Gaming Machines
Patent Information
- Application Number
- JP2020078932
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-04-28
- Publication Date
- 2025-03-26
- Estimated Expiration
- 2040-04-28
Smart Images

Figure 0007651266000001 
Figure 0007651266000002 
Figure 0007651266000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine that can variably display a plurality of types of effect identification information including specific effect identification information, derive and display the display results, and control the gaming machine to an advantageous state that is advantageous to the player. [Background technology]
[0002] Some conventional gaming machines are capable of variable display of decorative patterns (performance identification information), and are also capable of pseudo-consecutive performances (specific performances) that include temporarily stopping pseudo-consecutive patterns (specific performance identification information) and then re-variably displaying them during the variable display of the decorative patterns (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-131876 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in Patent Document 1, no special effects are executed when the pseudo consecutive symbols temporarily stop, which not only fails to increase the player's sense of anticipation for the pseudo consecutive symbols temporarily stopping, but also fails to increase the player's sense of excitement when the pseudo consecutive symbols temporarily stop.
[0005] The present invention has been made in light of these problems, and aims to provide a gaming machine that can increase the player's sense of expectation and enhance the player's sense of excitement. [Means for solving the problem]
[0006] The gaming machine of means A is A gaming machine that can variably display a plurality of types of effect identification information including specific effect identification information, derive and display a display result, and can be controlled to an advantageous state that is advantageous to a player, a specific effect execution means capable of executing a specific effect as a variable display, in which the specific effect identification information is temporarily stopped at a predetermined timing from when the variable display of the effect identification information is started until the display result is derived and displayed, and then the variable display is resumed; A suggestion effect execution means capable of executing a suggestion effect that suggests that the specific effect identification information is temporarily stopped; a notification effect execution means capable of executing a notification effect that notifies that the specific effect identification information has temporarily stopped; a performance execution means capable of executing a performance; a display means capable of moving and displaying the pseudo movable body display from a first display position to a second display position different from the first display position; Equipped with the suggestion effect execution means is capable of executing, as the suggestion effect, an effect of temporarily reducing the visibility of effect identification information different from the specific effect identification information to a first low visibility state by displaying an effect display, and then reducing the visibility to a second low visibility state having even lower visibility 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 specific effect identification information is made invisible, The suggestive effect execution means can execute the suggestive effect even when the specific effect identification information does not temporarily stop, and when the specific effect identification information does not temporarily stop, can continue to display the effect display for a predetermined period after the predetermined timing has passed, The performance execution means A special effect can be executed to notify the player that the game will be controlled to the advantageous state. A predetermined effect can be executed before the special effect is executed, The display means The pseudo-movable object display can be moved in the predetermined performance, When the pseudo-movable object display is moved in the predetermined performance, the pseudo-movable object display can be moved from the first display position to the second display position, and then hidden without being moved from the second display position. It is characterized by the following. Furthermore, the gaming machine can variably display a plurality of types of 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 specific effect execution means capable of executing a specific effect as a variable display, in which, at a predetermined timing from when the variable display of the effect identification information is started until the display result is derived and displayed, the display of special identification information different from the effect identification information is temporarily stopped and then the variable display is resumed; A suggestion effect execution means capable of executing a suggestion effect that suggests that the special identification information is temporarily stopped; a notification effect execution means capable of executing a notification effect to notify that the special identification information has temporarily stopped; a performance execution means capable of executing a performance; a display means capable of moving and displaying the pseudo movable body display from a first display position to a second display position different from the first display position; Equipped with The suggestion effect execution means is capable of executing, as the suggestion effect, an effect in which the visibility of the effect identification information is once 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; The notification effect execution means is capable of executing an effect that makes the effect identification information invisible as the notification effect, The suggestion effect execution means can execute the suggestion effect even when the special identification information does not temporarily stop, and when the special identification information does not temporarily stop, can continue to display the effect display for a predetermined period after the predetermined timing has passed, The performance execution means A special effect can be executed to notify the player that the game will be controlled to the advantageous state. A predetermined effect can be executed before the special effect is executed, The display means The pseudo-movable object display can be moved in the predetermined performance, When the pseudo-movable object display is moved in the predetermined performance, the pseudo-movable object display can be moved from the first display position to the second display position, and then hidden without being moved from the second display position. It is characterized by the following. Furthermore, 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, 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 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 is 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 suggestive performance execution means is capable of executing, as the suggestive performance, a performance in which the visibility of performance identification information different from the specific performance 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 11-33 and 11-34, 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 11-34 and 11-35, 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 suggestive effect execution means can execute the suggestive 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. 11-44, when the temporary stop suggestive 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), moreover, a display means capable of moving and displaying the pseudo movable body display from a first display position to a second display position different from the first display position; a movable body movable from a first position to a second position different from the first position; a performance execution means capable of executing a performance; Equipped with The performance execution means a pseudo-movable body display effect in which the pseudo-movable body display is moved from the first display position to the second display position; A movable body effect of moving the movable body from the first position to the second position; is executable, When the performance execution means executes the movable body performance and the pseudo-movable body display performance for a predetermined period, the rate of being controlled to the advantageous state is higher than when the performance execution means executes the pseudo-movable body display performance without executing the movable body performance for the predetermined period. It is characterized by the following. According to this feature, the suggestion effect can heighten the player's anticipation for a temporary stop, and the execution of the notification effect can heighten the player's sense of elation at the temporary stop, and if the temporary stop is not achieved, the effect display continues to be displayed even after the specified timing of the temporary stop, making it easier for the player to recognize that the temporary stop did not occur and easing the player's disappointment at not achieving the temporary stop, thereby increasing the player's interest in the game. Furthermore, the execution of the moving body effect and the pseudo-moving body display effect can be made the player pay attention to.
[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, 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 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 suggestion effect (for example, a temporary stop suggestion effect) that suggests that the special identification information is 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 suggestive effect execution means can execute, as the suggestive 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 11-33 and 11-34, 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 11-34 and 11-35, 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 suggestive effect execution means can execute the suggestive 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. 11-44, when the temporary stop suggestive effect is executed and the pseudo consecutive symbols do not temporarily stop, the concentrated lines continue to be displayed even after the pseudo consecutive symbols are no longer displayed on the image display device 5), moreover, a display means capable of moving and displaying the pseudo movable body display from a first display position to a second display position different from the first display position; a movable body movable from a first position to a second position different from the first position; a performance execution means capable of executing a performance; Equipped with The performance execution means a pseudo-movable body display effect in which the pseudo-movable body display is moved from the first display position to the second display position; A movable body effect of moving the movable body from the first position to the second position; is executable, When the performance execution means executes the movable body performance and the pseudo-movable body display performance for a predetermined period, the rate of being controlled to the advantageous state is higher than when the performance execution means executes the pseudo-movable body display performance without executing the movable body performance for the predetermined period. It is characterized by the following. According to this feature, the suggestion effect can heighten the player's anticipation for a temporary stop, and the execution of the notification effect can heighten the player's sense of elation at the temporary stop, and if the temporary stop is not achieved, the effect display continues to be displayed even after the specified timing of the temporary stop, making it easier for the player to recognize that the temporary stop did not occur and easing the player's disappointment at not achieving the temporary stop, thereby increasing the player's interest in the game. Furthermore, the execution of the moving body effect and the pseudo-moving body display effect can be made the player pay attention to.
[0008] Furthermore, the embodiments for carrying out the invention described below include the following invention related to a gaming machine (A). Conventionally, gaming machines have been capable of executing effects using movable bodies, such as those shown in JP 2019-92949 A, and by displaying a pseudo-movable body display in a moving manner, effects similar to effects in which a movable body as a structure is moved can be executed. However, such gaming machines have a problem in that they simply display a pseudo-movable body in the same way as a movable body, and are unable to enhance the entertainment value of the effects. In light of this, there is a need for a gaming machine that can enhance the entertainment value of the pseudo-movable body display.
[0009] The gaming machine according to the means (A) A gaming machine that can be controlled to an advantageous state that is advantageous to a player, a display means capable of moving and displaying the pseudo movable body display from a first display position to a second display position different from the first display position; a movable body movable from a first position to a second position different from the first position; a performance execution means capable of executing a performance; Equipped with The performance execution means a pseudo-movable body display effect in which the pseudo-movable body display is moved from the first display position to the second display position; A movable body effect of moving the movable body from the first position to the second position; is executable, When the performance execution means executes the movable body performance and the pseudo-movable body display performance for a predetermined period, the rate of being controlled to the advantageous state is higher than when the performance execution means executes the pseudo-movable body display performance without executing the movable body performance for the predetermined period. It is characterized by the following. According to this feature, it is possible to draw the player's attention to the execution of the movable body effect and the pseudo movable body display effect.
[0010] 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]
[0011] [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] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 11-2] 10A and 10B are diagrams illustrating the operation of the second movable body. [Figure 11-3] FIG. 2 is an explanatory diagram of image data that constitutes a display on an image display device. [Figure 11-4] FIG. 2 is an explanatory diagram of image data that constitutes a display on an image display device. [Figure 11-5] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 11-6] FIG. 2 is an explanatory diagram showing each random number. [Figure 11-7] 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 11-8] (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 11-9] FIG. 10 is a diagram illustrating a variation pattern. [Figure 11-10] 10 is an explanatory diagram showing the relationship between variable display results and variation patterns. FIG. [Figure 11-11] (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 11-12] 10 is a flowchart showing an example of a start winning determination process. [Figure 11-13] 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 11-14] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 11-15] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 11-16] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 11-17] A flowchart showing an example of a jackpot end process. [Figure 11-18] 10 is a flowchart illustrating an example of a command analysis process. [Figure 11-19] 10 is a part of a flowchart showing an example of a performance control process. [Figure 11-20] 10 is a flowchart illustrating an example of a pre-reading notice setting process. [Figure 11-21] 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 11-22] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 11-23] This is a timing chart of variable display that executes pseudo consecutive effects. [Figure 11-24] This is a timing chart of variable display that executes pseudo consecutive effects. [Figure 11-25] This is a timing chart of variable display that executes pseudo consecutive effects. [Figure 11-26] This is a timing chart of variable display that executes pseudo consecutive effects. [Figure 11-27] This is a timing chart of variable display that executes pseudo consecutive effects. [Figure 11-28] An explanatory diagram of each performance period and performance content in pseudo-consecutive performances. [Figure 11-29] 10A is a flowchart showing an example of a preview performance determination process (for when a pseudo consecutive performance is executed), and FIG. 10B is a diagram showing whether or not a preview performance is executed and the determination ratio of the preview performance to be executed. [Figure 11-30] (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 11-31] (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 11-32] 10A and 10B are diagrams illustrating an output mode of sound output from a speaker. [Figure 11-33] 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 11-34] This figure shows the display mode of each image during the temporary stop suggestion performance period when pseudo consecutive patterns temporarily stop. [Figure 11-35] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 11-36] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 11-37] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 11-38] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 11-39] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 11-40] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 11-41] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 11-42] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 11-43] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 11-44] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 11-45] 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 11-46]A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 11-47] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 11-48] A figure showing the display mode of an image display device in variable display that executes pseudo consecutive performances in a modified example. [Figure 12-1] FIG. 2 is an explanatory diagram of image data that constitutes a display on an image display device. [Figure 12-2] FIG. 2 is an explanatory diagram of image data that constitutes a display on an image display device. [Figure 12-3] FIG. 2 is an explanatory diagram of image data that constitutes a display on an image display device. [Figure 12-4] A figure showing the display mode of an image display device in variable display mode that executes pseudo consecutive performances. [Figure 12-5] 10A and 10B are explanatory diagrams of image data that constitute a display on an image display device according to a modified example. [Figure 12-6] A figure showing the display mode of an image display device in variable display that executes pseudo consecutive performances in a modified example. [Figure 12-7] A figure showing the display mode of an image display device in variable display that executes pseudo consecutive performances in a modified example. [Figure 12-8] A figure showing the display mode of an image display device in variable display that executes pseudo consecutive performances in a modified example. [Figure 12-9] A figure showing the display mode of an image display device in variable display that executes pseudo consecutive performances in a modified example. [Figure 12-10] 10A and 10B are explanatory diagrams showing the transparency of convergent lines and effect images in a modified example. [Figure 12-11] 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. 10 is a front view showing a pachinko gaming machine as a characteristic part 241SG. [Figure 13-2] This is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine as a characteristic part 241SG. [Figure 13-3] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 13-4] FIG. 2 is an explanatory diagram showing each random number. [Figure 13-5] 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 13-6] (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 13-7] FIG. 10 is a diagram illustrating a variation pattern. [Figure 13-8] 10A and 10B are explanatory diagrams showing the relationship between variable display results and variation patterns. [Figure 13-9] This is a diagram showing the execution periods of various effects in normal reaches and super reaches. [Figure 13-10] This is a diagram to explain the content and configuration of various effects in super reach. [Figure 13-11] This is a diagram showing the expected probability of a jackpot depending on the execution status of development effects A and B. [Figure 13-12] FIG. 1 is an explanatory diagram showing an outline of the development process for a pachinko gaming machine. [Figure 13-13] 10A is a diagram showing the movement of the mounted movable body, and FIG. 10B is a diagram explaining the state in which the mounted movable body is lifted. [Figure 13-14] 10A is a diagram showing the movement display mode of the first pseudo movable body display, and FIG. 10B is a diagram showing the movement mode of the first non-mounted movable body. [Figure 13-15] 10A is a diagram showing the movement display mode of the second pseudo movable body display, and FIG. 10B is a diagram showing the movement mode of the second non-mounted movable body. [Figure 13-16] 10A is a diagram showing the movable range of the mounted movable body, FIG. 10B is a diagram showing the movement display area of the first pseudo movable body display, and FIG. 10C is a diagram showing the movement display area of the second pseudo movable body display. [Figure 13-17] 10A is a diagram showing a specific movement display area of the first pseudo movable object display, and FIG. 10B is a diagram showing a specific movement display area of the second pseudo movable object display. [Figure 13-18]10 is a flowchart showing a variable display start setting process. [Figure 13-19] 10 is a flowchart showing a preview performance type determination process. [Figure 13-20] 10A is a diagram showing a table for determining the type of preview performance A, and FIG. 10B is a diagram showing a table for determining the type of preview performance B. [Figure 13-21] 10A is a flowchart showing the process of determining the type of advanced performance A, and FIG. 10B is a diagram showing a table for determining the type of advanced performance A. [Figure 13-22] 10A is a flowchart showing the process of determining the type of development suggestion effect, and FIG. 10B is a diagram showing a table for determining the type of development suggestion effect. [Figure 13-23] 10A is a flowchart showing the process of determining the type of advanced performance B, and FIG. 10B is a diagram showing a table for determining the type of advanced performance B. [Figure 13-24] 10A is a flowchart showing the process of determining the type of final effect, and FIG. 10B is a diagram showing a table for determining the type of final effect. [Figure 13-25] (A) to (H) are diagrams showing examples of the performance operations of Super Reach β, mainly in normal reaches. [Figure 13-26] (A) to (J) are diagrams showing examples of performance actions mainly in weak super reaches. [Figure 13-27] (A) to (F) are diagrams showing examples of the performance actions in the weak super reach. [Figure 13-28] (A) to (D) are diagrams showing examples of performance actions mainly in strong super reaches. [Figure 13-29] (E) to (J) are diagrams showing examples of the presentation operation of the strong super reach presentation. [Figure 13-30] (A) to (F) are diagrams showing examples of the performance operation after the jackpot confirmation notification. [Figure 13-31] 10(A) to 10(D) are diagrams showing details of the movement display of the first pseudo movable object display. [Figure 13-32] 10 is a diagram showing the relationship between the light-emitting display unit and the mounted movable body LED. FIG. [Figure 13-33] 10A to 10F are diagrams showing examples of the performance of the preview performance B in the super reach γ. [Figure 13-34] 10A to 10F are diagrams showing examples of the performance of the preview performance B in the super reach γ. [Figure 13-35] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 13-36] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 13-37] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 13-38] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 13-39] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 13-40] FIG. 10 is an explanatory diagram for comparing the first pseudo movable body display and the second pseudo movable body display. [Figure 13-41] 10(A) to 10(D) are diagrams showing a first modification of the characteristic portion 241SG. [Figure 13-42] 10(A) to 10(H) are diagrams showing a second modification of the characteristic portion 241SG. [Figure 13-43] 10(A) to 10(C) are diagrams showing a third modification of the characteristic portion 241SG. DETAILED DESCRIPTION OF THE INVENTION
[0012] (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.
