12 from the start timing of the high expectation reach performance development notification performance to the end timing of reach performance F in the Super Reach η variation pattern.
[0251] The super reach λ variation pattern (PA2-12, PB1-10) is a variation pattern that executes a high expectation reach presentation development notification presentation with an execution period length of L7 from a timing before the reach in other super reach variation patterns during variable display, and executes reach presentation I. The super reach λ variation pattern is also a variation pattern that can execute a meter presentation from the start timing of the variable display to the start timing of the high expectation reach presentation development notification presentation (since the high expectation reach presentation development notification presentation is executed from a timing before the reach, the length of the meter presentation execution period is even shorter than L4': L4>L4'>L4''). Furthermore, the length of the period from the start timing of the high expectation reach presentation development notification presentation to the end timing of reach presentation I (the notification timing of the variable display result) of the super reach λ variation pattern is set to L13 (L13>L12>L11), the same as the super reach κ.
[0252] In particular, as shown in Figures 11-10(A) and 11-10(B), the high expectation reach performance development notification performance in this feature part 029SG includes a blackout performance in which the display area of the image display device 5 is darkened to make it difficult to see the performance image displayed on the image display device 5, an early performance in which the opening lines are displayed on the image display device 5 after the blackout performance, a switching performance after the early performance, a late performance in which the closing lines are displayed on the image display device 5 after the switching performance, and a movable body performance in which the movable body 32 is dropped (operated) from an origin position above the image display device 5 to a performance position overlapping with approximately the center of the front of the display area of the image display device 5 after the late performance.
[0253] The first stage performance is a performance in which the lines spoken by the character displayed on the image display device 5 are displayed as a text image 029SG007 in the display area of the image display device 5 and output as audio information from speakers 8L and 8R, as shown in Figures 11-10(B) and 11-55.
[0254] As shown in Figures 11-10(B) and 11-55, the latter stage performance follows the former stage performance, in which the lines spoken by the character are displayed as text image 029SG008 in the display area of the image display device 5 and output as audio information from speakers 8L and 8R.
[0255] As shown in Figure 11-10(B), the opening line is "You're not alone...we'll show you everyone's power!", and the closing line is "Miracle attack!".
[0256] More specifically, the first stage performance is composed of a first period and a second period, and in the first period, the line "You're not alone..." is output from speakers 8L and 8R, and the seven characters of "You're not alone..." are displayed in the display area of image display device 5. Then, in the second period, the line "We'll show you everyone's power!" is output from speakers 8L and 8R, and the 12 characters of "We'll show you everyone's power!" are displayed below the characters "You're not alone..." in the display area of image display device 5. The second stage performance is also composed of a first period and a second period, and in the first period, the line "Miracle" is output from speakers 8L and 8R, and the four characters of "Miracle" are displayed in the display area of image display device 5. Then, in the second period, the line "Attack!" is output from the speakers 8L and 8R, and the five letters of "Attack!" are displayed below the word "Miracle" in the display area of the image display device 5.
[0257] In other words, in the early and late performances of this feature part 029SG, the number of characters displayed in the first period of the early performance is greater than the number of characters displayed in the first period of the late performance, and the number of characters displayed in the second period of the early performance is greater than the number of characters displayed in the second period of the late performance.
[0258] Furthermore, as shown in Figure 11-10(B), the display manner of the lines in the first performance is different from the display manner of the lines in the second performance, and in particular, the lines in the second performance are displayed in a manner that is more emphasized than the display manner of the lines in the first performance.
[0259] For example, in the first stage performance, the background screen and character image of the image display device 5 are displayed in a dark manner, and a character image 029SG007 consisting of multiple characters (e.g., "You're not alone...") is displayed in a manner that gradually becomes larger and brighter (fade-in) during a first period, and then a character image 029SG007 consisting of multiple characters (e.g., "We'll show you our power!") is displayed in a manner that gradually becomes larger and brighter (fade-in) during a second period. Also, after the character image 029SG007 (e.g., "You're not alone...we'll show you our power!") is displayed at its largest and brightest, it is displayed in a manner that gradually becomes smaller and darker (fade-out) and finally disappears. Note that the character image 029SG007 may move while fading in or out.
