Gaming Machines
Patent Information
- Application Number
- JP2020078933
- 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 0007651267000001 
Figure 0007651267000002 
Figure 0007651267000003
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 a display result, and can be controlled to an advantageous state that is advantageous to a player. [Background technology]
[0002] Among conventional gaming machines, there are some that are capable of executing a variable display of decorative patterns (performance identification information) and a pseudo-consecutive performance (specific performance) that includes a temporary stop of a pseudo-consecutive pattern (specific performance identification information) and a re-variable display during the variable display of the decorative patterns (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2016-131876 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in Patent Document 1, since no special effects are executed when the pseudo consecutive symbols temporarily stop, there is a problem in that not only is it not possible to increase the player's sense of anticipation regarding the pseudo consecutive symbols temporarily stopping, but it is also not possible to increase the player's sense of excitement regarding the pseudo consecutive symbols temporarily stopping.
[0005] The present invention has been made in consideration of such problems, and has as its object to provide a gaming machine that can heighten the player's sense of expectation and exhilaration. [Means for solving the problem]
[0006] The gaming machine of means A is 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 capable of 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 body display is moved in the predetermined performance, the pseudo-movable body 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, and a suggestion image suggesting the execution of the special performance can be displayed in a display area including the second display position. It is characterized by the following. Furthermore, the gaming machine can variably display a plurality of types of performance 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 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 capable of 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 suggestive performance execution means is capable of executing a performance in which, as the suggestive performance, the visibility of the performance identification information is temporarily reduced to a first low visibility state by displaying an effect display, and then the visibility is reduced to a second low visibility state having a 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 body display is moved in the predetermined performance, the pseudo-movable body 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, and a suggestion image suggesting the execution of the special performance can be displayed in a display area including the second display position. It is characterized by the following. Furthermore, the gaming machine of the first means is A gaming machine (e.g., a pachinko gaming machine 1) capable of variably displaying a plurality of types of performance identification information (e.g., decorative patterns) including specific performance identification information (e.g., pseudo consecutive patterns) to derive and display a display result, and capable of controlling the gaming machine to an advantageous state (e.g., a jackpot gaming state) advantageous to a player, A specific effect execution means (e.g., a part where the effect control CPU 120 executes the variable display during effect process shown in FIG. 10 ) capable of executing a specific effect (e.g., a pseudo consecutive effect) 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 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 suggestion performance (for example, a temporary stop suggestion performance) that suggests that the specific performance identification information is temporarily stopped; A notification 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 notification performance (for example, a temporary stop notification performance) that notifies that the specific performance 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 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 (for example, as shown in Figures 11-33 and 11-34, a portion in which the visibility of the left and right decorative patterns is reduced by displaying convergent 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 convergent lines at a density D2); The notification performance execution means is capable of executing a performance in which performance identification information different from the specific performance identification information is made invisible as the notification performance (for example, as shown in Figs. 11-34 and 11-35, a part in which an effect image for a 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 performance execution means is capable of executing the suggestive performance even when the specific performance identification information does not temporarily stop, and when the temporary stop does not occur, is capable of continuing to display the effect display for a predetermined period of time after the predetermined timing has passed (for example, as shown in FIG. 11-44, when the pseudo consecutive patterns do not temporarily stop after the temporary stop suggestive performance is executed, the convergence lines continue to be displayed even after the pseudo consecutive patterns are hidden on the image display device 5); When the specific performance identification information (or the special identification information) does not temporarily stop, the effect display is moved toward a predetermined position where the specific performance identification information (or the special identification information) would temporarily stop if it were to temporarily stop (for example, as shown in FIG. 11-48 as modified example 193SG-1, a portion where a convergent line is moved toward the center of the image display device 5); moreover, a display means capable of moving and displaying a 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 includes: A pseudo movable body display effect of moving the pseudo movable body display 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; It is possible to execute When the performance execution means executes the movable body performance and the pseudo-movable body display performance during 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 during the predetermined period. It is characterized by the following. According to this feature, the player's anticipation for the temporary stop can be heightened by the suggestion effect, and the player's sense of elation at the temporary stop can be heightened by the execution of the notification effect, and in the case where the temporary stop is not performed, 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 the temporary stop, thereby improving the interest in the game. Furthermore, the player can be drawn to the execution of the moving body effect and the pseudo moving body display effect.
[0007] The gaming machine according to the second aspect of the present invention 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 to when the display result is derived and displayed, a specific effect (e.g., pseudo consecutive effect) that temporarily stops special identification information (e.g., pseudo consecutive patterns) different from the effect identification information and then resumes the variable display is a specific effect (e.g., 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 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 notification performance (for example, a temporary stop notification performance) that notifies that the special 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 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 even lower visibility than the first low visibility state (for example, as shown in Figures 11-33 and 11-34, a portion in which the visibility of the left and right decorative patterns is reduced by displaying convergent 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 convergent lines at a density D2); The notification performance execution means is capable of executing a performance in which the performance identification information is made invisible as the notification performance (for example, as shown in Figs. 11-34 and 11-35, a part in which an effect image for a 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 performance execution means is capable of executing the suggestive performance even when the special identification information does not temporarily stop, and when the temporary stop does not occur, is capable of continuing to display the effect display for a predetermined period of time after the predetermined timing has passed (for example, as shown in FIG. 11-44, when the temporary stop suggestive performance is executed and the pseudo consecutive patterns do not temporarily stop, the convergence lines continue to be displayed even after the pseudo consecutive patterns are hidden on the image display device 5); When the specific performance identification information (or the special identification information) does not temporarily stop, the effect display is moved toward a predetermined position where the specific performance identification information (or the special identification information) would temporarily stop if it were to temporarily stop (for example, as shown in FIG. 11-48 as modified example 193SG-1, a portion where a convergent line is moved toward the center of the image display device 5); moreover, a display means capable of moving and displaying a 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 includes: A pseudo movable body display effect of moving the pseudo movable body display 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; It is possible to execute When the performance execution means executes the movable body performance and the pseudo-movable body display performance during 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 during the predetermined period. It is characterized by the following. According to this feature, the player's anticipation for the temporary stop can be heightened by the suggestion effect, and the player's sense of elation at the temporary stop can be heightened by the execution of the notification effect, and in the case where the temporary stop is not performed, 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 the temporary stop, thereby improving the interest in the game. Furthermore, the player can be drawn to the execution of the moving body effect and the pseudo moving body display effect.
[0008] In addition, the embodiments for implementing the invention described below include the following (A) invention relating to a gaming machine. Conventionally, gaming machines have been capable of executing a performance using a movable body that can be operated, as shown in JP 2019-92949 A, and have been capable of executing a performance similar to a performance in which a movable body as a structure is moved by moving and displaying a pseudo-movable body display. However, in such gaming machines, the pseudo-movable body is simply moved and displayed in the same way as a movable body, and there is a problem that the interest of the performance cannot be increased. In view of this point, there is a demand for a gaming machine that can increase the interest of the pseudo-movable body display.
[0009] The gaming machine according to the means (A) comprises: 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 a 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 includes: A pseudo movable body display effect of moving the pseudo movable body display 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; It is possible to execute When the performance execution means executes the movable body performance and the pseudo-movable body display performance during 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 during 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 presentation and the pseudo movable body display presentation.
[0010] Furthermore, the present invention may have only the invention-specific matters described in the claims of the present invention, or may have the invention-specific matters described in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief description of the drawings]
[0011] [Figure 1] FIG. 2 is a front view of the pachinko gaming machine according to this embodiment. [Diagram 2] FIG. 2 is a rear perspective view of the pachinko game machine according to this embodiment. [Diagram 3] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Figure 4] 13 is a flowchart showing an example of a game control main process. [Diagram 5] 13 is a flowchart showing an example of a timer interrupt process for game control. [Figure 6] 13 is a flowchart showing an example of a special symbol process. [Figure 7] FIG. 13 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-saving in the variable display of the first special chart in normal state or time-saving state. [Figure 9] 13 is a flowchart showing an example of a performance control main process. [Figure 10] 13 is a flowchart showing an example of a performance control process. [Figure 11-1] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Figure 11-2] 11A to 11C are diagrams illustrating the operation of a 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] 13A and 13B 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] 1A is a diagram showing an example of the configuration of a jackpot type determination table, and FIG. 1B is a diagram showing the contents of various jackpots. [Figure 11-9] FIG. 13 is a diagram illustrating a variation pattern. [Figure 11-10] 11 is an explanatory diagram showing the relationship between variable display results and fluctuation patterns. FIG. [Figure 11-11] FIG. 1A is a block diagram showing an example of the configuration of a data holding area for performance control, and FIG. 1B is a diagram showing an example of the configuration of a command buffer received at the time of start winning. [Figure 11-12] 13 is a flowchart showing an example of a start winning determination process. [Figure 11-13] 13A is a flowchart showing an example of a process for determining a random number value when a prize is won, and FIG. 13B is a diagram showing the contents of a variable category command. [Figure 11-14] 13 is a flowchart showing an example of normal special symbol processing. [Figure 11-15] 13 is a flowchart showing an example of a variation pattern setting process. [Figure 11-16] 13 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] 13 is a flowchart illustrating an example of a command analysis process. [Figure 11-19] 11 is a part of a flowchart showing an example of a performance control process. [Figure 11-20] 13 is a flowchart showing an example of a pre-reading notice setting process. [Figure 11-21] FIG. 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]13 is a flowchart showing an example of a variable display start setting process. [Figure 11-23] This is a timing chart of a variable display that executes a pseudo consecutive performance. [Figure 11-24] This is a timing chart of a variable display that executes a pseudo consecutive performance. [Figure 11-25] This is a timing chart of a variable display that executes a pseudo consecutive performance. [Figure 11-26] This is a timing chart of a variable display that executes a pseudo consecutive performance. [Figure 11-27] This is a timing chart of a variable display that executes a pseudo consecutive performance. [Figure 11-28] This is an explanatory diagram of each performance period and performance content in the pseudo consecutive performance. [Figure 11-29] 13A is a flowchart showing an example of a preview performance decision process (for use when executing pseudo consecutive performances), and FIG. 13B is a diagram showing whether or not a preview performance will be executed and the decision ratio of the preview performance to be executed. [Figure 11-30] 10A is a flowchart showing an example of a preview performance decision process (for when pseudo consecutive performances are not executed), and FIG. 10B 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] FIG. 10A is a diagram showing the special temporary stop notification performance execution decision ratio, and FIG. 10B is a diagram showing the temporary stop notification performance period decision ratio. [Figure 11-32] FIG. 4 is a diagram showing 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] A figure showing 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 left and right decorative patterns during the temporary stop suggestion performance period and the temporary stop notification performance 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 performance 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]13 is an explanatory diagram of image data constituting a display on an image display device in a modified example. FIG. [Figure 12-6] A figure showing the display mode of an image display device in variable display that executes pseudo consecutive performance 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 performance 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 performance 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 performance in a modified example. [Figure 12-10] 13A and 13B 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 performance in a modified example. [Figure 13-1] A front view showing a pachinko game machine as a characteristic part 241SG. [Figure 13-2] This is a configuration diagram showing various control boards and the like mounted on a pachinko gaming machine as a characteristic part 241SG. [Figure 13-3] 13A and 13B 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] 1A is a diagram showing an example of the configuration of a jackpot type determination table, and FIG. 1B is a diagram showing the contents of various jackpots. [Figure 13-7] FIG. 13 is a diagram illustrating a variation pattern. [Figure 13-8] 13A and 13B are explanatory diagrams showing the relationship between the variable display result and the fluctuation pattern. [Figure 13-9] 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 of a pachinko gaming machine. [Figure 13-13] FIG. 1A is a diagram showing a manner in which the mounted movable body moves, and FIG. 1B is a diagram explaining a situation in which the mounted movable body is lifted. [Figure 13-14] FIG. 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] 13A is a diagram showing the movement display mode of the second pseudo movable body display, and FIG. 13B is a diagram showing the movement mode of the second non-mounted movable body. [Figure 13-16] 13A is a diagram showing the movable range of the mounted movable body, (B) is a movement display area of the first pseudo movable body display, and (C) is a movement display area of the second pseudo movable body display. [Figure 13-17] 13A is a diagram showing a specific movement display area of the first pseudo movable body display, and FIG. 13B is a diagram showing a specific movement display area of the second pseudo movable body display. [Figure 13-18] 13 is a flowchart showing a variable display start setting process. [Figure 13-19] 13 is a flowchart showing the preview performance type determination process. [Figure 13-20] 13A shows a table for determining the type of preview performance A, and FIG. 13B shows a table for determining the type of preview performance B. [Figure 13-21] 1A is a flowchart showing the process of determining the type of advanced performance A, and FIG. 1B is a diagram showing a table for determining the type of advanced performance A. [Figure 13-22] 1A is a flowchart showing the process for determining the type of development suggestion effect, and FIG. 1B is a diagram showing a table for determining the type of development suggestion effect. [Figure 13-23] 1A is a flowchart showing the process of determining the type of advanced performance B, and FIG. 1B is a diagram showing a table for determining the type of advanced performance B. [Figure 13-24]1A is a flowchart showing the process of determining the type of final effect, and FIG. 1B is a diagram showing a table for determining the type of final effect. [Figure 13-25] 13(A) to 13(H) are diagrams showing examples of the performance operations of Super Reach β, mainly in normal reaches. [Figure 13-26] 13A to 13J 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 a weak super reach. [Figure 13-28] 11A to 11D are diagrams showing examples of performance actions mainly during strong super reaches. [Figure 13-29] 11(E) to 11(J) are diagrams showing examples of the performance of a strong super reach performance. [Figure 13-30] 11A to 11F are diagrams showing examples of presentation operations after a jackpot has been confirmed. [Figure 13-31] 13(A) to 13(D) are diagrams showing details of the movement display of the first pseudo movable body display. [Figure 13-32] 13 is a diagram showing the relationship between the light-emitting display unit and the mounted movable body LED. FIG. [Figure 13-33] 13A to 13F are diagrams showing examples of the performance of preview performance B in super reach γ. [Figure 13-34] 13A to 13F are diagrams showing examples of the performance of preview performance B in super reach γ. [Figure 13-35] 11 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. FIG. [Figure 13-36] FIG. 11 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 13-37] FIG. 11 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 13-38] FIG. 11 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 13-39] FIG. 11 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 13-40] 11 is an explanatory diagram for comparing the first pseudo movable body display and the second pseudo movable body display. FIG. [Figure 13-41] 13(A) to 13(D) are diagrams showing a first modified example of a characteristic portion 241SG. [Figure 13-42] 13(A) to 13(H) are diagrams showing a second modified example of the characteristic portion 241SG. [Figure 13-43] 13(A) to 13(C) are diagrams showing a third modified example of a characteristic portion 241SG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[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, etc.) Fig. 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 constitutes 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 as gaming media are shot into this gaming area by a predetermined ball shooting device.
[0014] In addition, the "variable display" of the special symbol means, for example, a display of multiple types of special symbols that can be changed (the same applies to other symbols described later). The changes include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. In the change of the special symbol or the normal symbol described later, multiple types of special symbols or normal symbols are updated and displayed. In the change of the decorative symbol described later, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. In addition, the change also includes a mode in which a certain symbol is displayed flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as a display result (the same applies to the variable display of other symbols described later). In addition, the variable display may be expressed as a variable display or a change.
[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." 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." There may be only one type of special symbol display device that variably displays the special symbols.