[0013] (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.
[0014] 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.
[0015] 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.
[0016] 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.
[0017] 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 game and the variable display of decorative symbols executed in synchronization are collectively referred to simply as "variable display."
[0018] 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.
[0019] 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.
[0020] 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.
[0021] 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.
[0022] 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.
[0023] 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.
[0024] 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.
[0025] 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.
[0026] 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.
[0027] 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.
[0028] 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.
[0029] 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 performs variable display of normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers showing "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.
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 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.
[0037] 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).
[0038] 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).
[0039] 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.
[0040] 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. The main board 11 is provided with a setting key 51 and a setting changeover switch 52. 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.
[0041] 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.
[0042] 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.
[0043] 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.
[0044] 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.
[0045] (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).
[0046] 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).
[0047] 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.
[0048] 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.
[0049] 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).
[0050] 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.
[0051] 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.
[0052] 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.
[0053] 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.
[0054] 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.
[0055] 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.
[0056] 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.
[0057] 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."
[0058] 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.).
[0059] 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).
[0060] 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.
[0061] 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.)
[0062] 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, turning on or off the game effect lamp 9, operating the movable body 32, or as effects using any effect device including some or all of these.
[0063] 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).
[0064] 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.
[0065] 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.
[0066] 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.
[0067] 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."
[0068] 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").
[0069] 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.
[0070] 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 effect may be executed in which one variable display appears to be multiple variable displays.
[0071] 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 player of the number of rounds or an improvement effect to indicate that the value of the jackpot gaming state is increasing may be executed.
[0072] 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).
[0073] (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.
[0074] 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).
[0075] 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.
[0076] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-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.
[0077] 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.
[0078] 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).
[0079] 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).
[0080] 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.
[0081] 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.
[0082] 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.
[0083] 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.
[0084] 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.
[0085] 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.
[0086] 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.
[0087] 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.
[0088] 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).
[0089] 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.
[0090] 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.
[0091] 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.
[0092] 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.
[0093] 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.
[0094] 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).
[0095] 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).
[0096] 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.
[0097] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0098] (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.
[0099] 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.
[0100] 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.
[0101] 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.
[0102] 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.
[0103] 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.
[0104] 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.
[0105] 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.
[0106] 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.
[0107] 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.
[0108] 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.
[0109] 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.
[0110] 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.
[0111] 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.
[0112] 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).
[0113] 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.
[0114] 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.
[0115] 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 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.
[0116] 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).
[0117] 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.
[0118] 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.
[0119] 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 reserved 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 in accordance with 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").
[0120] 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.
[0121] 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.
[0122] 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.
[0123] 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.
[0124] 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.
[0125] 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.
[0126] 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.
[0127] 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.
[0128] 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.
[0129] 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 has six levels, from 1 to 6, with 6 representing the highest probability of winning a jackpot, and the probability of winning a jackpot decreases 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 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.
[0130] 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.
[0131] 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).
[0132] 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).
[0133] 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.
[0134] 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.
[0135] 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.
[0136] 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.
[0137] 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.
[0138] 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.
[0139] 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.
[0140] 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.
[0141] 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.
[0142] 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 jackpot determination values for determining a jackpot regardless of the set value.
[0143] 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.
[0144] That is, in this pachinko gaming machine 1, in the second special symbol display result determination table when the game state is the normal state or the time-saving state, 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.
[0145] 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.
[0146] 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.
[0147] 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.
[0148] 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.
[0149] 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.
[0150] 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.
[0151] (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.
[0152] 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.
[0153] 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.
[0154] 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.
[0155] 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.
[0156] 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.
[0157] 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.
[0158] 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.
[0159] 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.
[0160] 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.
[0161] 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.
[0162] 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.
[0163] 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.
[0164] 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.
[0165] (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.
[0166] 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.
[0167] 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).
[0168] 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.
[0169] 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.
[0170] 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.
[0171] In this specification, expressions of comparison of various percentages such as the execution percentage of effects (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%."
[0172] (Explanation of Characteristic Part 193SG in the Embodiment of the Present Invention) Next, a characteristic portion 193SG in the embodiment of the present invention (hereinafter abbreviated as the present characteristic portion 193SG) will be described.
[0173] The gaming machine of type 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, 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 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 is 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 suggestive performance execution means is capable of executing, as the suggestive performance, a performance in which the visibility of performance identification information different from the specific performance 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 11-33 and 11-34, 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 11-34 and 11-35, 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 suggestive effect execution means can execute the suggestive 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. 11-44, when the temporary stop suggestive 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.
[0174] The gaming machine of type 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, 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 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 suggestion effect (for example, a temporary stop suggestion effect) that suggests that the special identification information is 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 suggestive effect execution means can execute, as the suggestive 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 11-33 and 11-34, 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 11-34 and 11-35, 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 suggestive effect execution means can execute the suggestive 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. 11-44, when the temporary stop suggestive 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.
[0175] Form 3 gaming machines are: When the specific effect identification information (or the special identification information) does not temporarily stop, the suggestion effect execution means moves the effect display toward a predetermined position where the specific effect identification information (or the special identification information) will temporarily stop if it does (for example, a portion where a convergent line is moved toward the center of the image display device 5 as shown in FIG. 11-48 as a modified example 193SG-1); 3. The gaming machine according to claim 1 or 2, According to this feature, the predetermined position can be identified by the effect display, so that the player can more easily recognize that the specific effect identification information (or special identification information) has not temporarily stopped.
[0176] Form 4 gaming machines are: The effect display has a higher transparency after the predetermined timing than before the predetermined timing (for example, as shown in FIG. 11-33, when the pseudo consecutive patterns do not temporarily stop, the concentration lines are displayed at a density of D2 before the timing of switching the display image data, and the concentration lines are displayed at a density of D1 after the timing of switching the display image data, so the left and right decorative patterns are more visible after the timing of switching the display image data than before the timing of switching the display image data). 4. The gaming machine according to any one of aspects 1 to 3, wherein: According to this feature, the transparency of the effect display increases after the specified timing at which the specific effect identification information (or special identification information) temporarily stops, thereby making the player aware that the specific effect identification information (or special identification information) will not temporarily stop, and by drawing more attention to the background image which is easily visible through the effect display, the player's disappointment at the fact that the specific effect identification information (or special identification information) did not temporarily stop can be alleviated.
[0177] The gaming machine of type 5 is The suggestive effect execution means erases the effect display at a predetermined position where the specific effect identification information (or special identification information) is temporarily stopped when the specific effect identification information (or special identification information) is temporarily stopped, before any other effect identification information (or effect identification information) different from the specific effect identification information is stopped and displayed (for example, as shown in FIG. 11-44, when the pseudo consecutive symbols do not temporarily stop, the concentrated lines are hidden in the "middle" decorative symbol display area 5C before a "1" which is a winning combination or a decorative symbol of a number other than "1" which is a losing combination stops), 5. The gaming machine according to any one of aspects 1 to 4, wherein: According to this feature, it is possible to prevent the stop of the effect identification information from being mistaken for a temporary stop.
[0178] The gaming machine of type 6 is When the notification effect is executed, the temporarily stopped specific effect identification information (or the special identification information) is transformed (for example, as shown in Figures 11-35(G) to 11-35(H), a crack appears in the pseudo-continuous pattern and the pattern explodes), A movable body (e.g., a second movable body 193SG033) is provided which can move to a performance position (e.g., a first performance position) which overlaps with at least a part of the specific performance identification information (or the special identification information) when the specific performance identification information (or the special identification information) is temporarily stopped. 6. A gaming machine according to any one of aspects 1 to 5, characterized in that: According to this feature, the movement of the movable body and the transformation of the specific effect identification information (or special identification information) can give the player an even stronger impression of temporary stop.
[0179] The gaming machine of type 7 is The movable body is It is possible to perform a first action (for example, movement from the retreat position shown in FIG. 11-2 to the first performance position) and a second action (for example, movement from the retreat position shown in FIG. 11-2 to the second performance position) that overlaps less with the specific performance identification information (or the special identification information) than the first action, In the notification performance, the first action is performed (for example, as shown in FIG. 11-35(F), the second movable body 193SG033 moves from the retreat position to the first performance position during the temporary stop notification performance), 7. A gaming machine according to claim 6, wherein: According to this feature, it is possible to impress upon the player that the specific effect identification information (or special identification information) has been temporarily stopped, while preventing the movable body from making it difficult to see the specific effect identification information (or special identification information).
[0180] The gaming machine of type 8 is The movable body has a light-emitting part (for example, a second movable body LED193SG034) that can emit light, In the first operation, the light-emitting unit emits light in a manner corresponding to the effect display (for example, as shown in modified example 193SG-2, during the temporary stop notification performance, the second movable body LED 193SG034 emits light in the color of the concentrated line displayed in the temporary stop suggestion performance), A gaming machine according to aspect 7, characterized in that: According to this feature, the light emitting portion emits light in a manner corresponding to the effect display, thereby improving the dramatic effect.
[0181] The gaming machine of type 9 is The first operation of the movable body ends before the specific effect identification information (or the special identification information) is erased (for example, as shown in Figures 11-35(F) and 11-35(G), the part where the second movable body 193SG033 is moved from the first effect position to the retracted position before the pseudo-continuous pattern is not displayed on the image display device 5). 9. The gaming machine according to claim 7 or 8, This feature makes it easier for the player to recognize that the specific effect identification information (or special identification information) is being erased.
[0182] The gaming machine of type 10 is When the notification effect is executed, the temporarily stopped specific effect identification information (or the special identification information) is transformed (for example, as shown in Figures 11-35(G) to 11-35(H), a crack appears in the pseudo-continuous pattern and the pattern explodes), A specific effect corresponding display means (for example, a part where the effect control CPU 120 executes the effect processing during variable display shown in FIG. 10) capable of displaying a specific effect corresponding display (for example, a display such as "x2", "x3", "x4", etc.) that indicates that the N+1th variable display will be executed after the specific effect identification information is temporarily stopped; A movable body (e.g., a second movable body 193SG033) that can move to a performance position (e.g., a first performance position) that overlaps with at least a part of the specific performance corresponding display displayed by the specific performance corresponding display means; Equipped with 10. The gaming machine according to any one of aspects 1 to 9, wherein: According to this feature, the movement of the movable body can increase attention to the specific effect-corresponding display, thereby improving the effect of the presentation.
[0183] The gaming machine of type 11 is The movable body has a light-emitting part (for example, a second movable body LED193SG034) that can emit light, The light emitting unit emits light in a manner corresponding to the specific effect corresponding display (for example, as a first variable display start count notification effect, a part that causes the second movable body LED193SG034 to emit light in blue when displaying "x2", in green when displaying "x3", and in red when displaying "x4"). 11. A gaming machine according to claim 10, According to this feature, the light emitting section emits light in a manner corresponding to the separately variable display compatible display, so that it is possible to draw attention to the specific effect compatible display, thereby improving the effect of the display.
[0184] The gaming machine of type 12 is A special 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 special effect (for example, a part that displays a temporary stop suggestion image in the center of the image display device 5) when the specific effect identification information (or the special identification information) does not temporarily stop after the suggestion effect is executed; Equipped with When the suggestive performance is executed, the performance display of the suggestive performance is displayed in priority to the variable display of the performance identification information during the suggestive performance (for example, a part where a pseudo consecutive pattern is displayed moving from the top to the bottom of the image display device 5 instead of a normal decorative pattern), The special effect execution means is capable of executing, as the special effect, an effect relating to the transition between a first effect period up to the predetermined timing when the specific effect identification information (or the special identification information) moves to a predetermined position and temporarily stops (for example, as shown in FIG. 11-33, a period before the timing of switching display image data in the temporary stop suggestion effect), and a second effect period when the specific effect identification information (or the special identification information) does not temporarily stop at the predetermined timing and moves to a position beyond the predetermined position (for example, as shown in FIG. 11-33, a period after the timing of switching display image data in the temporary stop suggestion effect), (for example, as shown in FIG. 11-33, FIG. 11-35, FIG. 11-44, a portion in the center of the image display device 5 that displays a convergence line while displaying a temporary stop suggestion image), 12. The gaming machine according to any one of aspects 1 to 11, wherein: This feature makes it easier to control the display during suggestive effects, and prevents the transition to the second effect period from appearing unnatural when the specific effect identification information (or special identification information) does not temporarily stop due to the special effect.
[0185] The gaming machine of type 13 is The special effect execution means can execute, as the special effect, an effect in which the specific effect identification information (or the special identification information) temporarily stopped at the predetermined position is superimposed with the specific effect identification information (or the special identification information) in a semi-transparent state at a position different from the predetermined position and corresponding to the second effect period (for example, a portion in the center of the image display device 5 that displays a temporary stop suggestion image), 13. A gaming machine according to claim 12, characterized in that: This feature makes the transition to the second performance period even more natural.
