Gaming Machines
By combining the design of transparent game board, image display device and performance control device in the game console, the shortcomings of existing game consoles in terms of gaming capabilities are solved, and better gaming experience and interactivity are achieved.
Patent Information
- Application Number
- JP2022122925
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-08-01
- Publication Date
- 2025-04-18
- Estimated Expiration
- 2042-08-01
AI Technical Summary
There are shortcomings in existing gaming consoles in terms of gaming capabilities, especially the gaming consoles with transparent gaming boards still have room to improve their gaming experience and interactivity.
A gaming machine is designed, equipped with a transparent game board, image display equipment, performance control device and loan operation device. By displaying specific images on the image display device and performing superimposed display on the game board, the display of images and the interactiveness of the game is optimized.
Through this design, the visibility and interactivity of the game are improved, the player's gaming experience is enhanced, and unnecessary image display is avoided, thereby improving the overall performance of the game console.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine capable of playing a game. [Background technology]
[0002] Conventionally, there has been known amusement machines (e.g., pachinko machines) in which a gaming ball, which represents gaming value, is launched into a gaming area, and when the gaming ball enters a winning area such as a winning slot, a prize ball is paid out to the player, and further, the gaming state can be changed depending on the result of the changing display of identification information.
[0003] In addition, there is known a gaming machine (e.g., a slot machine) in which, after the number of bets for one game is set using the gaming value, a start operation is performed, which starts the display of the changing identification information, and a stop operation is performed after the start of the display, which stops the display of the changing identification information, and a win can be generated based on the display result derived at this time, and the gaming state can be changed depending on the type of win.
[0004] Among such gaming machines, gaming machines equipped with a transparent gaming board are known (for example, Patent Documents 1 to 3). [Prior art documents] [Patent documents]
[0005] [Patent Document 1] JP 2015-198749 A [Patent Document 2] JP 2013-39192 A [Patent Document 3] JP 2022-40682 A Summary of the Invention [Problem to be solved by the invention]
[0006] However, the gaming machines of Patent Documents 1 to 3 have room for improvement in terms of improving playability.
[0007] The present invention has been made in consideration of the above-mentioned circumstances, and an object of the present invention is to provide a gaming machine that can improve playability. [Means for solving the problem]
[0008] (Means 1) In order to solve the above problems, the present invention provides A gaming machine including a transparent gaming board, an image display device capable of displaying images, a presentation control means capable of controlling the presentation of a game executed on the image display device, and a lending operation means for performing an operation for receiving a loan of a gaming medium, The performance includes a first performance and a second performance, The first effect and the second effect are effects for updating and displaying numerical information and suggesting that a special benefit will be awarded when the updated and displayed numerical information reaches a predetermined value, The first performance and the second performance can be executed at the same time, When the first performance and the second performance are executed at the same time, the timing of starting the update display of the numerical information is the same or substantially the same; The time until the numerical information reaches a predetermined value in the first performance is longer than the time until the numerical information reaches a predetermined value in the second performance, The update period of the numerical information in the first performance is shorter than the update period of the numerical information in the second performance, After the numerical information becomes a predetermined value in the second performance, the state in which the numerical information in the second performance becomes the predetermined value is continuously displayed until the numerical information becomes the predetermined value in the first performance; suggesting the award of a special benefit when the numerical information in the first performance reaches a predetermined value while the state in the second performance is being continuously displayed; A second time from when the numerical information becomes a predetermined value in the second performance until when the numerical information becomes a predetermined value in the first performance is shorter than a first time from when the numerical information becomes a predetermined value in the second performance until when the numerical information becomes a predetermined value in the first performance, The game board is disposed in front of the image display device, The image display area of the image display device is visible through an opening formed in the game board, When the game board is viewed from the front, a part of the game board overlaps with an end area of the image display area, The image display device is capable of displaying a specific image in the end area overlapping with the game board, The presentation control means is capable of executing a notice presentation for notifying a transition to a game stop state, and then executing a display indicating that the game is in the game stop state. Therefore, since the specific image can be seen even if it is displayed in the edge area overlapping with the game board, it is not necessary to display the specific image in an area other than the edge area, and the display area of the image other than the specific image can be increased. Therefore, the visibility of the image other than the specific image can be improved, and the gameability can be improved.
[0009] (Means 2) In Means 1, a reserved memory means capable of storing information regarding the variable display of the identification information as reserved memory, The image display means is capable of displaying a hold display corresponding to a hold memory as the specific image. This can improve the visibility of images other than the hold display, which attracts less attention, and can improve gameplay.
[0010] (Means 3) In means 1 or 2, The image display means includes: It is possible to perform variable display of performance identification information corresponding to the variable display of identification information, It is possible to display reduced identification information, which is reduced in size compared to the presentation identification information, as the specific image. Therefore, since the reduced identification information is a display associated with the presentation identification information, even if the reduced identification information is displayed in the edge area, it is possible to prevent the progress of the game from being hindered. Therefore, it is possible to ensure the visibility of the presentation identification information by widening the display area, thereby improving gameplay.
[0011] (Means 4) In any one of means 1 to 3, The image display means includes: A first image whose display state changes upon a predetermined trigger; A second image whose display mode does not change at a predetermined opportunity; The second image can be displayed as the specific image. Therefore, while the second image can be viewed even as the game progresses, the first image changes as the game progresses, so playability can be improved by widening the display area of the first image to ensure visibility of the first image. [Brief description of the drawings]
[0012] [Figure 1] FIG. 1 is a front view of a pachinko machine. [Diagram 2] FIG. 2 is a rear view of the pachinko machine. [Diagram 3]1 is a front view showing a game board unit installed in a pachinko machine. [Figure 4] 2 is an enlarged front view showing a portion of the game board unit. FIG. [Diagram 5] FIG. 13 is an explanatory diagram showing the positional relationship between the game board and the image. [Figure 6] FIG. 2 is an explanatory diagram showing the line of sight of a player playing a game. [Figure 7] FIG. 13 is a diagram showing an example of a display image displayed on the gaming machine. [Figure 8] FIG. 13 is a diagram showing an example of a display image displayed on the gaming machine. [Figure 9] FIG. 2 is a block diagram showing various electronic devices equipped in a pachinko machine. [Figure 10] 13 is a flowchart (1 / 2) illustrating an example of a procedure for a reset start process. [Figure 11] 13 is a flowchart (2 / 2) illustrating an example of a procedure for a reset start process. [Figure 12] 11 is a flowchart specifically illustrating an example of a procedure for a power interruption occurrence check process. [Figure 13] 13 is a flowchart illustrating an example of a procedure for an interrupt management process. [Figure 14] 13 is a flowchart showing an example of a procedure for a ball difference management process. [Figure 15] 13 is a flowchart showing an example of a procedure for a ball difference calculation process. [Figure 16] A diagram showing the relationship between the "actual ball difference," the "calculation ball difference," and the "transmission ball difference." [Figure 17] 13 is a flowchart showing an example of a procedure for managing a ball difference limiting device. [Figure 18] A flowchart showing an example of the procedure for processing difference ball related performance commands management. [Figure 19] 13 is a flowchart showing an example of a procedure for performance control processing. [Figure 20] 13 is a flowchart showing an example of the procedure for managing effects related to a ball difference limiting device. [Figure 21]This is a diagram showing examples of the first performance being executed alone, the second performance being executed alone, the third performance being executed alone, and the third performance being executed simultaneously with the display of a two-dimensional code. [Figure 22] An explanatory diagram showing the contents of each display associated with the calculation of the difference in balls. [Figure 23] 13 is a flowchart showing an example of the procedure for operating memory performance management processing. [Figure 24] 13 is a flowchart showing an example of a procedure for processing performance pattern management. [Diagram 25] 13 is a flowchart showing an example of the procedure for pre-processing of the performance pattern change. [Figure 26] 13 is a flowchart illustrating an example of a procedure for an operation detection validating process. [Figure 27] This is an explanatory diagram (1 / 4) showing the transition of a type of preview image. [Figure 28] This is an explanatory diagram (2 / 4) showing the transition of a type of preview image. [Figure 29] This is an explanatory diagram (3 / 4) showing the transition of a type of preview image. [Diagram 30] FIG. 4 is an explanatory diagram (4 / 4) showing the transition of a type of preview image. [Diagram 31] FIG. 4 is an explanatory diagram showing an example of operation timing of a vibration motor. [Diagram 32] FIG. 11 is an explanatory diagram showing an example of output timing of a stop sound. [Diagram 33] FIG. 11 is an explanatory diagram showing an example of output timing of a stop sound. [Diagram 34] FIG. 11 is an explanatory diagram showing an example of output timing of a stop sound. [Diagram 35] FIG. 11 is an explanatory diagram showing an example of output timing of a stop sound. [Diagram 36] FIG. 11 is an explanatory diagram (1 / 3) showing the transition of the presentation image of the timer presentation. [Figure 37] FIG. 2 is an explanatory diagram (2 / 3) showing the transition of the presentation image of the timer presentation. [Figure 38] FIG. 3 is an explanatory diagram showing the transition of the presentation image of the timer presentation (3 / 3). [Figure 39]FIG. 13 is an explanatory diagram showing the update timing of the timer display shown in the timer performance. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0013] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0014] FIG. 1 is a front view of a pachinko gaming machine (hereinafter, abbreviated as "pachinko machine") 1. FIG. 2 is a rear view of the pachinko machine 1. The pachinko machine 1 uses game balls as a game medium, and a player borrows game balls from an amusement facility operator to play with the pachinko machine 1. In playing with the pachinko machine 1, each game ball is a medium having game value, and the privilege (profit) that the player enjoys as a result of playing can be converted into game value based on, for example, the number of game balls that the player has acquired. The overall configuration of the pachinko machine 1 will be described below with reference to FIG. 1 and FIG. 2.
[0015] The pachinko machine 1 of this embodiment transitions to a game stop state (also called a shot limit) when the difference obtained by subtracting the number of fired balls (game balls fired by the firing device) from the number of prize balls (game balls paid out by winning into a winning hole or the like) and foul balls (game balls fired by the firing device but returned without reaching the play area) exceeds a predetermined upper limit number (95,000 in this embodiment). Note that the prize balls are game balls paid out by winning into a winning hole or the like. The foul balls are game balls fired by the firing device but returned without reaching the play area. The fired balls are game balls fired by the firing device in response to handle operation.
[0016] [Overall configuration] The main body of the pachinko machine 1 mainly comprises an outer frame unit 2, an integrated door unit 4 (glass frame, window frame), and an inner frame assembly 7 (plastic frame, gaming machine frame). When viewed from the front facing the player, the integrated door unit 4 is located at the very front. The inner frame assembly 7 is located on the rear side (rear side) of the integrated door unit 4, and the outer frame unit 2 is arranged so as to surround the outside of the inner frame assembly 7.
[0017] The outer frame unit 2 is a structure made by combining wood and metal materials into a vertically long rectangle, and this outer frame unit 2 is fixed to an island facility (not shown) in the playground using fasteners such as screws. Note that in the vertically long rectangular outer frame unit 2, wood is used for the sections corresponding to the top and bottom short sides, and metal is used for the sections corresponding to the left and right long sides.
[0018] The integrated door unit 4 has a structure in which the tray unit 6 is integrated at its lower position. The integrated door unit 4 and the inner frame assembly 7 are attached to the island equipment via the outer frame unit 2, and each of them operates to open and close via a hinge mechanism (not shown). The opening and closing axis of the hinge mechanism (not shown) extends vertically along the left end when viewed from the front of the pachinko machine 1.
[0019] A unified lock unit 7a is provided on the inside of the right edge of the inner frame assembly 7 when viewed from the front in Fig. 1 (the left edge in Fig. 2). Correspondingly, locking devices (not shown) are also provided on the right edges (back sides) of the integrated door unit 4 and the outer frame unit 2. As shown in Fig. 1, when the integrated door unit 4 and the inner frame assembly 7 are closed relative to the outer frame unit 2, the unified lock unit 7a on the back side, together with the locking device, disables the opening of the integrated door unit 4 and the inner frame assembly 7.
[0020] In addition, a cylinder lock 6a with a keyhole is provided on the right edge of the tray unit 6. For example, when an arcade manager inserts a special key into the keyhole and turns the cylinder lock 6a clockwise, the unified lock unit 7a is activated, enabling the opening of the integrated door unit 4 together with the inner frame assembly 7. When the entire assembly is opened from the outer frame unit 2 to the front side (moved like a door), the back side of the pachinko machine 1 is exposed at the front side.
[0021] On the other hand, when the cylinder lock 6a is turned counterclockwise, the inner frame assembly 7 remains locked and only the integrated door unit 4 is unlocked, allowing the integrated door unit 4 to be opened. When the integrated door unit 4 is opened to the front, the game board unit 8 is directly exposed, and in this state the manager of the game center can remove any obstacles such as balls getting stuck on the board. Also, when the integrated door unit 4 is opened, the receiving tray unit 6 is also opened to the front.
[0022] The pachinko machine 1 also includes the above-mentioned game board unit 8 as a game unit. The game board unit 8 is supported by the above-mentioned inner frame assembly 7 behind (inside) the integrated door unit 4. The game board unit 8 can be attached to and detached from the inner frame assembly 7, for example, with the integrated door unit 4 open to the front side. The integrated door unit 4 has a vertically oval window 4a formed in its center, and a glass unit (without reference number) is attached inside this window 4a. The glass unit is, for example, a combination of two transparent plates (glass plates) cut to match the shape of the window 4a. The glass unit is attached to the back side of the integrated door unit 4 via a mounting tool (not shown). A game area 9a (board surface, game board) is formed on the front side of the game board unit 8, and this game area 9a can be viewed by a player from the front side through the window 4a. When the integrated door unit 4 is closed, a space is formed between the inner surface of the glass unit and the board surface through which game balls can flow down.