[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 composed of, for example, an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may be composed of 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 game or the second special game, a plurality of types of decorative patterns (such as patterns showing numbers, etc.) different from the special patterns are variably displayed as decorative identification information. Here, in synchronization with the first special game or the second special game, decorative patterns are variably displayed (for example, scrolled up and down or updated) in each of the "left", "center", and "right" decorative pattern display areas 5L, 5C, and 5R. The special game and the variable display of decorative patterns 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 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 first hold memory number by the number of lit LEDs. The second hold indicator 25B displays the second hold memory number 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 hole that is always kept in a constant open state so that a game ball can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning hole, a predetermined number of prize balls (for example, three balls) are paid out and a first special game can be started.
[0023] The variable winning ball device 6B (normal electric device) forms a second start winning hole that changes between a closed state and an open state by a solenoid 81 (see FIG. 3). The variable winning ball device 6B is, for example, an electric tulip-type device having a pair of movable wings, and when the solenoid 81 is in an off state, the movable wings are in a vertical position, so that the tip of the movable wings approaches the winning ball device 6A, and the second start winning hole is in a closed state in which the game ball does not enter (also referred to as the second start winning hole being in a closed state). On the other hand, when the solenoid 81 is in an on state, the movable wings of the variable winning ball device 6B are in a tilted position, so that the second start winning hole is in an open state in which the game ball can enter (also referred to as the second start winning hole being in an open state). When a game ball enters the second start winning hole, a predetermined number of prize balls (for example, three) are paid out and the second special game can be started. In addition, the variable winning ball device 6B may be any device that can change between a closed state and an open state, and is not limited to one that has an electric tulip-type device.
[0024] At predetermined positions on the game board 2 (in the example shown in FIG. 1, three positions at the lower left of the game area and one position above the variable winning ball device 6B), general winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided. 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 FIG. 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, and the game ball cannot enter (pass) 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, and the game ball can easily 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 the first start prize opening, the second start prize opening, or the general prize opening 10, for example.
[0028] The entry of a game ball into each winning port including the general winning port 10 is also called a "winning". In particular, the winning into the start port (first start winning port, second start winning port) is also called a start winning.
[0029] A normal symbol display 20 is provided at a predetermined position on the game board 2 (the lower left of the game area in the example shown in FIG. 1). 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 special symbols. The normal symbols are represented by numbers indicating "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 to the right of the image display device 5. When the gaming ball passes through the passing gate 41, a regular game is executed.
[0031] A regular symbol reserved display 25C is provided below the regular symbol display 20. The regular symbol reserved display 25C is configured to include, for example, four LEDs, and displays the regular symbol reserved memory number, which is the number of regular symbol games that are reserved for 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 and 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 and 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 in 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 game 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 according to the presentation 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 and the above-mentioned main lamp 9a, frame lamp 9b, and attacca lamp 9c 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 game 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 game ball toward the game area by the ball-hitting device.
[0036] At a predetermined position of the gaming machine frame 3 below the game area, a ball supply tray (upper tray) is provided to hold (store) gaming balls dispensed as prize balls or game balls lent by a predetermined ball lending machine so that they can be supplied to the ball launching device. In addition to the upper tray, the gaming machine frame 3 may be provided with a payout section (ball supply 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 of the gaming machine frame 3 below the play area. The stick controller 31A is provided with a trigger button that can be pressed by a player. The operation of the stick controller 31A is detected by a controller sensor unit 35A (see FIG. 3).
[0038] A push button 31B that allows a player to perform a predetermined instruction operation by pressing it or the like is provided at a predetermined position of 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] 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 to a setting change state or a setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing settings 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 surface of the game board 2 is viewed with the game 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 ratio of the number of winning balls that have entered the large winning port (attacker) to the total number of winning balls. The winning combination ratio is the ratio of the number of winning balls that have entered the second start winning port (electric chute) and the number of winning balls that have entered the large winning port (attacker) to the total number of winning balls. The base is the ratio of the total number of winning balls to the number of game balls shot out. When in a setting change state or a setting confirmation state, the display monitor 29 can display the setting values in the pachinko game machine 1. When in a setting change state or a setting confirmation state, the display monitor 29 may display the setting values to be changed or confirmed.
[0043] When the gaming machine frame 3 is closed, the setting key 51 and the 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 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 board case 201, including the setting key 51 and the 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 toward 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 during the period when the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on the passing cannot be played immediately), the normal game based on the passing is put on hold up to a predetermined upper limit number (for example, 4).
[0046] In this normal game, if a specific normal symbol (normal winning symbol) is 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 (normal losing symbol) is displayed as the confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes "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 start winning port is opened).
[0047] When a game 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 the 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 (if 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 put on hold 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 jackpot type described below) is displayed as a confirmed 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 stopped symbol, it is a "loss". Note that the "loss" in this pachinko game machine 1 includes a "loss with time reduction" that is 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 (for example, 29 seconds or 1.8 seconds) has elapsed or the number of game balls entering the large prize opening reaches a predetermined number (for example, 9), whichever comes first. The predetermined period is the upper limit period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the upper limit period of opening. Such a 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 upper limit number of times (15 times or 2 times) is reached.
[0053] In the jackpot game state, the player can get prize balls by making the game ball enter the big prize hole. Therefore, the jackpot game state is advantageous to the player. The more rounds in the jackpot game state, and the longer the upper limit period, the more advantageous it is for the player.
[0054] In addition, a jackpot type is set for a "jackpot". For example, a plurality of types of opening modes of the jackpot entrance (number of rounds or maximum opening period) and game states after the jackpot game state (normal state, time-saving state, probability change state, etc.) are prepared, and the jackpot type is set according to these. As the jackpot type, a jackpot type that can get many prize balls, a jackpot type that can get few prize balls, or a jackpot type that can get almost no prize balls may be provided.
[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 (period during which the special symbol fluctuates) more than in 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 regular symbol fluctuation time (period during which the regular symbol fluctuates) more than in the normal state and by improving the probability of a "regular symbol hit" in the regular symbol game more than in the normal state. The time-saving state is an advantageous state for the player because it is a state in which the fluctuation efficiency of the special symbols (especially the second special symbol) is improved.
[0057] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed to make the probability of the display result being a "jackpot" higher than in the normal state. The probability variable state is an even more advantageous state for the player, since it is a state in which the fluctuation efficiency of special symbols is improved and it is easier to get a "jackpot".
[0058] The time-saving state or the probability of winning state continues until one of the end conditions is met first, such as the execution of a specified number of special games or the start of the next big win game state. The end condition of the state in which a specified number of special games have been executed is also called the number-cut (number-cut time-saving, number-cut probability of winning, 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 the normal game will be a "normal hit" and the probability that the display result in the 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 a system reset is performed and the specified return process is not executed after the power is turned on).
[0060] The state in which the probability variable control is being executed is also called the high probability state, and the state in which the probability variable control is not being executed is also called the low probability state. The state in which the time-saving control is being executed is also called the high base state, and the state in which the time-saving control is not being executed is also called the low base state. Combining these, the time-saving state is also called the low probability high base state, the probability variable state is the high probability high base state, and the normal state is the low probability low base state. The high probability state and the low base state are also called the 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 hole) during the big win game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variable state after the big win game state. (Progress of the performance, etc.)
[0062] In the pachinko game machine 1, various effects (effects to notify the progress of the game or to liven up the game) are executed according to the progress of the game. The effects are described below. The effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of the display, the effects may be performed as sound output from the speakers 8L and 8R, turning on and off the game effect lamp 9, operating the movable body 32, or using any effect device including some or all of these.
[0063] As an effect executed according to the progress of the game, in response to the start of the first special symbol game or the second special symbol game, the variable display of the decorative symbols is started in the "left", "center" and "right" decorative symbol display areas 5L, 5C and 5R provided in 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 stopped and displayed, the determined decorative symbol (combination of three decorative symbols) which is the display result of the variable display of the decorative symbols is also stopped and displayed (derived).
[0064] During the period from when the variable display of the decorative symbols starts to when it ends, the state of 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 been stopped and displayed form part of a jackpot combination described later.
[0065] In addition, when the reach state is reached during the variable display of the decorative symbols, a reach effect is executed. In the pachinko game machine 1, a plurality of types of reach effects are executed, each of which has a different probability (also called the probability of a big win or the probability of a big win) 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 "big win" according to the performance mode. The reach effects include, for example, a normal reach and a super reach, which has a higher probability of a big win 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 a 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 a predetermined effective line in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.
[0067] In the case of a "probability jackpot" that is controlled to a probability jackpot state after the end of the jackpot game state, odd numbered decorative symbols (e.g., "7") are displayed in a line, and in the case of a "non-probability jackpot (normal jackpot)" that is not controlled to a probability jackpot state after the end of the jackpot game state, even numbered decorative symbols (e.g., "6") may be displayed in a line. In this case, odd numbered decorative symbols are also called probability jackpot symbols, and even numbered decorative symbols are also called non-probability jackpot symbols (normal symbols). After a reach state is reached with a non-probability jackpot symbol, a promotion effect that finally results in a "probability jackpot" may be executed.
[0068] When the display result of the special game is a "miss," the state of the variable display of the decorative pattern does not become a reach state, and a fixed decorative pattern of a non-reach combination (also called a "non-reach miss") may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative pattern becomes a reach state, a fixed decorative pattern of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "reach miss").
[0069] The effects that the pachinko game machine 1 can execute include displaying the 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 pattern. The preview effects include a preview effect that predicts the jackpot reliability in the variable display being executed, and a pre-reading preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-reading 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 the normal mode may be executed.
[0070] In addition, in the image display device 5, a pseudo consecutive performance may be executed in which a single variable display appears to be multiple variable displays by temporarily stopping the decorative pattern during the variable display and then resuming the variable display.
[0071] During the jackpot game state, a jackpot game performance is executed to notify the player of the jackpot game state. As the jackpot game performance, a performance to notify the player of the number of rounds or a promotion performance to show that the value of the jackpot game 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 performance 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 launch 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 the electronic circuit board.
[0074] A power switch 91 is connected to the power supply board 17, and by operating the power supply switch 91 (turning it ON), power from an AC power source such as an external power source such as a commercial power source, 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 games (including management of reserved games), execution of regular games (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 the 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 (variation patterns described below, performance control commands described below, data of various tables referenced when making various decisions described below, etc.) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the stored contents are saved for a predetermined period of time even if the power supply to the pachinko game machine 1 is stopped in part or in whole. Note that the program stored in the ROM 101 may be developed in whole or in part in the RAM 102 and executed on the RAM 102.
[0078] The random number circuit 104 counts numerical data indicating various random numbers (game random numbers) used when controlling the progress of a game in an updatable manner. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0079] I / O 105 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 a detection signal indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (the gate switch 21, the start port switch (the first start port switch 22A and the second start port switch 22B), and the count switch 23) and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed 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, a watchdog timer built-in IC, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on in response to, for example, a pressing operation on a clear switch 92 provided on the power supply board 17.
[0082] The solenoid circuit 111 transmits solenoid drive signals (for example, signals to turn on the solenoid 81 and the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric role 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 in the main board 11 (for example, the display results of the special game (including the type of big win), the variable pattern used when executing the special game (described in detail later)), the status of the game (for example, the start or end of the variable display, the opening status of the big win port, 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, notifying errors, and notifying 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 a performance (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. 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 performance control CPU 120 may instruct the display control unit 123 to execute a performance 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 video display processor (VDP), a character generator ROM (CGROM), a video RAM (VRAM), 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 causing the image display device 5 to display an effect image. 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 for operating 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 for driving the speakers 8L, 8R, and drives the speakers 8L, 8R based on the sound designation signal, causing the speakers 8L, 8R to output the sound designated by the sound designation signal.
[0092] The lamp control board 14 is equipped with various circuits for driving the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signal, turning the game effect lamps 9 on and off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the on / off of the lamps.
[0093] In addition, the sound output, control of turning the lamps on and off (such as supplying sound designation signals and lamp signals), and control of the movable body 32 (such as supplying signals to operate the movable body 32) may be performed by the performance control CPU 120.
[0094] The random number circuit 124 counts numerical data indicating various random numbers (random numbers for performance) used to execute various performances in an updatable manner. The random numbers for performance 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 is composed of an input port for inputting performance control commands transmitted, for example, from the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0096] Sub-substrates include the performance control substrate 12, the sound control substrate 13, and the lamp control substrate 14, other than the main substrate 11. As in the pachinko game machine 1, multiple sub-substrates may be provided for different functions, or one sub-substrate 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 main board 11) First, a description will be given of the main operations of the main board 11. When power supply to the pachinko game machine 1 is started, the game control microcomputer 100 is started, and the game control main process is executed by the CPU 103. Fig. 4 is a flowchart showing the game control main process executed by the CPU 103 in the main board 11.
[0099] In the game control main process shown in Fig. 4, the CPU 103 first sets interrupts to be prohibited (step S1). Then, necessary initial settings are performed (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 be accessible.
[0100] Next, it is determined whether the recovery condition is satisfied (step S3). The recovery condition can be satisfied when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When the power supply to the pachinko game machine 1 is started, if the clear switch provided on the power supply board 17 is pressed, for example, a clear signal in the ON state is input to the game control microcomputer 100. If such a clear signal in the ON state is input, it is sufficient to determine in step S3 that the recovery condition is not satisfied. The backup data may be stored in the RAM 102, which is the backup RAM for game control. In step S3, it is sufficient to check or inspect the presence or absence of backup data, the presence or absence of data errors, and the like, and determine whether the recovery condition can be satisfied.
[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 in step S4 sets a working area based on the contents stored in RAM 102. By setting a 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 stoppage.
[0102] If the recovery condition is not satisfied (step S3; No), an initialization process (step S6) is executed, and then a setting change process (step S7) is executed. The initialization process in step S6 includes a clear process for clearing flags, counters, and buffers stored in the RAM 102, and initial values are set in the working area by executing the clear process.
[0103] In the setting confirmation process of step S5, it is determined whether a predetermined setting confirmation condition is satisfied. The setting confirmation condition is satisfied, for example, when the 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 confirmation process of step S5 is executed when the recovery condition including the clear signal being in the OFF state is satisfied in step S3. Therefore, the setting confirmation condition can be satisfied when the clear signal is in the OFF state, so the setting confirmation condition can also include the clear signal being in the OFF state.
[0104] When the setting confirmation condition is satisfied 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, the setting values set in the pachinko gaming machine 1 can be confirmed 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 game 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 game machine 1 is stopped. In the game stop state, the launch of the game ball by the operation of the ball hitting operation handle, the detection of the game ball 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 stop displaying 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 associated with it may also end.
[0106] In the setting change process of step S7, it is determined whether or not a predetermined setting change condition is satisfied. The setting change condition is satisfied, for example, when the 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 include the clear signal being in the ON state.
[0107] When the setting change condition is satisfied in the setting change process of step S7, the pachinko game 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 updated and displayed in sequence every time the operation of the setting change switch 52 is detected. After that, based on the setting key 51 being turned off by an attendant of the game 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. When the setting change state is to be ended, 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 in a game stop state, similarly to when it is in the setting confirmation state. When the setting change state ends, the game stop state associated with it 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, when the power supply is started, if the detection signal from the door open sensor 90 is on and the setting key 51 is on, if the clear switch is on, the initialization process of step S6 and the setting change process of step S7 are executed to control the device 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 to control the device to the setting confirmation state. When the power supply is started, if the detection signal from the door open sensor 90 is off or the setting key 51 is off, if the clear switch is on, the initialization process of step S6 is executed but the device is not controlled to the setting change state, and if the clear switch is off, the recovery process of step S4 is executed but the device is not controlled to the setting confirmation state.