[0186] The gaming machine of type 14 is The image display means is capable of compositing and displaying images drawn on a plurality of drawing layers (for example, as shown in FIGS. 11-3 and 11-4, a portion in which data drawn as image data 1, image data 2, image data 3, and image data 4 can be composited and displayed on the image display device 5); The drawing layer on which the specific effect identification information (or the special identification information) and the effect display of the special effect are drawn is different from the drawing layer on which the effect display of the suggestive effect is drawn (for example, as shown in Figure 11-3, a temporary stop suggestion image is drawn as image data 1, a decorative pattern or a pseudo-continuous pattern is drawn as image data 2, and a convergent line is drawn as image data 4), 14. The gaming machine according to claim 12 or 13, According to this feature, specific effect identification information (or special identification information) and special effect display can be drawn separately from the suggestive effect display, thereby increasing the degree of freedom of suggestive effects, specific effect identification information (or special identification information), and special effects.
[0187] The gaming machine of type 15 is When the notification effect is executed, it is possible to execute an effect in which the temporarily stopped specific effect identification information (or the special identification information) is transformed, then moved, and then erased (for example, as shown in Figures 11-35(G) to 11-35(H), 11-36(I), and 11-36(J), after a crack appears in the pseudo-consecutive pattern and it explodes, it moves toward the player and is then hidden), Further provided is a specific effect corresponding display means (for example, a part where the effect control CPU 120 executes the effect processing during variable display shown in FIG. 10) capable of displaying a specific effect corresponding display (for example, a display of "x2", "x3", "x4", etc.) suggesting that the N+1th variable display will be executed after the specific effect identification information (or the special identification information) is erased, The specific effect corresponding display means can move and erase the specific effect corresponding display (for example, as shown in FIG. 11-37, a part that moves and displays displays such as "x2", "x3", "x4", etc. toward the player and then makes them invisible), The effect identification information in the N+1th variable display is visible between the time when the specific effect identification information (or the special identification information) is erased and the time when the specific effect corresponding display is erased (for example, as shown in FIG. 11-37(O), when the image display device 5 displays "x2", "x3", "x4", etc., the decorative patterns on the left and right are visible to the player). 15. The gaming machine according to any one of aspects 1 to 14, wherein: According to this feature, the presentation effect of the notification presentation and the specific presentation corresponding display can be enhanced, and the presentation identification information can be seen before the specific presentation corresponding display is erased, making it easier for the player to recognize that the variable display will resume.
[0188] The gaming machine of type 16 is A notice performance execution means (for example, a part where the performance control CPU 120 executes the variable display performance process shown in FIG. 10) capable of executing a notice performance that notifies the player of the high possibility of the advantageous state using the performance identification information, The advance notice performance execution means restricts the execution of the advance notice performance when the specific performance corresponding display is erased (for example, as shown in modified example 193SG-3, in the case where the display of "x2", "x3", "x4" is moved (enlarged) toward the player as the first variable display start count notification performance, the part restricting the execution of the advance notice performance), 16. A gaming machine according to claim 15, characterized in that: According to this feature, it is possible to prevent the execution of the advance notice performance from making it difficult to recognize that the variable display will resume.
[0189] The gaming machine of type 17 is The movement of both the specific effect identification information (or the special identification information) and the specific effect corresponding display is toward the player playing (for example, the part where a pseudo consecutive pattern explodes and moves toward the player, and the part where displays such as "x2", "x3", "x4", etc. move toward the player). 17. The gaming machine according to claim 15 or 16, This feature can enhance the impression given to the player and improve the presentation effect.
[0190] The gaming machine of type 18 is A special effect execution means (for example, a part where the effect control CPU 120 executes the variable display effect process shown in FIG. 10) is provided which can execute a special effect (for example, a part where a visibility-impairing image such as an image of an explosion shown in modified example 193SG-4 is displayed) that makes it difficult to see the specific effect identification information (or the special identification information) that has been temporarily stopped by displaying a special image after the notification effect is executed, The specific effect execution means makes it possible to view a display corresponding to the resumption of variable display after the specific effect identification information (or the special identification information) has been made difficult to view by the special effect (for example, as shown in variant example 193SG-4, a part that performs variable display again after making the visibility-impairing image invisible); 18. The gaming machine according to any one of aspects 1 to 17, wherein: According to this feature, before the display including the effect identification information corresponding to the resumption of the variable display is started, a special effect is executed in which the specific effect identification information (or special identification information) becomes difficult to see, making it easy to understand that the variable display will be resumed.
[0191] The gaming machine of type 19 is An image display means (for example, an image display device 5) capable of displaying a variable display of the effect identification information and an effect display of each effect; A light guide plate (for example, the light guide plate shown in modified example 193SG-4) that is a transparent plate that is provided on the player side of the image display means and allows the player to see the display of the image display means, and that can display the special image by illuminating it from the outer peripheral side; Equipped with The special effect execution means makes the specific effect identification information (or the special identification information) displayed on the image display means difficult to see by displaying the special image on the light guide plate during the special effect (for example, as shown in modified example 193SG-4, when a pseudo consecutive pattern is temporarily stopped, a visibility-impairing image is displayed on the light guide plate, making the pseudo consecutive pattern displayed on the image display device 5 difficult to see by the player); 19. A gaming machine according to claim 18, characterized in that: According to this feature, a special image is displayed on the light guide plate, which can enhance the impression on the player, thereby enhancing the presentation effect of the special presentation.
[0192] The gaming machine of type 20 is When the specific effect identification information (or the special identification information) does not temporarily stop, the moving speed of the specific effect identification information (or the special identification information) before the predetermined timing is different from the moving speed of the specific effect identification information (or the special identification information) after the predetermined timing (for example, as shown in Figure 11-33, the moving speed of the pseudo-consecutive symbols before the timing of switching the display image data is V1, but the moving speed of the pseudo-consecutive symbols after the timing of switching the display image data is V3), 20. The gaming machine according to any one of aspects 1 to 19, wherein: According to this feature, it is possible for the player to easily grasp whether the specific effect identification information (or special identification information) is before or after the predetermined timing at which it temporarily stops.
[0193] The gaming machine of type 21 is When the specific effect identification information (or the special identification information) temporarily stops, the speed at which the specific effect identification information (or the special identification information) moves to the predetermined position of the temporary stop before the predetermined timing is different from the speed at which the specific effect identification information (or the special identification information) moves after the predetermined timing when it returns to the predetermined position after passing the predetermined position (for example, as shown in modified example 193SG-5, even if the pseudo-consecutive patterns do not temporarily stop at the center of the image display device 5, there is provided a case where the pseudo-consecutive patterns start to move downward on the image display device 5 and then return to the center of the image display device 5 and temporarily stop. In this case, the speed at which the pseudo-consecutive patterns move before the timing at which the display image data is switched is made different from the speed at which the pseudo-consecutive patterns move when they return to the center of the image display device 5 after having passed the center of the image display device 5). 20. A gaming machine according to claim 1, wherein: This feature makes it easier for the player to understand whether the movement is before passing the predetermined position or after passing the predetermined position and returning.
[0194] The gaming machine of type 22 is The suggestion effect execution means regulates the display of the effect display when the specific effect identification information (or the special identification information) that has passed the predetermined position returns to the predetermined position (for example, as shown in modified example 193SG-5, when the pseudo consecutive pattern returns to the center of the image display device 5 after once passing through the center of the image display device 5, the part that does not execute the display of the convergence lines again); 22. A gaming machine according to claim 21, characterized in that: This feature makes it even easier to understand that the movement is a return movement after passing by.
[0195] The gaming machine of type 23 is When the specific effect identification information (or the special identification information) temporarily stops, the moving speed of the specific effect identification information (or the special identification information) before the temporary stop is different from the moving speed of the specific effect identification information (or the special identification information) after the temporary stop (for example, as shown in Figure 11-34, the moving speed of the pseudo-consecutive symbols before the temporary stop timing of the pseudo-consecutive symbols is V1, but the moving speed of the pseudo-consecutive symbols after the temporary stop timing of the pseudo-consecutive symbols is V2), 20. The gaming machine according to any one of aspects 1 to 19, wherein: This feature makes it easier for the player to understand whether the movement is before the temporary stop or after the temporary stop.
[0196] The gaming machine of type 24 is The direction of movement of the specific effect identification information (or the special identification information) before the temporary stop is different from the direction of movement of the specific effect identification information (or the special identification information) after the temporary stop (for example, as shown in Figures 11-34 and 11-35, the pseudo consecutive symbols before the temporary stop move from above to below, but the pseudo consecutive symbols after the temporary stop move toward the player (nearby)), 24. A gaming machine according to claim 23, characterized in that: This feature makes it easier to understand that the vehicle is moving after a temporary stop, and prevents the vehicle from being mistaken for moving.
[0197] FIG. 11-1 is a configuration diagram showing the control board and the like in this characteristic unit 193SG. As shown in FIG. 11-1, the pachinko gaming machine 1 of this characteristic unit 193SG is provided with a second movable body 193SG033. The second movable body 193SG033 is equipped with a drive motor (not shown), and is operable by the performance control CPU 120 controlling the drive motor. In addition, a second movable body LED 193SG034 for illuminating the second movable body 193SG033 is built in the second movable body 193SG033. The second movable body LED 193SG034 is connected to a lamp control board 14.
[0198] As shown in Fig. 11-2(A), when not in operation, the second movable body 193SG033 is disposed in a position (retracted position) below the image display device 5, between the image display device 5 and the game board 2. In addition, in the retracted position, most of the second movable body 193SG033 is hidden by the game board 2, making it difficult for the player to see.
[0199] The second movable body 193SG033 in this characteristic part 193SG moves upward from the retreat position shown in Figure 11-2 (A) when the temporary stop notification effect and the first variable display start count notification effect described below are executed during the variable display, and as a jackpot notification during the reach effect of the super reach.
[0200] Of these, when the temporary stop notification effect is executed and when the first variable display start count notification effect is executed, the second movable body 193SG033 moves (operates) from the retracted position to the first performance position which is in front of the image display device 5, as shown in Figure 11-2 (B), while when the jackpot notification in the reach effect of the super reach is executed, the second movable body 193SG003 moves (operates) from the retracted position to the second performance position which is in front of the image display device 5 and is higher than the first performance position, as shown in Figure 11-2 (C).
[0201] Although not specifically shown, the second movable body 193SG033, which has moved to the first or second performance position, is configured to return to the retracted position from the first or second performance position after a predetermined period of time has elapsed.
[0202] Furthermore, in this characteristic part 193SG, the second movable body 193SG moves from the retracted position to the first performance position during the temporary stop notification performance, so that a portion of the second movable body 193SG overlaps with the pseudo consecutive symbols when viewed from the front (see FIG. 11-35(F)). On the other hand, the second movable body 193SG033 moves from the retracted position to the second performance position only when a jackpot notification is executed during the super reach performance. In other words, the movement of the second movable body 193SG033 from the retracted position to the first performance position is an operation in which the area overlapping with the pseudo consecutive symbols is larger than the movement from the retracted position to the second performance position.
[0203] Next, the display control unit 123 in this characteristic unit 193SG will be described. The CGROM in the display control unit 123 stores multiple types of image data for displaying images on the image display device 5. The display control unit 123 can display a predetermined image on the image display device 5 based on one piece of image data stored in the CGROM based on instructions from the performance control CPU 120, and can display a predetermined performance screen by arranging multiple types of image data and displaying the image on the image display device 5. To prevent the predetermined image from being displayed on the image display device 5, depending on the situation, control may be performed such that an image based on the image data of the predetermined image is not displayed on the performance screen by arranging other image data in front of the image data of the predetermined image with a transmittance of 0%, or by displaying an image on the image display device 5 that has created display data that does not include the image data of the predetermined image.
[0204] As shown in Figures 11-3(A) to 11-3(D) and Figures 11-4(A) to 11-4(D), for example, when an image is displayed on the image display device 5, the image is displayed on the image display device 5 based on display data created by arranging a plurality of image data including image data 1 to 4. Of these, Figure 11-3 is image data immediately before the pseudo consecutive symbols temporarily stop as a temporary stop suggestion effect (see Figure 11-35) in this characteristic section 193SG, and Figure 11-4 is image data when the pseudo consecutive symbols do not temporarily stop.
[0205] As shown in Figure 11-3 (A), the image data 1 is data that is drawn to display a temporary stop suggestion image that suggests that a pseudo consecutive pattern (the pattern displayed as "NEXT" in this feature area) will stop (temporarily stop) in the center of the image display device 5 (the "middle" decorative pattern display area 5C) while the temporary stop suggestion performance is being executed.
[0206] The pseudo consecutive symbols in this characteristic part 193SG are special symbols that are displayed on the image display device 5 as part of decorative symbols only during the temporary stop suggestion effect or temporary stop notification effect described later, and are symbols that temporarily stop the pseudo consecutive symbols, thereby executing a re-variable display of the decorative symbols (pseudo consecutive effect). However, the present invention is not limited to this, and the pseudo consecutive symbols may be symbols that are different from the decorative symbols and are displayed on the image display device 5 only during the temporary stop suggestion effect or temporary stop notification effect described later.
[0207] Furthermore, in this feature section 193SG, an example has been given of a form in which the pseudo-consecutive pattern is a special pattern that is displayed on the image display device 5 as part of a decorative pattern only during a temporary stop suggestion effect or a temporary stop notification effect, but the present invention is not limited to this, and the pseudo-consecutive pattern may also be a pattern that is displayed as part of a variable display along with a normal decorative pattern even during a temporary stop suggestion effect or a temporary stop notification effect.
[0208] Furthermore, if the pseudo consecutive pattern is a pattern different from the decorative pattern, a pseudo consecutive performance may be executed by temporarily stopping the normal decorative pattern (the pattern of the numbers "1" to "9" in this feature section) in the center of the image display device 5, and then changing the temporarily stopped decorative pattern into a pseudo consecutive pattern.
[0209] As shown in Figures 11-3(B) and 11-4(A), image data 2 is data that is drawn to display the aforementioned pseudo-consecutive patterns moving from the top to the bottom of the image display device 5 while the temporary stop suggestion performance is being executed, and is also data that is drawn to display a variable display of normal decorative patterns (patterns from "1" to "9" in this feature part 193SG) moving from the top to the bottom of the image display device 5 in place of the pseudo-consecutive patterns immediately after the temporary stop suggestion performance has ended without the pseudo-consecutive patterns temporarily stopping.
[0210] In addition, the image data 2 is also image data that displays a swinging display of decorative symbols in the "left" and "right" decorative symbol display areas 5L and 5R when the temporary stop suggestion effect is being executed, and that displays a variable display of decorative symbols in the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R when the temporary stop suggestion effect is not being executed.