[0260] On the other hand, in the latter stage performance, the background screen of the image display device 5 is displayed in a brighter manner than in the former stage performance, and multiple character images 029SG008 consisting of one character (for example, "Mi," "Ra," "Ku," and "Ru") are displayed (dynamically displayed) in a manner that rotates and moves from the right side of the display screen toward the center in sequence (frame-in) during the first period, and multiple character images 029SG008 consisting of one character (for example, "A," "Ta," "T," "Ku," and "!") are displayed (dynamically displayed) in a manner that rotates and moves from the bottom side of the display screen toward the center in the second period. Furthermore, these character images 029SG008 (for example, "Miracle Attack!") are displayed largest and brightest, and then move radially outward and finally disappear off the display screen (frame-out).
[0261] As shown in Figure 11-10(B), the character image 029SG007 in the first stage of the performance is small, flat (2-dimensional), moves slowly (the speed at which the display mode changes due to fade-in), and is displayed at a low brightness. On the other hand, the character image 029SG008 in the second stage of the performance is larger, three-dimensional (3-dimensional), moves faster (the speed at which the display mode changes due to frame-in (movement speed)), and is displayed at a high brightness (see Figure 11-55).
[0262] Note that, as long as the maximum size and brightness of the character image 029SG008 in the latter stage performance are larger and brighter than the maximum size and brightness of the character image 029SG007 in the former stage performance, the size and brightness of part of the character image when fading in or framing in may be reversed. Also, although the content of the lines in the former stage performance and the latter stage performance are different, at least part of the content may be the same.
[0263] Thus, it can be said that the larger the size of the character images constituting the dialogue, the higher the degree of emphasis; the more three-dimensional the shape than the more planar; the more rapid the movement than the slower the movement; and the higher the brightness than the lower the degree of emphasis. While the above examples illustrate a form in which the size, shape, movement, and brightness of the character images are emphasized more in the latter stage than in the former stage, the present invention is not limited to this. It is sufficient that the degree of emphasis of at least one element of the size, shape, movement, and brightness of the character images in the latter stage is higher than that of the character images in the former stage. In addition to the above, the degree of emphasis may include, for example, a higher degree of emphasis for thicker characters than for thinner characters, and a higher degree of saturation or brightness than for lower colors. Furthermore, the degree of emphasis may be increased not only by the display mode of the character images themselves, but also by displaying special images such as effect images around the character images.
[0264] 11-6 is an explanatory diagram of a method for determining a variation pattern in this feature part 029SG. In this feature part 029SG, the variation pattern determination table to be selected is changed depending on the display result of the variable display to be executed and the number of reserved memories.
[0265] Specifically, as shown in Figure 11-6, if the variable display result is a jackpot, a jackpot fluctuation pattern determination table is selected, and the fluctuation pattern is determined using the jackpot fluctuation pattern determination table from PB1-1 (normal reach jackpot fluctuation pattern), PB1-2 (super reach α jackpot fluctuation pattern), PB1-3 (super reach β jackpot fluctuation pattern), PB1-4 (super reach γ jackpot fluctuation pattern), PB1-5 (super reach ζ jackpot fluctuation pattern), PB1-6 (super reach η jackpot fluctuation pattern), PB1-7 (super reach θ jackpot fluctuation pattern), PB1-8 (super reach ι jackpot fluctuation pattern), PB1-9 (super reach κ jackpot fluctuation pattern), PB1-10 (super reach λ jackpot fluctuation pattern).
[0266] In addition, when determining the fluctuation pattern using the jackpot fluctuation pattern judgment table, the determination rate of PB1-1 (normal reach jackpot fluctuation pattern) is set to the lowest, and the determination rate is increased in the order of PB1-2 (super reach α jackpot fluctuation pattern), PB1-3 (super reach β jackpot fluctuation pattern), PB1-4 (super reach γ jackpot fluctuation pattern), PB1-5 (super reach ζ jackpot fluctuation pattern), PB1-6 (super reach η jackpot fluctuation pattern), PB1-7 (super reach θ jackpot fluctuation pattern), PB1-8 (super reach ι jackpot fluctuation pattern), PB1-9 (super reach κ jackpot fluctuation pattern), PB1-10 (super reach λ jackpot fluctuation pattern) (The determination rate of each super reach fluctuation pattern when selecting the jackpot fluctuation pattern judgment table: PB1-2 <PB1-3<PB1-4<PB1-5<PB1-6<PB1-7<PB1-8<PB1-9<PB1-10)。
[0267] In addition, in this feature part 029SG, if the variable display result is a jackpot, regardless of the type of jackpot, the same jackpot variation pattern determination table is used to determine the variation pattern, but the present invention is not limited to this, and multiple jackpot variation pattern determination tables with different determination rates for any of PB1-1, PB1-2, and PB1-3 may be provided, and multiple jackpot variation pattern determination tables with different determination rates for at least two or more jackpot variation patterns may be provided, and the variation pattern may be determined using different jackpot variation pattern determination tables depending on the type of jackpot. In this way, it is possible to create a variation pattern that is easily determined for each type of jackpot, so that the player can pay attention to which variation pattern's variable display has resulted in the variable display result being a jackpot, thereby increasing the player's interest in the game.