[0023] The receiving tray unit 6 is generally shaped to protrude from the integral door unit 4 to the front side, and an upper tray 6b is formed on its upper surface. This upper tray 6b can store game balls (loan balls) lent to the player and game balls (prize balls) acquired by winning. In addition, a lower tray 6c is formed in the receiving tray unit 6 at a lower position of the upper tray 6b. This lower tray 6c stores game balls that are further paid out when the upper tray 6b is full. Note that the pachinko machine 1 of this embodiment is a model that is connected to a card unit, and game balls borrowed by the player are paid out to the receiving tray unit 6 (upper tray 6b or lower tray 6c) from the payout device unit 172 on the back side separately from prize balls.
[0024] A game operation unit 6d is provided on the upper surface of the tray unit 6, and a ball loan button 10 operated to receive loaned game balls and a return button 12 operated to return valuable media (e.g., magnetic recording media, media with built-in memory IC, etc.) inserted into the card unit are arranged on the game operation unit 6d. When a player operates the ball loan button 10 with valuable media inserted into a card unit (not shown), game balls are loaned out in a number (e.g., 125 balls) corresponding to a predetermined degree unit (e.g., 5 degrees). For this reason, a degree display unit (not shown) is arranged on the upper surface of the game operation unit 6d, and the degree display unit displays the remaining degree of the valuable media inserted into the card unit. The player can receive the return of the valuable media with remaining degree by operating the return button 12. In this embodiment, a game machine connected to a card unit is exemplified, but the pachinko machine 1 may be a cash machine (a game machine not connected to a card unit).
[0025] In addition, a volume control button 13a and a light amount control button 13b are provided on the side of the game operation unit 6d. Both the volume control button 13a and the light amount control button 13b are formed in a vertically elongated rectangular shape, and are configured so that their upper and lower ends can be pressed. When the upper end of the volume control button 13a is pressed, the volume of the sound output from the speakers 54a to 54c can be increased, and when the lower end of the volume control button 13a is pressed, the volume of the sound output from the speakers 54a to 54c can be decreased. Similarly, when the upper end of the light amount control button 13b is pressed, the light amount of the frame lamps 46, 50 can be increased, and when the lower end of the light amount control button 13b is pressed, the light amount of the frame lamps 46, 50 can be decreased.
[0026] A handle unit 16 is installed at the lower right of the tray unit 6. A player can operate the launch control board set 174 by operating this handle unit 16, and launch (throw) a game ball (ball launching device) toward the play area 9a (see FIG. 3). The launched game ball rises from the lower edge of the play board unit 8 along the left edge, and is guided by an outer band (not shown) and thrown into the play area 9a. A large number of obstacle nails and windmills (no reference numbers in the figure) are arranged in the play area 9a, and the thrown game ball flows down the play area 9a while being guided and guided by the obstacle nails and windmills. The configuration of the play area 9a (board surface, play board) will be described further below with reference to another drawing.
[0027] [Front frame configuration] A lens unit 47 and an upper right illumination unit 49 are installed as components for the performance in the integrated door unit 4. Of these, a frame lamp 46 is incorporated in the lens unit 47, and a right-side frame lamp 50 is incorporated in the upper right illumination unit 49.
[0028] The above-mentioned various frame lamps 46, 50 perform effects, for example, by emitting light (lighting or blinking, changing brightness gradation, changing color tone, etc.) from built-in LEDs. Also, speakers 54a to 54d are built into each integrated door unit 4. These speakers 54a to 54d output sound effects, background music, voices, etc. (general sound) to perform effects.
[0029] In addition, a performance button 45 is provided in front of the upper tray 6b in the center of the receiving tray unit 6. By pressing and operating this performance button 45, the player can switch the performance content (for example, the background screen displayed on the liquid crystal display 42), or generate some kind of performance (pre-notice performance, probability increase performance, promotion performance during a big win, etc.) during the change of the pattern, during the confirmation display of the big win, or during the big win game.
[0030] Furthermore, a jog dial 45a (operation input receiving means, rotary selector) is provided around the effect button 45 so as to surround the effect button 45. The player can change the effect content displayed on the liquid crystal display 42, for example, by rotating the jog dial 45a.
[0031] In this embodiment, when the display result of the special symbol changing display is indicated during the process of changing the special symbol display while playing the game, the effect button 45, the ball loan button 10, the return button 12, the volume adjustment button 13a, and the light intensity adjustment button 13b can be vibrated.
[0032] [Back side configuration] 2, the back side of the pachinko machine 1 is provided with a power supply control unit 162, a main control board unit 170, a payout device unit 172, a flow path unit 173, a launch control board set 174, a payout control board unit 176, a back cover unit 178, etc. In addition, the back side of the pachinko machine 1 is provided with various electronic devices (including a control computer, not shown) that constitute the power supply system and control system of the pachinko machine 1, an external terminal board 160, a power cord (power plug) 164, a ground wire (ground terminal) 166, connection wiring, etc., not shown.
[0033] The payout device unit 172 has, for example, a prize ball tank 172a and a prize ball case (no reference number), of which the prize ball tank 172a is installed on the upper edge (back side) of the inner frame assembly 7 and can store game balls supplied from a supply path (not shown). The game balls stored in the prize ball tank 172a are guided to the prize ball case through an upper prize ball gutter (not shown). The flow path unit 173 guides the game balls sent out from the payout device unit 172 toward the receiving tray unit 6 on the front side.
[0034] In addition, the external terminal board 160 is for connecting the pachinko machine 1 to external electronic equipment (e.g., a data display device, a hall computer, etc.), and various external information signals indicating the game progress status and maintenance status of the pachinko machine 1 (e.g., winning ball information, door opening information, number of pattern determination information, jackpot information, starting hole information, etc.) are output from this external terminal board 160 to the external electronic equipment.
[0035] The power cord 164 is connected to a power supply (e.g., AC 24V) installed in an island facility of an amusement arcade, for example, to secure the power source (electricity) necessary for the operation of the pachinko machine 1. The earth wire 166 is connected to an earth terminal also installed in the island facility, to secure the earth (ground) of the pachinko machine 1.
[0036] [Game board unit configuration] FIG. 3 is a front view showing the game board unit 8 alone. The game board unit 8 includes a game board 9 as a base, and a game area 9a is formed on the front side of the game board 9. The game board 9 is made of, for example, a transparent resin plate, and a design is applied to a part of it. Specifically, the design is colored or patterned. The part of the game board 9 other than the part to which the design is applied is transparent. Therefore, when the game board 9 is viewed from the front, the back of the game board 9 can be seen through the transparent part of the game board 9. In this embodiment, the game board 9 is designed so that the part other than the design part is transparent, but the entire game board 9 may be transparent.
[0037] In addition, when the game board unit 8 is fixed to the inner frame assembly 7, the front surface of the game board 9 is parallel to the glass unit. On the front surface of the game board 9, the above-mentioned game area 9a is formed inside a launch rail (no reference number) that is installed in a substantially circular shape.
[0038] The left part of the play area 9a is a first play area (hereinafter also referred to as a left hitting area) used in a normal play state (non-time-saving state), and the right part of the play area 9a is a second play area (hereinafter also referred to as a right hitting area) used in an advantageous play state (big win play state, small win play state, time-saving state). In this embodiment, the non-time-saving state may be referred to as a non-time-saving state, and the time-saving state may be referred to as a time-saving state.
[0039] At the top of the game area, a guide passage 18 is formed to guide the game balls shot toward the top of the game area 9a to the right hitting area.
[0040] Also, within the game area 9a, a start gate 20, a normal winning port 22, a first start winning port 26, a variable start winning device 28, a variable winning device 30, etc. are distributed and installed.
[0041] Among these, the normal winning hole 22 is located on the left side of the play area 9a. The first start winning hole 26 is located in the center of the lower part of the play area 9a. The start gate 20, the variable start winning device 28, and the variable winning device 30 are located on the right side of the play area 9a.
[0042] Then, as the game ball is launched into the game area 9a, it may enter the first start winning port 26 or the normal winning port 22 as it flows downstream, pass through the start gate 20, or enter the variable start winning device 28 when activated or the variable winning device 30 when opened.
[0043] Then, game balls that pass through the start gate 20, and game balls that enter the normal winning port 22, the first start winning port 26, the variable start winning device 28, and the variable winning device 30 are collected on the back side of the game board unit 8 through through holes formed in the game board (the plywood material, transparent board, etc. that constitutes the game board unit 8).
[0044] Here, in this embodiment, due to the configuration of the game area 9a (board surface), when making a game ball enter the first start winning port 26 or the normal winning port 22, it is necessary to hit the game ball into the left hitting area within the game area 9a (performing a so-called "left hit").
[0045] On the other hand, when making a game ball enter the start gate 20, the variable start winning device 28, or the variable winning device 30, it is necessary to hit the game ball into the right hit area in the game area 9a (performing a so-called "right hit").
[0046] An activation lottery (regular symbol lottery) is held when the game ball passes through the start gate 20. The variable start winning device 28 is activated when a predetermined activation condition is met (when the regular symbol lottery is won and the regular symbol is displayed in a winning state for a predetermined stop display time).
[0047] The variable start winning device 28 is provided with a plate-shaped opening and closing member 28a. The opening and closing member 28a can move back and forth in the front and rear directions relative to the board surface, for example, by the action of a link mechanism using a solenoid (not shown). In a normal state, the opening and closing member 28a is stored inside the board surface of the game board 9. At this time, it is difficult for a game ball to enter the second start winning port 28b of the variable start winning device 28, and the game ball flows downstream without rolling on the upper surface of the opening and closing member 28a. Then, when the variable start winning device 28 is operated, the opening and closing member 28a is in a state of protruding forward of the board surface (i.e., the player side). The opening and closing member 28a is inclined from the right side to the left in the figure. In addition, the second start winning port 28b is provided on the left side of the opening and closing member 28a. Then, when the opening and closing member 28a protrudes, the game ball rolls on the upper surface of the opening and closing member 28a and is guided to the second start winning port 28b. This reduces the difficulty of the game ball entering the second start winning port 28b of the variable start winning device 28 when the opening / closing member 28a is protruded, making it possible for the game ball on the opening / closing member 28a to enter the second start winning port 28b.
[0048] The variable winning device 30 operates when a specified condition is satisfied (when the special symbol is stopped and displayed in the form of a big win or when the special symbol is stopped and displayed in the form of a small win).
[0049] The variable winning device 30 is provided with a plate-shaped opening / closing member 30a. The opening / closing member 30a can move back and forth in the front and rear directions relative to the board surface, for example, by the action of a link mechanism using a solenoid (not shown). In a normal state, the opening / closing member 30a protrudes from the board surface of the game board 9 toward the player. At this time, the game balls roll on the upper surface of the opening / closing member 30a, so the game balls cannot flow into the variable winning device 30. Then, when the variable winning device 30 is activated, the opening / closing member 30a is drawn into the inside of the board surface, and the game balls can flow into the variable winning device 30. When the game balls flow into the variable winning device 30, it becomes possible to enter the game balls into the large winning opening 30b provided in the variable winning device 30. In the following, the large winning opening 30b may be simply referred to as the large winning opening.
[0050] Here, a count switch 84 is provided in the variable winning device 30 to detect a gaming ball that has entered the variable winning device 30 (i.e., the large winning port 30b), and a specific area (V winning port) switch 85a and a non-specific area (non-V winning port) switch 85b are provided side by side downstream of the count switch 84. The specific area switch 85a and the non-specific area switch 85b are composed of sensors through which the gaming ball can pass. The passing area of the gaming ball in the specific area switch 85a is the specific area 30c, and the passing area of the gaming ball in the non-specific area switch 85b is the non-specific area 30d.
[0051] Then, the game balls that enter (win) inside the variable winning device 30 are sorted into either the specific area 30c or the non-specific area 30d. The game balls that pass through the specific area 30c or the non-specific area 30d are collected on the back side of the game board unit 8 through the through hole on the further downstream side.
[0052] In addition, the entry (advancement) of a game ball into each winning port or winning device is also called a "winning". In particular, the entry into the start winning port (first start winning port, second start winning port) is also called a start winning.
[0053] In this embodiment, when a game ball enters the normal winning hole 22, six prize balls are paid out. When a game ball enters the first start winning hole 26 or the second start winning hole 28b, one prize ball is paid out. When a game ball enters the big winning hole 30b, fifteen prize balls are paid out.
[0054] A liquid crystal display 42 (image display) is installed in the game board unit 8, and various effect images including effect patterns corresponding to special patterns are displayed on the liquid crystal display 42. Specifically, in the center of the image display area of the liquid crystal display 42, for example, in synchronization with the variable display of the first special pattern and the variable display of the second special pattern, a plurality of types of effect patterns (such as patterns showing numbers, etc.) different from the special patterns are displayed. Here, in synchronization with (in other words, in parallel with) the variable display of the first special pattern, the variable display of the second special pattern, and the variable display of the normal pattern, the effect patterns are displayed (for example, scrolled up and down or updated) in each of the effect pattern display areas 42L, 42C, and 42R of "left", "middle", and "right". In other words, the variable display of the effect patterns is performed in each of the effect pattern rows of "left", "middle", and "right". In this embodiment, the performance pattern that is displayed in a variable manner in the performance pattern display area 42L may be referred to as the left pattern, the performance pattern that is displayed in a variable manner in the performance pattern display area 42C may be referred to as the middle pattern, and the performance pattern that is displayed in a variable manner in the performance pattern display area 42R may be referred to as the right pattern.
[0055] Also, for example, a display area for displaying a reserved display corresponding to a variable display whose execution is on hold is provided at the bottom end of the image display area of the liquid crystal display 42. In this example, a first reserved display area 42a for displaying a reserved display corresponding to a variable display of a first special pattern, and a second reserved display area 42b for displaying a reserved display corresponding to a variable display of a second special pattern are provided.
[0056] The number of reserved variable displays is also called the reserved memory number or the operating memory number. The reserved memory number corresponding to the first special symbol is also called the first reserved memory number or the first operating memory number, and the reserved memory number corresponding to the second special symbol is also called the second reserved memory number or the second operating memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number or the total operating memory number.
[0057] Furthermore, a mini-pattern display area 42c is provided at the right end of the image display area of the liquid crystal display 42 for displaying mini-patterns which correspond to the special patterns and are smaller than the performance patterns.