[0111] After executing the setting confirmation process or the setting change process, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S8). Then, the register of the CTC built into the game control microcomputer 100 is set so that a timer interrupt is generated periodically at a predetermined time (for example, 2 ms) (step S9), and the interrupt is permitted (step S10). After that, a loop process is started. After that, an interrupt request signal is sent from the CTC to the CPU 103 at a predetermined time (for example, 2 ms), and the CPU 103 can execute the timer interrupt process periodically.
[0112] When the CPU 103 that has executed such a game control main process receives an interrupt request signal from the CTC and accepts the interrupt request, it executes a game control timer interrupt process shown in the flowchart of Fig. 5. When the game control timer interrupt process shown in Fig. 5 is started, 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, by executing a predetermined main side error process, it performs an abnormality diagnosis of the pachinko game machine 1, and makes it possible to generate a warning if necessary according to the diagnosis result (step S22). After that, by executing a predetermined information output process, it outputs 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 occurred) that are supplied to a hall management computer installed outside the pachinko game 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). The CPU 103 executes the special symbol process process at each timer interruption, thereby realizing the execution and reservation management of the special symbol game, the control of the big win game state, the control of the game state, and the like.
[0114] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process at each timer interruption, enabling the execution and reservation management of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passing gate 41), and the opening control of the variable winning ball device 6B based on the "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of reserved normal symbols is displayed by lighting 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 a command control processing (step S27). The CPU 103 may set a performance control command for transmission in each of the above processes. In the command control processing of step S27, a process is performed to transmit the performance control command set for transmission to a sub-side control board such as the performance control board 12. After the command control processing is executed, the interrupt is permitted and then the game control timer interrupt processing is terminated.
[0116] Fig. 6 is a flow chart 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 judgment process, a process is executed to detect the occurrence of a start winning, store reserved information in a predetermined area of the RAM 102, and update the reserved memory number. When a start winning occurs, a random number value for determining the display result (including the type of big win) and the variation pattern is extracted and stored as reserved information. In addition, a process for predicting and judging the display result and the variation pattern based on the extracted random number value may be executed. After the reserved information and the reserved memory number are stored, a transmission setting is performed to transmit a performance control command for specifying the judgment result such as the occurrence of a start winning, the reserved memory number, and the predictive judgment to the performance control board 12. The performance control command at the time of the start winning thus transmitted and set 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.
[0118] After executing the start winning judgment 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 (steps S110 to S120) of the special symbol process, a transmission setting is performed 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 or not to start the first special symbol game or the second special symbol game based on the presence or absence of reserved information. In addition, in the normal special symbol processing, based on a random number value for determining the display result, whether or not the display result of the special symbol or the decorative symbol is to be a "jackpot" and the type of jackpot if it is a "jackpot" are determined (pre-determined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a determined special symbol (either a jackpot symbol or a losing symbol) to be stopped and displayed in the special symbol game is set in response to the determined display result. After that, the value of the special symbol process flag is updated to "1", and the normal special symbol processing is terminated. Note that 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 called 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 established in the order in which the balls enter the first start winning port (also called "winning order consumption").
[0120] When making various decisions based on random numbers, various tables (tables in which decision values compared with random numbers are assigned to decision results) stored in ROM 101 are referenced. The same is true for other decisions in main board 11 and various decisions in performance control board 12. In performance control board 12, various tables are stored in ROM 121.
[0121] The variation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This variation pattern setting process includes a process of determining the variation pattern to one of multiple types using a random number value for determining the variation pattern based on a pre-determined result of whether the display result is a "jackpot". In the variation pattern setting process, when the variation pattern is determined, the value of the special chart process flag is updated to "2", and the variation pattern setting process ends.
[0122] The variation pattern specifies the execution time of the special chart game (special chart variation time) (which is also the execution time of the variable display of the decorative patterns), the manner of the variable display of the decorative patterns (presence or absence of a reach, etc.), and the content of the presentation during the variable display of the decorative patterns (type of reach presentation, etc.), and is also called the 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 started to vary. In addition, a determination is made as to whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. Then, when the elapsed time since the special symbol started to vary has reached the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process is terminated.
[0124] The special symbol stop process in 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", when the time-saving state or the probability variable state is controlled and the end of the number-cutting is established, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends.
[0125] The pre-opening process of step S114 is executed when the value of the special pattern process flag is "4". This pre-opening process of the jackpot includes a process for setting the large prize opening to an open state by starting the execution of a round in the jackpot game state based on the display result being "jackpot". When the large prize opening is opened, a process for supplying a solenoid drive signal to the solenoid 82 for the large prize opening door is executed. At this time, for example, depending on the type of jackpot, the open upper limit period for opening the large prize opening and the upper limit execution number of rounds are set. When these settings are completed, the value of the special pattern process flag is updated to "5" and the pre-opening process of the jackpot is completed.
[0126] The jackpot opening process in step S115 is executed when the value of the special pattern process flag is "5". This jackpot opening process includes a process of measuring the elapsed time since the jackpot opening was opened, and a process of determining whether it is time to return the jackpot 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 jackpot opening is returned to the closed state, a process of stopping the supply of the solenoid drive signal to the solenoid 82 for the jackpot opening door is executed, and then the value of the special pattern process flag is updated to "6", and the jackpot opening process is terminated.
[0127] The post-opening process of step S116 is executed when the value of the special pattern process flag is "6". This post-opening process includes a process for determining whether the number of times the round in which the large prize entrance is opened has reached the set upper limit number of times, and a process for setting to end the jackpot game state when the upper limit number of times has been reached. When the number of times the round has been executed has not reached the upper limit number of times, the value of the special pattern process flag is updated to "5", while when the number of times the round has been executed has reached the upper limit number of times, the value of the special pattern process flag is updated to "7". When the value of the special pattern process flag is updated, the post-opening process of the jackpot ends.
[0128] The jackpot end process in step S117 is executed when the value of the special chart 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 performance is executed as a performance operation that notifies the end of the jackpot game state has elapsed, and a process of making various settings for starting the probability change control or time-saving control in response to the end of the jackpot game state. When such settings are made, the value of the special chart process flag is updated to "0", and the jackpot end process is terminated.
[0129] The pachinko game machine 1 is configured such that the winning probability of a jackpot and the ball payout rate change according to the set value. For example, in the special symbol normal processing of the special symbol process processing, the winning probability of a jackpot and the ball payout rate change by using a display result judgment table (winning probability) according to the set value. For example, the set value is made up of six stages from 1 to 6, with 6 being the highest winning probability of a jackpot, and the winning probability of a jackpot decreases as the value decreases in the order of 6, 5, 4, 3, 2, and 1. In this example, when the set value is set to 6, the player has the highest advantage, and the advantage decreases stepwise as the value decreases in the order of 6, 5, 4, 3, 2, and 1. If the winning probability of a jackpot changes according to the set value, the ball payout rate may also change according to the set value. The winning probability of a jackpot is constant regardless of the set value, while the number of rounds in a jackpot game state may change according to the set value. The pachinko game machine 1 may be configured so that any one of a plurality of set values having different advantages for the player can be set. The setting value set in the pachinko gaming machine 1 is notified to the performance control board 12 by transmitting a setting value designation command from the main board 11 side to the performance control board 12 side.
[0130] FIG. 7 shows an example of the display result judgment table. FIG. 7(A) shows an example of the display result judgment 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 display result judgment table for the second special symbol used when the variable special symbol is the second special symbol. The display result judgment table is a collection of data stored in the ROM 101. In the display result judgment table, a winning judgment value compared with the 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 the value is updated randomly within the range of 0 to 65535. As the display result judgment table, a display result judgment table common to the first special symbol and the second special symbol may be used.
[0131] As shown in FIG. 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 take a value in the range of 0 to 65535, and among the hit determination values compared with the random number value MR1 for determining the special chart display result, 1020 to 1237 are assigned to "big hit", 65317 to 65535 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 change state, among the hit determination values described above, 1020 to 1346 are assigned to "big hit", and the other numerical ranges are assigned to "miss". In addition, when the setting value in the first special chart is 2 to 6 and the game state is normal or time-saving, it is as shown in FIG. 7(A).
[0132] As shown in FIG. 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 take a value in the range of 0 to 65535, and among the hit determination values compared with the random number value MR1 for determining the special chart display result, 1020 to 1237 are assigned to "big hit", 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 change state, among the hit determination values described above, 1020 to 1346 are assigned to "big hit", and the other numerical ranges are assigned to "miss". In addition, when the setting value in the second special chart is 2 to 6 and the game state is normal or time-saving, it is as shown in FIG. 7(B).
[0133] Here, if we look at the numerical range of the hit determination value assigned to a "jackpot" or a "miss with time-saving" 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-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.
[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 are assigned to "jackpot"). On the other hand, when the setting value is 2 to 6, the numerical range corresponding to each setting value is set from 1238 to 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. The non-common numerical range of the jackpot determination value is set to the range of 1238 to 1253 for the setting value 2, the range of 1238 to 1272 for the setting value 3, the range of 1238 to 1292 for the setting value 4, the range of 1238 to 1317 for the setting value 5, and the range of 1238 to 1346 for the setting value 6.
[0135] That is, in the first special chart display result judgment table when the game state is the normal state or the time-saving state, when the set value is 1, only the values within the common numerical range (1020-1237) among the hit judgment values that can take a value in the range of 0-65535 are assigned to "big hit", while when the set value is 2 or more, the values within the range of the common numerical range plus the non-common numerical range are assigned to "big hit". Furthermore, the non-common numerical range increases with 1238 as the set value increases.
[0136] Therefore, the probability of a jackpot is increased by increasing the non-common numerical range adjacent to the common numerical range as the set value increases, with 1020 being the reference value for the jackpot determination value (jackpot reference value).
[0137] Furthermore, in the first special display result judgment table when the game state is the normal state or the time-saving state, the range of 65317 to 65535 among the hit judgment values is set as the common numerical range of the time-saving miss judgment value for judging the time-saving miss regardless of the set value. Here, when the set value is 6, as described above, the hit judgment value is set to 1020 to 1346 as the numerical range of the jackpot judgment value, and the time-saving miss judgment value is set to the range of 65317 to 65535 with 65317 as the time-saving miss reference value (time-saving miss reference value) in a numerical range different from the range (1020 to 1346) of the jackpot judgment value of the previous set value 6, so that the numerical range of the time-saving miss judgment value is prevented from overlapping with the range of the jackpot judgment value that changes according to each set value.
[0138] In addition, in the display result determination table for the first special chart when the game state is in a special probability 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 a jackpot 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"). On the other hand, when the setting value is 2 to 6, the numerical range corresponding to each setting value is set from 1347 to 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. The non-common numerical range of the jackpot determination value is set to the range of 1347 to 1383 for the setting value 2, the range of 1347 to 1429 for the setting value 3, the range of 1347 to 1487 for the setting value 4, the range of 1347 to 1556 for the setting value 5, and the range of 1347 to 1674 for the setting value 6.
[0140] That is, in the first special chart display result judgment table when the game state is 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 the "big hit", while when the set value is 2 or more, among the big 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 the "big hit". Furthermore, the non-common numerical range increases with 1347 as the set value increases.
[0141] Therefore, the probability of a jackpot is increased by increasing the non-common numerical range adjacent to the common numerical range as the set value increases, with 1020 being the reference value for the jackpot determination value (jackpot reference value).
[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 are assigned to "jackpot"). On the other hand, when the setting value is 2 to 6, the numerical range corresponding to each setting value is set from 1238 to 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. The non-common numerical range of the jackpot determination value is set to the range of 1238 to 1253 for the setting value 2, the range of 1238 to 1272 for the setting value 3, the range of 1238 to 1292 for the setting value 4, the range of 1238 to 1317 for the setting value 5, and the range of 1238 to 1346 for the setting value 6.
[0144] That is, in this pachinko game machine 1, in the second special chart display result judgment table when the game state is the normal state or the 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 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, the non-common numerical range increases with the set value increasing, with 1238 as the base.
[0145] Therefore, the probability of a jackpot is increased by increasing the non-common numerical range adjacent to the common numerical range as the set value increases, with 1020 being the reference value for the jackpot determination value (jackpot reference value).
[0146] Furthermore, in the second special display result judgment table when the game state is the normal state or the time-saving state, the range of 65317 to 65425 among the hit judgment values is set as the common numerical range of the time-saving miss judgment value for judging the time-saving miss regardless of the set value. Here, when the set value is 6, as described above, the hit judgment value is set to 1020 to 1346 as the numerical range of the jackpot judgment value, and the time-saving miss judgment value is set to the range of 65317 to 65425 with 65317 as the reference value of the time-saving miss (time-saving miss reference value) in a numerical range different from the range (1020 to 1346) of the jackpot judgment value of the set value 6, so that the numerical range of the time-saving miss judgment value is prevented from overlapping with the range of the jackpot judgment value that changes according to each set value.
[0147] In the second special chart display result judgment table when the game state is the probability variable state, the range of the hit judgment value from 1020 to 1346 is set as a common numerical range of the big hit judgment value for judging the big hit regardless of the set value. Other features of the second special chart display result judgment table are the same as those of the first special chart display result judgment table.
[0148] As described above, in this pachinko game machine 1, when the variable special symbol is the first special symbol, the range of 65317 to 65535 is set as the common numerical range of time-saving misses regardless of the set value when the game state is in the normal state and the time-saving state, and when the variable special symbol is the second special symbol, the range of 65317 to 65425 is set as the common numerical range of time-saving misses regardless of the set value when the game state is in the normal state and the time-saving state. In other words, when the game state is in the normal state and the time-saving state, the rate at which the variable display result becomes a time-saving miss is a common rate for all set values, so that it is possible to prevent excessive gambling due to the set value. Furthermore, for the time-saving misses to which a common judgment value number is assigned for each set value, it is set to a continuous numerical range from 65317, which is the time-saving miss reference value, for all set values, so that it is possible to reduce the processing load of the CPU 103 related to the judgment of the variable display result being a time-saving miss.
[0149] In this pachinko gaming machine 1, the settable values are six, from 1 to 6, but the settable values may be five or less or seven or more. Also, the smaller the set value set in the pachinko gaming machine 1, the more advantageous it may be for the player.
[0150] The jackpot type may be determined at different rates depending on the set value based on the allocation of the judgment value in the jackpot type judgment table. Alternatively, the jackpot type may be determined at a common rate regardless of the set value. The fluctuation pattern may be determined at different rates depending on the set value based on the allocation of the judgment value in the fluctuation pattern judgment table. Alternatively, the fluctuation pattern may be determined at a common rate regardless of the set value. The execution rate of the normal reach or super reach may differ depending on the set value, so that the setting value may be suggested by the frequency at which the normal reach or super reach is executed. Alternatively, the execution rate of the normal reach or super reach may be common regardless of the set value. In addition, any setting suggestion performance may be executed at different rates depending on the set value.
[0151] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be described. When the performance control board 12 receives a supply of power 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 the RAM 122, setting various initial values, and setting registers for 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 back to its initial position and control to perform a predetermined operation check.