[0268] In addition, in the normal game state (low base state), if the variable display result is "miss" and the number of reserved memories of the variable special chart is 2 or less, select the fluctuation pattern determination table A for miss, and use the fluctuation pattern determination table A to determine the fluctuation pattern as PA1-1 (non-reach miss fluctuation pattern), PA2-1 (normal reach miss fluctuation pattern), PA2-2 (super reach α miss fluctuation pattern), PA2-3 (super reach β miss fluctuation pattern), PA2-4 (super reach γ miss fluctuation pattern), It is determined from the following: PA2-5 (fluctuation pattern of misses for Super Reach δ), PA2-6 (fluctuation pattern of misses for Super Reach ε), PA2-7 (fluctuation pattern of misses for Super Reach ζ), PA2-8 (fluctuation pattern of misses for Super Reach η), PA2-9 (fluctuation pattern of misses for Super Reach θ), PA2-10 (fluctuation pattern of misses for Super Reach ι), PA2-11 (fluctuation pattern of misses for Super Reach κ), PA2-12 (fluctuation pattern of misses for Super Reach λ).
[0269] In addition, in the normal game state (low base state), if the variable display result is "miss" and the number of reserved memories of the variable special chart is 3, select the miss fluctuation pattern determination table B, and use the miss fluctuation pattern determination table B to determine the fluctuation pattern as PA1-2 (shortened fluctuation pattern of non-reach miss), PA2-1 (normal reach miss fluctuation pattern), PA2-2 (super reach α miss fluctuation pattern), PA2-3 (super reach β miss fluctuation pattern), PA2-4 (super reach γ miss fluctuation pattern). It is determined from the following: PA2-5 (fluctuation pattern of misses for Super Reach δ), PA2-6 (fluctuation pattern of misses for Super Reach ε), PA2-7 (fluctuation pattern of misses for Super Reach ζ), PA2-8 (fluctuation pattern of misses for Super Reach η), PA2-9 (fluctuation pattern of misses for Super Reach θ), PA2-10 (fluctuation pattern of misses for Super Reach ι), PA2-11 (fluctuation pattern of misses for Super Reach κ), PA2-12 (fluctuation pattern of misses for Super Reach λ).
[0270] In addition, in the normal game state (low base state), if the variable display result is "miss" and the number of reserved memories of the variable special chart is 4, select the fluctuation pattern determination table C for miss, and use the fluctuation pattern determination table C to determine the fluctuation pattern as PA1-3 (shortened fluctuation pattern of non-reach miss), PA2-1 (fluctuation pattern of normal reach miss), PA2-2 (fluctuation pattern of super reach α miss), PA2-3 (fluctuation pattern of super reach β miss), PA2-4 (fluctuation pattern of super reach γ miss). It is determined from the following: PA2-5 (fluctuation pattern of misses for Super Reach δ), PA2-6 (fluctuation pattern of misses for Super Reach ε), PA2-7 (fluctuation pattern of misses for Super Reach ζ), PA2-8 (fluctuation pattern of misses for Super Reach η), PA2-9 (fluctuation pattern of misses for Super Reach θ), PA2-10 (fluctuation pattern of misses for Super Reach ι), PA2-11 (fluctuation pattern of misses for Super Reach κ), PA2-12 (fluctuation pattern of misses for Super Reach λ).
[0271] In addition, if the variable display result is "miss" in the time-saving state (high base state), the miss fluctuation pattern determination table D is selected, and the fluctuation pattern is determined using the miss fluctuation pattern determination table D as PA1-4 (time-saving shortened fluctuation pattern for non-reach miss), PA2-1 (normal reach miss fluctuation pattern), PA2-2 (super reach α miss fluctuation pattern), PA2-3 (super reach β miss fluctuation pattern), PA2-4 (super reach γ miss fluctuation pattern) , PA2-5 (fluctuation pattern of Super Reach δ miss), PA2-6 (fluctuation pattern of Super Reach ε miss), PA2-7 (fluctuation pattern of Super Reach ζ miss), PA2-8 (fluctuation pattern of Super Reach η miss), PA2-9 (fluctuation pattern of Super Reach θ miss), PA2-10 (fluctuation pattern of Super Reach ι miss), PA2-11 (fluctuation pattern of Super Reach κ miss), PA2-12 (fluctuation pattern of Super Reach λ miss).