[0058] In addition, at the right end of the image display area of the liquid crystal display 42, a first reserved memory number display area 42d is provided for displaying the reserved memory number corresponding to the first special pattern, and a second reserved memory number display area 42e is provided for displaying the reserved memory number corresponding to the second special pattern.
[0059] In addition, at the left end of the image display area of the liquid crystal display 42, a variation number display area 42f is provided for displaying the remaining number of variations in the time-saving state described later.
[0060] In addition, decorative parts 40a, 40b are provided between the liquid crystal display 42 and the game board 9. The upper part 40a is arranged so as to cover the upper end of the image display area of the liquid crystal display 42. Therefore, even if an image is displayed on the upper end of the image display area of the liquid crystal display 42, it cannot be seen. Therefore, no image is displayed in this portion. In addition, the part 40b covers a part of the lower end of the image display area of the liquid crystal display 42, but does not cover all of the image display area at the lower end. Therefore, a hold display can be displayed in the image display area at the lower end.
[0061] In addition, an outlet 32 is formed in the game area 9a, and game balls that do not enter (win) in the various winning holes are eventually collected through the outlet 32 to the back side of the game board unit 8. In addition, all game balls shot into the game area 9a, including game balls that enter the normal winning hole 22, the first start winning hole 26, the second start winning hole 28b, and the variable winning device 30, are collected to the back side of the game board unit 8. The collected game balls are discharged outside the frame from the back side of the pachinko machine 1 through an out passage assembly (not shown), and further merge with the supply path of the island equipment (not shown).
[0062] In addition, the "variable display" of the special symbol means, for example, a variable display of multiple types of special symbols (the same applies to the normal symbol). The variations 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 variation of the special symbol or the normal symbol described below, multiple types of special symbols or normal symbols are updated and displayed. In the variation of the performance symbol described below, multiple types of performance symbols are scrolled or updated, or one or more performance symbols are transformed or enlarged / reduced. In addition, the variation 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 below). In addition, the variable display may be expressed as a variable display or a variation.
[0063] FIG. 4 is an enlarged front view showing a part of the game board unit 8 (the lower right position within the window 4a).
[0064] The game board unit 8 is provided with, for example, a normal pattern display device 33 and a normal pattern operation memory lamp 33a in the lower right position within the window 4a, as well as a first special pattern display device 34, a second special pattern display device 35, a first special pattern operation memory lamp 34a, a second special pattern operation memory lamp 35a and a game status display device 38.
[0065] Among these, the normal pattern display device 33, for example, alternately lights two lamps (LEDs) to display normal patterns, and stops displaying normal patterns by lighting or turning off the lamps. In this embodiment, the probability of winning is 1 in 1, so the winning pattern always stops. The normal pattern operation memory lamp 33a displays the number of memories, for example, 0 to 4, by a combination of turning off, lighting, and blinking of the two lamps (LEDs). For example, in a display mode in which both lamps are turned off, the number of memories is 0, in a display mode in which one lamp is turned on, the number of memories is 1, in a display mode in which the same one lamp is blinked, the number of memories is 2, in a display mode in which one lamp is blinked and another lamp is turned on, the number of memories is 3, and in a display mode in which both lamps are blinked, the number of memories is 4. In this embodiment, two lamps (LEDs) are used, but the normal pattern operation memory lamp 33a may be configured using four lamps (LEDs). In this case, the number of operating memories can be indicated by the number of lit lamps.
[0066] Each time the game ball passes through the start gate 20, the normal symbol operation memory lamp 33a increases by one (up to a maximum of four) to remember that a pass has occurred, which triggers the operation lottery, and decreases by one each time the normal symbol starts to change due to the pass. In this embodiment, if the normal symbol operation memory lamp 33a is not lit (the number of memories is 0), the display mode does not change even if the game ball passes through the start gate 20 when the normal symbol is already in a state where it can start to change (when the stop display is displayed). In other words, the number of memories (maximum of four) represented by the display mode of the normal symbol operation memory lamp 33a represents the number of passes in which the normal symbol has not yet started to change at that point in time.
[0067] In addition, the first special symbol display device 34 and the second special symbol display device 35 can display the change state and the stop state of the special symbol by, for example, a 7-segment LED (with dots) (symbol display means, first symbol display means, second symbol display means). In addition, the special symbol display devices 34, 35 may be in the form of a geometric (for example, circular) arrangement of a plurality of dot LEDs. In this embodiment, the first special symbol display device 34 is used to display the change of the special symbol, since the first special symbol and the second special symbol do not change simultaneously. And the second special symbol display device 35 is used to display the change of the normal symbol. And the normal symbol of the type determined by lottery is displayed as stopped by the second special symbol display device 35. The change display by the second special symbol display device 35 is performed in synchronization with the change display by the normal symbol display device 33.
[0068] In addition, the first special symbol operation memory lamp 34a and the second special symbol operation memory lamp 35a each display a memory number of 0 to 4 by a display mode consisting of a combination of turning off, turning on, and blinking of two lamps (LEDs), for example (memory number display means). For example, a display mode in which both lamps are turned off displays a memory number of 0, a display mode in which one lamp is turned on displays a memory number of 1, a display mode in which the same one lamp is blinking displays a memory number of 2, a display mode in which one lamp is blinking and another lamp is turned on displays a memory number of 3, and a display mode in which both lamps are blinking displays a memory number of 4, and so on.
[0069] The first special symbol operation memory lamp 34a changes to a display mode after increasing by one (up to a maximum of four) each time a game ball enters the first start winning hole 26, in order to remember that a ball has entered, and changes to a display mode after decreasing by one each time the special symbol starts to vary with the ball entering. The second special symbol operation memory lamp 35a changes to a display mode after increasing by one (up to a maximum of four) each time a game ball enters the second start winning hole 28b, in order to remember that a ball has entered, and changes to a display mode after decreasing by one each time the special symbol starts to vary with the ball entering. In this embodiment, when the first special symbol operation memory lamp 34a is not lit (the number of memories is 0), the display mode does not change even if a game ball enters the first start winning hole 26 when the first special symbol is already in a state where it can start to vary (when the stop display is displayed). In addition, when the second special symbol operation memory lamp 35a is not lit (the number of memories is 0), the display state does not change even if a game ball enters the second start winning hole 28b when the second special symbol is already in a state where it can start to change (when the stop display is displayed). In other words, the number of memories (maximum 4) represented by the display state of each special symbol operation memory lamp 34a, 35a represents the number of balls that have entered the hole before the first special symbol or the second special symbol has started to change at that point in time.
[0070] The game status display device 38 includes five LEDs corresponding to, for example, big win type display lamps 38a, 38b, small win display lamp 38c, time-saving state display lamp 38e, and launch position designation lamp 38f. In this embodiment, the above-mentioned normal symbol display device 33, normal symbol operation memory lamp 33a, first special symbol display device 34, second special symbol display device 35, first special symbol operation memory lamp 34a, second special symbol operation memory lamp 35a, and game status display device 38 are mounted on a single integrated display board 90 and attached to the game board unit 8.
[0071] 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 the normal symbol). 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 below, multiple types of special symbols or normal symbols are updated and displayed. In the change of the performance symbol described below, multiple types of performance symbols are scrolled or updated, or one or more performance 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 below). In addition, the variable display may be expressed as a variable display or a change.
[0072] [Outline of game progress] The game states of the pachinko machine 1 include a normal state (non-time-saving state) and a time-saving state in which the probability of winning is the same as in the normal state, but the variable efficiency of the special symbols is improved compared to the normal state. In this embodiment, the special symbols may be abbreviated as "special symbols" and the normal symbols may be abbreviated as "normal symbols." In addition, the first special symbol may be abbreviated as "special symbol 1," and the second special symbol may be abbreviated as "special symbol 2."
[0073] In the pachinko machine 1, when the game state is the normal state, it is advantageous for the player to perform a firing operation (so-called left-hit operation) aiming at the left of the game area 9a. The normal state is a state in which the pachinko machine 1 is controlled in the same manner as the initial setting state (for example, when a system reset is performed and a predetermined return process is not executed after power-on). In the normal state, when the player performs a left-hit operation by rotating the handle unit 16 provided in the pachinko machine 1 and the game ball enters the first start winning hole 26, the first special symbol display device 34 starts to display the varying first special symbol.
[0074] In addition, if the game ball enters the start winning port during the period when the special pattern changing display is being executed, or during the period when the game is controlled to a big win game state or a small win game state (when a start winning occurs but the special pattern changing display based on the start winning cannot be executed immediately), the execution of the special pattern changing display based on the winning will be suspended up to a specified upper limit number (for example, 4).
[0075] Based on the results of the internal lottery, if the jackpot symbol is displayed as a stop in the first special symbol display, it is a "jackpot", and if a small jackpot symbol different from the jackpot symbol is displayed as a stop, it is a "small jackpot". Also, if a miss symbol is displayed as a stop, it is a "miss". However, if the jackpot symbol is displayed as a stop in the first special symbol display, it will not be a "small jackpot".
[0076] After the display result of the first special symbol variation display becomes "jackpot", the game is controlled to a jackpot game state, which is an advantageous state for the player. In the jackpot game state, the player rotates the handle unit 16 of the pachinko machine 1 to perform a right-hit operation.
[0077] In the jackpot game state, the large prize winning opening 30b formed by the variable prize winning device 30 is opened in a predetermined manner. This open state continues until the earlier of a predetermined period (e.g., 29 seconds) has elapsed or the number of game balls entering the large prize winning opening 30b reaches a predetermined number (e.g., 10). The predetermined period is the upper limit period during which the large prize winning opening 30b can be opened in one round, and is also referred to as the upper limit period of opening hereinafter. Such a cycle in which the large prize winning opening 30b is opened is called a round (round game). In the jackpot game state, the round can be repeatedly executed until the predetermined upper limit number of times is reached.
[0078] In the jackpot gaming state, the player can get prize balls (for example, 15 balls) by making the gaming ball enter the big prize opening 30b. Therefore, the jackpot gaming state is advantageous for the player. The more rounds in the jackpot gaming state, and the longer the upper limit period for opening, the more advantageous it is for the player.
[0079] 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, etc.) are prepared, and the jackpot type is set according to these. As the jackpot type, there may be a jackpot type in which many prize balls can be obtained, and a jackpot type in which few or almost no prize balls can be obtained.
[0080] After the jackpot game state ends, the time-saving state may be controlled depending on the jackpot type. In this embodiment, the time-saving state is controlled for all jackpots. When the jackpot game ends and the game state is controlled to the time-saving state, it is advantageous for the player to perform a firing operation (right-hit operation) aiming at the right side of the game area. When the player performs a right-hit operation by rotating the handle unit 16 provided in the pachinko machine 1, and the game ball passes through the start gate 20, the normal pattern display device 33 starts displaying the normal pattern variation. In addition, if the game ball passes through the start gate 20 during the period during which the previous normal pattern variation display is being performed (if the game ball passes through the start gate 20 but the normal pattern variation display based on the passing cannot be immediately performed), the normal pattern variation display based on the passing is reserved up to a predetermined upper limit number (for example, 4).
[0081] In this variable display of normal symbols, if a 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 (a losing symbol) is displayed, the display result of the normal symbol will be "normal losing". When it becomes "normal winning", control is performed to operate the variable start winning device 28 for a predetermined period of time.
[0082] In the time-saving state, the probability of a "normal winning" in the variable display of the normal pattern is the same as in the normal state (non-time-saving state), but the opening period of the second start winning port 28b when the variable display of the normal pattern becomes a "normal winning" may be longer than in the non-time-saving state. Specifically, in this embodiment, the protruding mode of the second start winning port 28b includes a short opening in which the game ball can be guided to the second start winning port 28b for an extremely short time so that the game ball cannot win, and a long opening that protrudes longer than the short opening and can guide the game ball to the second start winning port 28b for a long time so that multiple game balls can win. And, in the non-time-saving state, there is only a short opening, but in the time-saving state, there is a long opening. As a result, it is impossible to enter the game ball into the variable start winning device 28 in the normal state, but it is possible to enter the game ball into the variable start winning device 28 in the time-saving state. Furthermore, in the time-saving state, the time for which the normal pattern is displayed change is also shorter than in the non-time-saving state.
[0083] When the long opening is performed, multiple game balls can be entered into the second start winning hole 28b, so the reserved memory of the second special symbol is more likely to occur. Also, in the time-saving state, the variation time of the special symbol is shorter than in the normal state. Therefore, in the time-saving state, the long opening makes it easier for game balls to enter the second start winning hole 28b than in the normal state, and the variation time of the special symbol is shorter than in the normal state, so the special symbol is more likely to be displayed in a variable manner than in the normal state.
[0084] The time-saving state continues until a predetermined end condition is met, such as the execution of a predetermined number of special symbol variable displays. The end condition, which is the execution of a predetermined number of special symbol variable displays, is also called a number-cut (number-cut probability change, etc.).
[0085] In addition, when the player rotates the handle unit 16 provided on the pachinko machine 1 to perform a right-hit operation and the game ball enters the second start winning port 28b, the second special pattern display device 35 begins to display the changing second special pattern.
[0086] Based on the result of the internal lottery, if the jackpot symbol is displayed as a stop in the variable display of the second special symbol, it is a "jackpot", and if a small jackpot symbol different from the jackpot symbol is displayed as a stop, it is a "small jackpot". Also, if a losing symbol different from the jackpot symbol or small jackpot symbol is displayed as a stop, it is a "miss".
[0087] After the display result of the variable display of the second special symbol becomes "jackpot", the game state is controlled to a jackpot game state, which is an advantageous state for the player. In the jackpot game state, the game is played in the same manner as described above.
[0088] In addition, after the display result of the variable display of the second special symbol becomes "small win", the game state is controlled to a small win game state, which is an advantageous state for the player.
[0089] In the small win game state, the large prize opening 30b formed by the variable prize winning device 30 is opened in a predetermined manner. The open state continues until either a predetermined period (e.g., 29 seconds) has elapsed or the number of game balls entering the large prize opening 30b reaches a predetermined number (e.g., 10), whichever comes first. In the small win game state, only one round can be played.