[0152] Then, it is determined whether the timer interrupt flag is on or not (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, on the side of the performance control board 12, an interrupt occurs for receiving a performance control command from the main board 11, in addition to a timer interrupt that occurs every time a predetermined time has elapsed. This interrupt occurs, for example, when the performance control INT signal from the main board 11 becomes ON. When an interrupt occurs due to the performance control INT signal becoming ON, the performance control CPU 120 automatically sets the interrupt to be prohibited, but if a CPU that does not automatically become interrupt prohibited is used, it is desirable to issue an interrupt prohibition command (DI command). In response to an interrupt due to the performance control INT signal becoming 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 taken in from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15, among the input ports included in the I / O 125. The performance control command taken in at this time is stored in a performance control command reception buffer provided in, for example, the RAM 122. After that, the performance control CPU 120 sets the interrupt to be permitted, and then ends 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 of the main board 11 and stored in the performance control command reception buffer are read, and then setting and control corresponding to the read performance control command are performed. For example, the read performance control command is stored in a predetermined area of the RAM 122, or a reception flag provided in the RAM 122 is turned on so that which performance control command was received and the contents specified by the performance control command can be confirmed by the performance control process process. In addition, when the performance control command specifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.
[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, the control of operating various performance devices is performed, 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 bodies 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 various performance devices are judged, determined, set, etc. according to the performance control command 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 flow chart 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, a judgment, decision, setting, etc. for executing the pre-reading notice performance is performed based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process for displaying the reserved display is executed based on the reserved memory number 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 in step S170 is executed when the value of the performance 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 the decorative pattern in 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 the decorative pattern in the image display device 5 is to be started, the value of the performance process flag is updated to "1" and the variable display start waiting process is terminated.
[0160] The variable display start setting process in step S171 is a process executed when the value of the performance process flag is "1". In this variable display start setting process, the display result of the variable display of the decorative pattern (determined decorative pattern), the mode of the variable display of the decorative pattern, whether or not various performances such as reach performance and various notice performances are executed, the mode and execution start timing are determined based on the display result and the variation pattern specified by the performance control command. Then, a performance control pattern (a collection of control data for instructing the display control unit 123 to execute a performance) reflecting the determined result is set. After that, based on the set performance control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative pattern, the value of the performance process flag is updated to "2", and the variable display start setting process is terminated. The display control unit 123 starts the variable display of the decorative pattern in the image display device 5 according to the instruction to start execution of the variable display of the decorative pattern.
[0161] The variable display performance process in step S172 is a process executed when the performance process flag is "2". In this variable display performance process, the performance control CPU 120 instructs the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, to drive the movable body 32, to output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the voice control board 13, and to turn on / off / blink the game effect lamp 9 and the decorative LED by outputting a command (illumination signal) to the lamp control board 14, thereby executing various performance controls during the variable display of the decorative pattern. After performing such performance control, for example, in response to the fact that an end code indicating the end of the variable display of the decorative pattern is read from the performance control pattern, or in response to the fact that a command specifying the stop display of the fixed decorative pattern is received from the main board 11, the fixed decorative pattern, which is the display result of the decorative pattern, is stopped and displayed. When the final decorative pattern is stopped and displayed, the value of the performance process flag is updated to "3", and the performance process during variable display is terminated.
[0162] The special winning waiting process of step S173 is a process executed when the value of the performance process flag is "3". In this special winning waiting process, the performance control CPU 120 judges whether or not a performance control command that specifies the start of a big win game state has been received from the main board 11. Then, when a performance control command that specifies the start of a big win game state is received, the value of the performance process flag is updated to "4". Also, when a command that specifies the start of a big win game state is not received and the waiting time for receiving the command has elapsed, it is judged that the display result in the special game was "miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the special winning waiting process is terminated.
[0163] The big win performance processing in step S174 is a processing executed when the performance process flag value is "6". In this big win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the big win gaming state, for example, and executes various performance controls in the big win gaming state based on the set content. In addition, in the big win performance processing, for example, in response to receiving a command from the main board 11 specifying that the big win gaming state is to 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 big win performance processing is ended.
[0164] The ending performance process in step S175 is executed when the performance process flag is set to "7". In this ending performance process, the performance control CPU 120 sets a performance control pattern corresponding to the end of a big win game state, for example, and executes various performance controls for the ending performance at the end of the big win game state based on the set contents. After that, the value of the performance process flag is updated to the initial value "0", and the ending performance process is terminated.
[0165] (Variations of the basic explanation) This invention is not limited to the pachinko gaming machine 1 described in the basic description above, and various modifications and applications are possible without departing from the spirit of the present invention.
[0166] The pachinko game machine 1 described above is a payout type game machine that pays out a predetermined number of game media as a prize when a prize is won, but it may also be an enclosed type game machine in which game media are enclosed and points are awarded when a prize is won.
[0167] Only one type of pattern (for example, a symbol indicating "-") may be displayed during the variable display of the special pattern, and the variable display may be performed by repeating the display and extinguishing of the pattern. Furthermore, even if the pattern is displayed during the variable display, the pattern 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 has been shown as the gaming machine, but the present invention can also be applied to slot machines (e.g., slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can play a game in which medals are inserted and a predetermined bet number is set, multiple types of symbols are rotated in response to the player's operation of the control lever, and when the symbols are stopped in response to the player's operation of the stop button, a combination of stopped symbols forms a specific combination, and a predetermined number of medals is paid out to the player.
[0169] The programs and data for implementing the present invention are not limited to being distributed or provided to the 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 implementing 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, and directly using 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 ratios such as the performance ratio (such as "high", "low", "different", etc.) may include one being a ratio of "0%". For example, it also includes one being a ratio of "0%" and the other being a ratio of "100%" or a ratio less than "100%".
[0172] (Description of Characteristic Part 193SG in the Embodiment of the Present Invention) Next, a characteristic feature 193SG in the embodiment of the present invention (hereinafter, abbreviated as the present characteristic feature 193SG) will be described.
[0173] The gaming machine of type 1 is, A gaming machine (e.g., a pachinko gaming machine 1) capable of variably displaying a plurality of types of performance identification information (e.g., decorative patterns) including specific performance identification information (e.g., pseudo consecutive patterns) to derive and display a display result, and capable of controlling the gaming machine to an advantageous state (e.g., a jackpot gaming state) advantageous to a player, A specific effect execution means (e.g., a part where the effect control CPU 120 executes the variable display during effect process shown in FIG. 10 ) capable of executing a specific effect (e.g., a pseudo consecutive effect) 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 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 suggestion performance (for example, a temporary stop suggestion performance) that suggests that the specific performance identification information is temporarily stopped; A notification 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 notification performance (for example, a temporary stop notification performance) that notifies that the specific performance 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 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 (for example, as shown in Figures 11-33 and 11-34, a portion in which the visibility of the left and right decorative patterns is reduced by displaying convergent 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 convergent lines at a density D2); The notification performance execution means is capable of executing a performance in which performance identification information different from the specific performance identification information is made invisible as the notification performance (for example, as shown in Figs. 11-34 and 11-35, a part in which an effect image for a 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 performance execution means can execute the suggestive performance even when the specific performance 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 pseudo consecutive patterns do not temporarily stop after the temporary stop suggestive performance is executed, the convergence lines continue to be displayed even after the pseudo consecutive patterns are hidden on the image display device 5); It is characterized by the following. According to this feature, the suggestive effect can heighten the player's anticipation of a temporary stop, and the execution of the notification effect can heighten the player's sense of excitement at the temporary stop. Furthermore, if a temporary stop is not made, the effect display continues to be displayed even after the specified timing for the temporary stop, making it easier for the player to recognize that a temporary stop did not occur and easing the player's sense of disappointment at not making a temporary stop, thereby improving 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 to when the display result is derived and displayed, a specific effect (e.g., pseudo consecutive effect) that temporarily stops special identification information (e.g., pseudo consecutive patterns) different from the effect identification information and then resumes the variable display is a specific effect (e.g., 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 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 notification performance (for example, a temporary stop notification performance) that notifies that the special 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 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 even lower visibility than the first low visibility state (for example, as shown in Figures 11-33 and 11-34, a portion in which the visibility of the left and right decorative patterns is reduced by displaying convergent 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 convergent lines at a density D2); The notification performance execution means is capable of executing a performance in which the performance identification information is made invisible as the notification performance (for example, as shown in Figs. 11-34 and 11-35, a part in which an effect image for a 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 performance execution means is capable of executing the suggestive performance even when the special identification information does not temporarily stop, and when the temporary stop does not occur, is capable of continuing to display the effect display for a predetermined period of time after the predetermined timing has passed (for example, as shown in FIG. 11-44, when the pseudo consecutive patterns do not temporarily stop after the temporary stop suggestive performance is executed, the convergence lines continue to be displayed even after the pseudo consecutive patterns are hidden on the image display device 5); It is characterized by the following. According to this feature, the suggestive effect can heighten the player's anticipation of a temporary stop, and the execution of the notification effect can heighten the player's sense of excitement at the temporary stop. Furthermore, if a temporary stop is not made, the effect display continues to be displayed even after the specified timing for the temporary stop, making it easier for the player to recognize that a temporary stop did not occur and easing the player's sense of disappointment at not making a temporary stop, thereby improving interest in the game.
[0175] The gaming machine of type 3 is, When the specific performance identification information (or the special identification information) does not temporarily stop, the suggested performance execution means moves the effect display toward a predetermined position where the specific performance identification information (or the special identification information) will temporarily stop if it does (for example, a portion where a converging 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, since the predetermined position can be specified by the effect display, it becomes easier for the player to recognize that the specific performance identification information (or special identification information) has not temporarily stopped.
[0176] The gaming machine of type 4 is, The effect display has a higher transparency after the specified timing than before the specified timing (for example, as shown in FIG. 11-33, in the case where the pseudo consecutive patterns do not temporarily stop, the convergence lines are displayed with a density of D2 before the timing of switching the display image data, and the convergence lines are displayed with a density of D1 after the timing of switching the display image data, so that the visibility of the left and right decorative patterns is higher 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, According to this feature, the transparency of the effect display increases after the specified timing when the specific performance identification information (or special identification information) temporarily stops, thereby making the player aware that the specific performance identification information (or special identification information) will not temporarily stop, and by drawing attention to the background image which is easily visible through the effect display, the player's disappointment that the specific performance identification information (or special identification information) did not temporarily stop can be alleviated.
[0177] The gaming machine of form 5 is The suggestive effect execution means erases the effect display when the specific effect identification information (or special identification information) is temporarily stopped at a predetermined position where the specific effect identification information (or the special identification information) is temporarily stopped, before any 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 patterns do not temporarily stop, the part where the converging lines are hidden before the decorative pattern of "1", which is a winning combination, or a number other than "1", which is a losing combination, stops in the "middle" decorative pattern display area 5C); 5. The gaming machine according to any one of aspects 1 to 4. 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 form 6 is When the notification performance is executed, the temporarily stopped specific performance identification information (or the special identification information) is transformed (for example, as shown in Fig. 11-35(G) to Fig. 11-35(H), a crack appears in the pseudo consecutive pattern and the pattern explodes), The device includes 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 identification information (or the special identification information) when the specific performance identification information (or the special identification information) is temporarily stopped. 6. The gaming machine according to any one of aspects 1 to 5, According to this feature, the movement of the movable body and the transformation of the specific performance identification information (or special identification information) can give an even stronger impression to the player that the game has been temporarily stopped.
[0179] The seventh type of gaming machine is The movable body is It is possible to perform a first action (e.g., movement from the retreat position shown in FIG. 11-2 to the first performance position) and a second action (e.g., movement from the retreat position shown in FIG. 11-2 to the second performance position) that overlaps with the specific performance identification information (or the special identification information) in a smaller area 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 as described in form 6. According to this feature, it is possible to impress upon the player that the reel has been temporarily stopped, while preventing the movable body from making it difficult to see the specific performance identification information (or special identification information).
[0180] The gaming machine of type 8 is The movable body has a light-emitting part (e.g., a second movable body LED193SG034) capable of emitting 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), 8. The gaming machine according to claim 7, According to this feature, the light-emitting portion emits light in a manner corresponding to the effect display, thereby improving the presentation effect.
[0181] The gaming machine of type 9 is The first operation of the movable body ends before the specific performance 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 performance position to the retreat position before the pseudo consecutive pattern becomes invisible 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 performance is executed, the temporarily stopped specific performance identification information (or the special identification information) is transformed (for example, as shown in Fig. 11-35(G) to Fig. 11-35(H), a crack appears in the pseudo consecutive pattern and the pattern explodes), A specific performance corresponding display means (for example, a part where the performance control CPU 120 executes the performance process during variable display shown in FIG. 10) capable of displaying a specific performance corresponding display (for example, a display of "x2", "x3", "x4", etc.) suggesting that the N+1th variable display will be executed after the specific performance 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, According to this feature, the movement of the movable body can increase attention to the specific performance-related display, thereby improving the performance effect.
[0183] The gaming machine of type 11 is The movable body has a light-emitting part (e.g., a second movable body LED193SG034) capable of emitting light, The light-emitting unit emits light in a manner corresponding to the specific performance-corresponding display (for example, a part that causes the second movable body LED193SG034 to emit light in blue when displaying "x2" as the first variable display start count notification performance, in green when displaying "x3", and in red when displaying "x4"). 11. The gaming machine according to claim 10, According to this feature, since the light-emitting portion emits light in a manner corresponding to the separately variable display-compatible display, it is possible to draw attention to the specific performance-compatible display, thereby improving the performance effect.
[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 ) capable of executing a special effect (for example, a part where a temporary stop suggestion image is displayed 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 in which 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 a transition between a first effect period up to the specified timing when the specific effect identification information (or the special identification information) moves to a specified 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 specified timing and moves to a position past the specified 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 claim 1, wherein: This feature makes it easier to control the display during suggestive performance, and prevents the transition to the second performance period from appearing unnatural when the specific performance identification information (or special identification information) does not temporarily stop due to the special performance.
[0185] The gaming machine of type 13 is The special effect execution means is capable of executing, as the special effect, an effect of superimposing the specific effect identification information (or the special identification information) temporarily stopped at the predetermined position 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 displaying a temporary stop suggestion image in the center of the image display device 5); 13. The gaming machine according to claim 12, 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 synthesizing and displaying images drawn on a plurality of drawing layers (for example, as shown in Figs. 11-3 and 11-4, a portion capable of synthesizing and displaying data drawn as image data 1, image data 2, image data 3, and image data 4 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 FIG. 11-3, a temporary stop suggestion image is drawn as image data 1, a decorative pattern or a pseudo consecutive 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, the specific performance identification information (or special identification information) and the performance display of the special performance can be drawn separately from the performance display of the suggestive performance, thereby increasing the degree of freedom of the suggestive performance, the specific performance identification information (or special identification information), and the special performance.
[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 erased (for example, as shown in Figures 11-35(G) to 11-35(H), 11-36(I) and 11-36(J), a part in which a pseudo consecutive pattern cracks and explodes, and then moves toward the player and is not displayed), Further, the device further includes a specific effect corresponding display means (for example, a part where the effect control CPU 120 executes the variable display during effect process shown in FIG. 10 ) capable of displaying a specific effect corresponding display (for example, a display of “×2”, “×3”, “×4”, 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 portion 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 erasure of the specific effect identification information (or the special identification information) and the erasure of the specific effect corresponding display (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, According to this feature, the presentation effect of the notification presentation and the specific presentation corresponding display can be enhanced, and since the presentation identification information can be seen before the specific presentation corresponding display is erased, it is possible for the player to easily 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 by 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 the modified example 193SG-3, when the display of "x2", "x3", "x4" is moved (enlarged) toward the player as the first variable display start count notification performance, the portion restricting the advance notice performance execution). 16. A gaming machine as described in claim 15. According to this feature, it is possible to prevent a situation in which the execution of the advance notice makes 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 who is playing the game (for example, a portion where a pseudo consecutive pattern explodes and moves toward the player, and a portion 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 portion in which the effect control CPU 120 executes the variable display effect process shown in FIG. 10 ) is provided that can execute a special effect (for example, a portion in which a visibility-impairing image such as an image of an explosion as 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 performance execution means makes it possible to view a display corresponding to the resumption of variable display after the specific performance identification information (or the special identification information) is made difficult to view by the special performance (for example, as shown in modified example 193SG-4, a part that executes variable display again after making the visibility-impairing image non-display); 18. The gaming machine according to claim 1, wherein: According to this feature, before a display including performance identification information corresponding to the resumption of variable display is started, a special performance is executed in which the specific performance identification information (or special identification information) is difficult to see, making it easy to understand that the variable display will be resumed.