[0272] In other words, when the variable display result in this feature part 029SG is a "miss," the probability that the variable display will be executed using a shortened variable pattern (PA1-2, PA1-3, PA1-4) in which the special chart fluctuation time is shorter than the normal non-reach miss variable pattern (PA1-1) is higher, based on the number of reserved memories of the variable special chart being 3 or 4, or the time-shortened state, so it is possible to prevent the game from being prolonged while shortening the period until the next variable display result becomes a jackpot.
[0273] In addition, when determining the fluctuation pattern using the loss fluctuation pattern determination tables A to D, the determination ratio of the non-reach loss fluctuation pattern (PA1-1 if it is loss fluctuation pattern determination table A, PA1-2 if it is loss fluctuation pattern determination table B, PA1-3 if it is loss fluctuation pattern determination table C, and PA1-4 if it is loss fluctuation pattern determination table D) is set to the highest, and PA2-1 (normal reach loss fluctuation pattern), PA2-2 (super reach α loss fluctuation pattern), PA2-3 (super reach β loss fluctuation pattern), PA2-4 (super reach γ loss fluctuation pattern) ), PA2-5 (Super Reach δ miss fluctuation pattern), PA2-6 (Super Reach ε miss fluctuation pattern), PA2-7 (Super Reach ζ miss fluctuation pattern), PA2-8 (Super Reach η miss fluctuation pattern), PA2-9 (Super Reach θ miss fluctuation pattern), PA2-10 (Super Reach ι miss fluctuation pattern), PA2-11 (Super Reach κ miss fluctuation pattern), PA2-12 (Super Reach λ miss fluctuation pattern) in that order (Determination ratio of each Super Reach fluctuation pattern when miss fluctuation pattern determination table is selected: PA2-12 <PA2-11<PA2-10<PA2-9<PA2-8<PA2-7<PA2-6<PA2-5<PA2-4<PA2-3<PA2-2)。
[0274] By setting the determination ratio of each fluctuation pattern in each fluctuation pattern determination table as described above, for the super reach fluctuation patterns, the jackpot expectation of the super reach α fluctuation pattern is set to the lowest, the jackpot expectation of the super reach β fluctuation pattern is set to be higher than the jackpot expectation of the super reach α fluctuation pattern, the jackpot expectation of the super reach γ fluctuation pattern is set to be higher than the jackpot expectation of the super reach β fluctuation pattern, and the jackpot expectation of the super reach ζ fluctuation pattern is set to be higher than the jackpot expectation of the super reach γ fluctuation pattern, The jackpot expectation of the Super Reach η fluctuation pattern is set higher than that of the Super Reach ζ fluctuation pattern, the jackpot expectation of the Super Reach θ fluctuation pattern is set higher than that of the Super Reach η fluctuation pattern, the jackpot expectation of the Super Reach ι fluctuation pattern is set higher than that of the Super Reach θ fluctuation pattern, the jackpot expectation of the Super Reach κ fluctuation pattern is set higher than that of the Super Reach ι fluctuation pattern, and the jackpot expectation of the Super Reach λ fluctuation pattern is set higher than that of the Super Reach κ fluctuation pattern. Note that, as for the Super Reach δ fluctuation pattern and the Super Reach ε fluctuation pattern, only fluctuation patterns for when the variable display result is a miss are provided, as mentioned above, so the jackpot expectation is 0.
[0275] Next, the image display device 5 in this characteristic section 029SG will be described. The display area of the image display device 5 is provided with effect symbol display areas 5L, 5C, and 5R, each representing a "left," "center," and "right." Also, a first reserved memory display area 029SG005D and a second reserved memory display area 029SG005U are set in two locations, left and right, at the bottom of the display area of the image display device 5. The first reserved memory display area 029SG005D and the second reserved memory display area 029SG005U display reserved memory displays that identifiably display the number of reserved memories (special reserved memory number) in a variable display corresponding to the special symbol game. This characteristic section 029SG can display these reserved displays in multiple display modes, and can execute a pre-reading preview effect (also called a reserved display preview effect) that changes the rate at which the variable display corresponding to the reserved memory display is controlled to a jackpot game state (jackpot expectation probability) depending on which display mode the reserved memory display is displayed in.