[0090] Then, when the game ball that entered the big prize winning hole 30b passes through a specific area in the small win game state, the game state is controlled to the big win game state after the small win game state ends. At this time, the small win game state is the first round, and the big win game state starts from the second round.
[0091] On the other hand, when the gaming ball that entered the big winning opening 30b passes through the non-specific area, the small win gaming state ends without progressing to a big win gaming state.
[0092] After the small win game state ends without being controlled to the big win game state, the game state is not changed, and the game state is continuously controlled to the game state before the display result of the variable display of the special pattern becomes "small win".
[0093] In this embodiment, the jackpot of the first special symbol is a two-round jackpot with the number of rounds being "2". Also, when the first special symbol develops from a small jackpot to a jackpot, the number of rounds develops to a 10-round jackpot with the number of rounds being "10" (hereinafter, the small jackpot may be referred to as a 10-round small jackpot). Also, the jackpot of the second special symbol is a two-round jackpot with the number of rounds being "2" and a six-round jackpot with the number of rounds being "6". Also, when the second special symbol develops from a small jackpot to a jackpot, the number of rounds develops to a 10-round jackpot with the number of rounds being "10". In addition, the opening time of the large prize winning hole 30b is set so that it is difficult to get a game ball to enter the large prize winning hole 30b in the two-round jackpot of the second special symbol.
[0094] Then, when the time-saving state is entered after the end of a 2-round big win or 10-round small win of the first special pattern, the time-saving state ends when the total number of times Special Pattern 1 changes and the number of times Special Pattern 2 changes reaches 108, or when the number of times Special Pattern 2 changes reaches 100.
[0095] In addition, when the time-saving state is entered after the end of a two-round jackpot of the second special pattern, the time-saving state ends when the total number of times Special Pattern 1 changes and the number of times Special Pattern 2 changes reaches 10,008, or when the number of times Special Pattern 2 changes reaches 10,000.
[0096] In addition, when the time-saving state is entered after the end of a 6-round big win or 10-round small win of the second special pattern, the time-saving state ends when the total number of times Special Pattern 1 changes and the number of times Special Pattern 2 changes reaches 108, or when the number of times Special Pattern 2 changes reaches 100.
[0097] [Progress of the production, etc.] In the pachinko machine 1, various effects are executed according to the progress of the game. The effects are executed by displaying various effect images on the liquid crystal display .
[0098] As an effect executed according to the progress of the game, in the "left", "center", and "right" effect pattern display areas provided on the liquid crystal display 42, the effect pattern change display starts in response to the start of the first special pattern change display or the second special pattern change display, or the normal pattern change display. At the timing when the display result (also called the fixed special pattern) is displayed in a static manner in the first special pattern change display or the second special pattern change display, the fixed effect pattern (combination of three effect patterns) which is the display result of the effect pattern change display is also displayed in a static manner. Similarly, at the timing when the display result (also called the fixed normal pattern) is displayed in a static manner in the normal pattern change display, the fixed effect pattern (combination of three effect patterns) which is the display result of the effect pattern change display is also displayed in a static manner.
[0099] During the period from when the display of the performance symbols starts to end, the display of the performance symbols may be in a predetermined reach mode. Here, the reach mode refers to a mode in which the display of the performance symbols that have not yet been stopped and displayed continues to be changed when the performance symbols that have been stopped and displayed on the screen of the liquid crystal display 42 constitute a part of the big win combination or small win combination described later.
[0100] In addition, a reach performance is executed in response to the above-mentioned reach state being reached during the display of the varying performance symbols. In the pachinko machine 1, a plurality of types of reach performance are executed, which have different rates of "big win" (also called big win reliability or big win expectation rate) or "small win" (also called small win reliability or small win expectation rate) of the display result (the display result of the varying display of the special symbol or the display result of the varying display of the performance symbol) depending on the performance state. The reach performance includes, for example, a normal reach and a super reach, which has a higher big win reliability than a normal reach.
[0101] In this embodiment, the first special symbol and the second special symbol can be displayed simultaneously in parallel, but in the normal state, the first special symbol is displayed corresponding to the first special symbol, and in the time-saving state, the second special symbol is displayed corresponding to the second special symbol. Also, the mini symbol and the fourth symbol are displayed regardless of the game state.
[0102] When the display result of the special symbol variation display is "jackpot", a confirmed performance symbol that is a predetermined jackpot combination is derived as the display result of the performance symbol variation display on the screen of the liquid crystal display 42 (the display result of the performance symbol variation display is "jackpot"). For example, the same performance symbol (for example, "7") is displayed stopped on a predetermined effective line in the performance symbol display areas of "left", "center", and "right".
[0103] When the display result of the special symbol variation display is a "small win", a fixed performance pattern (for example, "1 3 5") that is a predetermined small win combination is derived as the display result of the performance symbol variation display on the screen of the liquid crystal display 42 (the display result of the performance symbol variation display is a "small win"). For example, performance patterns that constitute chance eyes are displayed stopped on predetermined effective lines in the "left", "center", and "right" performance symbol display areas 42L, 42C, and 42R.
[0104] When the display result of the special symbol changing display is a "miss," the mode of the changing display of the performance symbol does not become a reach mode, and the display result of the changing display of the performance symbol may display a fixed performance symbol of a non-reach combination (also called a "non-reach miss") (the display result of the changing display of the performance symbol becomes a "non-reach miss"). Also, when the display result is a "miss," after the mode of the changing display of the performance symbol becomes a reach mode, the display result of the changing display of the performance symbol may display a fixed performance symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination (the display result of the changing display of the performance symbol becomes a "reach miss").
[0105] The effects that the pachinko machine 1 can execute include displaying a reserved display or a display during a variable display. In addition, as other effects, for example, a preview effect that predicts the reliability of a big win is executed during the variable display of the effect pattern. The preview effects include a preview effect that predicts the reliability of a big win in the variable display being executed, and a look-ahead preview effect that predicts the reliability of a big win in the variable display before execution (variable display whose execution is pending). As a look-ahead preview effect (hereinafter, sometimes referred to as a look-ahead effect), an effect that changes the display mode of the variable display corresponding display (reserved display or active display) to a mode different from normal may be executed.
[0106] In addition, in the liquid crystal display 42, a pseudo consecutive performance may be executed in which a single changing display appears to be multiple changing displays by temporarily stopping the changing display of the performance pattern and then resuming the changing display.
[0107] During the jackpot game state, a jackpot game performance is executed to notify the jackpot game state. As the jackpot game performance, a performance to notify the number of rounds or a promotion performance to indicate that the value of the jackpot game state will increase may be executed. Also, during the small win game state, a small win game performance to notify the small win game state is executed. In addition, a common performance may be executed during the small win game state and the jackpot game state in some jackpot types (a jackpot type in a jackpot game state of a similar aspect to the small win game state, for example, a jackpot type in which the game state after that is a high probability state) so that the player cannot know whether the current state is a small win game state or a jackpot game state. In such a case, a common performance may be executed after the end of the small win game state and after the end of the jackpot game state so that the player cannot distinguish whether the current state is a high probability state or a low probability state.
[0108] Also, for example, when the variable display of the special symbols is not being executed, a demo (demonstration) image is displayed on the liquid crystal display 42.
[0109] [Regarding the position of the image and the game board] Next, the positional relationship between the image displayed on the liquid crystal display 42 and the game board 9 will be described with reference to FIG.
[0110] As shown in FIG. 5, the image displayed from the liquid crystal display 42 includes a performance pattern 43. The performance pattern 43 is displayed in the central area of the image display area of the liquid crystal display 42. The performance pattern 43 includes, for example, three performance patterns, a left performance pattern 43L, a center performance pattern 43C, and a right performance pattern 43R, which are displayed in a left, center, and right order on the screen of the liquid crystal display 42. Each performance pattern represents, for example, the numbers "1" to "9." Here, the left performance pattern 43L, the center performance pattern 43C, and the right performance pattern 43R all form a pattern row in which the numbers are arranged in descending order from "9" to "1." Such a pattern row is displayed in a changing manner so as to flow (scroll) vertically in the left, center, and right areas on the screen, respectively.
[0111] The first reserved display area 42a and the second reserved display area 42b in the lower end area of the image display area of the liquid crystal display 42 display reserved displays (with reference symbols M1 and M2 in the figure) showing the reserved memory number of the first special symbol and the second special symbol, respectively. These reserved displays M1 and M2 can be displayed when the performance symbol is subject to change, and the displayed number of each indicates the reserved memory number of the corresponding first special symbol and second special symbol, and the displayed number increases or decreases in conjunction with the change in the reserved memory number during play.
[0112] In addition, to make it easier to visually distinguish between the hold displays M1 and M2, the hold display M1 corresponding to the first special pattern is displayed, for example, as a circle (○), and the hold display M2 corresponding to the second special pattern is displayed, for example, as a star (☆).
[0113] In the example of Figure 5, all four reserve indicators M1 are lit to indicate that the number of reserved memories of the first special pattern is four, and all reserve indicators M2 are lit to indicate that the number of reserved memories of the second special pattern is four.
[0114] In addition, the first reserved memory number display area 42d and the second reserved memory number display area 42e in the right end area of the image display area of the liquid crystal display 42 display the reserved memory number of the first special pattern in numbers as the first reserved memory number display 44a, and the reserved memory number of the second special pattern in numbers as the second reserved memory number display 44b. Furthermore, a mini pattern 44c is displayed in the mini pattern display area 42c in the right end area of the image display area of the liquid crystal display 42. This mini pattern 44c is the "fourth performance pattern" following the left, center, and right performance patterns, and is displayed in a variable manner in synchronization with the variable display of the special patterns.
[0115] In addition, a variation count display area 42f in the left end area of the image display area of the liquid crystal display 42 displays a variation count display 51 indicating the remaining number of times the pattern will vary in the time-saving state. In this embodiment, the variation count display 51 displays "Time-saving remaining XXX times." In other words, the variation count display 51 is composed of a change display 51a (XXX times remaining) whose display mode changes when the special pattern variation display is performed as the game progresses, and a non-change display 51b (time-saving) whose display mode does not change when the special pattern variation display is performed as the game progresses.
[0116] Also, a performance image 48 is displayed in the approximate center of the image display area of the liquid crystal display 42 (such as the display area of the performance pattern 43 and the area around it). For example, a preview performance image is displayed when a preview performance that predicts the jackpot reliability is executed. Preview performance images include preview performance images that predict the jackpot reliability in the variable display currently being executed, and pre-read preview performance images that predict the jackpot reliability in the variable display before execution (variable display whose execution is pending). Pre-read preview performance images include images that change the display mode of the reserved displays M1 and M2 to a mode different from normal, and performance images that are displayed separately from the reserved displays M1 and M2.
[0117] In this embodiment, when a player looks at the transparent portion of the game board 9 (a portion other than the portion with the design) from the front in a normal playing position, there is a portion where the transparent portion of the game board 9 overlaps with an end region of the image display region of the liquid crystal display 42. Specifically, the transparent portion of the game board 9 overlaps with the first reserved display region 42a, the second reserved display region 42b, the mini symbol display region 42c, the second reserved memory count display region 42e, and the change count display region 42f.
[0118] As mentioned above, the first hold display area 42a displays a part of the hold display M1 and the hold display M2, the second hold display area 42b displays the second hold memory count display 44b, the mini pattern display area 42c displays the mini pattern 44c, the second hold memory count display area 42e displays the second hold memory count display 44b, and the change count display area 42f displays the change count display 51.
[0119] As a result, the transparent portion of the game board 9 is superimposed on a part of the reserved display M1, a part of the reserved display M2, a part of the second reserved memory number display 44b, a part of the mini pattern 44c, and a part of the change count display 51. In the change count display 51, the game board 9 is superimposed on the "time reduction" portion, whose display state does not change as the game progresses.
[0120] Although the transparent portion of the game board 9 has transparency, it is difficult for the player playing at the adjacent seat to see the reserved display M1, reserved display M2, second reserved memory number display 44b, mini pattern 44c, and change count display 51 superimposed on the game board 9. This allows the player to play without feeling the inconvenience of being unable to concentrate on the game because other players can see the image on the liquid crystal display 42.
[0121] On the other hand, the transparent portion of the game board 9 does not overlap with the effect pattern 43 or the effect image displayed in the approximate center of the image display area of the liquid crystal display 42. In this way, the game board 9 does not overlap with important images related to the result of the internal lottery, so the progress of the game is not impeded.
[0122] In addition, a part of the reserved display M1 and the reserved display M2 can be displayed in the edge area overlapping with the transparent part of the game board 9. This improves the visibility of images other than the reserved display, which is less noticeable, and improves gameplay.
[0123] In addition, it is possible to display mini-patterns 44c in a smaller size than the performance pattern 43 in the edge area overlapping the transparent portion of the game board 9. As a result, since the mini-patterns 44c are a display that accompanies the performance pattern 43, the progress of the game can be prevented from being hindered even if the mini-patterns 44c are displayed in the edge area. Therefore, it is possible to ensure the visibility of the performance pattern 43 by widening the display area of the performance pattern 43, and the game playability can be improved.
[0124] Also, it is possible to display a change display 51a (XXX times remaining) whose display mode changes when a special symbol is displayed as the game progresses, and a non-change display 51b (time-saving) whose display mode does not change when a special symbol is displayed as the game progresses. And, it is possible to display a non-change display 51b (time-saving) whose display mode does not change when a special symbol is displayed as the game progresses in an end area overlapping with a transparent part of the game board 9. As a result, the non-change display 51b can be confirmed even as the game progresses, but the change display 51a changes as the game progresses, so that the display area of the change display 51a is widened to ensure the visibility of the change display 51a, thereby improving the playability.
[0125] [About the player's gaze] FIG. 6 shows an example of the line of sight of a player when playing a game.
[0126] As shown in FIG. 6, in this embodiment, the game board 9 is disposed in front of the LCD display 42, and gimmicks 40a, 40b are provided between the LCD display 42 and the game board 9, so that the LCD display 42 and the game board 9 are disposed with a predetermined distance between them in the front-to-back direction.