[0191] The gaming machine type 19 is An image display means (e.g., an image display device 5) capable of displaying a variable display of the performance identification information and a performance display of each performance; A light guide plate (e.g., the light guide plate shown in modified example 193SG-4) that is a plate material having transparency that allows the player to see the display of the image display means and that can display the special image by introducing light from the outer peripheral side surface, which is provided on the player side of the image display means; Equipped with The special effect execution means, in the special effect, 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 (for example, as shown in modified example 193SG-4, when the pseudo consecutive patterns are temporarily stopped, a visibility-impairing image is displayed on the light guide plate, making the pseudo consecutive patterns displayed on the image display device 5 difficult to see by the player); 19. The gaming machine according to claim 18, 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 In the case where the specific performance identification information (or the special identification information) does not temporarily stop, the moving speed of the specific performance identification information (or the special identification information) before the specified timing is different from the moving speed of the specific performance identification information (or the special identification information) after the specified timing (for example, as shown in FIG. 11-33, the moving speed of the pseudo consecutive patterns before the timing of switching the display image data is V1, but the moving speed of the pseudo consecutive patterns after the timing of switching the display image data is V3), 20. The gaming machine according to claim 1, 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 specified timing at which it temporarily stops.
[0193] The gaming machine of type 21 is When the specific performance identification information (or the special identification information) temporarily stops, the moving speed of the specific performance identification information (or the special identification information) to the temporary stop predetermined position before the specified timing is different from the moving speed of the specific performance identification information (or the special identification information) when it returns to the predetermined position after the specified timing after passing the predetermined position (for example, as shown in modified example 193SG-5, even if the pseudo-consecutive pattern does not temporarily stop at the center of the image display device 5, the pseudo-consecutive pattern may start to move downward on the image display device 5 and then temporarily stop by returning to the center of the image display device 5. In this case, the moving speed of the pseudo-consecutive pattern before the timing of switching the display image data is made different from the moving speed of the pseudo-consecutive pattern when it returns to the center of the image display device 5 after passing the center of the image display device 5). 21. The gaming machine according to claim 1, wherein: This feature makes it easier for the player to understand whether the movement is before passing a predetermined position, or a return movement after passing the predetermined position.
[0194] The gaming machine of type 22 is The suggestion effect execution means, when the specific effect identification information (or the special identification information) that has passed the predetermined position returns to the predetermined position, restricts the display of the effect display (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 passing through the center of the image display device 5 once, does not execute the display of the convergence lines again); 22. A gaming machine as described in claim 21. 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 performance identification information (or the special identification information) temporarily stops, the moving speed of the specific performance identification information (or the special identification information) before the temporary stop is different from the moving speed of the specific performance identification information (or the special identification information) after the temporary stop (for example, as shown in FIG. 11-34, the moving speed of the pseudo-consecutive patterns before the temporary stop timing of the pseudo-consecutive patterns is V1, but the moving speed of the pseudo-consecutive patterns after the temporary stop timing of the pseudo-consecutive patterns is V2), 20. The gaming machine according to claim 1, 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 performance identification information (or the special identification information) before the temporary stop is different from the direction of movement of the specific performance 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 patterns before the temporary stop move from above to below, but the pseudo consecutive patterns after the temporary stop move toward the player (nearby)), 24. The gaming machine according to claim 23, According to this feature, it is possible to make it easier to understand that the movement has occurred after a temporary stop, and it is possible to prevent the misconception of movement.
[0197] FIG. 11-1 is a configuration diagram showing a control board and the like in the characteristic part 193SG. As shown in FIG. 11-1, the pachinko game machine 1 of the characteristic part 193SG is provided with a second movable body 193SG033. The second movable body 193SG033 is provided 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 emitting light from 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] 11-2(A), the second movable body 193SG033 in a non-operating state 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, the second movable body 193SG033 is mostly 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 super reach reach effect 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 that has moved to the first or second performance position is configured to return from the first or second performance position to the retreat position again after a predetermined period of time has elapsed.
[0202] Furthermore, in this characteristic part 193SG, the second movable body 193SG moves from the retreat position to the first performance position during the temporary stop notification performance, so that a part 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 retreat 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 retreat 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 retreat position to the second performance position.
[0203] Next, the display control unit 123 in the characteristic unit 193SG will be described. A plurality of types of image data for displaying an image on the image display device 5 is stored in the CGROM in the display control unit 123. The display control unit 123 can display a predetermined image on the image display device 5 based on one image data stored in the CGROM based on an instruction from the performance control CPU 120, and can display a predetermined performance screen by arranging a plurality of types of image data and displaying an image on the image display device 5. When the predetermined image is not to be displayed on the image display device 5, depending on the situation, there are cases where control is performed so that an image based on the image data of the predetermined image is not displayed on the performance screen by arranging other image data with a transmittance of 0% on the front side of the image data of the predetermined image, and cases where control is performed so that the predetermined image is not displayed on the performance screen by displaying an image on the image display device 5 that has created display data in which the image data of the predetermined image is not arranged.
[0204] As shown in Fig. 11-3(A) to Fig. 11-3(D) and Fig. 11-4(A) to Fig. 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. Among these, Fig. 11-3 shows image data immediately before the pseudo consecutive patterns temporarily stop as a temporary stop suggestion performance (see Fig. 11-35) in this characteristic section 193SG, and Fig. 11-4 shows image data when the pseudo consecutive patterns 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 suggesting 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 the characteristic portion 193SG are special symbols that are displayed on the image display device 5 as part of the decorative symbols only during the temporary stop suggestion effect or the temporary stop notification effect described later, and the pseudo consecutive symbols are temporarily stopped to execute the 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 the temporary stop notification effect described later.
[0207] Furthermore, in this characteristic 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 performance or a temporary stop notification performance, 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 performance or a temporary stop notification performance.
[0208] Furthermore, in the case where the pseudo-consecutive pattern is a pattern different from the decorative pattern, the pseudo-consecutive performance may be executed by temporarily stopping the normal decorative pattern (the numbers "1" to "9" in this characteristic portion) in the center of the image display device 5, and then changing the temporarily stopped decorative pattern into the pseudo-consecutive pattern.
[0209] As shown in Figures 11-3 (B) and 11-4 (A), the 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 section 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 ends without the pseudo-consecutive patterns temporarily stopping.
[0210] In addition, the image data 2 is image data that displays a swaying display of decorative patterns in the "left" and "right" decorative pattern display areas 5L, 5R when a temporary stop suggestion effect is being executed, and also displays a variable display of decorative patterns in the "left", "middle" and "right" decorative pattern display areas 5L, 5C, 5R when a temporary stop suggestion effect is not being executed.
[0211] As shown in FIG. 11-4(B), the image data 3 is data that is drawn to display the moving display of the pseudo-consecutive patterns from the center of the image display device 5 downward immediately after the pseudo-consecutive patterns do 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 ``middle'' decorative pattern display area 5C).
[0213] As shown in Figs. 11-3 and 11-4, display priorities are set for these image data 1 to 4 for displaying images on the image display device 5. The display priority is set highest for image data 1. 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 lowest (image display priorities on the image display device 5: image data 1>image data 2>image data 3>image data 4). That is, on the image display device 5, an image based on image data 1 is displayed as the topmost image, an image based on image data 2 is displayed as an image lower than that based on image data 1, an image based on image data 3 is displayed as an image lower than that based on image data 1 and image data 2, and an 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 5 that is drawn to display a background image on the image display device 5, in addition to image data 1 to image data 4. 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, among the images displayed on the image display device 5, the background image is displayed as the lowest layer data.
[0215] For this reason, when the temporary stop suggestion performance is being executed, as shown in FIG. 11-3(D), the image based on image data 2 (the pseudo-repeated pattern moving from the top to the bottom) is displayed in preference to the image based on image data 4 (concentrated lines), and the image based on image data 1 (the 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 performance ends without the pseudo-repeated pattern temporarily stopping, as shown in FIG. 11-4(D), the image based on image data 3 (the pseudo-repeated pattern moving from the center to the bottom) is displayed in preference to the image based on image data 4 (concentrated lines), and the image based on image data 2 (the decorative pattern moving from the top to the bottom) is displayed in preference to the image based on image data 3 and the image based on image data 4.
[0216] In addition, the transmittance of the concentrated lines in this characteristic part 193SG is set to be high (for example, 50%). Therefore, as shown in Figure 11-3 (C) and Figure 11-4 (D), during the execution of the temporary stop suggestion performance, the player can see the decorative pattern, the pseudo consecutive pattern, and the temporary stop suggestion image through the concentrated lines.
[0217] In particular, in this characteristic section 193SG, during the 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 the pseudo consecutive symbols will temporarily stop. Also, in the variable display for executing the temporary stop suggestion effect, the effect control CPU 120 (display control section 123) sets image data for the pseudo consecutive symbols to temporarily stop regardless of whether the pseudo consecutive symbols will temporarily stop at the start timing of the variable display, and executes the variable display. Then, at the display image data switching timing (see FIG. 11-33) of 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 the image data for the pseudo consecutive symbols to temporarily stop (FIG. 11-3) to the image data for the pseudo consecutive symbols not to 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 the performance control command used in this characteristic unit 193SG. The performance control command is, for example, a two-byte configuration, 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 only an example, and other command formats may 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), the 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 in the first special symbol display device 4A. The 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 in the second special symbol display device 4B. The command 81XXH is a variable pattern designation command that specifies the variable pattern (variable time (variable display time)) of the decorative symbols (also called performance symbols) that are variably displayed in the "left", "middle", and "right" decorative symbol display areas 5L, 5C, and 5R in the image display device 5 in response to the variable display of the special symbol in the special symbol game. Here, XXH indicates an unspecified hexadecimal number, and may be any value that is arbitrarily set according to the instruction contents by the performance control command. In addition, in the variable pattern designation command, different EXT data is set according to the specified variable pattern, etc.
[0220] Command 8CXXH is a variable display result specification command, which is a presentation control command that specifies a variable display result such as a special pattern or a decorative pattern. In the variable display result specification command, as shown in FIG. 11-5(B), for example, different EXT data is set according to the result of the determination (predetermination result) of whether the variable display result (also called the variable display result) is a "miss", a "big win", or a "small win", and the result of the determination (big win type determination result) of which of several types of big win types the variable display result is a "big win".
[0221] In the variable display result designation command, for example, as shown in FIG. 11-5(B), command 8C00H is a first variable display result designation command indicating a pre-determined result that the variable display result is "miss". Command 8C01H is a second variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "variable jackpot A". Command 8C02H is a third variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "variable jackpot B". Command 8C03H is a fourth variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "variable jackpot C". Command 8C04H is a fifth variable display result designation command that notifies the predetermined result that the variable display result is "jackpot" and the jackpot type is "non-variable jackpot" and the jackpot type determination result. Command 8C05H is a sixth variable display result designation command that notifies the predetermined result that the variable display result is "small jackpot".
[0222] The command 8F00H is a pattern determination command that specifies the stop (determination) of the variation of the decorative patterns in each of the decorative pattern display areas 5L, 5C, and 5R of the "left", "middle", and "right" in the image display device 5. The command 95XXH is a game state designation command that specifies the current game state of the pachinko game machine 1. In the game state designation command, different EXT data is set according to the current game state of the pachinko game machine 1, for example. As a specific example, the command 9500H is a first game state designation command corresponding to a game state in which neither the time-saving control nor the probability variable control is performed (low probability low base state, normal state), and the command 9501H is a second game state designation command corresponding to a game state in which the time-saving control is performed but the 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 big win game or a small win game. Command A1XXH is a large prize opening open notification command that notifies the player that the large prize opening is in an open state during a big win game state. Command A2XXH is a large prize opening post-open notification command that notifies the player that the large prize opening has changed from an open state to a closed state during a big win game state. Command A3XXH is a win end command that specifies the display of a presentation image at the end of a big win game or a small win.
[0224] In the hit start designation command and the 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 the variable display result designation command. Alternatively, in the hit start designation command and the 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 later.
[0225] The 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) caused by a game ball passing through (entering) the first start winning port formed by the winning ball device 6A being detected by the first start port switch 22A. The 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) caused by a game ball passing through (entering) the second start winning port formed by the variable winning ball device 6B being detected by the second start port switch 22B.
[0226] The command C1XXH is a first reserved memory number notification command that notifies the first reserved memory number so that the reserved memory number of special figures can be specified. The command C2XXH is a second reserved memory number notification command that notifies the second reserved memory number so that the reserved memory number of special figures can be specified. The first reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when the first start port winning designation command is transmitted based on, for example, the first start condition being satisfied when the game ball passes (enters) the first start winning port. The second reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when the second start port winning designation command is transmitted based on, for example, the second start condition being satisfied when the game ball passes (enters) the second start winning port. In addition, the first pending memory number notification command and the second pending memory number notification command may be transmitted 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 number of pending memories decreases).
[0227] Instead of the first pending memory number notification command or the second pending memory number notification command, a total pending memory number notification command that notifies the total pending memory number may be sent. In other words, a total pending memory number notification command for notifying an increase (or decrease) in the total pending memory number may be used.
[0228] Commands C4XXH and C6XXH are presentation control commands (commands specifying the result of judgment at the time of winning) that indicate the content of the judgment result at the time of winning. Among these, command C4XXH is a pattern specification command that indicates whether the variable display result is a "jackpot" or not, the type of jackpot (probable win, non-probable win, or sudden probability win), and whether it is a small win, as the judgment result at the time of winning. In addition, command C6XXH is a variable category command that indicates the judgment result at the time of winning, that is, whether the random number value for judging the variable pattern is a "non-reach", "super reach", or "other" variable pattern.
[0229] In addition, the commands shown in Fig. 11-5(A) are only 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 port, 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 variation control or time reduction control will be executed, etc. may be provided.
[0230] FIG. 11-6 is an explanatory diagram illustrating the random number value counted on the main board 11 side. As shown in FIG. 11-6, in this feature section 193SG, the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the big win type, the random number value MR3 for determining the variation pattern, and the random number value MR4 for determining the normal chart display result are controlled so that they can be counted on the main board 11 side. In addition, random number values other than these may be used to enhance the game effect. Such random numbers used to control the progress of the game are also called game random numbers.
[0231] The random number circuit 104 may count numerical data indicating a part or all of these random number values MR1 to MR4. The CPU 103 may count numerical data indicating a part 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 variable display result of the special symbol or the like in the special symbol game to a "jackpot" and to a jackpot game state, 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 to be one of "Probable jackpot A", "Probable jackpot B", "Probable jackpot C", or "Non-probable jackpot" when the variable display result is a "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 to 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 a 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] FIG. 11-7(A) shows a configuration example of the special chart display result judgment table 1 stored in the ROM 101. In this feature section 193SG, a special chart display result judgment table common to the first special chart and the second special chart is used as the special chart display result judgment table, but the present invention is not limited to this, and individual special chart display result judgment tables may be used for the first special chart and the second special chart.