[0276] Furthermore, on the right side of the image display device 5 in this characteristic section 029SG, a meter 029SG005M is displayed, the display mode of which can be changed in five stages (six stages if the state in which meter performance is not executed is included) as the above-mentioned meter performance.
[0277] The RAM102 in this characteristic unit 029SG is provided with a game control data holding area 029SG150 as shown in FIG. 11-12, for example, as an area for holding various data used to control the progress of a game in the pachinko game machine 1. The game control data holding area 029SG150 shown in FIG. 11-12 includes a first special symbol reserve memory unit 029SG151A, a second special symbol reserve memory unit 029SG151B, a normal symbol reserve memory unit 029SG151C, a game control flag setting unit 029SG152, a game control timer setting unit 029SG153, a game control counter setting unit 029SG154, and a game control buffer setting unit 029SG155.
[0278] The first special symbol reserve memory unit 029SG151A stores reserved data of a special symbol game (a special symbol game using a first special symbol in the first special symbol display device 4A) that has not yet started, but in which a game ball has passed (entered) through the first start winning port formed by the winning ball device 6A and a start winning (first start winning) has occurred. As an example, the first special symbol reserve memory unit 029SG151A associates reserved numbers with the order of winning (the order of detection of game balls) into the first start winning port, and stores, as reserved data, random number values MR1 for determining the special symbol display result, random number values MR2 for determining the jackpot type, and numerical data indicating random number values MR3 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc., based on the establishment of the first start condition when the game ball passes (enters), until the number of stored data reaches a predetermined upper limit (for example, "4"). In this way, the reserved data stored in the first special chart reserved memory unit 029SG151A indicates that the execution of the special chart game using the first special chart is reserved, and becomes reserved information that makes it possible to determine whether or not a jackpot will be reached based on the variable display result (special chart display result) in this special chart game.
[0279] The second special symbol reserve memory unit 029SG151B stores reserved data of a special symbol game (a special symbol game using a second special symbol in the second special symbol display device 4B) that has not yet started, but in which a game ball has passed (entered) through the second start winning port formed by the variable winning ball device 6B and a start winning (second start winning) has occurred. As an example, the second special symbol reserve memory unit 029SG151B associates reserved numbers with the order of winning (the order of detection of game balls) into the second start winning port, and stores, as reserved data, numerical data indicating a random number value MR1 for determining the special symbol display result, a random number value MR2 for determining the jackpot type, and a random number value MR3 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc., based on the establishment of the second start condition when the game ball passes (enters), until the number reaches a predetermined upper limit (for example, "4"). In this way, the reserved data stored in the second special chart reserved memory unit 029SG151B indicates that the execution of the special chart game using the second special chart is reserved, and becomes reserved information that makes it possible to determine whether or not a jackpot will be reached based on the variable display result (special chart display result) in this special chart game.
[0280] In addition, the reservation information (first reservation information) based on the establishment of the first start condition by the game ball passing through (entering) the first start winning port, and the reservation information (second reservation information) based on the establishment of the second start winning condition by the game ball passing through (entering) the second start winning port may be stored in a common reservation storage unit in association with the reservation number. In this case, start port data indicating whether the game ball passed through (entered) the first start winning port or the second start winning port may be included in the reservation information and stored in association with the reservation number.
[0281] The normal symbol reserve memory unit 029SG151C stores reserve information for normal symbol games that have not yet been started by the normal symbol display device 20, even though the game ball that has passed through the passing gate 41 has been detected by the gate switch 21. For example, the normal symbol reserve memory unit 029SG151C associates the game ball with a reserve number in the order in which it passed through the passing gate 41, and stores numerical data indicating a random number value MR4 for determining the normal symbol display result extracted by the CPU 103 from the random number circuit 104, etc., based on the passage of the game ball, as reserved data until the number reaches a predetermined upper limit value (for example, "4").
[0282] The game control flag setting unit 029SG152 is provided with a plurality of types of flags whose states can be updated according to the progress of the game in the pachinko game machine 1. For example, the game control flag setting unit 029SG152 stores data indicating the value of the flag and data indicating the ON or OFF state for each of the plurality of types of flags.
[0283] The game control timer setting unit 029SG153 is provided with various timers used to control the progress of a game in the pachinko game machine 1. For example, the game control timer setting unit 029SG153 stores data indicating timer values of each of a plurality of types of timers.
[0284] The game control counter setting unit 029SG154 is provided with a plurality of types of counters for calculating count values used to control the progress of a game in the pachinko game machine 1. For example, data indicating the count values of each of the plurality of types of counters is stored in the game control counter setting unit 029SG154. Here, the game control counter setting unit 029SG154 may be provided with a random counter for counting some or all of the game random numbers in a manner that allows the CPU 103 to update them by software.