[0127] When the player N assumes a playing posture and plays the game, the player N can easily see the liquid crystal display 42 arranged at the back side and can easily see the edge area where the transparent part of the game board 9 overlaps. Therefore, even if the specific images (reserved display M1, reserved display M, second reserved memory number display 44b, mini pattern 44c, change count display 51) are displayed in the edge area of the image display area of the liquid crystal display 42 that overlaps with the game board 9, the specific images can be seen directly. Therefore, the convenience when playing the game is not reduced.
[0128] As described above, by displaying the performance pattern 43 and performance image 48 in the central area of the image display area of the liquid crystal display 42, which is larger than the edge areas that overlap with the transparent parts of the game board 9, the pachinko machine P can be appealed not only to the player playing the game, but also to players playing nearby.
[0129] Furthermore, by displaying specific images that do not need to appeal to surrounding players in the edge area overlapping the game board 9 which can only be seen by the player playing the game, it is possible to ensure sufficient display area for the performance patterns 43 and performance images 48 while preventing the transparency of the game board 9 from impeding the visibility of the specific images overlapping the game board 9.
[0130] Furthermore, among the variation count displays 51, the changing display 51a, whose display mode changes as the game progresses, can be displayed in an area that does not overlap with the game board 9, thereby making it possible to appeal to the development of the game not only to the player playing the game but also to surrounding players. On the other hand, the non-changing display 51b, whose display mode does not change as the game progresses, attracts little attention from surrounding players, so by displaying it in an edge area that overlaps with the game board 9, a sufficient central area can be secured for displaying the performance pattern 43 and the performance image 48.
[0131] The specific image may be configured as a changing display, the display mode of which changes in response to the operation of the effect button 45, and a non-changing display, the display mode of which does not change even when the effect button 45 is operated. In this case, the change display can also appeal to surrounding players as to the progress of the game.
[0132] [Hit-WIN function] In the pachinko machine 1 of this embodiment, game history information can be obtained from the pachinko machine 1 using an information terminal owned by the player (a mobile phone, PDA (Personal Digital Assistant), personal computer, notebook personal computer, or other electronic device that can use a Web browser and is a terminal that can establish communication with a server).
[0133] Here, the "game history information" is classified into information specific to the machine type and information common to all machines. The information specific to the machine type is information related to reach effects, advance notice effects, big win effects, number of pattern changes, type of big win, missions achieved, number of big role draws, number of big wins, number of prize balls acquired, number of consecutive wins (number of consecutive big wins within a specified period), type of character set by the player, level value, experience value, etc. The information common to all machines is information related to point values that are given according to each of the above game history information and can be exchanged for prizes, benefits that can be used on the information terminal or during play, etc.
[0134] Then, the player, for example, inputs the game history information from the start to the end of the game in any pachinko machine 1 into the player's own information terminal, and transmits it to the server for storage. The player can also check the game history information stored in the server in this way on the information terminal. A series of functions executed in such a gaming system is called the "hit-win function" in this embodiment.
[0135] In this embodiment, the liquid crystal display 42 not only displays effect images that correspond to the progress of the game, but also displays two-dimensional codes that include predetermined information in response to the player's operation.
[0136] Here, the "two-dimensional code" refers to, for example, a QR code (registered trademark) or a password consisting of character and numeric data. In this embodiment, as described later, a QR code is described as a two-dimensional code, but instead of the QR code, a one-dimensional code such as a barcode or a character and numeric string may be used.
[0137] In the pachinko machine 1, game history information corresponding to game processing is added and accumulated (cumulated). For example, the experience value is preset according to the game state (high probability game state, low probability game state, time-saving game state, non-time-saving game state described later) when the internal lottery is performed, the variable pattern number (reach state, etc.), the type of special symbol, the specific content of the executed variable performance, etc., and the experience value corresponding to the game processing is added and accumulated. The level value is set to increase by "1" when a certain number of experience values are accumulated, and the level value is added and accumulated according to the added and accumulated experience values. Such experience values and level values can be used, for example, as various parameters indicating the growth of the character set by the player.
[0138] In addition, the player can access the server through an information terminal to obtain various benefits. For example, the player can obtain benefits from the server, such as strategies for the pachinko machine 1, undisclosed information, basic specifications of the pachinko machine 1, ringtones such as melodies and sounds related to the pachinko machine 1, incoming call images, music, wallpaper, icons, and other information.
[0139] [Image displayed on pachinko machine 1 using the WIN function] Next, an example of a display image displayed on the liquid crystal display 42 of the pachinko machine 1 will be described with reference to Figures 7 and 8. Note that the display control in Figures 7 and 8 is performed by the performance control CPU 126, which will be described later.
[0140] When the player operates the effect button 45 while the demo display is being performed on the pachinko machine 1, the "Play-Win Menu" screen is displayed on the liquid crystal display 42, as shown in Fig. 7(a). This "Play-Win Menu" displays at least the following menu items: "New Registration", "Password Input", "Quick Start", "Trial Play", "End Play", and "Back".
[0141] When "New Registration" is selected by operating the effect button 45 and the jog dial 45a in the "Hit-WIN Menu", a first two-dimensional code including the URL of the server is generated in the pachinko machine 1. Then, as shown in FIG. 7(b), the generated first two-dimensional code is displayed on the liquid crystal display 42 in the pachinko machine 1.
[0142] By reading this first two-dimensional code with an information terminal and accessing the server, the Da-WIN function can be pre-registered (newly registered).
[0143] Furthermore, when "Enter password" is selected in the "Hit-WIN menu" by operating the effect button 45 and the jog dial 45a, an input screen for entering a password is displayed as shown in FIG. 8(a).
[0144] On this input screen, the password issued by the server can be input by operating the effect button 45 and the jog dial 45a, and when the password is input, a game using the hit-win function by password input is started.
[0145] In a game using the Hit-WIN function by inputting a password, player-specific information that identifies the player is registered in advance in the server, and the password issued by the server is acquired by the pachinko machine 1 to allow the player to play using the Hit-WIN function. In a game using the Hit-WIN function by inputting a password, character information and custom setting information for effects that the player has set on the server are stored, and the performance mode is changed based on the character information and custom setting information.
[0146] In addition, when "QUICK START" is selected in the "HIT-WIN MENU" by operating the effect button 45 and the jog dial 45a, a game using the HIT-WIN function by quick start is started.
[0147] In a game using the Hit-WIN function by quick start, it is assumed that player-specific information for identifying the player has been registered in advance in the server, and the player is allowed to play using the Hit-WIN function without having the server issue a password.
[0148] In addition, when "trial play" is selected by operating the effect button 45 and the jog dial 45a in the "Hit-WIN menu", a game using the Hit-WIN function by trial play is started.
[0149] In the Hit-WIN function by trial play, the player can play using the Hit-WIN function without registering the player's unique information in advance in the server. After the game using the Hit-WIN function is over, the player's unique information is registered in the server, and the game history information accumulated in the game using the Hit-WIN function is stored in association with the registered player's unique information.
[0150] Furthermore, when "End Game" is selected by operating the effect button 45 and the jog dial 45a in the "Hit-WIN Menu", the pachinko machine 1 generates a second two-dimensional code including the game history information stored in the pachinko machine 1 and the URL of the server. Then, as shown in Fig. 8(b), the pachinko machine 1 displays the generated second two-dimensional code on the liquid crystal display 42.
[0151] By reading this second two-dimensional code with an information terminal and transmitting the game history information contained in the second two-dimensional code to a server, game history information relating to the effects of the pachinko machine 1 can be accumulated in the server.
[0152] Then, according to the game history information stored in the server, a point value that can be exchanged for a prize, a benefit that can be used on the information terminal or during a game, etc. can be accumulated. That is, according to the game history information stored in the server, a prize, a benefit that can be used on the information terminal or during a game, etc. can be obtained.
[0153] In addition, when "Back" is selected in the "Hit-WIN Menu" by operating the effect button 45 and the jog dial 45a, the "Hit-WIN Menu" screen is erased from the liquid crystal display 42.
[0154] [Control configuration] Next, the configuration relating to the control of the pachinko machine 1 will be described. Fig. 9 is a block diagram showing various electronic devices equipped in the pachinko machine 1. The pachinko machine 1 is equipped with a main control device 70 (main control computer) which is the center of control operations, and this main control device 70 mainly has the function of controlling the progress of the game in the pachinko machine 1. The main control device 70 is built into the main control board unit 170.
[0155] The main control device 70 is also equipped with a circuit board (main control board) on which the main control CPU 72, which is a central processing unit, is mounted, and the main control CPU 72 is configured as an LSI that integrates semiconductor memories such as a ROM 74 and a RAM (RWM) 76 together with a CPU core and a register (not shown). The main control device 70 is also equipped with a random number generator 75 and a sampling circuit 77. Of these, the random number generator 75 generates hardware random numbers (for example, 0 to 65535 in decimal notation) for determining whether or not a special symbol lottery is a big win and for determining whether or not a normal symbol lottery is a win, and the random numbers generated here are input to the main control CPU 72 through the sampling circuit 77. In addition, the main control device 70 is equipped with an input / output (I / O) port 79 and peripheral ICs such as a clock generating circuit and a counter / timer circuit (CTC) (not shown), which are mounted on the circuit board together with the main control CPU 72. Signal transmission paths, power supply paths, control buses, and the like are formed as wiring patterns on the circuit board (or on the inner layer portion).
[0156] The above-mentioned start gate 20 is integrally provided with a gate switch 78 for detecting the passage of a game ball. The game board unit 8 is also provided with a first start winning port switch 80 corresponding to the first start winning port 26, a second start winning port switch 82 corresponding to the second start winning port 28b, a large winning port switch 83 corresponding to the variable winning device 30, a specific area switch 85a corresponding to the specific area of the variable winning device 30, and a non-specific area switch 85b corresponding to the non-specific area of the variable winning device 30.
[0157] The first start winning hole switch 80 detects the entry of a game ball into the first start winning hole 26, and the second start winning hole switch 82 detects the entry of a game ball into the second start winning hole 28b. When a game ball is detected by the first start winning hole switch 80 or the second start winning hole switch 82, a predetermined number of game balls (1 ball) are paid out as prize balls based on the detection information.
[0158] In addition, the reserved memory (operation memory) generated in the first start winning port 26 or the second start winning port 28b as information regarding the variable display of the special symbol is stored in the RAM 76 up to a maximum of four. The main control CPU 72 refers to the RAM 76, and if there is a reserved memory, it reads the reserved memory and executes the variable display of the special symbol or executes the process of sending a corresponding command to the performance control CPU 126.
[0159] In addition, the large prize opening switch 83 is for counting the number of balls that enter the variable prize winning device 30 (large prize opening 30b). When the large prize opening switch 83 detects a game ball, a predetermined number of game balls (for example, 15 balls) are paid out as prize balls based on the detection information.
[0160] The specific area switch 85a is for detecting that the game ball has entered the specific area 30c of the variable winning device 30. The non-specific area switch 85b is for detecting that the game ball has entered the non-specific area 30d of the variable winning device 30.
[0161] Similarly, the game board unit 8 is provided with a normal winning hole switch 81 that detects the entry of a game ball into the normal winning hole 22. When a game ball is detected by the normal winning hole switch 81, a predetermined number (6) of game balls are paid out as prize balls based on this detection information.
[0162] When detection signals are input from the first start winning port switch 80, the normal winning port switch 81, the second start winning port switch 82, and the large winning port switch 83, the main control CPU 72 sets (stores) the prize balls corresponding to the various winning ports in the RAM 76. When multiple signals are input, the total value is set as the number of prize balls.
[0163] In addition, a performance display monitor 95 is connected to the main control CPU 72. The performance display monitor 95 is provided on the rear surface of the game board 9. The main control CPU 72 causes the performance display monitor 95 to display registered setting values, base ratios, and error numbers according to the types of errors.
[0164] The winning detection signals of these switches are input to the main control CPU 72 via an input / output driver (not shown). Due to the configuration of the game board unit 8, in this embodiment, the detection signals from the gate switch 78, the normal winning port switch 81, the big winning port switch 83, the specific area switch 85a, and the non-specific area switch 85b are transmitted via a panel relay terminal board 87, and the panel relay terminal board 87 is provided with wiring patterns, connection terminals, etc. for relaying the winning detection signals.
[0165] The above-mentioned normal symbol display device 33, normal symbol operation memory lamp 33a, first special symbol display device 34, second special symbol display device 35, first special symbol operation memory lamp 34a, second special symbol operation memory lamp 35a, and game status display device 38 are controlled in display operation based on a control signal from the main control CPU 72. The main control CPU 72 outputs control signals to these display devices 33, 34, 35, 38 and lamps 33a, 34a, 35a according to the progress of the game, and controls the lighting state of each LED. In addition, these display devices 33, 34, 35, 38 and lamps 33a, 34a, 35a are installed in the game board unit 8 in a state where they are mounted on one integrated display board 90 as described above, and a control signal is transmitted from the main control CPU 72 to this integrated display board 90 via the panel relay terminal board 87.
[0166] The game board unit 8 is also provided with a normal electric accessory solenoid 88 corresponding to the variable start winning device 28, and a large winning port solenoid 89 corresponding to the variable winning device 30. These solenoids 88, 89 operate (excite) based on control signals from the main control CPU 72, and respectively open and close (operate) the variable start winning device 28 and the variable winning device 30. Note that control signals are also transmitted from the main control CPU 72 to these solenoids 88, 89 via the panel relay terminal board 87.
[0167] In addition, a glass frame opening switch 91 is provided on the integrated door unit 4, and a plastic frame opening switch 93 is provided on the inner frame assembly 7. When the integrated door unit 4 is closed alone, a contact signal (close signal) from the glass frame opening switch 91 is input to the main control device 70 (main control CPU 72), and when the inner frame assembly 7 is closed from the outer frame unit 2, a contact signal (close signal) from the plastic frame opening switch 93 is input to the main control device 70 (main control CPU 72). The main control CPU 72 can detect the closed state of the integrated door unit 4 and the inner frame assembly 7 from these contact signals (close signals).