[0211] As shown in Figure 11-4 (B), the image data 3 is data that is drawn to display the pseudo-consecutive pattern moving downward from the center of the image display device 5 immediately after the pseudo-consecutive pattern does not temporarily stop and the temporary stop suggestion performance ends.
[0212] As shown in Figures 11-3(C) and 11-4(C), the image data 4 is data that is drawn to display a converging line from the outer edge of the image display device 5 to the center of the image display device 5 (the decorative pattern display area 5C of ``middle'').
[0213] As shown in FIGS. 11-3 and 11-4, display priorities are set for these image data 1 to 4 for displaying the images on the image display device 5. Image data 1 is set to have the highest display priority. The display priority of image data 2 is set lower than that of image data 1, and the display priority of image data 3 is set lower than that of image data 2. The display priority of image data 4 is set to have the lowest display priority (image display priorities on the image display device 5: image data 1 > image data 2 > image data 3 > image data 4). In other words, on the image display device 5, the image based on image data 1 is displayed as the topmost image, the image based on image data 2 is displayed as an image lower than that based on image data 1, the image based on image data 3 is displayed as an image lower than that based on image data 1 and image data 2, and the image based on image data 4 is displayed as an image lower than that based on image data 1, image data 2, and image data 3.
[0214] Although not shown, the image data in this characteristic section 193SG includes image data 1 to image data 4 as well as image data 5 that is drawn to display a background image on the image display device 5. The display priority of the image data 5 is set lower than that of the image data 4. In other words, in this characteristic section 193SG, of the images displayed on the image display device 5, the background image is displayed as the lowest layer of data.
[0215] For this reason, when the temporary stop suggestion effect is being executed, as shown in Figure 11-3 (D), the image based on image data 2 (a moving display of the pseudo-consecutive pattern from top to bottom) is displayed in preference to the image based on image data 4 (concentrated lines), and the image based on image data 1 (a temporary stop suggestion image) is displayed in preference to the image based on image data 2 and the image based on image data 4. Immediately after the temporary stop suggestion effect has ended without the pseudo-consecutive pattern temporarily stopping, as shown in Figure 11-4 (D), the image based on image data 3 (a moving display of the pseudo-consecutive pattern from the center to bottom) is displayed in preference to the image based on image data 4 (concentrated lines), and the image based on image data 2 (a moving display of the decorative pattern from top to bottom) is displayed in preference to the image based on image data 3 and the image based on image data 4.
[0216] The transmittance of the concentrated lines in this feature section 193SG is set to be high (for example, 50%). Therefore, as shown in Figures 11-3(C) and 11-4(D), during the execution of the temporary stop suggestion effect, the player can see the decorative symbols, pseudo consecutive symbols, and temporary stop suggestion images through the concentrated lines.
[0217] In particular, in this characteristic section 193SG, during execution of the temporary stop suggestion effect, the effect control CPU 120 (display control section 123) displays the image data shown in FIG. 11-3 on the image display device 5 to draw the player's attention to whether or not the pseudo-consecutive symbols will temporarily stop. Furthermore, in the variable display that executes the temporary stop suggestion effect, the effect control CPU 120 (display control section 123) executes the variable display by setting image data in which the pseudo-consecutive symbols will temporarily stop, regardless of whether or not the pseudo-consecutive symbols will temporarily stop at the start timing of the variable display. Then, at the display image data switching timing (see FIG. 11-33) for the temporary stop suggestion effect in which the pseudo-consecutive symbols do not temporarily stop, the effect control CPU 120 (display control section 123) switches the image data displayed on the image display device 5 from image data in which the pseudo-consecutive symbols will temporarily stop (FIG. 11-3) to image data in which the pseudo-consecutive symbols will not temporarily stop (FIG. 11-4) shown in FIG. 11-4.
[0218] FIG. 11-5(A) is an explanatory diagram showing an example of the contents of a performance control command used in this feature unit 193SG. 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. 11-5(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.
[0219] In the example shown in FIG. 11-5(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 (variation 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.
[0220] 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," a "jackpot," or a "minor hit," 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 11-5(B).
[0221] For example, as shown in FIG. 11-5(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 predetermined result and the jackpot type determination result that the variable display result will be "jackpot" and the jackpot type will be "non-variable jackpot". Command 8C05H is a sixth variable display result designation command that notifies the predetermined result that the variable display result will be "small jackpot".
[0222] 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).
[0223] Command A0XXH is a start-of-win command (also called a "fanfare command") that specifies the display of a presentation image indicating the start of a jackpot or small win 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-win command that specifies the display of a presentation image at the end of a jackpot game or small win.
[0224] In the hit start designation command and hit end designation command, different EXT data may be set according to 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 according to the number of rounds (for example, "1" to "10") in the normal opening jackpot state and the high-speed opening jackpot state described below.
[0225] 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.
[0226] 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).
[0227] 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.
[0228] 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 pattern specification command that indicates whether the variable display result will be a "jackpot" or not, the type of jackpot (probable win, non-probable win, or sudden probability win), and whether it will be a small win, as the judgment result at the time of winning. Furthermore, command C6XXH is a variation category command that indicates the result of the judgment at the time of winning, that is, whether the random number value for determining the variation pattern will be a "non-reach," "super reach," or "other."
[0229] 11-5(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 time-saving control will be executed, etc. may be provided.
[0230] FIG. 11-6 is an explanatory diagram illustrating the random number values counted on the main board 11 side. As shown in FIG. 11-6, in this feature unit 193SG, on the main board 11 side, the numerical data indicating the random number value MR1 for determining the special symbol display result, the random number value MR2 for determining the type of jackpot, the random number value MR3 for determining the variation pattern, and the random number value MR4 for determining the normal symbol 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.
[0231] The random number circuit 104 may count numerical data indicating some or all of these random number values MR1 to MR4. The CPU 103 may count 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 a game control counter setting unit (not shown).
[0232] 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."
[0233] 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.
[0234] 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.
[0235] 11-7(A) shows an example of the configuration of the special chart display result determination table 1 stored in the ROM 101. In this feature part 193SG, 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.
[0236] The special symbol display result determination table 1 is a table that is referenced to determine, based on a random number value MR1 for determining the special symbol display result, whether or not to control the variable display result into a jackpot game state as a "jackpot" before a confirmed special symbol that is a variable display result is derived and displayed in a special symbol game using a first special symbol by the first special symbol display device 4A or a special symbol game using a second special symbol by the second special symbol display device 4B.
[0237] In the special chart display result determination table 1 in this feature part 193SG, 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).
[0238] In the special symbol display result determination table 1, table data indicating the determination value to be compared with the random number value MR1 for determining the special symbol display result is determination data assigned to the determination result of whether or not to set the special symbol display result as a "jackpot" and control the game state to a jackpot. In the special symbol display result determination table 1 in the feature unit 193SG, when the game state is a probability variable 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 probability variable state (high probability state) in which the pachinko game machine 1 performs probability variable 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 the feature unit 193SG) than the probability of determining that the special symbol display result is a "jackpot" and control the game state to a jackpot when the game state is a normal state or a time-saving state (low probability state) (approximately 1 / 300 in the feature unit 193SG). That is, in the special chart display result judgment table 1, 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.
[0239] 11-7(B) shows an example of the configuration of the special symbol display result determination table 2 stored in the ROM 101. The special symbol display result determination table 2 is a table that is referenced to determine whether or not to control the variable display result to a small win game state as a "small win" based on a random number value MR1 for determining the special symbol display result before a determined special symbol that becomes 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.
[0240] In the special chart display result determination table 2 in this characteristic part 193SG, regardless of whether the game state in the pachinko game machine 1 is a normal state or a time-saving state (low probability state), or a probability change state (high probability state), a numerical value (determination value) that is compared with the random number value MR1 for determining the special chart display result is assigned to the special chart display result of "small hit".
[0241] In the special symbol display result determination table 2, the table data indicating the determination value to be compared with the random number value MR1 for determining the special symbol display result is determination data assigned to the decision result of whether or not to control the special symbol display result to a small hit game state as a "small hit." In the special symbol display result determination table 2 in this feature part 193SG, the number of determination values assigned to a "small hit" is different between the first special symbol game and the second special symbol game. Specifically, in the case of the first special symbol game, a determination value is assigned to a "small hit," but in the case of the second special symbol game, no determination value is assigned to a "small hit." Therefore, as will be described later, in a high base state where the variable display of the second special chart is executed with priority over the variable display of the first special chart, and where time-saving control is executed, resulting in a win in the second start winning port formed by the variable winning ball device 6B and causing the variable display of the second special chart to be executed frequently, ``small wins'' almost never occur, and in a high base state where game balls are likely to enter the second start winning port formed by the variable winning ball device 6B, the occurrence of small wins which do not result in many game balls being obtained can be avoided, thereby preventing a decrease in interest in the game.
[0242] FIG. 11-8(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 unit 193SG 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).
[0243] Here, the types of jackpots in this feature section 193SG will be explained using Figure 11-8 (B). In this feature section 193SG, 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.
[0244] The jackpot gaming state resulting from "probability variable jackpot A" is a normal opening jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 10 times (so-called 10 rounds). On the other hand, the jackpot gaming state resulting from "probability variable jackpot B" is a normal opening jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 5 times (so-called 5 rounds). Also, the jackpot gaming state resulting from "non-probability variable jackpot" is a normal opening jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 10 times (so-called 10 rounds). Therefore, "probability variable jackpot A" is sometimes referred to as a 10-round (10R) probability variable jackpot, and "probability variable jackpot B" is sometimes referred to as a 5-round (5R) probability variable jackpot. Furthermore, in the jackpot game of "Probable Variable Jackpot C," a round in which the special variable winning ball device 7 is changed to the first state advantageous to the player is repeatedly executed twice (so-called two rounds), and the opening period of the special variable winning ball device 7 in each round is shorter than in other jackpot games (for example, 0.1 seconds), making it a high-speed opening jackpot. Note that during jackpot games of any type, probability variable control and time-saving control are not executed.
[0245] Although not shown in the figure, the small win game state in this feature part 193SG changes the special variable winning ball device 7 to the first state, which is advantageous to the player, twice, and the opening time is the same opening period as the probability variable big win C (0.1 seconds in this feature part 193SG). After the small win game ends, the game state immediately before the small win game is carried over.
[0246] In other words, in this feature part 193SG, when it is decided to have a "special jackpot C" or a "small jackpot", the variable display is executed in the same variable pattern (PC1-1 shown in Figure 11-9), and as a result of the variable display, a chance eye is displayed in a stopped state, and furthermore, since the opening pattern of the special variable winning ball device 7 is the same, it is not possible to distinguish from these variable displays or the opening pattern of the special variable winning ball device 7 whether it is a "special jackpot C" in which special jackpot control is executed, or a "small jackpot" in which special jackpot control is not executed and the previous game state continues, so after the jackpot game of special jackpot C or small jackpot game is over, the player can continue playing while expecting that special jackpot control is being executed.
[0247] The high-probability control and time-saving control executed after the end of the jackpot gaming state of the variable probability jackpot A or variable probability jackpot B continue to be executed until another jackpot occurs after the end of the jackpot gaming state. Therefore, if the jackpot that occurs again is the variable probability jackpot A or variable probability jackpot B, 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.
[0248] 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 193SG) are played, or when the jackpot game state is reached before the predetermined number of special game games are played.
[0249] In the setting example of the jackpot type determination table shown in Figure 11-8 (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 a small number of 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 a plurality of 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 a special game using the second special symbol, the jackpot type is not determined to be "probable jackpot B" or "probable jackpot C," which is a normal opening jackpot state with a small number of rounds or a high-speed opening jackpot state. 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 occurrence of jackpot states with a small number of prize balls can be avoided, preventing a decrease in game interest.
[0250] In addition, in the example of setting the jackpot type determination table shown in Figure 11-8(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.
[0251] 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.
[0252] 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.
[0253] FIG. 11-9 shows a variation pattern in this characteristic part 193SG. In this characteristic part 193SG, 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 symbol is a "non-reach" and a "reach", and also corresponding to the cases where the variable display result is a "big hit" or a "small hit". Note that the variation pattern corresponding to the case where the variable display result is a "miss" and the variable display mode of the decorative symbol is a "non-reach" is called a non-reach variation pattern (also called a "non-reach miss variation pattern"), and the variation pattern corresponding to the case where the variable display result is a "miss" and the variable display mode of the decorative symbol 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". The variation pattern corresponding to the variable display result being "jackpot" is called a jackpot variation pattern.
[0254] 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, in this feature part 193SG, two types of normal reach variation patterns are provided, but the present invention is not limited to this, and three or more types of normal reach variation patterns may be provided, or there may be only one type of normal reach variation pattern. Furthermore, even in the super reach variation pattern, multiple super reach variation patterns may be provided, such as super reach α, super reach β, ...
[0255] In addition, the fluctuation patterns in this feature section 193SG also include a special hit fluctuation pattern (PC1-1) corresponding to when the variable display result is a "small hit" or the variable display result is a "big hit" and the big hit type is a "probable big hit C."
[0256] As shown in Figure 11-9, the special chart fluctuation time of the normal reach fluctuation pattern in which the reach performance of the normal reach in this feature part 193SG is executed is set shorter than that of the super reach fluctuation pattern.
[0257] In addition, the normal reach variation pattern in this feature part 193SG includes a variation pattern that does not execute a pseudo-continuous performance that temporarily stops and re-variably displays the decorative pattern during variable display, and a variation pattern that executes a pseudo-continuous performance once during variable display. In addition, in the normal reach variation pattern, the variation pattern that does not execute a pseudo-continuous performance during variable display is set to have a shorter special pattern variation time than the variation pattern that executes a pseudo-continuous performance once during variable display.
[0258] Furthermore, the super reach variation pattern in this feature part 193SG has a variation pattern in which the pseudo consecutive performance is executed twice during the variable display, and a variation pattern in which the pseudo consecutive performance is executed three times during the variable display. In the super reach variation pattern, the variation pattern in which the pseudo consecutive performance is executed twice during the variable display is set to have a shorter special chart variation time than the variation pattern in which the pseudo consecutive performance is executed three times during the variable display.
[0259] Furthermore, in this feature part 193SG, the variable display result is set to have a higher probability of becoming a "jackpot" in the order of super reach, normal reach, and non-reach, so in the normal reach variation pattern and super reach variation pattern, the longer the special chart variation time, the higher the probability of becoming a jackpot.
[0260] In other words, for the normal reach variation pattern and super reach variation pattern in this feature part 193SG, the more pseudo consecutive performances that are executed during the variable display, the higher the chance of a jackpot.