[0236] The special pattern display result determination table 1 is a table which is referenced to determine, based on a random number value MR1 for determining the special pattern display result, whether or not to control the variable display result to a jackpot game state as a "jackpot" before a determined special pattern which is a variable display result is derived and displayed in a special pattern game using a first special pattern by the first special pattern display device 4A or a special pattern game using a second special pattern by the second special pattern display device 4B.
[0237] In the special chart display result judgment table 1 in this characteristic section 193SG, a numerical value (judgment value) to be compared with the random number value MR1 for judging 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 probability change state (high probability state).
[0238] In the special chart display result judgment table 1, the table data indicating the judgment value to be compared with the random number value MR1 for judging the special chart display result is judgment data assigned to the decision result of whether or not to control the special chart display result to a jackpot game state as a "jackpot". In the special chart display result judgment table 1 in the characteristic part 193SG, when the game state is a probability variable state (high probability state), more judgment values are assigned to the special chart display result of a "jackpot" 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 probability variable control is performed in the pachinko game machine 1, the probability of determining that the special chart display result is a "jackpot" and controlled to a jackpot game state is higher (about 1 / 30 in the characteristic part 193SG) than the probability of determining that the special chart display result is a "jackpot" and controlled to a jackpot game state when the game state is a normal state or a time-saving state (low probability state) (about 1 / 300 in the characteristic part 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 change 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] Also, Fig. 11-7(B) shows an example of the configuration of the special symbol display result judgment table 2 stored in the ROM 101. The special symbol display result judgment table 2 is a table that is referred to in order 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 special symbol display result judgment before a determined 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.
[0240] In the special chart display result judgment table 2 in this characteristic section 193SG, regardless of whether the game state of 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 (judgment value) that is compared with the random number value MR1 for judging the special chart display result is assigned to the special chart display result of "small win."
[0241] In the special chart display result judgment table 2, the table data indicating the judgment value to be compared with the random number value MR1 for judging the special chart display result is judgment data assigned to the decision result of whether or not to control the special chart display result to a small win game state as a "small win". In the special chart display result judgment table 2 in this feature part 193SG, the number of judgment values assigned to "small win" is different between the first special chart special chart game and the second special chart game. Specifically, in the first special chart special chart game, a judgment value is assigned to "small win", but in the second special chart special chart game, no judgment value is assigned to "small win". Therefore, as described below, the variable display of the second special chart is executed in priority over the variable display of the first special chart, and in a high base state in which time-saving control is executed to cause a win at the second start winning port formed by the variable winning ball device 6B and cause the variable display of the second special chart to be executed frequently, "small wins" hardly occur. In a high base state in which game balls are likely to enter the second start winning port formed by the variable winning ball device 6B, the occurrence of small wins in which many game balls cannot be 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 the ROM 101. The jackpot type determination table in this feature unit 193SG is a table that is referenced to determine the jackpot type as one of a plurality of types based on the random number value MR2 for jackpot type determination when it is determined that the special symbol display result is a "jackpot" and the jackpot game state is controlled. In the jackpot type determination table, a number (determination value) compared with the random number value MR2 for jackpot type determination is assigned to a plurality of types of jackpot types such as "non-variable jackpot", "variable jackpot A", "variable jackpot B", and "variable jackpot C" depending on whether the special symbol that is 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 be "certain variable jackpot A" and "certain variable jackpot B", in which high-probability control and time-saving control are executed after the jackpot gaming state ends, transitioning to a high-probability, high-base state, "certain variable jackpot C", in which high-probability control is executed but time-saving control is not executed after the jackpot gaming state ends, transitioning to a high-probability, low-base state, and "non-certain variable jackpot", in which only time-saving control is executed after the jackpot gaming state ends, transitioning to a low-probability, high-base state.
[0244] The jackpot game state by "probable 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 game state by "probable 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 game state by "non-probable 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, "probable jackpot A" may be called a 10-round (10R) probable jackpot, and "probable jackpot B" may be called a 5-round (5R) probable jackpot. Furthermore, in the jackpot game of "Probable Variable Jackpot C", the round in which the special variable winning ball device 7 is changed to the first state advantageous to the player is repeated twice (so-called 2 rounds), and the opening period of the special variable winning ball device 7 in each round is shorter (for example, 0.1 seconds) than in other jackpot games, making it a high-speed opening jackpot. Note that, during the jackpot game of any jackpot type, the probability variable control and time-saving control are not executed.
[0245] In addition, 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 as the opening period of 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 section 193SG, when it is decided to have a "certain 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 further, 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 and the opening pattern of the special variable winning ball device 7 whether it is a "certain jackpot C" in which the special jackpot control is executed, or a "small jackpot" in which the previous game state continues without the special jackpot control being executed, so that after the jackpot game or small jackpot game of the special jackpot C is over, the player can continue playing while expecting that the special jackpot control is being executed.
[0247] The high probability control and time-saving control executed after the end of the jackpot game state of the probability variable jackpot A or probability variable jackpot B are executed continuously until another jackpot occurs after the end of the jackpot game state. Therefore, if the jackpot that occurs again is the probability variable jackpot A or probability variable jackpot B, the high probability control and time-saving control are executed again after the end of the jackpot game state, so that the jackpot game 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 chart games (100 times in this feature section 193SG) are played, or when the jackpot game state is reached before the predetermined number of special chart games are played.
[0249] In the example of the jackpot type determination table shown in FIG. 11-8(A), the allocation of the determination values to the jackpot types "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. That is, when the variably displayed special chart is the first special chart, a predetermined range of determination values (values in the range of "81" to "100") are assigned to the jackpot types "probable jackpot B" and "probable jackpot C" with fewer rounds, while when the variably displayed special chart is the second special chart, no determination value is assigned to the jackpot types "probable jackpot B" and "probable jackpot C". By such a setting, the ratio of determining the jackpot type to "variable jackpot B" or "variable jackpot C" with a small number of rounds can be made different between the case where the first start condition for starting a special game using the first special symbol by the first special symbol display device 4A is satisfied and the case where the jackpot type is determined to be 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 satisfied. In particular, in a special game using the second special symbol, the jackpot type is not determined to be "variable jackpot B" or "variable jackpot C" and controlled to a normal opening jackpot state with a small number of rounds or a high-speed opening jackpot state, so that, for example, in a game state where a game ball is likely to enter the second start winning hole formed by the variable winning ball device 6B due to high opening control accompanying time reduction control, frequent occurrence of a jackpot state with a small number of prize balls can be avoided, and a decrease in the interest in the game can be prevented.
[0250] In addition, in the setting example of 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 Variable Jackpot B" and "Special Variable 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 Variable Jackpot A" also differs depending on whether it is the first special chart game or the second special chart, and for "Special Variable 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 the special chart game of the second special chart, a predetermined range of judgment values different from that in the case of the special chart game of the first special chart may be assigned to the jackpot type of "probable jackpot B" or "probable jackpot C". For example, in the case of the special chart game of the second special chart, a smaller judgment value than that in the case of the special chart game of the first special chart may be assigned to the jackpot type of "probable jackpot B" or "probable jackpot C". Alternatively, regardless of whether it is the 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 the variation pattern in this characteristic part 193SG. In this characteristic part 193SG, a plurality of variation patterns are prepared in advance in correspondence with the cases where the variable display result is "miss" and the variable display mode of the decorative pattern is "non-reach" and "reach", and also in correspondence with the cases where the variable display result is "big hit" or "small hit". In addition, the variation pattern corresponding to the case where the variable display result is "miss" and the variable display mode of the decorative pattern is "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 "miss" and the variable display mode of the decorative pattern is "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 "miss". The variation pattern corresponding to the variable display result being "jackpot" is called a jackpot variation pattern.
[0254] The jackpot variation pattern and the reach variation pattern include a normal reach variation pattern in which the reach performance of the normal reach is executed, and a super reach variation pattern in which the reach performance of the super reach is executed. In addition, 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 only one type of normal reach variation pattern may be provided. In addition, even in the super reach variation pattern, multiple super reach variation patterns such as super reach α, super reach β, ... may be provided.
[0255] In addition, the fluctuation pattern in this feature section 193SG also includes a special hit fluctuation pattern (PC1-1) corresponding to the case where the variable display result is a "small hit" or the variable display result is a "jackpot" and the jackpot type is a "high probability jackpot C".
[0256] As shown in FIG. 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 the pseudo consecutive performance that performs temporary stop and re-variable display of the decorative pattern during variable display, and a variation pattern that executes the pseudo consecutive performance once during variable display. In addition, in the normal reach variation pattern, the variation pattern that does not execute the pseudo consecutive performance during variable display is set to have a shorter special pattern variation time than the variation pattern that executes the pseudo consecutive 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] In addition, in this feature part 193SG, the variable display result is set in the order of super reach, normal reach, and non-reach so that the probability of a jackpot increasing, and therefore in the normal reach variation pattern and super reach variation pattern, the longer the special chart variation time, the higher the probability of a jackpot.
[0260] In other words, for the normal reach variation pattern and super reach variation pattern in this feature section 193SG, the more pseudo consecutive performances that are executed during the variable display, the higher the chance of a jackpot.
[0261] In addition, in this characteristic section 193SG, as described later, instead of first determining the type of the 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. However, 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 the 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 of determining a variation pattern in the present characteristic unit 193SG. In the present characteristic unit 193SG, the variation pattern determination table to be selected is changed according to the display result of the variable display to be executed and the number of reserved memories.
[0263] Specifically, as shown in FIG. 11-10, when the variable display result is a non-probable jackpot, the jackpot fluctuation pattern determination table A is selected, and the fluctuation pattern is determined from PB1-1 (fluctuation pattern of a normal reach jackpot), PB1-2 (fluctuation pattern of a normal reach pseudo-consecutive performance 1 jackpot), PB1-3 (fluctuation pattern of a super reach pseudo-consecutive performance 2 jackpot), or PB1-4 (fluctuation pattern of a super reach pseudo-consecutive performance 3 jackpot). In addition, when the variable display result is a sure-variable jackpot A or a sure-variable jackpot B, the jackpot fluctuation pattern determination table B is selected, and the fluctuation pattern is determined from PB1-1 (fluctuation pattern of a normal reach jackpot), PB1-2 (fluctuation pattern of a normal reach pseudo-consecutive performance 1 jackpot), PB1-3 (fluctuation pattern of a normal reach pseudo-consecutive performance 2 jackpot), or PB1-4 (fluctuation pattern of a normal reach pseudo-consecutive performance 3 jackpot).
[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 is determined at a rate of 45%, PB1-3 is determined at a rate of 20%, and PB1-4 is determined 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 is determined at a rate of 20%, PB1-3 is determined at a rate of 30%, and PB1-4 is determined 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 probability variable jackpot B, the variable display result is determined to be a super reach fluctuation pattern at a higher rate than when there is a non-probability variable jackpot. Furthermore, when paying attention to the number of times the pseudo consecutive performance is performed, when the variable display result is a probability variable jackpot A or probability variable jackpot B, more pseudo consecutive performances are likely to be performed during the variable display than when the variable display result is a non-probability variable jackpot. For this reason, in this feature unit 193SG, it is possible to draw the player's attention to the variation pattern in the variable display and the number of times the pseudo consecutive performance is performed.
[0265] Also, when the variable display result is a high probability big win C or a small win, a special win variation pattern determination table is selected, and the variation pattern is determined to be PC1-1 (variation pattern of special win) using the special win variation pattern determination table. In other words, in this feature part 193SG, the variable display is executed in the same variation pattern when the variable display result is a high probability big win C or a small win, so it is difficult for the player to specify whether the variable display result is a high probability big win C or a small win from the variation pattern.
[0266] In addition, in the normal game state (low base state), when 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 is determined 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] In addition, in the normal game state (low base state), when 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 is determined 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] In addition, in the normal game state (low base state), when 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 is determined 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-saving state (high base state), the miss fluctuation pattern determination table D is selected, and the fluctuation pattern is determined from PA1-4 (time-saving shortened 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 section 193SG is a "miss," the proportion of variable display being executed using shortening variable patterns (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) based on the number of reserved memories of variable special charts being 3 or 4, etc., or on the basis of the time-saving state, makes it possible to prevent the game from becoming protracted 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 the game in the pachinko game machine 1. The game control data holding area includes a first special chart reserve memory section, a second special chart reserve memory section, a normal chart 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 reservation memory unit stores reservation 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 even though a start winning (first start winning) has occurred when a game ball has passed (entered) the first start winning port formed by the winning ball device 6A. As an example, the first special symbol reservation memory unit associates reservation numbers with the winning order (detection order of game balls) into the first start winning port, and stores, as reservation data, random number values MR1 for determining the special symbol display result, random number values MR2 for determining the big win type, and numerical data indicating random number values MR3 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc. based on the establishment of the first start condition when the game ball has passed (entered), until the number of memories reaches a predetermined upper limit value (for example, "4"). The reserved data thus stored in the first special chart reserved memory unit indicates that the execution of a 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 reservation memory unit stores reservation 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 even though a start winning (second start winning) has occurred when a game ball has passed (entered) the second start winning port formed by the variable winning ball device 6B. As an example, the second special symbol reservation memory unit associates the reserved number with the winning order (detection order of the game ball) into the second start winning port, and stores, as reserved data, random number values MR1 for determining the special symbol display result, random number values MR2 for determining the big win type, and numerical data indicating random number values MR3 for determining the variation 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 has passed (entered), until the number reaches a predetermined upper limit value (for example, "4"). The reserved data thus stored in the second special chart reserved memory unit indicates that the execution of a 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 reserved information (first reserved information) based on the establishment of the first start condition by the game ball passing (entering) the first start winning port and the reserved information (second reserved information) based on the establishment of the second start winning by the game ball passing (entering) the second start winning port may be stored in a common reserved storage unit in association with the reserved number. In this case, start port data indicating whether the game ball passed (entered) the first start winning port or the second start winning port may be included in the reserved information and stored in association with the reserved number.
[0275] The regular symbol reserve memory unit stores reserved information for regular symbol games that have not yet been started by the regular 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 regular symbol reserve memory unit associates the game balls with reserved numbers in the order in which they passed through the passing gate 41, and stores, as reserved data, numerical data indicating the random number value MR4 for determining the regular symbol display result extracted by the CPU 103 from the random number circuit 104, etc., based on the passage of the game ball, until the number reaches a predetermined upper limit value (for example, "4").
[0276] The game control flag setting unit is provided with a plurality of types of flags whose states can be updated according to the progress of the game in the pachinko game machine 1. For example, the game control flag setting unit stores data indicating the value of the flag and data indicating the ON or OFF state for each of the plurality of types of flags.
[0277] The game control timer setting unit is provided with various timers used to control the progress of a game in the pachinko game machine 1. For example, the game control timer setting unit stores data indicating 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 part or all of the game random numbers in a manner that allows the CPU 103 to update them by software.
[0279] In the random counter of the game control counter setting unit, a random number value not generated by the random number circuit 104, for example, numerical data indicating random number values MR2 to MR4, is stored as a random count value, and the numerical data indicating each random number value is updated periodically or irregularly in response to execution of software by the CPU 103. The software executed by the CPU 103 to update the random count value may be for updating the random count value separately from the update operation of the numerical data in the random number circuit 104, or may be for updating the random count value by performing a predetermined process such as a scramble process or an arithmetic process on all or a 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 in each of a plurality of 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) 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 a plurality of types of flags whose states can be updated according to a performance operation state, such as the display state of a performance image on the screen of the image display device 5, and a performance control command 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 plurality of 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 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 the respective types of counters.