[0285] The random counter of the game control counter setting unit 029SG154 stores, as a random count value, random numbers not generated by the random number circuit 104, for example, numerical data indicating random numbers MR2 to MR4, and the numerical data indicating each random number is updated periodically or irregularly in accordance with the execution of software by the CPU 103. The software executed by the CPU 103 to update the random count value may be software for updating the random count value separately from the update operation of the numerical data in the random number circuit 104, or may be software for updating the random count value by performing predetermined processing such as scrambling or arithmetic processing on all or part of the numerical data extracted from the random number circuit 104.
[0286] The game control buffer setting unit 029SG155 is provided with various buffers that temporarily store data used to control the progress of a game in the pachinko game machine 1. For example, the game control buffer setting unit 029SG155 stores data indicating buffer values for each of a plurality of types of buffers.
[0287] The RAM 122 mounted on the performance control board 12 shown in Fig. 3 is provided with a performance control data holding area 029SG190 as shown in Fig. 11-13(A) as an area for holding various data used to control performance operations. The performance control data holding area 029SG190 shown in Fig. 11-13(A) includes a performance control flag setting unit 029SG191, a performance control timer setting unit 029SG192, a performance control counter setting unit 029SG193, and a performance control buffer setting unit 029SG194.
[0288] The performance control flag setting unit 029SG191 is provided with a plurality of types of flags whose states can be updated in accordance with the performance operation state, such as the display state of the performance image on the screen of the image display device 5, and the performance control commands transmitted from the main board 11. For example, the performance control flag setting unit 029SG191 stores, for each of the plurality of types of flags, data indicating the value of the flag and data indicating the on or off state.
[0289] The performance control timer setting unit 029SG192 is provided with a plurality of types of timers used to control the progress of various performance operations, such as the display operation of a performance image on the screen of the image display device 5. For example, the performance control timer setting unit 029SG192 stores data indicating the timer values of each of the plurality of types of timers.
[0290] The performance control counter setting unit 029SG193 is provided with a plurality of types of counters used to control the progress of various performance operations. For example, the performance control counter setting unit 029SG193 stores data indicating the count values of each of the plurality of types of counters.
[0291] The performance control buffer setting unit 029SG194 is provided with various buffers for temporarily storing data used to control the progress of various performance operations. For example, the performance control buffer setting unit 029SG194 stores data indicating buffer values for each of multiple types of buffers.
[0292] In this feature unit 029SG, data constituting the start winning time receiving command buffer 029SG194A as shown in FIG. 11-13(B) is stored in a predetermined area of the performance control buffer setting unit 029SG194. The start winning time receiving command buffer 029SG194A has a storage area (area corresponding to buffer numbers "1-1" to "1-4") corresponding to the maximum value of the total reserved memory number of the first special symbol reserved memory (for example, "4"), and a storage area (area corresponding to buffer number "1-0") corresponding to the first special symbol being variably displayed. In addition, the start winning time receiving command buffer 029SG194A has a storage area (area corresponding to buffer numbers "2-1" to "2-4") corresponding to the maximum value of the total reserved memory number of the second special symbol reserved memory (for example, "4"), and a storage area (area corresponding to buffer number "2-0") corresponding to the second special symbol being variably displayed. When a start winning occurs in the first start winning port or the second start winning port, a set of four commands, namely, a start port winning designation command (first start port winning designation command or second start port winning designation command), a pattern designation command, a variable category designation command, and a reserved memory number notification command (first reserved memory number notification command or second reserved memory number notification command), are transmitted from the main board 11 to the performance control board 12. The storage area corresponding to the first special symbol reserved memory and the storage area corresponding to the second special symbol reserved memory in the start winning reception command buffer 029SG194A have storage areas (entries) reserved for associating these start port winning designation command, pattern designation command, variable category designation command, and reserved memory number notification command, and storing them separately as the first special symbol reserved memory and the second special symbol reserved memory.
[0293] When the start condition is met and the variable display of the top-level reserved memory (buffer number "1-1" or buffer number "2-1") is started, the contents of these storage areas (entries) are shifted up one by one as described below, and the contents of buffer number "1-0" or buffer number "2-0", which stores the contents of the reserved memory for which the start condition is met, are cleared in the special drawing hit waiting process executed when the variable display is ended.