[0261] Furthermore, in this characteristic part 193SG, as will be described later, rather than first determining the type of fluctuation pattern, such as a non-reach type, a normal reach type, a super reach type, etc., and then determining the fluctuation pattern to be executed from the fluctuation pattern belonging to the determined type, these fluctuation patterns are determined using only the random number value MR3 for determining the fluctuation pattern without determining these types, but the present invention is not limited to this, and 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.
[0262] 11-10 is an explanatory diagram of a method for determining a variation pattern in this characteristic unit 193SG. In this characteristic unit 193SG, 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.
[0263] Specifically, as shown in Figure 11-10, if the variable display result is a non-probable jackpot, the jackpot fluctuation pattern determination table A is selected, and the fluctuation pattern is determined using the jackpot fluctuation pattern determination table A from PB1-1 (fluctuation pattern for a normal reach jackpot), PB1-2 (fluctuation pattern for a normal reach jackpot with one pseudo consecutive performance), PB1-3 (fluctuation pattern for a super reach jackpot with two pseudo consecutive performances), and PB1-4 (fluctuation pattern for a super reach jackpot with three pseudo consecutive performances). In addition, if the variable display result is a guaranteed jackpot A or a guaranteed jackpot B, the jackpot fluctuation pattern determination table B is selected, and the fluctuation pattern is determined using the jackpot fluctuation pattern determination table B from PB1-1 (fluctuation pattern of a normal reach jackpot), PB1-2 (fluctuation pattern of a normal reach pseudo consecutive performance jackpot with one jackpot), PB1-3 (fluctuation pattern of a normal reach pseudo consecutive performance jackpot with two jackpots), and PB1-4 (fluctuation pattern of a normal reach pseudo consecutive performance jackpot with three jackpots).
[0264] As shown in FIG. 11-10, the jackpot fluctuation pattern determination table A and the jackpot fluctuation pattern determination table B have different determination rates for PB1-1 to PB1-4. Specifically, in the jackpot fluctuation pattern determination table A, PB1-1 is determined at a rate of 30%, PB1-2 at a rate of 45%, PB1-3 at a rate of 20%, and PB1-4 at a rate of 5%. On the other hand, in the jackpot fluctuation pattern determination table B, PB1-1 is determined at a rate of 5%, PB1-2 at a rate of 20%, PB1-3 at a rate of 30%, and PB1-4 at a rate of 45%. In other words, in this feature part 193SG, when the variable display result is a probability variable jackpot A or a probability variable jackpot B, the variable display result is determined to be a super reach fluctuation pattern at a higher rate than when the variable display result is a non-probability variable jackpot. Furthermore, when paying attention to the number of times the pseudo consecutive effects are executed, when the variable display result is a probability variable jackpot A or a probability variable jackpot B, more pseudo consecutive effects are likely to be executed during the variable display than when the variable display result is a non-probability variable jackpot. For this reason, this feature unit 193SG makes it possible to draw the player's attention to the change pattern in the variable display and the number of times the pseudo consecutive effects are executed.
[0265] In addition, when the variable display result is a probability variable jackpot C or a small hit, a special hit variable pattern determination table is selected, and the variable pattern is determined to be PC1-1 (variable pattern of special hit) using the special hit variable pattern determination table. In other words, in this feature part 193SG, the variable display is executed with the same variable pattern when the variable display result is a probability variable jackpot C or a small hit, so it is difficult for the player to identify whether the variable display result is a probability variable jackpot C or a small hit from the variable pattern.
[0266] Also, 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 two or less, the miss fluctuation pattern determination table A is selected, and the miss fluctuation pattern determination table A is used to determine the fluctuation pattern from PA1-1 (non-reach miss fluctuation pattern), PA2-1 (normal reach miss fluctuation pattern), PA2-2 (normal reach pseudo consecutive performance one miss fluctuation pattern), PA2-3 (super reach pseudo consecutive performance two miss fluctuation pattern), and PA2-4 (super reach pseudo consecutive performance three miss fluctuation pattern).
[0267] Also, 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 three, the miss fluctuation pattern determination table B is selected, and the miss fluctuation pattern determination table B is used to determine the fluctuation pattern from PA1-2 (shortened fluctuation pattern of non-reach miss), PA2-1 (normal reach miss fluctuation pattern), PA2-2 (normal reach pseudo consecutive performance one miss fluctuation pattern), PA2-3 (super reach pseudo consecutive performance two miss fluctuation pattern), and PA2-4 (super reach pseudo consecutive performance three miss fluctuation pattern).
[0268] Also, 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 four, the miss fluctuation pattern determination table C is selected, and the miss fluctuation pattern determination table C is used to determine the fluctuation pattern from PA1-3 (shortened fluctuation pattern of non-reach miss), PA2-1 (normal reach miss fluctuation pattern), PA2-2 (normal reach pseudo consecutive performance one miss fluctuation pattern), PA2-3 (super reach pseudo consecutive performance two miss fluctuation pattern), and PA2-4 (super reach pseudo consecutive performance three miss fluctuation pattern).
[0269] In addition, when the variable display result is "miss" in the time-shortening state (high base state), the miss fluctuation pattern determination table D is selected, and the fluctuation pattern is determined from PA1-4 (time-shortening fluctuation pattern for non-reach miss) and PA2-1 (normal reach miss fluctuation pattern) using the miss fluctuation pattern determination table D.
[0270] In other words, when the variable display result in this feature part 193SG 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, etc., 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.
[0271] The RAM 102 in this characteristic section 193SG is provided with, for example, a game control data holding area (not shown) as an area for holding various data used to control the progress of a game in the pachinko gaming machine 1. The game control data holding area includes a first special symbol reserve memory section, a second special symbol reserve memory section, a normal symbol reserve memory section, a game control flag setting section, a game control timer setting section, a game control counter setting section, and a game control buffer setting section.
[0272] The first special symbol reserve memory unit stores reserved data of a special symbol game (a special symbol game using the 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 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, 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 first start condition when the game ball passes (enters), until the number of stored data reaches a predetermined upper limit (for example, "4"). The reserved data stored in the first special chart reserved memory unit thus indicates that the execution of the special chart game using the first special chart is reserved, and serves as 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.
[0273] The second special symbol reserve memory unit stores reserved data of a special symbol game (a special symbol game using the 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 associates reserved numbers with the order of winning (the order of detection of the game ball) 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"). The reserved data stored in the second special chart reserved memory unit thus indicates that the execution of the special chart game using the second special chart is reserved, and serves as 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.
[0274] 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.
[0275] The normal symbol reserve memory unit 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 associates the game balls with reserve numbers in the order in which they passed through the passing gate 41, and stores numerical data indicating the 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").
[0276] The game control flag setting unit is provided with multiple types of flags whose states can be updated depending on the progress of the game in the pachinko game machine 1. For example, the game control flag setting unit stores data indicating the value of the flag and data indicating the ON or OFF state for each of the multiple types of flags.
[0277] The game control timer setting unit is provided with various timers used to control the progress of the game in the pachinko game machine 1. For example, the game control timer setting unit stores data indicating the timer values of each of a plurality of types of timers.
[0278] The game control counter setting unit is provided with multiple types of counters for counting count values used to control the progress of a game in the pachinko game machine 1. For example, the game control counter setting unit stores data indicating the count values of each of the multiple types of counters. Here, the game control counter setting unit 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.
[0279] The random counter of the game control counter setting unit 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 value 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.
[0280] The game control buffer setting unit 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 stores data indicating the buffer values of each of multiple types of buffers.
[0281] The RAM 122 mounted on the performance control board 12 shown in Fig. 2 is provided with a performance control data holding area 193SG190 as shown in Fig. 11-11(A), for example, as an area for holding various data used to control performance operations. The performance control data holding area 193SG190 shown in Fig. 11-11(A) includes a performance control flag setting unit 193SG191, a performance control timer setting unit 193SG192, a performance control counter setting unit 193SG193, and a performance control buffer setting unit 193SG194.
[0282] The performance control flag setting unit 193SG191 is provided with multiple 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 performance control commands transmitted from the main board 11. For example, the performance control flag setting unit 193SG191 stores data indicating the value of the flag and data indicating the on or off state for each of the multiple types of flags.
[0283] The performance control timer setting unit 193SG192 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 193SG192 stores data indicating the timer values of each of the plurality of types of timers.
[0284] The performance control counter setting unit 193SG193 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 193SG193 stores data indicating the count values of each of the plurality of types of counters.
[0285] The performance control buffer setting unit 193SG194 is provided with various buffers that temporarily store data used to control the progress of various performance operations. For example, the performance control buffer setting unit 193SG194 stores data indicating the buffer values of each of multiple types of buffers.
[0286] In this feature unit 193SG, data constituting the start winning time receiving command buffer 193SG194A as shown in FIG. 11-11(B) is stored in a predetermined area of the performance control buffer setting unit 193SG194. The start winning time receiving command buffer 193SG194A 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 193SG194A 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 193SG194A 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.
[0287] 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.
[0288] Furthermore, in the start winning reception command buffer 193SG194A of this characteristic part 193SG, a memory area is reserved for each storage area (entry) so that a display pending flag indicating whether or not the display pattern associated with the decision on whether or not to execute the pre-reading preview performance in the pre-reading preview setting process (Figure 7) is pending, that is, whether or not the display pattern is pending because a start opening winning designation command, pattern designation command, variable category designation command, and pending memory number notification command have been newly stored due to the occurrence of a new start winning, and a pending display flag in which a flag value corresponding to the display pattern (display mode) of the pending memory display is set, can be stored in association with each buffer number corresponding to the first special chart pending memory and the second special chart pending memory.
[0289] In addition, in the start winning reception command buffer 193SG194A of this feature unit 193SG, a storage area is secured for each storage area (entry) so that a performance restriction flag can be stored in association with each buffer number corresponding to the first special symbol reserved memory and the second special symbol reserved memory. Note that the performance restriction flag is a flag indicating that the entry is not subject to the advance notice performance when, in the command analysis process (Figure 11-18), a start winning occurs at the first start winning port or the second start winning port, but the pattern designation command, variable category designation command, and reserved memory number notification command are not received within the first reserved memory number notification waiting time or the second reserved memory number notification waiting time described later.
[0290] 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 193SG5D and the second hold memory display area 193SG5U provided at the bottom of the image display device 5, and if it is decided that the advance notice performance will be executed, "1" (square (◇)) or "2" (star (☆)) corresponding to the display pattern of the hold memory display in a special mode (for example, a square (◇) or star (☆)) 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 193SG5D and the second hold memory display area 193SG5U, 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.
[0291] 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 193SG194A, 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 193SG194A. 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, the symbol designation command, the variable category designation command, and the 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.
[0292] 11-11(B) shown in the start winning time reception command buffer 193SG194A, 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. 11-11(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.
[0293] Next, the start winning determination process of this feature unit 193SG executed in step S101 of FIG. 5 will be described with reference to FIGS. 11-12. 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 193SGS101). If the first start opening switch 22A is in the ON state (step 193SGS101; Y), the CPU 103 determines whether the first special symbol reserved memory number, which is the reserved memory number 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 193SGS102). 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. When the number of reserved memories of the first special chart is not the upper limit value in step 193SGS102 (step 193SGS102; N), for example, the storage value of the start port buffer provided in the game control buffer setting section is set to "1" (step 193SGS103).
[0294] When the first start opening switch 22A is off in step 193SGS101 (step 193SGS101; N), or when the number of first special symbol reserved memories reaches the upper limit in step 193SGS102 (step 193SGS102; 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 193SGS104). At this time, if the second start opening switch 22B is in the on state (step 193SGS104; 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 193SGS105). 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, for example. When the second reserved memory count is not the upper limit value in step 193SGS105 (step 193SGS105; N), for example, the stored value of the start port buffer provided in the game control buffer setting unit is set to "2" (step 193SGS106).
[0295] After executing either the process of step 193SGS103 or step 193SGS106, 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 193SGS107). 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 193SGS108). 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, can be updated to add 1.
[0296] After executing the processing of step 193SGS108, the CPU 103 extracts numerical data indicating the random number value MR1 for determining the special symbol display result, the random number value MR2 for determining the jackpot type, and the random number value MR3 for determining the variation pattern from the numerical data updated by the random number circuit 104 and the random counter of the game control counter setting unit (step 193SGS109). The numerical data indicating each extracted random number value is stored by being set as reserved information at the beginning of an empty entry in the special symbol reserved memory unit according to the start port buffer value (step 193SGS110). For example, when the start port buffer value is "1", numerical data indicating the random number values MR1 to MR3 are stored in the first special symbol reserved memory unit, while when the start port buffer value is "2", numerical data indicating the random number values MR1 to MR3 are stored in the second special symbol reserved memory unit.
[0297] The numerical data indicating the random number value MR1 for determining the special symbol display result and the random number value MR2 for determining the type of jackpot are used to determine whether the variable display result of the special symbol or decorative symbol is a "jackpot" or not, and further to determine the type of jackpot if the variable display result is a "jackpot." The random number value MR3 for determining the variation pattern is used to determine the variation pattern including the variable display time of the special symbol or decorative symbol. By executing the processing of step 193SGS109, the CPU 103 extracts numerical data indicating all of the random number values used to determine the variable display mode including the variable display result and variable display time of the special symbol or decorative symbol.
[0298] Following the processing of step 193SGS110, a setting for sending a start port winning designation command according to the start port buffer value is made (step 193SGS111). For example, when the start port buffer value is "1," a setting for sending a first start port winning designation command to the performance control board 12 is made by storing the storage address of the first start port winning designation command table in ROM 101 in the buffer area specified by the transmission command pointer in the transmission command buffer. On the other hand, when the start port buffer value is "2," a setting for sending a second start port winning designation command to the performance control board 12 is made by storing the storage address of the second start port winning designation command table in ROM 101 in the buffer area of the transmission command buffer. The start port winning designation command set in this way is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process processing is completed, by executing the command control processing of step S27 shown in FIG. 4.
[0299] Following the processing of step 193SGS111, a random number value determination process is executed when a prize is won (step 193SGS112). After that, for example, the storage address of the reserved memory number notification command table in ROM 101 is stored in the buffer area designated by the transmission command pointer in the transmission command buffer, thereby setting up to send the reserved memory number notification command to the performance control board 12 (step 193SGS113). The reserved memory number notification command set in this way is transmitted from the main board 11 to the performance control board 12, for example, by executing the command control process of step S27 shown in Figure 4 after the special symbol process processing is completed.
[0300] After executing the processing of step 193SGS113, it is determined whether the start port buffer value is "1" (step 193SGS114). At this time, if the start port buffer value is "1" (step 193SGS114; Y), the start port buffer is cleared and its stored value is initialized to "0" (step 193SGS115), and then the processing proceeds to step 193SGS104. On the other hand, if the start port buffer value is "2" (step 193SGS114; N), the start port buffer is cleared and its stored value is initialized to "0" (step 193SGS116), and then the start winning processing is terminated. As a result, even if both the first start port switch 22A and the second start port switch 22B simultaneously detect a start winning of a valid game ball, it is possible to reliably complete the processing based on the detection of both valid start winnings.