[0168] When the main control CPU 72 detects that either the integrated door unit 4 or the inner frame assembly 7 is open without receiving a close signal, it generates a door open information signal as an external information signal, and generates an open command to be sent to the performance control CPU 126. When the main control CPU 72 detects that both the integrated door unit 4 and the inner frame assembly 7 are closed due to receiving a close signal, it generates a door close information signal as an external information signal, and generates a close command to be sent to the performance control CPU 126.
[0169] In addition, a magnetic sensor 86 is connected to the main control CPU 72. The magnetic sensor 86 of this embodiment detects the strength of the magnetic field around the pachinko machine 1, and when the strength of the detected magnetic field exceeds an initially set threshold, the main control CPU 72 detects that so-called magnet cheating (a fraudulent act of manipulating game balls using a magnet) has occurred.
[0170] In this embodiment, the magnetic sensor 86 is provided on the back side of the game board 9. When the magnetic sensor 86 is provided on the back side of the game board 9, it is arranged in the vicinity of the plate material (e.g., plywood or acrylic plate) constituting the game board 9, so that it is easy to detect magnetism from a magnet or the like brought close to the game board 9. For example, when the magnetic sensor 86 is provided on the back side of the game board 9, it is easy to detect magnetism on the front side of the game board 9 by providing the magnetic sensor 86 directly on the plate material constituting the game board 9, compared to the case where the magnetic sensor 86 is provided at a predetermined distance away from the plate material constituting the game board 9.
[0171] In the magnetic sensor 86 of this embodiment, the main control CPU 72 executes the initial setting when the power is turned on, and sets a reference value (for example, "0") that takes into account the surrounding magnetic field. If the value that has changed from this reference value exceeds a certain value (threshold value), an error is generated. Therefore, the surrounding magnetic field environment at the time of turning on the power affects the setting of the reference value that is set in the initial setting. For this reason, as described later, the initial setting is performed in a constant state of the surrounding magnetic field environment (for example, geomagnetism, motor, solenoid). Specifically, when the state in which both the integrated door unit 4 and the inner frame assembly 7 are closed continues for a predetermined time (2.5 s in this example), the initial setting is performed and the reference value is set. In addition, when 0.5 s has elapsed after the initial setting of the magnetic sensor 86 has been completed, that is, when the state in which both the integrated door unit 4 and the inner frame assembly 7 are closed continues for a specific time (3.0 s in this example), the performance control CPU 126 performs the initial operation of the movable body 40.
[0172] A reset switch 73 is connected to the main control CPU 72. The main control CPU 72 clears the RAM when the power is turned on with the reset switch 73 pressed, and does not clear the RAM when the power is turned on with the reset switch 73 not pressed.
[0173] In addition, the main control CPU 72 is connected to a foul ball sensor 71a, an out switch 71b, and a shot ball sensor 71c.
[0174] The foul ball sensor 71a detects a game ball that has been shot by the launching device but has returned without reaching the play area. Such a returning game ball is called a foul ball (returned ball).
[0175] The out switch 71b is disposed in an out passage on the back side of the game board 9, and game balls that enter various winning holes or the out hole 32 are guided to the out passage and detected by the out switch 71b.
[0176] The shot ball sensor 71c detects the game ball shot by the shot device.
[0177] A payout control device 92 is provided on the back side of the pachinko machine 1. This payout control device 92 (payout control computer) controls the operation of the payout device unit 172 described above. The payout control device 92 is provided with a circuit board (payout control board) on which a payout control CPU 94 is mounted, and this payout control CPU 94 is also configured as an LSI that integrates semiconductor memories such as ROM 96 and RAM 98 together with a CPU core (not shown). The payout control device 92 (payout control CPU 94) controls the operation of the payout device unit 172 based on a prize ball instruction command from the main control CPU 72, and executes the payout operation of the requested number of game balls. The main control CPU 72 generates a prize ball information signal as an external information signal together with the prize ball instruction command.
[0178] A payout motor 102 (e.g., a stepping motor, payout means) and a payout device board 100 are installed in a prize ball case (not shown) of the payout device unit 172, and a drive circuit for the payout motor 102 is provided on the payout device board 100. The payout device board 100 specifically controls the rotation angle of the payout motor 102 based on a payout number instruction signal from the payout control device 92 (payout control CPU 94), and causes the designated number of game balls to be paid out from the prize ball case. The paid-out game balls are sent to the receiving tray unit 6 through a payout flow path in the flow path unit 173.
[0179] In addition, for example, a payout path ball out switch 104 is installed at the upstream position of the prize ball case, and a payout counting switch 106 is installed at the downstream position of the payout motor 102. Whenever a prize ball is actually paid out by driving the payout motor 102, a counting signal from the payout counting switch 106 is input to the payout device board 100. In addition, when a ball out occurs at the upstream position of the prize ball case, a contact signal from the payout path ball out switch 104 is input to the payout device board 100. The payout device board 100 transmits the input counting signal and contact signal to the payout control device 92 (payout control CPU 94). The payout control CPU 94 can detect the actual number of payouts and the ball out state based on the signal received from the payout device board 100.
[0180] In addition, the pachinko machine 1 is provided with a full tank switch 161, for example, inside the lower tray 6c (at the rear position when viewed from the front of the pachinko machine 1). The prize balls (game balls) that are actually dispensed are discharged to the upper tray 6b through the flow path unit 173, but when the upper tray 6b is filled with game balls, the game balls dispensed beyond that flow into the lower tray 6c as described above. Furthermore, when the lower tray 6c is filled with game balls, the full tank switch 161 is turned ON, and a full tank detection signal is input to the payout control CPU 94. In response to this, even if the payout control CPU 94 receives a prize ball instruction command from the main control CPU 72, it temporarily suspends any further prize ball operation, and stores the number of remaining prize balls that have not been paid out in the RAM 98. The memory in the RAM 98 can be backed up even when the power is turned off, so that the information on the number of remaining prize balls that have not been paid out will not be lost even if a power outage (including a momentary power outage) occurs during a game.
[0181] In addition, a launch solenoid 110 is installed together with a launch control board 108 on the back side of the pachinko machine 1. In addition, a ball feed solenoid 111 is provided in the receiving tray unit 6. The launch control board 108, the launch solenoid 110, and the ball feed solenoid 111 constitute the above-mentioned launch control board set 174, and among them, the launch control board 108 is provided with a drive circuit for the launch solenoid 110 and the ball feed solenoid 111. Among them, the ball feed solenoid 111 performs an operation of sending out the game balls stored in the receiving tray unit 6 one by one to a predetermined launch position in the launcher case. In addition, the launch solenoid 110 strikes the game balls sent out to the launch position, and performs an operation of continuously (intermittently) shooting out the game balls one by one toward the game area 9a as described above. The launch interval of the game balls is, for example, about 0.6 seconds (within 100 balls per minute).
[0182] Meanwhile, the handle unit 16 located on the front side of the pachinko machine 1 is provided with a firing lever volume 112, a touch sensor 114, and a firing stop switch 116. Of these, the firing lever volume 112 generates an analog signal proportional to the amount of operation of the firing handle by the player (so-called stroke). The touch sensor 114 detects that the player's body is touching the handle unit 16 (firing handle) from a change in capacitance, and outputs a detection signal. And the firing stop switch 116 generates a firing stop signal (contact signal) in response to the player's operation.
[0183] A launch relay terminal board 118 is installed in the tray unit 6, and each signal from the launch lever volume 112, the touch sensor 114, and the launch stop switch 116 is sent to the launch control board 108 via the launch relay terminal board 118. In addition, a drive signal from the launch control board 108 is applied to the ball feed solenoid 111 via the launch relay terminal board 118. When a player operates the launch handle, an analog signal (which may be an encoded digital signal) is generated in the launch lever volume 112 according to the amount of operation, and the launch solenoid 110 is driven based on this signal. This adjusts the strength of the game ball to be shot according to the amount of operation by the player. The drive circuit of the launch control board 108 stops driving the launch solenoid 110 when the detection signal from the touch sensor 114 is off (low level) or when a launch stop signal is input from the launch stop switch 116. In addition, a gaming ball etc. lending device connection terminal board 120 is connected to the launch relay terminal board 118, and if a card unit is not connected to this gaming ball etc. lending device connection terminal board 120, the drive circuit of the launch control board 108 also stops driving the launch solenoid 110.
[0184] The tray unit 6 also has a built-in point display board 122 and a lending and return switch board 123. The point display board 122 is provided with a display (three-digit seven-segment LED) for the point display section. The lending and return switch board 123 is also equipped with a switch module connected to the ball lending button 10 and the return button 12, respectively. When the ball lending button 10 or the return button 12 is operated, the operation signal is transmitted from the lending and return switch board 123 to the card unit via the game ball etc. lending device connection terminal board 120. The card unit also transmits a point signal indicating the remaining points of the valuable medium to the point display board 122 via the game ball etc. lending device connection terminal board 120. A display circuit (not shown) on the point display board 122 drives the display based on the point signal and numerically displays the remaining points of the valuable medium. In addition, if no valuable medium is inserted into the card unit, or if the remaining points of the inserted valuable medium become zero, the display circuit of the point display board 122 can drive the display to display a demo (a display encouraging the insertion of valuable medium).
[0185] The pachinko machine 1 also includes a performance control device 124 (performance control computer) as a control configuration. This performance control device 124 controls the performance associated with the progress of the game in the pachinko machine 1. The performance control device 124 is also equipped with a circuit board (composite sub-control board) on which a performance control CPU 126, which is a central processing unit, is mounted. The performance control CPU 126 includes a CPU core (not shown) and semiconductor memories such as ROM 128 and RAM 130 as main memories. The performance control device 124 is provided at the rear of the pachinko machine 1 in a position covered by a rear cover unit 178.
[0186] The performance control device 124 is equipped with input / output drivers and various peripheral ICs (not shown), as well as a lamp drive circuit 132 and an audio drive circuit 134. The performance control CPU 126 controls the performance based on commands for performance sent from the main control CPU 72, and issues commands to the lamp drive circuit 132 and the audio drive circuit 134 to light up the frame lamps 46, 50 and the board lamps 53 (not shown in FIG. 3) for decoration and performance provided on the board surface of the game board 9, and to actually output sound effects, voices, and the like from the speakers 54a to 54d.
[0187] The performance control device 124 and main control device 70 are connected to each other, for example, via a communication harness (not shown). However, communication between them is only one-way, from the main control device 70 to the performance control device 124, and communication in the opposite direction is not performed. Note that the communication harness may adopt a parallel format according to the bus width of the various commands sent from the main control device 70 to the performance control device 124, or a serial format may be used according to the hardware configuration of each driver IC (I / O).
[0188] The lamp driving circuit 132 includes switching elements such as a PWM (pulse width modulation) IC and a MOSFET (not shown), and switches (or switches the duty) the driving voltage applied to various lamps including LEDs to manage their operation such as lighting, blinking, etc. The various lamps include the frame lamps 46, 50 as well as the panel lamp 53.
[0189] The audio driving circuit 134 is, for example, a sound generator incorporating a sound ROM, an audio control IC, an amplifier, and the like (not shown), and this audio driving circuit 134 drives the speakers 54a to 54d to perform audio output.
[0190] In this embodiment, a glass frame illumination board 136 is installed on the inner surface of the integrated door unit 4, and drive signals from the lamp drive circuit 132 and the audio drive circuit 134 are applied via the glass frame illumination board 136 to various frame lamps 46, 50 and speakers 54a to 54d.
[0191] Further, a performance button 45 is connected to the glass frame illumination board 136, and when a player operates the performance button 45, a contact signal is input to the performance control device 124 through the glass frame illumination board 136. Further, a jog dial 45a is connected to the glass frame illumination board 136, and when a player rotates the jog dial 45a, a rotation signal is input to the performance control device 124 through the glass frame illumination board 136. Note that, although an example in which the performance button 45 and the jog dial 45a are connected to the glass frame illumination board 136 is given here, when a receiving tray illumination board is installed, the performance button 45 and the jog dial 45a may be connected to the receiving tray illumination board.
[0192] Furthermore, the ball loan button 10, the return button 12, the volume control button 13a, and the light intensity control button 13b are connected to the glass frame illumination board 136. When the player operates these buttons, the contact signals are input to the performance control device 124 through the glass frame illumination board 136.
[0193] In this embodiment, a vibration motor 14a is provided in the upper tray 6b. The vibration motor 14a is connected to the motor control board 14b. A motor control signal from the performance control device 124 is input to the motor control board 14b. The motor control board 14b controls the driving of the vibration motor 14a based on the motor control signal. The vibration motor 14a can vibrate, for example, when suggesting the display result of the variable display of the special pattern. When the vibration motor 14a is driven, the ball loan button 10, the return button 12, the volume adjustment button 13a, the light amount adjustment button 13b, and the performance button 45 vibrate.
[0194] The performance control CPU 126 controls the display of the screens shown in Fig. 7 and Fig. 8 based on the operation of the performance button 45 and the jog dial 45a. When the hit WIN function is enabled (either by password input, quick start, or trial play), the game history information is stored in the RAM 130. When the second two-dimensional code is displayed or the power is cut off, the game history information is cleared.
[0195] In addition, a panel illumination board 138 is installed in the game board unit 8, and a movable body motor 57 is connected to this panel illumination board 138. The movable body motor 57 drives the movable body 40, for example, via a link mechanism not shown. A drive signal from the performance control CPU 126 is applied to the movable body motor 57 via the panel illumination board 138. In this embodiment, the movable body 40 does not move, so the movable body motor 57 is not used.
[0196] The liquid crystal display 42 is installed on the back side of the game board 9, and the display screen can be seen through a substantially rectangular opening formed in the game board 9. An inverter board 158 is installed on the back side of the game board unit 8, and this inverter board 158 generates AC power to be applied to the backlight (for example, a cold cathode fluorescent lamp) of the liquid crystal display 42. A performance display control device 144 is installed on the back side of the game board unit 8, and the display operation by the liquid crystal display 42 is controlled by the performance display control device 144. The performance display control device 144 is equipped with a circuit board (performance display control board) on which a display processor VDP 152 is mounted, together with a display control CPU 146 which is a general-purpose central processing unit. Of these, the display control CPU 146 is configured as an LSI in which semiconductor memories such as ROM 148 and RAM 150 are integrated with a CPU core (not shown). The VDP 152 is configured as an LSI in which semiconductor memories such as image ROM 154 and VRAM 156 are integrated with a processor core (not shown). It should be noted that the VRAM 156 can use a part of its storage area as a frame buffer.