[0294] Furthermore, in the start winning reception command buffer 029SG194A of this characteristic part 029SG, a memory area is reserved for each storage area (entry) so that the start winning entry designation command, pattern designation command, variable category designation command, and hold display flag, which is set to a flag value corresponding to the display pattern (display mode) of the hold memory display when a new start winning occurs, can be stored in association with each buffer number corresponding to the first special chart hold memory and the second special chart hold memory, depending on whether or not the display pattern determination associated with the decision on whether or not to execute the pre-reading notice performance in the pre-reading notice setting process (Figure 11-20).
[0295] In addition, if it is not decided in the advance notice setting process described below that the advance notice performance will be executed, the hold display flag will be set to "0" corresponding to the display pattern of the normal hold memory display, and the hold memory display in the normal display mode (for example, a white circle) will be displayed in the first hold memory display area 029SG5D and the second hold memory display area 029SG5U provided at the bottom of the image display device 5, and if it is decided that the advance notice performance will be executed, "1" (blue circle) or "2" (red circle) corresponding to the display pattern of the hold memory display in a special mode (for example, a blue circle or a red circle) different from the normal display mode will be set, and the hold memory display in the special mode different from the normal display mode will be displayed in the first hold memory display area 029SG5D and the second hold memory display area 029SG5U, and the variable display corresponding to the hold memory display will notify that there is a high possibility of a jackpot or a super reach.
[0296] When a start win occurs in the first start win slot, the performance control CPU 120 stores commands from the top (the entry with the lowest buffer number) of the empty entry corresponding to the first special symbol reserved memory in the start win reception command buffer 029SG194A, and when a start win occurs in the second start win slot, the CPU 120 stores commands from the top (the entry with the lowest buffer number) of the empty entry corresponding to the second special symbol reserved memory in the start win reception command buffer 029SG194A. When a start win occurs, commands from the start win slot designation command to the reserved memory number notification command are transmitted sequentially. Therefore, when commands are received, the start win slot designation command, symbol designation command, variable category designation command, and reserved memory number notification command are stored in the storage areas corresponding to the last "1" to "4" of the buffer numbers corresponding to the first or second special symbol reserved memory, in that order.
[0297] 11-13(B) shown in the start winning time reception command buffer 029SG194A, each time the variable display of the decorative pattern starts, the entry corresponding to the reserved memory of the variable display that just ended (the entry of buffer number "1-0" or "2-0") is deleted, and the entry corresponding to the reserved memory of the variable display that is about to start (the entry corresponding to buffer number "1-1" or "2-1") and the contents of the reserved memory of the entry after the variable display that starts are shifted. For example, when the variable display of the decorative pattern of the first special reserved memory is finished in the storage state shown in FIG. 11-13(B), the commands stored in buffer number "0" are deleted, the commands stored in buffer number "1" are shifted to buffer number "0", and the commands stored in the area corresponding to buffer number "2" are shifted to the area corresponding to buffer number "1", and the commands stored in the areas corresponding to buffer numbers "3" and "4" are shifted to the areas corresponding to buffer numbers "2" and "3". Therefore, buffer number "0" becomes an area (entry) for storing each command related to the reserved memory that is variably displayed at that time.
[0298] Next, the start winning determination process of this characteristic unit 029SG executed in step S101 of FIG. 6 will be described with reference to FIGS. 11-14. In the start winning determination process, the CPU 103 first determines whether the first start opening switch 22A, which is provided corresponding to the first start winning opening formed by the winning ball device 6A, is in the ON state based on a detection signal from the first start opening switch 22A (step 029SGS101a). If the first start opening switch 22A is in the ON state (step 029SGS101a; Y), the CPU 103 determines whether the first special symbol reserved memory number, which is the number of reserved memories for the special symbol game using the first special symbol, has reached a predetermined upper limit (e.g., "4" as the upper limit memory number) (step 029SGS102). The CPU 103 may identify the first special symbol reserved memory number by, for example, reading the first reserved memory number count value, which is the stored value of the first reserved memory number counter provided in the game control counter setting unit 029SG154. When the number of reserved memories of the first special chart is not the upper limit value in step 029SGS102 (step 029SGS102; N), for example, the storage value of the start port buffer provided in the game control buffer setting unit 029SG155 is set to "1" (step 029SGS103).