[0301] 11-13(A) is a flowchart showing an example of the process executed in step 193SGS112 of FIG. 11-13 as a random number value determination process at the time of winning. In this feature section 193SG, when the variable display of the special symbol or the decorative symbol is started, a determination is made by the normal special symbol process (step S110 of FIG. 5, FIG. 11-14) described later as to whether or not to control the special symbol display result (the variable display result of the special symbol) as a "jackpot" and to control the game state to a jackpot. In addition, in the variable pattern setting process (step S111 of FIG. 5, FIG. 11-15) described later, a variable pattern that specifically defines the variable display mode of the decorative symbol is determined. On the other hand, apart from these determinations, when a gaming ball is detected in the start winning slot (first start winning slot or second start winning slot), CPU 103 executes the winning time random number determination process of step 193SGS112 to determine whether or not it is determined that a jackpot pattern will be statically displayed as a special symbol display result, and whether or not the variable display mode of the decorative symbol will be a predetermined display mode accompanied by a super reach. As a result, before the variable display of the special symbol or decorative symbol based on the detection of the gaming ball entering the start winning slot begins, that is, before it is determined whether or not a jackpot will occur at the start of the variable display, it is determined that the special symbol display result will be a "jackpot" and which category of variable display mode the variable display mode of the decorative symbol will be, and based on this determination result, a preview effect such as a pre-reading preview effect will be executed by the effect control CPU 120 or the like, as will be described later.
[0302] 11-13(A), the CPU 103 first identifies the current game state of the pachinko gaming machine 1 by, for example, checking the state of a time-saving flag or a probability variable flag provided in a game control flag setting unit or the like (step 193SGS121). The CPU 103 identifies the probability variable state when the probability variable flag is on, identifies the time-saving state when the probability variable flag is off and the time-saving flag is on, and identifies the normal state when both the probability variable flag and the time-saving flag are off.
[0303] Following the processing of step 193SGS121, the special symbol display result judgment table 1 shown in FIG. 11-7 is selected and set (step 193SGS122). After that, it is determined whether the numerical data indicating the random number value MR1 for special symbol display result judgment extracted in step 193SGS109 of FIG. 11-12 is within a predetermined jackpot judgment range (step 193SGS123). In the jackpot judgment range, individual judgment values assigned to the special symbol display result of "jackpot" in the special symbol display result judgment table 1 selected by the processing of step 193SGS122 are set, and the CPU 103 can determine whether or not there is a judgment value that matches the random number value MR1 by comparing the random number value MR1 with each judgment value one by one. Alternatively, numerical values indicating the minimum value (lower limit value) and maximum value (upper limit value) of the judgment value included in the jackpot judgment range may be set, and the CPU 103 may compare the random number value MR1 with the minimum or maximum value of the jackpot judgment range to determine whether the random number value MR1 is within the jackpot judgment range. In this case, if it is determined that the random number value MR1 is within the jackpot judgment range, it can be determined that the variable display result based on the reserved data including the random number value MR1 is determined to be a "jackpot."
[0304] If it is determined in step 193SGS123 that it is not within the big win judgment range, that is, if it is determined that there is no big win in the variable display (step 193SGS123; N), the special chart display result judgment table 2 shown in Figure 11-7 is selected and set (step 193SGS124). After that, it is determined whether the numerical data indicating the random number value MR1 for special chart display result judgment extracted in step 193SGS109 of Figure 11-12 is within a predetermined small win judgment range (step 193SGS125).
[0305] If the numerical data indicating the random number value MR1 is within the predetermined small hit determination range, that is, if it is determined that a small hit will occur in the variable display (step 193SGS125; Y), the transmission setting for the sixth pattern designation command, which is a pattern designation command corresponding to the variable display result being a "small hit", is executed (step 193SGS126), a variable pattern determination table for special hits is selected and set (step 193SGS127), and the process proceeds to step 193SGS138.
[0306] If the numerical data indicating the random number value MR1 is not within the predetermined small win judgment range, that is, if the variable display result in the variable display is a "miss," the transmission setting of the first symbol designation command, which is a symbol designation command corresponding to the variable display result being a "miss" (step 193SGS128), is executed, and it is determined whether the time-saving flag is on or not, that is, whether the current game state is in the time-saving state or not (step 193SGS129). If the time-saving flag is off (step 193SGS129; N), the miss variation pattern determination table A is selected and set, and if the time-saving flag is on (step 193SGS129; Y), the miss variation pattern determination table D is selected and set (step 193SGS131). Note that the miss variation pattern determination table A is a miss variation pattern determination table used when the number of reserved memories is two or less. In addition, the loss fluctuation pattern determination table D is a loss fluctuation pattern determination table that is used when the game state is a high base state in which time-shortening control is being executed.
[0307] In addition to these miss fluctuation pattern determination table A and miss fluctuation pattern determination table D, this feature part 193SG also has miss fluctuation pattern determination table B, which is used when the number of reserved memories is three, and miss fluctuation pattern determination table C, which is used when the number of reserved memories is four, prepared in advance. Of these, of miss fluctuation pattern determination tables A to C, in miss fluctuation pattern determination table A, for example, 498 determination values from 0 to 497 (approximately 50%) of the range that the random number value MR3 for fluctuation pattern determination can take are assigned to non-reach fluctuation patterns, in miss fluctuation pattern determination table B, 598 determination values from 0 to 597 (approximately 60%) of the range that the random number value MR3 for fluctuation pattern determination can take are assigned to non-reach fluctuation patterns, and in miss fluctuation pattern determination table C, 698 determination values from 0 to 697 (approximately 70%) of the range that the random number value MR3 for fluctuation pattern determination can take are assigned to non-reach fluctuation patterns. On the other hand, in the loss fluctuation pattern determination tables A to C, 100 determination values (approximately 10%) from 898 to 997 are assigned to the fluctuation pattern of the super reach within the possible range of the random number value MR3 for determining the fluctuation pattern.
[0308] For this reason, in step 193SGS126, by determining the fluctuation pattern using the fluctuation pattern determination table A for misses, the determination of non-reach and super reach will always be the fluctuation pattern of non-reach or super reach even if the number of reserved memories changes after the determination, so when determining the initial winning, the determination is made using the fluctuation pattern determination table A for misses.
[0309] Also, if it is determined in step 193SGS123 that it is within the jackpot determination range, that is, if it is determined that a jackpot will occur during variable display (step 193SGS123; Y), as shown in FIG. 11-13(A), the jackpot type is determined based on the random number value MR2 for jackpot type determination (step 193SGS132). At this time, the CPU 103 selects table data for jackpot type determination from the table data constituting the jackpot type determination table according to the variable special chart specified corresponding to the start port buffer value (the "first special chart" corresponding to "1" or the "second special chart" corresponding to "2"). Then, by referring to the selected table data for jackpot type determination, it is determined which of multiple types the jackpot type is determined to be.
[0310] In addition, the transmission setting of the symbol designation command according to the determined jackpot type, that is, if it is a variable jackpot A, the second symbol designation command, if it is a variable jackpot B, the third symbol designation command, if it is a variable jackpot C, the fourth symbol designation command, if it is a non-variable jackpot, the fifth symbol designation command is executed (step 193SGS133), and then it is determined whether the determined jackpot type is a non-variable jackpot (step 193SGS134a). If the determined jackpot type is a non-variable jackpot (step 193SGS134a; Y), the jackpot fluctuation pattern determination table A is selected and set as a table for determining the jackpot fluctuation pattern (step 193SGS135), and proceeds to step 193SGS138.
[0311] Also, if the determined jackpot type is not a non-variable jackpot (step 193SGS134a; N), it is further determined whether the determined jackpot type is a variable jackpot A or a variable jackpot B (step 193SGS134b).
[0312] If the determined jackpot type is a variable jackpot A or a variable jackpot B (step 193SGS134b; Y), select and set jackpot fluctuation pattern determination table B as the table for determining the jackpot fluctuation pattern (step 193SGS136), and proceed to step 193SGS138.
[0313] If the determined jackpot type is not a variable jackpot A or a variable jackpot B (step 193SGS134b; N), that is, if the determined jackpot type is a variable jackpot C, a special jackpot fluctuation pattern determination table is selected and set (step 193SGS137), and the process proceeds to step 193SGS138.
[0314] After executing any of the processes of step 193SGS127, step 193SGS130, step 193SGS131, step 193SGS135, step 193SGS136, and step 193SGS137, the variable category according to the range of the judgment value including the random number value MR3 is determined using each of the variable pattern determination tables set in each of these steps and the numerical data indicating the random number value MR3 for determining the variable pattern (step 193SGS138). In this feature part 193SG, as shown in FIG. 11-13 (B), when at least the variable display result is "miss", a variable category that becomes the variable display mode of "non-reach" in common regardless of the total reserved memory number, a variable category that becomes the variable display mode of "super reach", and a variable category of "other" that becomes the variable display mode other than "non-reach" and "super reach" (for example, normal reach), are provided, and it is sufficient to be able to determine whether or not such a variable category is determined based on the random number value MR3.
[0315] Thereafter, a variable category designation command according to the determination result of the processing in step 193SGS138 is set to be sent to the performance control board 12 (step 193SGS132), and then the winning random number determination processing is terminated.
[0316] FIG. 11-14 is a flowchart showing an example of the processing executed in S110 of FIG. 6 as the normal special symbol processing. In the normal special symbol processing shown in FIG. 11-14, the CPU 103 first determines whether the second special symbol reserved memory count is "0" or not (step 193SGS141). The second special symbol reserved memory count is the reserved memory count of the special symbol game using the second special symbol by the second special symbol display device 4B. For example, in the processing of step 193SGS141, it is sufficient to read out the second reserved memory count value stored in the game control counter setting unit and determine whether the read value is "0" or not.
[0317] When the number of reserved memory of the second special symbol is other than "0" in step 193SGS141 (step 193SGS141; N), the random number value MR1 for determining the result of the special symbol, the random number value MR2 for determining the type of the big win, and the random number value MR3 for determining the variation pattern are read out as reserved data stored in the second special symbol reserved memory unit corresponding to the reserved number "1" (step 193SGS142). The read out numerical data may be temporarily stored in, for example, a random number buffer for variation.
[0318] Following the processing of step 193SGS142, the second special chart reserved memory count value and the total reserved memory count value are updated by subtracting 1 from each other, and the second special chart reserved memory count and the total reserved memory count are updated by subtracting 1 from each other, and the data in the second special chart reserved memory unit is updated. Specifically, the reserved data indicating the random number values MR1 to MR3 stored in entries lower than the reserved number "1" in the second special chart reserved memory unit (for example, entries corresponding to reserved numbers "2" to "4") are shifted to higher entries by one entry (step 193SGS143).
[0319] Thereafter, the variable special chart designation buffer value, which is the stored value of the variable special chart designation buffer, is updated to "2" (step 193SGS144), and then the process proceeds to step 193SGS149.
[0320] On the other hand, when the second special symbol reserved memory number is "0" in step 193SGS141 (step 193SGS141; Y), it is determined whether the first special symbol reserved memory number is "0" (step 193SGS145). The first special symbol reserved memory number is the reserved memory number of special symbol games using the first special symbol by the first special symbol display device 4A. For example, in the processing of step 193SGS145, the game control counter setting unit reads out the first reserved memory number count value stored in the first reserved memory number counter and determines whether the read value is "0". In this way, the processing of step 193SGS145 is executed when it is determined in step 193SGS141 that the second special symbol reserved memory number is "0", and it is determined whether the first special symbol reserved memory number is "0". As a result, the special symbol game using the second special symbol is started to be executed with priority over the special symbol game using the first special symbol.
[0321] It is not limited to the special symbol game using the second special symbol being executed with priority over the special symbol game using the first special symbol, and for example, the special symbol game may be started in the order in which the game ball enters (passes) the first start winning port or the second start winning port and the start winning occurs. In this case, it is sufficient to provide a table that stores data that can identify the order in which the start winning occurs, and to determine whether to start the execution of the special symbol game using the first special symbol or the second special symbol from the stored data.
[0322] When the number of reserved memory of the first special symbol is other than "0" in step 193SGS145 (step 193SGS145; N), the random number value MR1 for determining the result of the special symbol, the random number value MR2 for determining the type of big win, and the numerical data indicating the random number value MR3 for determining the variation pattern are read out as reserved data stored in the first special symbol reserved memory unit corresponding to the reserved number "1" (step 193SGS146). The numerical data read out at this time may be temporarily stored in, for example, a random number buffer for variation.
[0323] Following the processing of step 193SGS146, the first special chart reserved memory count value and the total reserved memory count value are updated by subtracting 1 from each other, and the first special chart reserved memory count and the total reserved memory count are updated by subtracting 1 from each other, and the data in the first special chart reserved memory unit is updated. Specifically, the reserved data indicating the random number values MR1 to MR3 stored in entries lower than the reserved number "1" in the first special chart reserved memory unit (for example, entries corresponding to reserved numbers "2" to "4") are shifted to higher entries by one entry (step 193SGS147).
[0324] Thereafter, the variable special chart designation buffer value, which is the stored value of the variable special chart designation buffer, is updated to "1" (step 193SGS148), and then the process proceeds to step 193SGS149.
[0325] In step 193SGS149, the special symbol display result determination table 1 shown in FIG. 11-7 is selected and set as the table to be used to determine whether the special symbol display result, which is the variable display result of the special symbol, is a "jackpot" or a "miss." Next, the numerical data indicating the random number value MR1 for determining the special symbol display result stored in the variable random number buffer is compared with the determination value assigned to each special symbol display result of "jackpot" or "miss" to determine whether the special symbol display result is a "jackpot" or a "miss" (step 193SGS150a). In addition, in this step 193SGS150a, if the game state at that time is a high probability state (probability variable state) in which the probability variable flag is on, if the random number value MR1 for determining the special symbol display result falls within the range of 10,000 to 12,180 corresponding to the high probability state (probability variable state), it is determined to be a "jackpot," and if it does not fall within the range, it is determined to be a "miss." Also, if the probability of a special chance is low and the special chance flag is off, if the random number value MR1 used to determine the special chart display result falls within the range of 1 to 219, it is judged as a "jackpot," and if it does not fall within the range, it is judged as a "miss."
[0326] In this way, in the special chart display result judgment table 1 selected in step 193SGS149, different judgment values are assigned to a "jackpot" depending on the game state at that time (high probability, low probability).Therefore, in the processing of step 193SGS150a, whether or not the special chart display result is a "jackpot" is determined using different judgment data (judgment values) depending on whether or not the game state when the variable display of a special chart game or the like is started is a high probability state.If the game state is a high probability state, it is judged (determined) to be a "jackpot" with a higher probability than if it is a low probability state.