[0285] The performance control buffer setting unit 193SG194 is provided with various buffers for temporarily storing data used to control the progress of various performance operations. For example, the performance control buffer setting unit 193SG194 stores data indicating buffer values in each of a plurality of types of buffers.
[0286] In this characteristic section 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 section 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, 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 as one set from the main board 11 to the performance control board 12. The storage area corresponding to the first special chart reserved memory and the storage area corresponding to the second special chart reserved memory in the start winning reception command buffer 193SG194A are provided with storage areas (entries) for storing these start port winning designation command, pattern designation command, variable category designation command, and reserved memory number notification command separately in the first special chart reserved memory and the second special chart reserved memory by associating them.
[0287] The contents of these storage areas (entries) are shifted up one by one as described below when the start condition is met and variable display of the top-level reserved memory (buffer number "1-1" or buffer number "2-1") is started, 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 chart hit waiting process executed when the variable display is ended.
[0288] Furthermore, in the start winning reception command buffer 193SG194A of this characteristic section 193SG, a memory area is reserved for each storage area (entry) so that a display undecided 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 undecided, that is, a hold display flag indicating that the display pattern is undecided because a start opening winning designation command, a pattern designation command, a variable category designation command, and a hold memory number notification command have been newly stored due to the occurrence of a new start winning, and a hold display flag in which a flag value corresponding to the display pattern (display mode) of the hold memory display are set, can be stored in correspondence with each buffer number corresponding to the first special chart hold memory and the second special chart hold memory.
[0289] In addition, in the start winning reception command buffer 193SG194A of this characteristic part 193SG, a storage area is secured for each storage area (entry) so that the 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 pre-reading notice performance when a start winning occurs at the first start winning port or the second start winning port in the command analysis process (Figure 11-18) 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, in the pre-reading notice setting process described below, if it is not decided to execute the pre-reading notice performance, the hold display flag is set to "0", which corresponds to the display pattern of the normal hold memory display, so that the hold memory display in the normal display mode (e.g., a white circle) is 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 to execute the pre-reading notice performance, "1" (square (◇)) or "2" (star (☆)), which corresponds to the display pattern of the hold memory display in a special mode different from the normal display mode (e.g., a square (◇) or star (☆)), is set, so that the hold memory display in the special mode different from the normal display mode is 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 announces the high possibility of a jackpot or a super reach.
[0291] When a first start winning port is entered, the CPU 120 for controlling the performance stores the command from the top (the entry with the smallest buffer number) of the free entry corresponding to the first special symbol reserved memory of the start winning port receiving command buffer 193SG194A, and when a second start winning port is entered, the CPU 120 stores the command from the top (the entry with the smallest buffer number) of the free entry corresponding to the second special symbol reserved memory of the start winning port receiving command buffer 193SG194A. When a start winning port is entered, the command from the start port entry designation command to the reserved memory number notification command is transmitted in sequence. Therefore, when a command is received, the command from the start port entry designation command, the pattern designation command, the variable category designation command, and the reserved memory number notification command are stored in the storage area corresponding to the last "1" to "4" of the buffer number corresponding to the first special symbol reserved memory or the second special symbol reserved memory in that order.
[0292] As for the commands stored in the start winning reception command buffer 193SG194A shown in FIG. 11-11(B), each time the variable display of the decorative pattern is started, the ones stored in the entry (entry of buffer number "1-0" or "2-0") corresponding to the reserved memory of the variable display that has just ended are deleted, and the ones stored in the entry (entry corresponding to buffer number "1-1" or "2-1") corresponding to the reserved memory of the variable display that is to start and the memory contents of the entry after the reserved memory of the variable display that is to start are shifted. For example, when the variable display of the decorative pattern of the first special pattern reserved memory is ended in the storage state shown in FIG. 11-11(B), each command stored in buffer number "0" is deleted, each command stored in buffer number "1" is shifted to buffer number "0", each command stored in the area corresponding to buffer number "2" is shifted to the area corresponding to buffer number "1", and each command stored in the area corresponding to buffer numbers "3" and "4" is shifted to the area 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 judgment process of the feature unit 193SG executed in step S101 of FIG. 5 will be described based on FIG. 11-12. In the start winning judgment process, the CPU 103 first judges whether the first start hole switch 22A provided corresponding to the first start winning hole formed by the winning ball device 6A is on or not based on a detection signal from the first start hole switch 22A (step 193SGS101). At this time, if the first start hole switch 22A is on (step 193SGS101; Y), it judges whether the first special symbol reserved memory number, which is the reserved memory number of the special symbol game using the first special symbol, is a predetermined upper limit value (for example, "4" as the upper limit memory number) (step 193SGS102). The CPU 103 may specify the first special symbol reserved memory number by 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, for example. When the number of reserved first special charts is not the upper limit 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 hole switch 22A is off in step 193SGS101 (step 193SGS101; N) or when the first special symbol reserved memory number has reached the upper limit in step 193SGS102 (step 193SGS102; Y), the second start hole switch 22B is determined to be on or not (step 193SGS104) based on a detection signal from the second start hole switch 22B provided corresponding to the second start hole formed by the variable winning ball device 6B. At this time, if the second start hole switch 22B is on (step 193SGS104; Y), it is determined whether the second special symbol reserved memory number, which is the reserved memory number of the special symbol game using the second special symbol, has reached a predetermined upper limit value (for example, "4" as the upper limit memory number) (step 193SGS105). The CPU 103 may specify the second reserved memory number by reading the second reserved memory number count value, which is the stored value of the second reserved memory number counter provided in the game control counter setting section, for example. When the second reserved memory number 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 section is set to "2" (step 193SGS106).
[0295] After executing either the process of step 193SGS103 or step 193SGS106, the number of reserved memories corresponding to the start port buffer value, which is the stored value of the start port buffer, is updated so as to add 1 (step 193SGS107). For example, when the start port buffer value is "1", the first reserved memory count value is added by 1, while when the start port buffer value is "2", the second reserved memory count value is added by 1. Thus, the first reserved memory count value is updated so as to increase by 1 when the game ball passes (enters) the first start winning port and the first start condition corresponding to the special game using the first special game is established. In addition, the second reserved memory count value is updated so as to increase by 1 when the game ball passes (enters) the second start winning port and the second start condition corresponding to the special game using the second special game is established. At this time, the total reserved memory number is also updated so as to add 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, may be updated to add 1.
[0296] After executing the process of step 193SGS108, the CPU 103 extracts numerical data indicating the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the type of big win, 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 random number value thus extracted is stored by being set as reserved information at the beginning of an empty entry in the special chart reserved memory unit according to the start port buffer value (step 193SGS110). For example, when the start port buffer value is "1", the numerical data indicating the random number values MR1 to MR3 are stored in the first special chart reserved memory unit, while when the start port buffer value is "2", the numerical data indicating the random number values MR1 to MR3 are stored in the second special chart 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 when 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 process 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 the variable display time of the special symbol or decorative symbol.
[0298] Following the processing of step 193SGS110, the sending setting of the start port winning designation command according to the start port buffer value is performed (step 193SGS111). For example, when the start port buffer value is "1", the storage address of the first start port winning designation command table in ROM 101 is stored in the buffer area specified by the transmission command pointer in the transmission command buffer, and the setting is performed to send the first start port winning designation command to the performance control board 12. On the other hand, when the start port buffer value is "2", the storage address of the second start port winning designation command table in ROM 101 is stored in the buffer area of the transmission command buffer, and the setting is performed to send the second start port winning designation command to the performance control board 12. The start port winning designation command thus set is transmitted from the main board 11 to the performance control board 12, for example, after the special pattern 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 judgment process is executed at the time of winning (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 specified by the transmission command pointer in the transmission command buffer, and a setting is made to transmit the reserved memory number notification command to the performance control board 12 (step 193SGS113). The reserved memory number notification command thus set 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 FIG. 4 after the special symbol process process is completed.
[0300] After executing the process of step 193SGS113, it is determined whether the start hole buffer value is "1" or not (step 193SGS114). At this time, if the start hole buffer value is "1" (step 193SGS114; Y), the start hole buffer is cleared and its stored value is initialized to "0" (step 193SGS115), and then the process proceeds to step 193SGS104. On the other hand, if the start hole buffer value is "2" (step 193SGS114; N), the start hole buffer is cleared and its stored value is initialized to "0" (step 193SGS116), and then the start winning process is terminated. As a result, even if both the first start hole switch 22A and the second start hole switch 22B simultaneously detect the start winning of a valid game ball, the process based on the detection of both valid start winnings can be completed reliably.
[0301] Fig. 11-13(A) is a flow chart showing an example of a process executed in step 193SGS112 in Fig. 11-13 as a winning random number value determination process. In this feature section 193SG, when the variable display of the special symbol or the decorative symbol is started, a determination is made by a normal special symbol process (step S110 in Fig. 5, Fig. 11-14) to be described later as to whether or not to control the special symbol display result (variable display result of the special symbol) to a jackpot game state as a "jackpot". In addition, a variable pattern setting process (step S111 in Fig. 5, Fig. 11-15) to be described later determines a variable pattern that specifically specifies the variable display mode of the decorative symbol. On the other hand, apart from these judgments, at the timing when the game ball is detected at the start winning hole (first start winning hole or second start winning hole), the CPU 103 executes the winning time random number judgment process of step 193SGS112 to judge whether or not it is judged that the jackpot pattern is stopped and displayed as the special symbol display result, and judge whether or not the variable display mode of the decorative symbol is a predetermined display mode accompanied by a super reach. As a result, before the variable display of the special symbol or the decorative symbol based on the detection of the game ball that entered the start winning hole is started, that is, before it is decided whether or not it is a jackpot at the start of the variable display, it is judged that the special symbol display result is a "jackpot" and which category of variable display mode the variable display mode of the decorative symbol is, and based on this judgment result, the performance control CPU 120 etc. executes a notice performance such as a pre-reading notice performance as described later.
[0302] In the winning random number determination process shown in Fig. 11-13(A), the CPU 103 first identifies the current game state of the pachinko game machine 1 by, for example, checking the state of the time-saving flag and the probability variable flag provided in the game control flag setting unit (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 chart display result judgment table 1 shown in FIG. 11-7 is selected and set (step 193SGS122). After that, it is judged whether the numerical data indicating the random number value MR1 for the special chart 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 chart display result of "jackpot" in the special chart display result judgment table 1 selected by the processing of step 193SGS122 are set, and the CPU 103 can compare the random number value MR1 with each judgment value one by one to judge whether there is a judgment value that matches the random number value MR1. 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 value or the maximum value of the jackpot judgment range to judge whether the random number value MR1 is within the jackpot judgment range. In this case, by judging that the random number value MR1 is within the jackpot judgment range, it can be judged 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 the number is not within the big win judgment range, that is, if it is determined that the number is not a big win in the variable display (step 193SGS123; N), the special chart display result judgment table 2 shown in FIG. 11-7 is selected and set (step 193SGS124). After that, it is determined whether the numerical data indicating the random number value MR1 for the special chart display result judgment extracted in step 193SGS109 in FIG. 11-12 is within a predetermined small win judgment range (step 193SGS125).
[0305] If the numerical data indicating the random value MR1 is within a predetermined small hit judgment range, that is, if it is judged that a small hit will occur in the variable display (step 193SGS125; Y), the transmission setting of 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 judgment table for special hits is selected and set (step 193SGS127), and then step 193SGS138 is proceeded to.
[0306] If the numerical data indicating the random number value MR1 is not within a predetermined small win judgment range, that is, if the variable display result in the variable display is "miss", the transmission setting of the first symbol designation command, which is a symbol designation command corresponding to the variable display result being "miss" (step 193SGS128), is executed, and it is judged 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 judgment table A is selected and set, and if the time-saving flag is on (step 193SGS129; Y), the miss variation pattern judgment table D is selected and set (step 193SGS131). The miss variation pattern judgment table A is a miss variation pattern judgment table used when the number of reserved memories is 2 or less. In addition, the loss fluctuation pattern determination table D is a loss fluctuation pattern determination table used when the game state is a high base state in which time-saving control is being executed.
[0307] In addition to these miss fluctuation pattern determination table A and miss fluctuation pattern determination table D, this feature section 193SG also has miss fluctuation pattern determination table B used when the number of reserved memories is three and miss fluctuation pattern determination table C used when the number of reserved memories is four prepared in advance. Of these, among miss fluctuation pattern determination tables A to C, in miss fluctuation pattern determination table A, for example, 498 judgment values from 0 to 497 (about 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 judgment values from 0 to 597 (about 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 judgment values from 0 to 697 (about 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 within the possible range of the random number value MR3 for determining the fluctuation pattern are assigned to the fluctuation pattern of the super reach.
[0308] For this reason, in step 193SGS126, the fluctuation pattern is judged using the miss fluctuation pattern judgment table A, and the judgment of non-reach and super reach will always be the non-reach or super reach fluctuation pattern even if the number of reserved memories changes after the judgment, so the judgment at the time of the initial winning is made using the miss fluctuation pattern judgment table A.
[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 (the "first special chart" corresponding to "1" or the "second special chart" corresponding to "2") specified in response to the start port buffer value. Then, by referring to the selected table data for jackpot type determination, it is determined which of the 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, the second symbol designation command in the case of the probability variable jackpot A, the third symbol designation command in the case of the probability variable jackpot B, the fourth symbol designation command in the case of the probability variable jackpot C, and the fifth symbol designation command in the case of the non-variable jackpot, 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 sure jackpot A or a sure jackpot B (step 193SGS134b; Y), the jackpot fluctuation pattern determination table B is selected and set as a table for determining the jackpot fluctuation pattern (step 193SGS136), and the process proceeds to step 193SGS138.
[0313] If the determined jackpot type is not the variable jackpot A or the variable jackpot B (step 193SGS134b; N), that is, if the determined jackpot type is the 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, a variable category according to the range of the judgment value including the random number MR3 is determined using each of the variable pattern judgment tables set in each of these steps and the numerical data indicating the random number MR3 for the variable pattern judgment (step 193SGS138). In this characteristic part 193SG, as shown in FIG. 11-13(B), at least when the variable display result is "miss", a variable category that is a variable display mode of "non-reach" in common regardless of the total reserved memory number, a variable category that is a variable display mode of "super reach", and a variable category of "other" that is a variable display mode other than "non-reach" and "super reach" (for example, normal reach) are provided, and it is sufficient to determine whether or not such a variable category is determined based on the random number MR3.
[0315] Thereafter, a variable category designation command corresponding to the result of the determination made by the process of step 193SGS138 is set to be sent to the performance control board 12 (step 193SGS132), and the winning random number determination process is terminated.
[0316] FIG. 11-14 is a flow chart showing an example of the process executed in S110 of FIG. 6 as the normal special symbol process. In the normal special symbol process shown in FIG. 11-14, the CPU 103 first judges whether the second special symbol reserved memory number is "0" or not (step 193SGS141). The second special symbol reserved memory number is the reserved memory number of the special symbol game using the second special symbol by the second special symbol display device 4B. For example, in the process of step 193SGS141, it is sufficient to read the second reserved memory number count value stored in the game control counter setting unit and judge whether the read value is "0" or not.