[0299] When the first start opening switch 22A is off in step 029SGS101a (step 029SGS101a; N), or when the number of first special symbol reserved memories reaches the upper limit in step 029SGS102 (step 029SGS102; Y), it is determined whether the second start opening switch 22B, which is provided corresponding to the second start opening formed by the variable winning ball device 6B, is in the on state (step 029SGS101b). At this time, if the second start opening switch 22B is in the on state (step 029SGS101b; Y), it is determined whether the second special symbol reserved memory number, which is the number of reserved memories for the special symbol game using the second special symbol, has reached a predetermined upper limit (for example, "4" as the upper limit memory number) (step 029SGS105). The CPU 103 can specify the number of reserved second special symbols by reading the second reserved memory count value, which is the stored value of the second reserved memory count counter provided in the game control counter setting unit 029SG154. When the second reserved memory count is not the upper limit value in step 029SGS105 (step 029SGS105; N), for example, the stored value of the start port buffer provided in the game control buffer setting unit 029SG155 is set to "2" (step 029SGS106).
[0300] After executing either the process of step 029SGS103 or step 029SGS106, the number of reserved special symbols corresponding to the start port buffer value, which is the value stored in the start port buffer, is updated by adding 1 (step 029SGS107). For example, when the start port buffer value is "1," the first reserved symbol count value is added by 1, while when the start port buffer value is "2," the second reserved symbol count value is added by 1. Thus, the first reserved symbol count value is updated to increase by 1 when the gaming ball passes (enters) the first start port and the first start condition corresponding to the special symbol game using the first special symbol is established. Furthermore, the second reserved symbol count value is updated to increase by 1 when the gaming ball passes (enters) the second start port and the second start condition corresponding to the special symbol game using the second special symbol is established. At this time, the total reserved symbol count is also updated to increase by 1 (step 029SGS108). For example, the total reserved memory count value, which is the stored value of the total reserved memory count counter provided in the game control counter setting unit 029SG154, may be updated to add one...
Claims
[Claim 1] A gaming machine capable of variably displaying performance identification information to derive and display a display result, and controlling the gaming machine to an advantageous state that is advantageous to a player, a suggestion performance execution means capable of executing a plurality of types of suggestion performances including a first suggestion performance, a second suggestion performance, a third suggestion performance, and a fourth suggestion performance as suggestion performances that suggest control to the advantageous state; a development performance execution means capable of executing a first development performance before the performance result of the first suggestion performance is notified, and capable of executing a second development performance different from the first development performance after it is notified that the advantageous state will not be controlled as a performance result of the second suggestion performance; A chance-up effect execution means for executing a chance-up effect in which the degree of expectation controlled to the advantageous state varies depending on the number of times the effect is executed during the execution of the suggestion effect; A specific effect execution means capable of executing a specific effect by temporarily stopping the specific effect identification information at a predetermined timing during the variable display and then restarting the variable display; A temporary stop suggestion effect execution means capable of executing a temporary stop suggestion effect that suggests that the predetermined effect identification information is to be temporarily stopped; A notification performance execution means capable of executing a notification performance that notifies that the predetermined performance identification information has been temporarily stopped; Equipped with The suggestion performance execution means includes: The third suggestion performance can be executed after the first development performance is executed, The fourth suggestion performance can be executed after the second development performance is executed, The chance-up effect execution means includes: The chance-up effect can be executed so that the number of times that the chance-up effect is executed when the third suggestion effect is being executed is greater than the number of times that the chance-up effect is executed when the first suggestion effect is being executed, The chance-up effect can be executed such that the number of times that the chance-up effect is executed when the fourth suggestion effect is executed is equal to or less than the number of times that the chance-up effect is executed when the second suggestion effect is executed, The first development performance includes an information display performance that suggests that the advantageous state is controlled by displaying information, The information display performance includes a first information display performance that displays first information composed of a first number of pieces of information, and a second information display performance that can be executed after the first information display performance and that displays second information composed of a second number of pieces of information, In the first information display performance, the first information can be divided into a plurality of pieces of information and sequentially displayed, and in the second information display performance, the second information can be divided into a plurality of pieces of information and sequentially displayed, A display start mode when starting to display the first information in the first information display performance is different from a display start mode when starting to display the second information in the second information display performance, the temporary stop suggestion performance execution means is capable of executing a performance in which, as the temporary stop suggestion performance, the visibility of performance identification information different from the predetermined performance identification information is temporarily reduced to a first low visibility state by displaying an effect display consisting of converging lines heading toward a predetermined position where the predetermined performance identification information can be temporarily stopped, and then, by increasing the density of the converging lines, the visibility is reduced to a second low visibility state having even lower visibility than the first low visibility state; The notification performance execution means is capable of executing a performance in which performance identification information different from the predetermined performance identification information is difficult to visually recognize as the notification performance. A gaming machine characterized by:
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