[0327] If step 193SGS150a determines that a jackpot has occurred (step 193SGS150a; Y), the game control flag setting unit sets the jackpot flag to ON (step 193SGS152). At this time, the jackpot type determination table shown in FIG. 11-8(A) is selected and set as the table to be used to determine the jackpot type (step 193SGS153). By referencing the jackpot type determination table set in this way, it is determined which of the multiple jackpot types the jackpot type will be based on whether the numerical data indicating the random number value MR2 for jackpot type determination stored in the variable random number buffer matches with the determination value assigned to each jackpot type in the jackpot type determination table: "non-variable jackpot," "variable jackpot A," "variable jackpot B," or "variable jackpot C" (step 193SGS154).
[0328] By determining the jackpot type in step 193SGS154, the game state after the jackpot game state ends—either a time-saving state or a probability variable state, which is more advantageous to the player than the time-saving state—is determined before the fixed special symbol is derived as a variable display result. Corresponding to the jackpot type thus determined, the determined jackpot type is stored by, for example, setting a jackpot type buffer value, which is the stored value of a jackpot type buffer provided in the game control buffer setting unit (step 193SGS155). For example, if the jackpot type is a "non-probability variable jackpot" corresponding to a non-probability variable jackpot, the jackpot type buffer value can be set to "0," if it is a "probability variable A" corresponding to probability variable jackpot A, "probability variable B" corresponding to probability variable jackpot B, "probability variable C" corresponding to probability variable jackpot C ...
[0329] On the other hand, if it is determined in step 193SGS150a that it is not a "big win" (step 193SGS150a; N), proceed to S150b, and select and set the special symbol display result determination table 2 shown in FIG. 11-7. Next, the numerical data indicating the random number value MR1 for determining the special symbol display result stored in the variable random number buffer is compared with the determination value assigned to each special symbol display result of "small win" to determine whether the special symbol display result is a "small win" (step 193SGS150c). In step 193SGS150c, if the variable special symbol is the first special symbol, the determination value corresponding to the first special symbol is used to determine whether the special symbol display result is a "small win", and if the variable special symbol is the second special symbol, the determination value corresponding to the second special symbol is used to determine whether the special symbol display result is a "small win".
[0330] If it is determined in step 193SGS150c that the special chart display result is a "small win" (step 193SGS150c; Y), the small win flag provided in the game control flag setting section is turned on (step 193SGS151).
[0331] On the other hand, if it is not determined in step 193SGS150c that the special chart display result is a "small hit" (step 193SGS150c; N), proceed to step 193SGS156.
[0332] In step 193SGS156, a fixed special symbol is set in accordance with the pre-determined result of whether to control to a jackpot gaming state (whether the jackpot flag is on or not), the pre-determined result of whether to control to a small jackpot gaming state (whether the small jackpot flag is on or not), and the determined result of the jackpot type in the jackpot gaming state. As an example, in accordance with the pre-determined result that the special symbol display result is a "miss," a special symbol showing the "-" symbol, which is a miss symbol, is set as the fixed special symbol. Also, if the special symbol display result is determined to be a "jackpot" in step 193SGS150a, if the jackpot type in step 193SGS154 is "probable jackpot A," a special symbol showing the number "7" is set as the fixed special symbol. Also, if the jackpot type is "probable jackpot B," a special symbol showing the number "5" is set as the fixed special symbol. Also, if the jackpot type is a "non-variable jackpot," a special symbol showing the number "3" is set as the confirmed special symbol. Also, if the jackpot type is a "variable jackpot C," a special symbol showing the number "1" is set as the confirmed special symbol. Also, in response to a pre-determined result that the special symbol display result is a "small jackpot," a special symbol showing the symbol "2," which is a small jackpot symbol, is set as the confirmed special symbol. Note that these confirmed special symbols are just examples, and other confirmed special symbols may be set, or multiple types of symbols may be set as confirmed special symbols.
[0333] After the confirmed special symbol is set in step 193SGS156, the value of the special symbol process flag is updated to "1", which corresponds to the variable pattern setting process (step 193SGS157), and then the normal special symbol processing is terminated.
[0334] If the number of reserved memories for the special symbol game using the first special symbol is "0" in step 193SGS145 (step 193SGS145; Y), a predetermined demo display setting is performed (step 193SGS158), and then the normal special symbol processing is terminated. In this demo display setting, it is determined whether or not a performance control command (customer waiting demo designation command) that designates a demonstration display (demo screen display) by, for example, displaying a predetermined performance image on the image display device 5 has been transmitted from the main board 11 to the performance control board 12. If the customer waiting demo designation command has already been transmitted, the demo display setting is terminated. On the other hand, if the command has not yet been transmitted, settings are performed to transmit the customer waiting demo designation command, and then the demo display setting is terminated.
[0335] 11-15 is a flowchart showing an example of the process executed in step S111 of FIG. 6 as a fluctuation pattern setting process. In the fluctuation pattern setting process shown in FIG. 11-15, the CPU 103 first determines whether the jackpot flag is turned on (step 193SGS161). If the jackpot flag is turned on (step 193SGS161; Y), the jackpot type is identified from the jackpot type buffer value (step 193SGS162).
[0336] Then, it is determined whether the identified jackpot type is "probability variable jackpot C" (step 193SGS163), and if it is not "probability variable jackpot C," that is, if it is either "probability variable jackpot A," "probability variable jackpot B," or "non-probability variable jackpot" (step 193SGS163; N), jackpot fluctuation pattern determination table A or jackpot fluctuation pattern determination table B is selected and set according to the identified jackpot type. Specifically, if the identified jackpot type is a "non-probability variable jackpot," jackpot fluctuation pattern determination table A is selected and set, and if the identified jackpot type is "probability variable jackpot A" or "probability variable jackpot B," jackpot fluctuation pattern determination table B is selected and set.
[0337] On the other hand, if the identified jackpot type is "Certain jackpot C" (step 193SGS163; Y), a special jackpot fluctuation pattern determination table is selected and set (step 193SGS165).
[0338] In the judgment in step 193SGS161, if the big win flag is not in the on state (step 193SGS161; N), it is further judged whether the small win flag is in the on state (step 193SGS166). If the small win flag is in the on state (step 193SGS166; Y), the special win fluctuation pattern judgment table is selected and set (step 193SGS167), and the process proceeds to step 193SGS175.
[0339] On the other hand, if the small win flag is off (step 193SGS166; N), the game control flag setting unit determines whether the time-saving flag is on, thereby determining whether the game state is in a time-saving control state in which time-saving control is performed in a probability variable state or time-saving state (step 193SGS168). If the time-saving flag is on (step 193SGS168; Y), the loss fluctuation pattern determination table D is selected and set as the table to be used to determine one of multiple types of fluctuation pattern (step 193SGS169).
[0340] On the other hand, when time-saving control is not in progress, that is, when the time-saving flag is not on (step 193SGS168; N), the number of reserved memories of variable special charts is identified, for example, by reading the stored value of a reserved memory number counter for variable special charts provided in the game control counter setting unit, and it is determined whether the reserved memory number of the identified variable special chart is 1 or 2 (step 193SGS170).
[0341] If the number of reserved memories for the identified special variable chart is 1 or 2 (step 193SGS170; N), the variable pattern determination table A for misses is selected and set as the table to be used to determine the variable pattern as one of multiple types (step 193SGS171).
[0342] Also, if the number of reserved memories of the identified variable special chart is not 1 or 2 (step 193SGS170; N), it is further determined whether the number of reserved memories of the identified variable special chart is 3 (step 193SGS172).
[0343] If the number of reserved memories for the identified special variable chart is 3 (step 193SGS172; Y), the variable pattern determination table B for misses is selected and set as the table to be used to determine the variable pattern as one of multiple types (step 193SGS173).
[0344] Also, if the number of reserved memories for the identified variable special chart is not 3, that is, if the number of reserved memories for the identified variable special chart is 4 (step 193SGS172; N), the variable pattern determination table C for misses is selected and set as the table to be used for determining one of multiple types of variable pattern (step 193SGS174), and the process proceeds to step 193SGS175.
[0345] After executing any of the processes of step 193SGS164, step 193SGS165, step 193SGS167, step 193SGS169, step 193SGS171, step 193SGS173, and step 193SGS174, the fluctuation pattern is determined to be one of several types by referring to the selected (set) fluctuation pattern determination table for jackpots, the fluctuation pattern determination table for special hits, or the fluctuation pattern determination tables A to D for misses, based on numerical data indicating the random number value MR3 for determining the fluctuation pattern stored, for example, in a fluctuation random number buffer (step 193SGS175).
[0346] When the jackpot flag is off, the variable pattern is determined in the process of step 193SGS175, thereby determining whether or not the variable display state of the decorative symbols is set to "reach." That is, the process of step 193SGS170 includes a process of determining whether or not the variable display state of the decorative symbols is set to the reach state when the variable display result is "miss."
[0347] After the variation pattern is determined in step 193SGS175, settings are made to start the variation of the special symbols so that either a special symbol game using the first special symbol on the first special symbol display device 4A or a special symbol game using the second special symbol on the second special symbol display device 4B is started, depending on the value of the variable special symbol designation buffer (step 193SGS176). As an example, if the variable special symbol designation buffer value is "1", settings are made to send a drive signal to update the display of the first special symbol on the first special symbol display device 4A. On the other hand, if the variable special symbol designation buffer value is "2", settings are made to send a drive signal to update the display of the second special symbol on the second special symbol display device 4B.
[0348] Following the processing of step 193SGS176, settings are made to send various commands to be used when the special symbol starts to fluctuate (step 193SGS177). For example, when the variable special symbol designation buffer value is "1", the CPU 103 stores setting data indicating the storage address (first address) in ROM 101 of the first variable start command table prepared in advance in a buffer area designated by a transmission command pointer in a transmission command buffer provided in the game control buffer setting unit in order to sequentially send a game state designation command, a first variable display start command, a variation pattern designation command, a variable display result designation command, and a first reserved memory number notification command from the main board 11 to the performance control board 12. On the other hand, when the variable special chart designation buffer value is "2", the CPU 103 stores setting data indicating the storage address in ROM 101 of a pre-prepared second variable start command table in a buffer area designated by a transmission command pointer in a transmission command buffer provided in the game control buffer setting section in order to sequentially transmit a game status designation command, a second variable display start command, a variation pattern designation command, a variable display result designation command, and a second pending memory number notification command from the main board 11 to the performance control board 12.
[0349] After executing the processing of step 193SGS177, the special symbol fluctuation time, which is the variable display time of the special symbol according to the result of the determination of the fluctuation pattern, is set (step 193SGS178). The special symbol fluctuation time, which is the variable display time of the special symbol, is the time required from the start of the variable display of the special symbol in the special symbol game until the fixed special symbol, which is the variable display result (special symbol display result), is displayed stationary. After that, the value of the special symbol process flag is updated to "2", which is the value corresponding to the special symbol fluctuation processing (step 193SGS179), and the fluctuation pattern setting processing is terminated.
[0350] Based on the command transmission setting in step 193SGS177, each time the command control process of step S27 shown in Fig. 5 is executed after the variable pattern setting process is completed, a game status designation command, a first variable display start command or a second variable display start command, a variable pattern designation command, a variable display result designation command, a first reserved memory number notification command or a second reserved memory number notification command are sequentially transmitted from the main board 11 to the performance control board 12. The order in which these performance control commands are transmitted can be arbitrarily changed, and for example, the variable display result designation command may be transmitted first, followed by the first variable display start command or the second variable display start command, the variable pattern designation command, the game status designation command, the first reserved memory number notification command or the second reserved memory number notification command.
[0351] FIG. 11-16 is a flowchart showing an example of the special symbol stop processing executed in step S113 of FIG. 6. In the special symbol stop processing, the CPU 103 turns on the end flag referenced in the special symbol change processing in step S112 to end the change of the special symbol, and performs control to stop and display the stopped symbol on the first special symbol display device 4A and the second special symbol display device 4B (step 193SGS180). If the change special symbol designation buffer value is "1," indicating the first special symbol, the change of the first special symbol on the first special symbol display device 4A is terminated. If the change special symbol designation buffer value is "2," indicating the second special symbol, the change of the second special symbol on the second special symbol display device 4B is terminated. In addition, the CPU 103 performs control to send a symbol determination command to the performance control board 12 (step 193SGS181). Then, it is determined whether the big hit flag is turned on (step 193SGS182), and if the big hit flag is turned off (step 193SGS182; N), it is further determined whether the small hit flag is turned on (step 193SGS183).
[0352] If the small win flag is in the on state, the performance control board 12 is set to send a win start 5 designation command corresponding to the small win (step 193SGS190a). Then, a value corresponding to the small win display time is set in the small win display time timer (step 193SGS190b). Also, the number of times the large prize opening counter has been opened (for example, 2 times) is set (step 193SGS190c). Then, the value of the special symbol process flag is updated to "8", which is the value corresponding to the small win opening pre-processing (step S118) (step 193SGS190d), and the special symbol stop processing is terminated.
[0353] On the other hand, if the jackpot flag is in the on state (step 193SGS182; Y), and if the special rate flag or the time-saving flag is in the on state, the CPU 103 clears the special rate flag and the time-saving flag to turn them off (step 193SGS184), and sets the performance control board 12 to send a hit start 1 designation command (special rate jackpot A), a hit start 2 designation command (special rate jackpot B), a hit start 3 designation command (special rate jackpot C), or a hit start 4 designation command (non-special rate jackpot) according to the type of jackpot stored (step 193SGS185).
[0354] Furthermore, the CPU 103 performs setting to transmit a game state designation command indicating the normal state to the performance control board 12 (step 193SGS186).
[0355] Then, a value corresponding to the jackpot display time (the time for which the occurrence of a jackpot is notified, for example, on the image display device 5) is set in the jackpot display time timer (step 193SGS187). Also, the number of times the jackpot opening counter has been opened (for example, 10 times for a non-variable jackpot or variable jackpot A, 5 times for variable jackpot B, and 2 times for variable jackpot C) is set (step 193SGS188). Then, the value of the special symbol process flag is updated to "4", which is the value corresponding to the jackpot opening pre-processing (step S114) (step 193SGS189).
[0356] On the other hand, if the small win flag is off (step 193SGS183; N), in step 193SGS190, CPU 103 determines whether the value of the time-saving counter is "0". If the value of the time-saving counter is "0" (step 193SGS190; Y), proceed to step 193SGS196.