[0317] When the second special chart reserved memory number is other than "0" in step 193SGS141 (step 193SGS141; N), the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the big win type, and the random number value MR3 for determining the fluctuation pattern are read out as reserved data stored in the second special chart reserved memory unit corresponding to the reserved number "1" (step 193SGS142). The numerical data read out at this time may be temporarily stored in, for example, a random number buffer for fluctuation.
[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 section is updated. Specifically, the reserved data indicating the random number values MR1 to MR3 stored in the entries lower than the reserved number "1" in the second special chart reserved memory section (for example, the entries corresponding to reserved numbers "2" to "4") are shifted to the upper level 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 the special symbol game using the first special symbol by the first special symbol display device 4A. For example, in the process of step 193SGS145, the game control counter setting unit reads 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 process 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 in priority to the special symbol game using the first special symbol.
[0321] In addition, the special game using the second special symbol is not limited to being executed with priority over the special game using the first special symbol, and for example, the special 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, a table may be provided that stores data that can specify the order in which the start winning occurs, and it may be possible to determine whether to start the special game using the first special symbol or the second special symbol from the stored data.
[0322] When the first special chart reserved memory number is other than "0" in step 193SGS145 (step 193SGS145; N), the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the big win type, and the random number value MR3 for determining the fluctuation pattern are read out as reserved data stored in the first special chart 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 fluctuation random number buffer.
[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 section 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 section (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 judgment table 1 shown in FIG. 11-7 is selected and set as a table to be used for determining 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 special symbol display result judgment stored in the variable random number buffer is compared with the judgment 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 (high probability state) in which the high probability flag is on, if the random number value MR1 for special symbol display result judgment falls within the range of 10000 to 12180 corresponding to the high probability state (high probability state), it is judged as a "jackpot", and if it does not fall within the range, it is judged as a "miss". Also, if the probability of a jackpot is low and the probability flag is off, if the random number value MR1 for determining 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" corresponding to the game state at that time (high probability, low probability), so in the processing of step 193SGS150a, whether or not to set the special chart display result as a "jackpot" is determined using different judgment data (judgment values) depending on whether or not the game state when the variable display of the special chart game or the like is started is a high probability state, so that when the game state is a high probability state, it is judged (determined) to be a "jackpot" with a higher probability than when the game state is a low probability state.
[0327] If it is determined in step 193SGS150a that it is a "jackpot" (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 for determining the jackpot type as one of the multiple types (step 193SGS153). By referring to the jackpot type determination table thus set, it is determined which of the multiple types the jackpot type should be, depending 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 of "non-variable jackpot", "variable jackpot A", "variable jackpot B", or "variable jackpot C" in the jackpot type determination table (step 193SGS154).
[0328] By determining the jackpot type in the process of step 193SGS154, it is determined whether the game state after the end of the jackpot game state is to be controlled to a time-saving state or a high probability state that is more advantageous to the player than the time-saving state, before the derivation of the fixed special symbol as a variable display result. In response to the jackpot type thus determined, for example, a jackpot type buffer value, which is a stored value of a jackpot type buffer provided in the game control buffer setting unit, is set (step 193SGS155), and the determined jackpot type is stored. As an example, if the jackpot type is a "non-high probability jackpot" corresponding to a non-high probability jackpot, the jackpot type buffer value may be set to "0", if it is a "high probability A" corresponding to a high probability jackpot A, it may be set to "1", if it is a "high probability B" corresponding to a high probability jackpot B, it may be set to "2", and if it is a "high probability C" corresponding to a high probability jackpot C, it may be set to "3".
[0329] On the other hand, if it is determined in step 193SGS150a that the result is not a "big win" (step 193SGS150a; N), the process proceeds to S150b, where the special chart display result determination table 2 shown in FIG. 11-7 is selected and set. Next, the numerical data indicating the random value MR1 for determining the special chart display result stored in the variable random number buffer is compared with the determination value assigned to each special chart display result of "small win" to determine whether the special chart display result is a "small win" (step 193SGS150c). In step 193SGS150c, if the variable special chart is the first special chart, the determination value corresponding to the first special chart is used to determine whether the special chart display result is a "small win", and if the variable special chart is the second special chart, the determination value corresponding to the second special chart is used to determine whether the special chart display result is a "small win".
[0330] When 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, the fixed special symbol is set according to the pre-determined result of whether to control to a big win game state (whether the big win flag is on or not), whether to control to a small win game state (whether the small win flag is on or not), and further according to the determined result of the big win type in the case of the big win game state. As an example, in response to the pre-determined result of the special symbol display result being "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 "big win" in step 193SGS150a, if the big win type in step 193SGS154 is "big win A", a special symbol showing the number "7" is set as the fixed special symbol. Also, if the big win type is "big win B", a special symbol showing the number "5" is set as the fixed special symbol. Also, when the jackpot type is a "non-variable jackpot", a special symbol showing the number "3" is set as the confirmed special symbol. Also, when 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 only 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 is the value corresponding 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. At this time, if the customer waiting demo designation command has already been transmitted, the demo display setting is terminated as is. On the other hand, if it has not been transmitted, settings are performed to transmit the customer waiting demo designation command, and then the demo display setting is terminated.
[0335] FIG. 11-15 is a flow chart showing an example of the process executed in step S111 of FIG. 6 as the fluctuation pattern setting process. In the fluctuation pattern setting process shown in FIG. 11-15, the CPU 103 first judges whether the jackpot flag is turned on (step 193SGS161). If the jackpot flag is turned on (step 193SGS161; Y), the jackpot type is specified 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), the jackpot fluctuation pattern determination table A or the jackpot fluctuation pattern determination table B is selected and set according to the identified jackpot type. Specifically, if the identified jackpot type is "non-probability variable jackpot", the 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", the jackpot fluctuation pattern determination table B is selected and set.
[0337] On the other hand, if the identified jackpot type is a "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 turned on (step 193SGS161; N), it is further judged whether the small win flag is turned on (step 193SGS166). If the small win flag is turned on (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 to determine whether the game state is in a probability variable state or a time-saving state and time-saving control is being performed (step 193SGS168). If the time-saving flag is on (step 193SGS168; Y), the loss fluctuation pattern determination table D is selected and set as a table to be used to determine one of multiple types of fluctuation patterns (step 193SGS169).
[0340] On the other hand, when the 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 identified reserved memory number of variable special charts is 1 or 2 (step 193SGS170).
[0341] If the number of reserved memories for the identified variable special 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 for determining one of multiple types of variable pattern (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 or not (step 193SGS172).
[0343] If the number of reserved memories for the identified variable special chart is 3 (step 193SGS172; Y), the variable pattern determination table B for misses is selected and set as the table to be used for determining one of multiple types of variable patterns (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 one of the processes of step 193SGS164, step 193SGS165, step 193SGS167, step 193SGS169, step 193SGS171, step 193SGS173, or step 193SGS174, the fluctuation pattern is determined to be one of multiple types by referring to the selected (set) jackpot fluctuation pattern determination table, special hit fluctuation pattern determination table, or miss fluctuation pattern determination tables A to D based on numerical data indicating the random value MR3 for determining the fluctuation pattern stored, for example, in a fluctuation random number buffer (step 193SGS175).
[0346] When the big win flag is off, the variable pattern is determined in the process of step 193SGS175, and it is determined whether the variable display state of the decorative symbol is set to "reach". That is, the process of step 193SGS170 includes a process of determining whether the variable display state of the decorative symbol is set to the reach state when the variable display result is "miss".
[0347] After the variable pattern is determined in step 193SGS175, a setting is made to start the variation of the special pattern so that either a special pattern game using the first special pattern in the first special pattern display device 4A or a special pattern game using the second special pattern in the second special pattern display device 4B is started according to the variable special pattern designation buffer value (step 193SGS176). As an example, if the variable special pattern designation buffer value is "1", a setting is made to send a drive signal to update the display of the first special pattern in the first special pattern display device 4A. On the other hand, if the variable special pattern designation buffer value is "2", a setting is made to send a drive signal to update the display of the second special pattern in the second special pattern display device 4B.
[0348] Following the processing of step 193SGS176, settings are made to transmit various commands for when the special symbol starts to fluctuate (step 193SGS177). For example, when the fluctuating special symbol designation buffer value is "1", the CPU 103 stores setting data indicating the storage address (first address) in the ROM 101 of the first fluctuating 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 section in order to transmit the game state designation command, the first variable display start command, the fluctuating pattern designation command, the variable display result designation command, and the 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 previously prepared second variable start command table in a buffer area specified 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 state 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 process of step 193SGS177, the special symbol variable time, which is the variable display time of the special symbol according to the result of the determination of the variable pattern, is set (step 193SGS178). The special symbol variable 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 to the fixed special symbol, which is the variable display result (special symbol display result), being 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 variable process (step 193SGS179), and the variable pattern setting process is terminated.
[0350] Based on the command transmission setting in step 193SGS177, each time the command control process in step S27 shown in Fig. 5 is executed after the variable pattern setting process is completed, the game state designation command, the first variable display start command or the second variable display start command, the variable pattern designation command, the variable display result designation command, the first reserved memory number notification command or the 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 changed arbitrarily, 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 state designation command, the first reserved memory number notification command or the second reserved memory number notification command.
[0351] FIG. 11-16 is a flow chart showing an example of the process executed in step S113 of FIG. 6 as the special symbol stop process. In the special symbol stop process, the CPU 103 turns on the end flag referred to in the special symbol change process 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 ended, and 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 ended. In addition, the CPU 103 performs control to transmit a symbol determination command to the performance control board 12 (step 193SGS181). Then, it is determined whether or not the big win flag is turned on (step 193SGS182), and if the big win flag is turned off (step 193SGS182; N), it is further determined whether or not the small win 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 a 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 large prize opening count counter is set to the number of openings (for example, 2 times) (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 on (step 193SGS182; Y), and if the special jackpot flag or the time-saving flag is on, the CPU 103 clears the special jackpot flag and the time-saving flag to turn them off (step 193SGS184), and sets the performance control board 12 to send a jackpot start 1 designation command (special jackpot A), a jackpot start 2 designation command (special jackpot B), a jackpot start 3 designation command (special jackpot C), or a jackpot start 4 designation command (non-special jackpot) depending on the type of jackpot stored (step 193SGS185).
[0354] Furthermore, the CPU 103 performs settings for transmitting 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 (for example, the time to notify the occurrence of a jackpot on the image display device 5) is set in the jackpot display time timer (step 193SGS187). Also, the number of times of opening (for example, 10 times for non-variable jackpot or variable jackpot A, 5 times for variable jackpot B, and 2 times for variable jackpot C) is set in the jackpot opening count counter (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 hit flag is off (step 193SGS183; N), in step 193SGS190, the CPU 103 judges whether the value of the time-saving counter is "0". If the value of the time-saving counter is "0" (step 193SGS190; Y), the process proceeds 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 counter is in a high base state with the number of times remaining, 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" or not (step 193SGS193), and 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 in order to terminate the time-saving control (step 193SGS194), and then the transmission setting of the game state designation command corresponding to the game state (specifically, low probability low base) corresponding to the state of the probability flag or the time-saving flag is performed (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 a value corresponding to the normal special symbol processing, and then the special symbol stop processing is terminated.
[0359] FIG. 11-17 is a flowchart showing an example of the processing executed in S117 of FIG. 6 as the jackpot end processing.
[0360] In the jackpot end process, the CPU 103 judges 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 corresponding to the display time corresponding to the time for displaying the jackpot end on the image display device 5 (jackpot end display time) (step 193SGS202), and the process is terminated.
[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 subtracted 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 193 SGS 204; Y), the CPU 103 determines whether the stored jackpot type is a non-variable jackpot (step 193 SGS 205).
[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 probability variable jackpot C (step 193SGS206; Y), the probability variable 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 the special jackpot C, that is, if the jackpot type is the special jackpot A or the 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 turned off, and a jackpot end command is set according to the jackpot type (step 193SGS214). Then, after setting a game state command to notify the performance control board 12 of the game state based on the probability change flag and time reduction flag that are turned on (step 193SGS215), the value of the special symbol process flag is updated to "0", which is a 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 flow chart showing an example of the processing executed in step S75 of FIG. 6 as the command analysis processing. In the command analysis processing shown in FIG. 11-18, the performance control CPU 120 first judges whether there is a received command from the main board 11 transmitted through the relay board 15 by checking the memory contents of the performance control command receiving buffer (step 193SGS221). At this time, if there is no received command (step 193SGS221; N), it judges whether the first or second reserved memory number notification waiting time set (set) in step 193SGS223 or step 193SGS225 described later has elapsed (step 193SGS237), and if the first or second reserved memory number notification waiting time has not elapsed (step 193SGS2375; N), the command analysis processing 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 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 or not 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), the 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 waiting time for receiving 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 the received command is a second start port winning designation command (step 193SGS224; Y), a second reserved memory number notification waiting time is set (step 193SGS225). For example, in the process of step 193SGS225, a timer initial value predetermined corresponding to the reception waiting time of the second reserved memory number notification command may be set in the command reception control timer.
[0371] If the received command is not a second start port winning designation command in step 193SGS224 (step 193SGS224; N), it is determined whether the received command is a pattern designation command (step 193SGS226). If the received command is not a pattern designation command in step 193SGS226 (step 193SGS226; N), it is determined whether the received command is a variable category command (step 193SGS227). If the received command is not a variable category command in step 193SGS227 (step 193SGS227; N), it is determined whether the received command is a first reserved memory number notification command (step 193SGS228). If the received command is a first reserved memory number notification command (step 193SGS228; Y), the first reserved 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 either the process of 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 top of the free area in the start winning time received command buffer 193SG194A shown in Figure 11-11 (step 193SGS233), and the processing returns to step 193SGS221.
[0375] In addition, when a reserved memory number notification command (first reserved memory number notification command or second reserved 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 reserved memory number notification command may not be stored in the start winning 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 reception command buffer 193SG194A.
[0376] If the received command is not the second pending memory number notification command in step 193SGS230 (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 performance pattern (display pattern of the reserved memory display) of the pre-reading notice performance together with the presence or absence of the pre-reading notice performance in the pre-reading notice setting process (S161), and then executes the reserved memory 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 pre-reading notice setting process. In the pre-reading notice setting process shown in Fig. 11-20, the performance control CPU 120 first judges whether or not the variable display is being executed (step 193SGS240a). Whether or not the variable display is being executed may be judged 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), proceed 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 performance is being executed (step 193SGS240b). Note that the first variable display start count notification performance is a performance for notifying the number of times that the variable display of the decorative pattern including the re-variable display has started during one variable display after the re-variable display has started as a pseudo consecutive performance, as shown in Fig. 11-29 (E), Fig. 11-30 (L), and Fig. 11-31 (S). Also, in step 193SGS240a, whether or not the first variable display start count notification performance is being executed may be determined by referring to the process data of the variable display being executed.
[0380] If the first variable display start count notification performance is not being performed (step 193SGS240b; N), the process proceeds to step 193SGS241, an...
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 includes: The pseudo movable body display can be moved in the predetermined performance, When the pseudo-movable body display is moved in the predetermined performance, the pseudo-movable body 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, and a suggestion image suggesting the execution of the special performance can be displayed in a display area including 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, as the suggestion performance, a 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 includes: The pseudo movable body display can be moved in the predetermined performance, When the pseudo-movable body display is moved in the predetermined performance, the pseudo-movable body 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, and a suggestion image suggesting the execution of the special performance can be displayed in a display area including the second display position. A gaming machine characterized by:
Citation Information
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