[0197] A basic program for controlling the performance is stored in ROM 128 of the performance control CPU 126, and the performance control CPU 126 executes the control of the performance in accordance with this program. The control of the performance includes the control of the performance using the frame lamps 46, 50 and the speakers 54a-54d as described above, as well as the control of the performance by image display using the liquid crystal display 42. The performance control CPU 126 transmits basic information regarding the performance (e.g., a performance number) to the display control CPU 146, and the display control CPU 146 that receives this transmits control to display specific images for the performance based on the basic information.
[0198] The display control CPU 146 outputs a more detailed control signal to the VDP 152. The VDP 152, which has received this, accesses the image ROM 154 based on the control signal, reads out the necessary image data from there, and transfers it to the VRAM 156. Furthermore, the VDP 152 expands the image data on the VRAM 156 into a frame buffer for each frame (still image per unit time), and individually drives each pixel (full-color pixel) of the liquid crystal display 42 based on the image data buffered here.
[0199] In addition, a power supply control unit 162 (power supply control means) is provided on the back side of the inner frame assembly 7. This power supply control unit 162 has a built-in switching power supply circuit, and when it takes in external power (e.g., AC 24 V, etc.) from the island equipment through a power cord 164, it can generate the required power (e.g., DC +34 V, +12 V, etc.) from it. The power generated by the power supply control unit 162 is distributed to the main control device 70, the payout control device 92, the performance control device 124, and the inverter board 158. Furthermore, power is supplied to the launch control board 108 via the payout control device 92, and power is supplied to the card unit via the game ball etc. lending device connection terminal board 120. Note that low-voltage power (e.g., DC +5 V) for logic is generated by a power supply IC (e.g., a three-terminal regulator, etc.) built into each device. Also, as described above, the power supply control unit 162 is earthed (grounded) to the island equipment through a ground wire 166.
[0200] The external terminal board 160 is connected to the payout control device 92, and various external information signals generated by the main control device 70 (main control CPU 72) are output from the external terminal board 160 to the outside via the payout control device 92. The main control device 70 (main control CPU 72) and the payout control device 92 (payout control CPU 94) can output external information signals to the outside of the pachinko machine 1 through the external terminal board 160. The signals output from the external terminal board 160 are collected, for example, by a hall computer (not shown) in the game center. Note that, although a configuration in which signals are output via the payout control device 92 is given here as an example, a configuration in which external information signals are output directly from the main control device 70 to the external terminal board 160 may also be used.
[0201] The above is an example of the configuration regarding the control of the pachinko machine 1. Next, the control processing executed by the main control CPU 72 of the main control device 70 will be described.
[0202] [Reset start processing] When the power is turned on to the pachinko machine 1, the main control CPU 72 starts the reset start process. The reset start process is a process for adjusting the initial state of the pachinko machine 1 by restoring the game state based on the backup information saved at the time of the previous power cut (so-called power recovery) or, conversely, clearing the backup information. The reset start process is also positioned as the main process (main control program) for ensuring stable game operation of the pachinko machine 1 after adjusting the initial state.
[0203] 10 and 11 are flow charts showing an example of the procedure of the reset start process. Each step of the process performed by the main control CPU 72 will be described below.
[0204] Step S101: The main control CPU 72 first sets the top address of the stack area in the stack pointer.
[0205] Step S102: Next, the main control CPU 72 sets the vector-based interrupt mode (mode 2) and modifies the default RST-based interrupt mode (mode 0). Thereby, the main control CPU 72 can thereafter refer to any address (where the least significant bit is 0) as an interrupt vector and execute a specified interrupt handler.
[0206] Step S103: The main control CPU 72 executes standby processing at reset time. This processing is for securing a certain amount of standby time (for example, about several thousand ms) at the time of reset start (for example, power-on) and checking the main power cutoff detection signal during that time. Specifically, the main control CPU 72 sets a loop counter for the standby time and performs a bit check on the input port of the main power cutoff detection signal while decrementing the value of the loop counter. The main power cutoff detection signal is input from, for example, a power supply monitoring IC, which is a peripheral device. Then, if the main control CPU 72 confirms the input of the main power cutoff detection signal before the loop counter becomes 0, it resumes processing from the beginning. This makes it possible to protect the system when, for example, the operation of turning on and off the main power switch (not shown) is repeated within a short time (about 1 to 2 seconds).
[0207] Step S104: Next, the main control CPU 72 permits access to the work area of the RAM 76. Specifically, the RAM protect setting value of the work area is reset (00H). As a result, access to the work area of the RAM 76 is permitted thereafter.
[0208] Step S105: The main control CPU 72 also initializes a mask register to set an interrupt mask. Specifically, a value that enables the CTC interrupt is stored in the mask register.
[0209] Step S106: The main control CPU 72 refers to the input signal from the RAM clear switch that was saved earlier, and checks whether the RAM clear switch has been operated (switched ON). If the RAM clear switch has not been operated (No), the main control CPU 72 then executes step S107.
[0210] Step S107: Next, the main control CPU 72 checks whether backup information is stored in the RAM 76, that is, whether the backup validity determination flag is set. If the backup ended normally in the previous power cut-off process and the backup validity determination flag (e.g., "A55AH") is set (Yes), the main control CPU 72 then executes step S108.
[0211] Step S108: The main control CPU 72 executes a sum check on the backup information in the RAM 76. Specifically, the main control CPU 72 executes a sum check on all areas of the work area (user work area including the prohibited area and stack area) of the RAM 76, excluding the backup validity determination flag and the sum check buffer. If the result of the sum check is normal (Yes), the main control CPU 72 then executes step S109.
[0212] Step S109: The main control CPU 72 resets the backup validity determination flag (for example, to "0000H").
[0213] Step S110: The main control CPU 72 also clears any commands that were waiting to be sent immediately before the previous power outage occurred.
[0214] Step S111: Next, the main control CPU 72 executes a performance control return process. In this process, the main control CPU 72 transmits a return command (e.g., a machine type designation command, a special symbol probability state designation command, a performance command when the number of operation memories increases, a performance command when the number of operation memories decreases, a number of times counter remaining command, a special game state designation command, etc.) to the performance control device 124. In response to this, the performance control device 124 can return the performance state (e.g., the internal probability state, the display mode of the performance symbol, the performance display mode of the number of operation memories, the sound output contents, the light emission state of various lamps, etc.) that was being executed at the time of the previous power cut.
[0215] Step S112: The main control CPU 72 executes a state restoration process. In this process, the main control CPU 72 sets various values in the work area of the RAM 76 based on the backup information, and restores the game state (for example, the display mode of the special symbol, the internal probability state, the operation memory contents, the various flag states, the random number update state, etc.) that was being executed at the time of the previous power cut. In addition, the main control CPU 72 restores the backed up value of the PC register.
[0216] In addition, the display states of the display devices 33, 34, 35, 38 and the lamps 33a, 34a, 35a on the integrated display board 90 are restored to the state before the power failure if the game has not been stopped before the power failure. In addition, in this embodiment, when the game is stopped, the display of the display devices 33, 34, 35, 38 and the lamps 33a, 34a, 35a on the integrated display board 90 is stopped and all of them are turned off. In addition, the measurement of the variable display time of the special and normal symbols is stopped, and the variable display of the special and normal symbols is stopped. And, when the game was stopped before the power failure, the display contents are reset, the display pause state is released in this process, and all of them are turned on. Therefore, for example, when the game is stopped while the variable display of the symbols is being performed before the power failure, the variable display of the symbols is stopped, and the variable display is not continued after the power failure is restored.
[0217] On the other hand, if the RAM clear switch was operated when the power was turned on (step S106: Yes), if the backup validity determination flag was not set (step S107: No), or if the backup information was not normal (step S108: No), the main control CPU 72 proceeds to step S113.
[0218] Step S113: The main control CPU 72 clears the contents stored in the RAM 76 other than the prohibited area. As a result, the work area and stack area of the RAM 76 are all initialized, and even if valid backup information is stored therein, the contents are erased. Step S114: The main control CPU 72 also performs initial settings for the RAM 76.
[0219] Step S115: The main control CPU 72 executes a performance control output process. In this process, the main control CPU 72 outputs a command (a command necessary for performance control) to be sent to the performance control device 124 after the initial setting.
[0220] Step S116: The main control CPU 72 executes a payout control output process. In this process, the main control CPU 72 outputs an instruction command to the payout control device 92 to start paying out the winning balls.
[0221] Step S117: The main control CPU 72 executes a CTC initial setting process to initialize the CTC (counter / timer circuit), which is a peripheral device. In this process, the main control CPU 72 sets an interrupt vector register and also sets an interrupt count value (e.g., 4 ms) in the CTC. This allows the main control CPU 72 to continue processing from the program address of the backed up PC register when the next CTC interrupt occurs.
[0222] When the above-mentioned procedures are executed in the reset start processing, the main control CPU 72 moves to the main loop shown in FIG. 9 (connection symbol A→A).
[0223] Step S118, Step S119: The main control CPU 72 prohibits interrupts and then executes a power interruption occurrence check process. In this process, the main control CPU 72 performs a bit check on the input port of the main power interruption detection signal to monitor the occurrence of a power interruption (a drop in the driving voltage). When a power interruption occurs, the main control CPU 72 clears the output port buffers corresponding to the normal electric role solenoid 88 and the large winning port solenoid 89, etc., backs up the entire contents of the work area of the RAM 76 except for the backup validity determination flag and the sum check buffer, and saves the sum result value in the sum check buffer. Then, the main control CPU 72 stores the above-mentioned valid value (for example, "A55AH") in the backup validity determination flag area, prohibits access to the RAM 76, and stops the process (NOP). On the other hand, if a power interruption does not occur, the main control CPU 72 next executes step S120. There is also a known programming example in which the CPU executes such a process at the time of a power interruption as a non-maskable interrupt (NMI) process.
[0224] Step S120: The main control CPU 72 executes an initial value update random number update process. In this process, the main control CPU 72 increments random numbers for updating (changing) the initial values of various software random numbers. In this embodiment, various random numbers (for example, jackpot pattern random numbers, reach judgment random numbers, variation pattern determination random numbers, etc.) other than the jackpot determination random numbers (hardware random numbers) and the jackpot determination random numbers (hardware random numbers) corresponding to normal patterns are generated on the program. These software random numbers are updated by a loop counter within a predetermined range in another interrupt process (step S201 in FIG. 10), and in this process, the initial value of the loop counter (not all random numbers may be the target) is changed every time the random number value goes around once. The initial value update random numbers are used to randomly change these initial values, and in step S120, the initial value update random numbers are updated. The reason why step S120 is executed after the interrupt is prohibited in step S118 is to prevent overlap (conflict) with another interrupt management process (step S202 in FIG. 10) which executes the same process. As described above, in this embodiment, the jackpot determination random number and the win determination random number are hardware random numbers generated by the random number generator 75, and the update period is faster (e.g., several μs) than the timer interrupt period (e.g., several ms), so there is no need to update the initial values of the jackpot determination random number and the win determination random number.
[0225] Step S121, Step S122: The main control CPU 72 permits an interrupt and executes other random number update processing. The random numbers updated in this processing are software random numbers that are not related to the determination of the type of winning (win type) (reach determination random numbers, fluctuation pattern determination random numbers, etc.). This processing is performed in the remaining time when a timer interrupt occurs during the execution of the main loop and the main control CPU 72 executes another interrupt management processing (Figure 10). The contents of the interrupt management processing will be described later.
[0226] [Power outage check process] FIG. 12 is a flowchart specifically illustrating an example of the procedure of the power interruption occurrence check process. Step S130: First, the main control CPU 72 sets a condition for checking whether a power interruption has occurred. This check condition can be set, for example, as an on-counter value for checking that the main power interruption detection signal is being continuously output.
[0227] Step S132: Next, the main control CPU 72 reads the main power interruption detection switch input port and checks whether or not a main power interruption detection signal is being output (checks a specific bit). Although not shown in the figure, the main power interruption detection switch is implemented in the main control device 70, for example, and this main power interruption detection switch monitors the drive voltage supplied from the power supply control unit 162, and outputs a main power interruption detection signal when the voltage level falls below a reference voltage. The main power interruption detection switch may be built into the power supply control unit 162. When the main control CPU 72 checks that the main power interruption detection signal is not being output at the moment (No), it exits this process and returns to the reset start process (main). On the other hand, when it checks that the main power interruption detection signal is being output (Yes), the main control CPU 72 proceeds to the next step S134.
[0228] Step S134: The main control CPU 72 checks whether the above check conditions are met. Specifically, the on-counter value set in the previous step S130 is decremented by, for example, 1, and whether the result is 0 is checked. If the on-counter value is not yet 0 at this point (No), the main control CPU 72 returns to step S132 and checks the main power interruption detection switch input port again. Then, the loop from step S134 to step S132 is repeated, and when the check conditions are met (step S134: Yes), the main control CPU 72 proceeds to step S135.
[0229] Step S135: The main control CPU 72 clears the count value of the difference ball storage counter that stores the difference ball. As a result, when the power is cut off, the difference ball is cleared.
[0230] Step S136: The main control CPU 72 clears the output port buffers corresponding to the test signal terminal and the command control signal in addition to the output ports corresponding to the normal electric role solenoid 88 and the big prize opening solenoid 89 as described above.
[0231] Steps S138 and S140: Next, the main control CPU 72 adds up the entire contents of the work area of the RAM 76, excluding the backup validity determination flag and the checksum buffer, in units of one byte, and repeats this process until the addition is completed for the entire area.
[0232] Step S142: When the calculation of the sums for all the regions is completed (Step S140: Yes), the main control CPU 72 stores the sum result values in the sum check buffer.
[0233] Step S144: Next, the main control CPU 72 stores a valid value in the backup validity determination flag area as described above.