[0357] On the other hand, if the value of the time-saving counter is not "0" (step 193SGS190; N), that is, if the time-saving count is remaining and the high base state is in effect, the value of the time-saving counter is decremented by 1 (step 193SGS191). Then, it is determined whether the value of the time-saving counter after subtraction is "0" (step 193SGS193). If it is not "0" (step 193SGS193; N), the process proceeds to step 193SGS196. If the value of the time-saving counter is "0" (step 193SGS193; Y), the time-saving flag is cleared to the OFF state (step 193SGS194) to terminate the time-saving control, and then a game state designation command corresponding to the game state (specifically, low probability low base) corresponding to the state of the probability variable flag or the time-saving flag is sent (step 193SGS195), and the process proceeds to step 193SGS196.
[0358] In step 193SGS196, the value of the special symbol process flag is updated to "0", which is the value corresponding to the normal special symbol processing, and then the special symbol stop processing is terminated.
[0359] Figure 11-17 is a flowchart showing an example of the processing executed in S117 of Figure 6 as the jackpot termination processing.
[0360] In the jackpot end processing, the CPU 103 determines whether the jackpot end display timer is operating, that is, whether the timer is counting (step 193SGS201). If the jackpot end display timer is not operating (step 193SGS201; N), the jackpot end display timer is set to a value equivalent to the display time corresponding to the time for which the jackpot end display is performed on the image display device 5 (jackpot end display time) (step 193SGS202), and the processing ends.
[0361] On the other hand, if the jackpot end display timer is operating (step 193SGS201; Y), the value of the jackpot end display timer is decremented by 1 (step 193SGS203). Then, the CPU 103 checks whether the value of the jackpot end display timer is 0, that is, whether the jackpot end display time has elapsed (step 193SGS204). If it has not elapsed, the process ends.
[0362] If the jackpot end display time has elapsed (step 193SGS204; Y), the CPU 103 determines whether the stored jackpot type is a non-variable jackpot (step 193SGS205).
[0363] If the stored jackpot type is not a non-variable jackpot (step 193SGS205; N), it is further determined whether the stored jackpot type is a variable jackpot C (step 193SGS206).
[0364] If the stored jackpot type is the variable probability jackpot C (step 193SGS206; Y), the variable probability flag is set to ON (step 193SGS210), and then the process proceeds to step 193SGS213.
[0365] On the other hand, if the stored jackpot type is not a special jackpot C, that is, if the jackpot type is a special jackpot A or a special jackpot B (step 193SGS206; N), the special jackpot flag is turned on (step 193SGS207), the time-saving flag is turned on (step 193SGS208), and the time-saving count counter is set to "0" (step 193SGS209), and then the process proceeds to step 193SGS213.
[0366] On the other hand, if the type of jackpot is a non-variable jackpot (step 193SGS205; Y), steps 193SGS211 and 193SGS212 are executed to turn on the time-saving flag and set the time-saving count counter to "100", and then proceed to step 193SGS213.
[0367] In step 193SGS213, the jackpot flag is set to the OFF state, and a jackpot end command is set to be sent according to the type of jackpot (step 193SGS214). Then, after setting the sending of a game state designation command to notify the performance control board 12 of the game state based on the ON-state probability variable flag and time-saving flag (step 193SGS215), the value of the special symbol process flag is updated to "0", which is the value corresponding to the normal special symbol processing (step 193SGS216).
[0368] Next, the operation of the performance control board 12 will be described. FIG. 11-18 is a flowchart showing an example of the command analysis process executed in step S75 of FIG. 6. In the command analysis process shown in FIG. 11-18, the performance control CPU 120 first determines whether or not there is a received command from the main board 11 transmitted via the relay board 15, for example, by checking the contents of the performance control command receiving buffer (step 193SGS221). If there is no received command (step 193SGS221; N), it determines whether or not the first or second pending memory number notification waiting time set in step 193SGS223 or step 193SGS225 described later has elapsed (step 193SGS237). If the first or second pending memory number notification waiting time has not elapsed (step 193SGS2375; N), the command analysis process is terminated. On the other hand, if the first or second pending memory number notification waiting time has elapsed, that is, if the first pending memory number notification command or the second pending memory number notification command has not been received before the set first or second pending memory number notification waiting time has elapsed (step 193SGS237; Y), the display pending flag of the entry in which the first pending memory number notification command or the second pending memory number notification command has not yet been stored is turned on, and the performance restriction flag of the entry in which storage has not yet been completed is turned on (step 193SGS238), and the command analysis process is terminated.
[0369] If there is a received command in step 193SGS221 (step 193SGS221; Y), it is determined whether the received command is a first start port winning designation command, for example, by checking the MODE data of the received command (step 193SGS222). If it is a first start port winning designation command (step 193SGS222; Y), a first pending memory number notification waiting time is set (step 193SGS223). For example, in the processing of step 193SGS223, a timer initial value predetermined corresponding to the reception waiting time for the first pending memory number notification command may be set in the command reception control timer provided in the performance control timer setting unit 193SG192.
[0370] If the received command in step 193SGS222 is not a first start port winning designation command (step 193SGS222; N), it is determined whether the received command is a second start port winning designation command (step 193SGS224). If it is a second start port winning designation command (step 193SGS224; Y), a second pending memory number notification waiting time is set (step 193SGS225). For example, in the processing of step 193SGS225, a timer initial value predetermined corresponding to the waiting time for receiving the second pending memory number notification command may be set in the command reception control timer.
[0371] If the received command in step 193SGS224 is not a second start gate winning designation command (step 193SGS224; N), it is determined whether the received command is a pattern designation command (step 193SGS226).If the received command in step 193SGS226 is not a pattern designation command (step 193SGS226; N), it is determined whether the received command is a variable category command (step 193SGS227).If the received command in step 193SGS227 is not a variable category command (step 193SGS227; N), it is determined whether the received command is a first pending memory number notification command (step 193SGS228).If the received command is a first pending memory number notification command (step 193SGS228; Y), the first pending memory number notification waiting time is cleared (step 193SGS229), for example, by initializing the timing operation of the command reception control timer.
[0372] If the received command is not the first pending memory number notification command in step 193SGS228 (step 193SGS228; N), it is determined whether the received command is the second pending memory number notification command (step 193SGS230). If the received command is the second pending memory number notification command (step 193SGS230; Y), the second pending memory number notification waiting time is cleared (step 193SGS231), for example, by initializing the timing operation of the command reception control timer.
[0373] Then, after executing the processing of either step 193SGS229 or step 193SGS231, the display pending flag of the stored entry is set to ON, and if there is an unreceived command, the performance restriction flag is set to ON (step 193SGS232).
[0374] If the received command in step 193SGS226 is a pattern designation command (step 193SGS226; Y), if the received command in step 193SGS227 is a variable category command (step 193SGS227; Y), or after executing any of the processing in steps 193SGS223, 193SGS225, and 193SGS232, the received command is stored at the beginning of the free area in the start winning time received command buffer 193SG194A shown in Figure 11-11 (step 193SGS233), and processing returns to step 193SGS221.
[0375] Furthermore, when a pending memory number notification command (first pending memory number notification command or second pending memory number notification command) is received together with a variable display start command (first variable display start command or second variable display start command), the pending memory number notification command may not be stored in the start winning time reception command buffer 193SG194A. In other words, it is sufficient if the performance control commands received in response to the occurrence of a start winning can be stored sequentially from the beginning of the free space in the start winning time reception command buffer 193SG194A.
[0376] If the received command in step 193SGS230 is not the second pending memory number notification command (step 193SGS230; N), settings are made according to other received commands (step 193SGS234). Then, it is determined whether the first or second pending memory number notification waiting time set in step 193SGS223 or step 193SGS225 has elapsed (step 193SGS235), and if the first or second pending memory number notification waiting time has not elapsed (step 193SGS235; N), the process returns to step 193SGS221. On the other hand, if the first or second pending memory number notification waiting time has elapsed, that is, if the first pending memory number notification command or the second pending memory number notification command has not been received before the set first or second pending memory number notification waiting time has elapsed (step 193SGS235; Y), the display pending flag of the stored entry is turned on, and the performance restriction flag of the corresponding entry that has not yet been stored is turned on (step 193SGS236), and then processing returns to step 193SGS221.
[0377] 11-19 is a part of a flowchart showing an example of the performance control process. In the performance control process, the performance control CPU 120 first determines the presence or absence of a pre-reading notice performance and the performance pattern of the pre-reading notice performance (display pattern of the reserved memory display) in the pre-reading notice setting process (S161), and then executes a reserved display update process to update the reserved memory display in the first reserved memory display area 193SG005D and the second reserved memory display area 193SG005U of the image display device 5 to a display according to the memory contents of the start winning time reception command buffer 193SG194A (step 193SGS162).
[0378] Fig. 11-20 is a flowchart showing an example of the process executed in step S161 of Fig. 5 as the advance notice setting process. In the advance notice setting process shown in Fig. 11-20, the performance control CPU 120 first determines whether or not variable display is being executed (step 193SGS240a). Whether or not variable display is being executed can be determined by whether or not the value of the performance control process flag is one of 1 to 3.
[0379] If the variable display is not being executed (step 193SGS240a; N), the process proceeds to step 193SGS241. If the variable display is being executed (step 193SGS240a; Y), it is further determined whether or not the first variable display start count notification effect is being executed (step 193SGS240b). Note that the first variable display start count notification effect is an effect for notifying the number of times that variable display of decorative symbols including the re-variable display has started during one variable display after the re-variable display has started as a pseudo consecutive effect, as shown in Figures 11-29(E), 11-30(L), and 11-31(S). Furthermore, in step 193SGS240a, whether or not the first variable display start count notification effect is being executed can be determined by referring to the process data of the variable display being executed.
[0380] If the first variable display start count notification effect is not being executed (step 193SGS240b; N), the process proceeds to step 193SGS241, and if the first variable display start count notification effect is being executed (step 193SGS240b; Y), the process proceeds to step 193SGS250, whereby "0", which corresponds to the normal display mode, is set in the pending display flag, as will be described later. In other words, the pre-reading preview effect is not executed during the execution period of the first variable display start count notification effect.
[0381] In step 193SGS241, the performance control CPU 120 checks the start winning time receiving command buffer 193SG194A. Then, it determines whether there is a new command stored at the start winning time by checking whether there is an entry with the display pending flag set to "1" (step 193SGS242).
[0382] If there is no entry with the display pending flag on (step 193SGS242; N), the advance notice setting process is terminated. If there is an entry with the display pending flag on (step 193SGS242; Y), it is determined whether the symbol designation command of the entry is the fourth symbol designation command or the sixth symbol designation command, that is, whether the symbol designation command is a symbol designation command indicating a probability variable jackpot C or a small jackpot (step 193SGS243a). If the symbol designation command is a symbol designation command indicating a probability variable jackpot C or a small jackpot (step 193SGS243a; Y), the process proceeds to step 193SGS250, where "0" corresponding to the normal display mode is set in the reserved display flag, as described below. In other words, the advance notice effect is not executed for reserved memories that result in a probability variable jackpot C or a small jackpot.
[0383] On the other hand, if the symbol designation command is not a symbol designation command indicating a probability variable jackpot C or a small jackpot, it is determined whether the symbol designation command of the entry is the first symbol designation command, that is, whether the symbol designation command is a command indicating a miss (step 193SGS243b). If the symbol designation command of the entry is not the first symbol designation command, that is, if it is a command indicating a jackpot (probability variable jackpot A, probability variable jackpot B, or non-probability variable jackpot) (step 193SGS243b; N), the jackpot type ...
Claims
1. A gaming machine capable of variably displaying a plurality of types of effect identification information including specific effect identification information, and deriving and displaying a display result, and capable of controlling the gaming machine to an advantageous state that is advantageous to a player, a specific effect execution means capable of executing a specific effect as a variable display, in which the specific effect identification information is temporarily stopped at a predetermined timing from when the variable display of the effect identification information is started until the display result is derived and displayed, and then the variable display is resumed; A suggested performance execution means capable of executing a suggested performance that suggests that the specific performance identification information is temporarily stopped; A notification performance execution means capable of executing a notification performance that notifies that the specific performance identification information has been temporarily stopped; A performance execution means capable of executing a performance; a display means for moving and displaying a pseudo movable body display from a first display position to a second display position different from the first display position; Equipped with the suggestion performance execution means is capable of executing, as the suggestion performance, a performance in which visibility of performance identification information different from the specific performance identification information is temporarily 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; The notification performance execution means is capable of executing, as the notification performance, a performance in which performance identification information different from the specific performance identification information is made invisible; The suggestive performance execution means is capable of executing the suggestive performance even when the specific performance identification information is not temporarily stopped, and when the specific performance identification information is not temporarily stopped, is capable of continuously displaying the effect display for a predetermined period after the predetermined timing has passed; The performance execution means includes: A special effect can be executed to notify the player that the game is controlled to the advantageous state. A predetermined effect can be executed before the special effect is executed, The display means is The pseudo movable body display can be moved in the predetermined performance, When the pseudo-movable object display is moved in the predetermined performance, the pseudo-movable object display can be moved from the first display position to the second display position and then hidden without being moved from the second display position. A gaming machine characterized by:
2. A gaming machine capable of variably displaying a plurality of types of performance identification information, deriving and displaying a display result, and controlling the gaming machine to an advantageous state that is advantageous to a player, a specific effect execution means capable of executing a specific effect in which, as a variable display, at a predetermined timing from when the variable display of the effect identification information is started to when the display result is derived and displayed, the specific effect is resumed after temporarily suspending the display of special identification information different from the effect identification information; A suggestion performance execution means capable of executing a suggestion performance that suggests that the special identification information is temporarily stopped; A notification performance execution means capable of executing a notification performance to notify that the special identification information has been temporarily stopped; A performance execution means capable of executing a performance; a display means for moving and displaying a pseudo movable body display from a first display position to a second display position different from the first display position; Equipped with the suggestion performance execution means is capable of executing a performance as the suggestion performance in which the visibility of the performance identification information is once reduced to a first low visibility state by displaying an effect display, and then reduced to a second low visibility state having an even lower visibility than the first low visibility state; The notification performance execution means is capable of executing a performance in which the performance identification information is made invisible as the notification performance, The suggestive performance execution means is capable of executing the suggestive performance even when the special identification information does not temporarily stop, and when the special identification information does not temporarily stop, is capable of continuously displaying the effect display for a predetermined period after the predetermined timing has passed; The performance execution means includes: A special effect can be executed to notify the player that the game is controlled to the advantageous state. A predetermined effect can be executed before the special effect is executed, The display means is The pseudo movable body display can be moved in the predetermined performance, When the pseudo-movable object display is moved in the predetermined performance, the pseudo-movable object display can be moved from the first display position to the second display position and then hidden without being moved from the second display position. A gaming machine characterized by:
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