[0234] Step S146: The main control CPU 72 also stores "01H", which indicates that access is prohibited, in the protection value of the RAM 76, and prohibits access to the work area of the RAM 76 (including the prohibited area and stack area).
[0235] Step S148: Then, the main control CPU 72 enters a standby loop and stops all other processing in preparation for the interruption of the main power supply. After the occurrence of the main power supply interruption, backup power is supplied from a backup power supply circuit (not shown, for example, a circuit including a capacitive element mounted on the main control device 70), so that the contents stored in the RAM 76 are retained without being lost even after the main power supply is interrupted. The backup power supply circuit may be built into the power supply control unit 162, for example.
[0236] Through the above processing, all information that was stored in the work area of the RAM 76 to be backed up (subject to sum addition) is retained as memory in the RAM 76 even after the main power is turned off. In addition, the retained memory is restored as backup information at the time of power failure after the checksum is confirmed to be normal in the previous reset start processing (main) (FIGS. 10 and 11).
[0237] [Interrupt management process (timer interrupt process)] Next, the interrupt management process (timer interrupt process) will be described. Fig. 13 is a flowchart showing an example of the procedure of the interrupt management process. The main control CPU 72 executes the interrupt management process at predetermined time intervals (e.g., several ms) based on an interrupt request signal from the counter / timer circuit. Each procedure will be described below.
[0238] Step S200: First, the main control CPU 72 writes the values of the registers (the accumulator A, the flag register F, and each pair of general-purpose registers B to L) used during the execution of the main loop to R. The values are saved in the save area of the AM76. After the values are saved, other values can be written to the registers (A to L) during the interrupt management process.
[0239] Step S201: Next, the main control CPU 72 executes a lottery random number update process. In this process, the main control CPU 72 updates the counter values for generating various random numbers for lottery. The values of each counter are incremented in the counter area of the RAM 76, and each loops within a specified range. The various random numbers include, for example, a jackpot pattern random number.
[0240] Step S202: The main control CPU 72 also executes the initial value update random number update process. The contents of the process are the same as those described above.
[0241] Step S203: The main control CPU 72 executes input processing. In this processing, the main control CPU 72 inputs various switch signals from the input / output (I / O) port 79. Specifically, it reads the input state (ON / OFF) of the passing detection signal from the gate switch 78, and the winning detection signal from the first start winning port switch 80, the normal winning port switch 81, the second start winning port switch 82, the large winning port switch 83, the specific area switch 85a, and the non-specific area switch 85b.
[0242] Step S204a: Next, the main control CPU 72 executes a switch input event process. In this process, among the switch signals input in the previous input process, the gate switch 78, the first start winning port switch 80, the normal winning port switch 81, the second start winning port switch 82, the large winning port switch 83, the specific area switch 85a, and the non-specific area switch 85b are used to determine the event that occurred during the game based on the winning detection signal or the passing detection signal, and further executes another process according to each of the events that occurred.
[0243] In this embodiment, when a winning detection signal (ON) is input from the first start winning port switch 80 or the second start winning port switch 82, the main control CPU 72 determines that an event that triggers an internal lottery (lottery trigger) corresponding to the first special symbol or the second special symbol has occurred. Also, when a passing detection signal (ON) is input from the gate switch 78, the main control CPU 72 determines that an event that triggers a lottery corresponding to a normal symbol has occurred. When it is determined that either of the events has occurred, the main control CPU 72 executes processing according to the respective event that has occurred.
[0244] Step S204b: Next, the main control CPU 72 executes a difference ball management process. In this process, the main control CPU 72 executes a process for transitioning to a game stop state when the difference ball (difference) obtained by subtracting the number of game balls used in a game from the number of game balls given to the player becomes 95,000 or more. In this embodiment, prize balls and foul balls are given as examples of game balls given to the player, and launched game balls (hereinafter also referred to as launched balls) are given as examples of game balls used in a game.
[0245] Step S204c: Next, the main control CPU 72 executes a ball difference related performance command management process. In this process, the main control CPU 72 executes a process of transmitting a command for executing a performance according to the number of ball difference.
[0246] Step S205, Step S206: The main control CPU 72 executes the special symbol game process and the normal symbol game process during the interruption management process. These processes are for specifically progressing the game in the pachinko machine 1. Among these, in the special symbol game process (step S205), the main control CPU 72 controls the execution of the internal lottery corresponding to the first special symbol or the second special symbol described above, controls the variable display and the stop display by the first special symbol display device 34 and the second special symbol display device 35, and controls the operation of the variable winning device 30 according to the display result. The details of the special symbol game process will be described later using another flowchart.
[0247] In the normal symbol game process (step S206), the main control CPU 72 controls the variable display and stop display by the normal symbol display device 33 described above, and controls the operation of the variable start winning device 28 according to the display result. For example, the main control CPU 72 stores a random number (normal symbol winning determination random number) acquired in the previous switch input event process (step S204) as a trigger of passing through the start gate 20, reads the random number value from the memory in this normal symbol game process, and judges whether it falls within a predetermined winning range (operation lottery execution means). If the random number value falls within the winning range, the normal symbol is variably displayed by the normal symbol display device 33, and the normal symbol is stopped and displayed in a predetermined winning manner, and then the main control CPU 72 excites the normal electric role solenoid 88 to operate the variable start winning device 28 (movable piece operating means). On the other hand, if the random number value is outside the winning range, the main control CPU 72 performs a stopped display of the normal symbol in a losing mode after the varying display.
[0248] In other words, in the special pattern game processing and normal pattern game processing, the main control CPU 72 controls the display of the normal pattern display device 33, normal pattern operation memory lamp 33a, first special pattern display device 34, second special pattern display device 35, first special pattern operation memory lamp 34a, second special pattern operation memory lamp 35a and game status display device 38 on the integrated display board 90 depending on the game situation.
[0249] Step S207: Next, the main control CPU 72 executes a prize ball payout process. In this process, based on the winning detection signal input from the various switches 81 to 83 in the previous input process (step S203), a prize ball instruction command is output to the payout control device 92 to instruct the number of prize balls.
[0250] Step S208: Next, the main control CPU 72 executes external information processing. In this processing, the main control CPU 72 stores the above-mentioned external information signals (e.g., winning ball information, door opening information, symbol determination number information, big win information, starting hole information, etc.) in the port output request buffer to the hall computer of the game center through the external terminal board 160.
[0251] In this embodiment, various kinds of jackpot information can be provided to external electronic devices (data display device and hall computer) connected to the pachinko machine 1 by outputting, for example, "jackpot 1" to "jackpot 5" from among various external information signals to the outside as jackpot information (external information signal output means). In other words, by outputting the jackpot information divided into a plurality of "jackpot 1" to "jackpot 5", it is possible to count and manage the type of jackpot (winning type) from these combinations in a hall computer (not shown), recognize changes in the internal probability state (low probability state or high probability state) and the shortened state of the pattern change time, and count and manage the occurrence of small wins (wins in which the condition device does not operate) that are not classified as "jackpots" even if they are not non-wins. In addition, based on the jackpot information, for example, a data display device (not shown) can count and display the number of jackpot occurrences within the past few business days for each machine of the pachinko machine 1, recognize whether or not each machine is currently in a jackpot, or recognize whether or not each machine is currently in a shortened state of the pattern change time. In this external information processing, the main control CPU 72 controls the output states (set of ON or OFF) of each of "BIG WIN 1" to "BIG WIN 5" in detail.
[0252] Step S209: The main control CPU 72 also executes test signal processing. In this processing, the main control CPU 72 generates various test signals that indicate its own internal state (for example, normal symbol game management state, special symbol game management state, jackpot, probability fluctuation function in operation, time reduction function in operation) and stores them in the port output request buffer. By using these test signals, for example, the internal state of the main control CPU 72 can be tested outside the main control device 70.
[0253] Step S210: Next, the main control CPU 72 executes a display output management process. In this process, the main control CPU 72 controls the lighting state of the normal symbol display device 33, the normal symbol operation memory lamp 33a, the first special symbol display device 34, the second special symbol display device 35, the first special symbol operation memory lamp 34a, the second special symbol operation memory lamp 35a, the game status display device 38, and the like. Specifically, the drive signal stored in the port output request buffer in the previous special symbol game process (step S205) or normal symbol game process (step S206) is output to the port. The drive signal is stored in the port output request buffer as byte data to be applied to each LED. As a result, each LED is driven in a predetermined display mode (a mode in which the variable display or stop display of the symbol, the operation memory number display, the game status display, etc. are performed).
[0254] Step S211: The main control CPU 72 also executes output management processing. In this processing, the main control CPU 72 outputs the external information signal (byte data) stored in the port output request buffer in the previous external information processing (step S208) to the port. The main control CPU 72 also outputs the drive signals, test signals, etc. of the normal electric role solenoid 88 and the big prize opening solenoid 89 stored in the port output request buffer to the port.
[0255] Step S212: The main control CPU 72 executes a performance control output process. In this process, the main control CPU 72 checks whether there are any commands (commands necessary for performance control) in the command buffer that should be sent by the main control CPU 72 to the performance control device 124, and if there are any unsent commands, the command to be output is output to the port.
[0256] Step S213: Then, the main control CPU 72 clears the port output request buffer stored in the current CTC interrupt.
[0257] In this embodiment, an example is given in which the processes (game control program module) from step S205 to step S212 are executed as timer interrupt processes, but there are also known programming examples in which these processes are incorporated into the main loop of a CPU and executed.
[0258] Step S214: After completing the above processes, the main control CPU 72 stores a value (01H) designating the end of the interrupt in the interrupt program counter, and ends the CTC interrupt.
[0259] Steps S215 and S216: The main control CPU 72 restores the saved values of the registers (A to L) and permits the next CTC interrupt. After this, the main control CPU 72 returns to the main loop (the program address indicated by the stack pointer).
[0260] [Difference in ball management] FIG. 14 is a flowchart showing an example of the procedure of the ball difference management process executed in step S204b of FIG.
[0261] Step S300: The main control CPU 72 checks, based on the detection signals of the winning port switches 80-83, whether or not a payout of winning balls has occurred.
[0262] As a result, when it is confirmed that the prize balls have been paid out (Yes), the main control CPU 72 executes step S302. On the other hand, when it is not confirmed that the prize balls have been paid out (No), the main control CPU 72 executes step S304.
[0263] Step S302: The main control CPU 72 executes a process of storing the number of winning balls determined based on the detection signals of the winning port switches 80 to 83 in a winning ball number counter.
[0264] Step S304: The main control CPU 72 executes a process of checking whether or not there are any shot balls based on the detection signal of the shot ball sensor 71c.
[0265] As a result, if it is confirmed that there are balls to be shot (Yes), the main control CPU 72 executes step S306. On the other hand, if it is not confirmed that there are balls to be shot (No), the main control CPU 72 executes step S308.
[0266] Step S306: The main control CPU 72 executes a process of storing the number of shot balls in the shot ball counter. For example, when one shot is detected, the shot ball counter stores "1", and when two shots are detected, the shot ball counter stores "2".
[0267] Step S308: The main control CPU 72 executes a process of checking whether or not there are any foul balls based on the detection signal of the foul ball sensor 71a.
[0268] As a result, if it is confirmed that there are foul balls (Yes), the main control CPU 72 executes step S310. On the other hand, if it is not confirmed that there are foul balls (No), the main control CPU 72 executes step S312.
[0269] Step S310: The main control CPU 72 executes a process of storing the number of foul balls in the foul ball counter. For example, if one foul ball is detected, the foul ball counter stores "1", and if two foul balls are detected, the foul ball counter stores "2".
[0270] Step S312: The main control CPU 72 executes a ball difference calculation process. The ball difference calculation process is a process for calculating a ball difference based on the number of winning balls, the number of shot balls, the number of foul balls, etc. The ball difference calculation process will be described in detail later.
[0271] Step S314: The main control CPU 72 executes a ball difference limit management process. The ball difference limit management process is a process for transitioning to a game stop state based on the ball difference calculated in the ball difference calculation process. The ball difference calculation process will be described in detail later. Once the above processing is completed, the program returns to the caller.
[0272] [Difference in ball calculation process] FIG. 15 is a flowchart showing an example of the procedure of the ball difference calculation process executed in step S312 of FIG.
[0273] Step S320: The main control CPU 72 executes a process to check whether or not this is the first process after power-on. Whether or not this is the first process after power-on can be checked by a power-on flag. The power-on flag is turned off when the power is turned on, and turns on after this process is executed once.
[0274] As a result, if it is confirmed that this is the first process since power-on (Yes), the main control CPU 72 executes steps S326 and S328. On the other hand, if it is not confirmed that this is the first process since power-on (No), the main control CPU 72 executes step S322.
[0275] Step S322: The main control CPU 72 executes a process of storing "100000 (100,000 shots)" in the calculation difference ball. The reason why the calculation difference ball is set to "100000 (100,000 shots)" instead of "0" is that the game starts with the shot, so if "0" is set, it becomes a negative number, which complicates the program processing.
[0276] Step S324: The main control CPU 72 executes a process of calculating the calculation ball difference by the following first arithmetic formula. (First formula) Calculation difference ball = Calculation difference ball + Prize ball counter - Shot ball counter + Foul ball counter For example, if the "difference in balls for calculation" is "100,000", the "number of winning balls counter" is "10", the "number of shots counter" is "1", and the "number of foul balls counter" is "2", the calculated "difference in balls for calculation" is "100011 (=100,000+10-1+2)".
[0277] Step S326: The main control CPU 72 executes a process of storing the calculated value of the "calculation ball difference" in the ball difference storage counter. Once the above processing is completed, the program returns to the caller.
[0278] By executing such processing, the main control CPU 72 can calculate the difference in balls based on the number of winning balls (first information), the number of shot balls (second information) and the number of foul balls (second information), which are information necessary for calculating the difference in balls and differ from the number of winning balls (first information).
[0279] [Relationship between "actual ball difference" and "calculated ball difference"] FIG. 16 is a diagram showing the relationship between the "actual ball difference" and the "calculation ball difference."
[0280] If the "actual ball difference" is "0 balls", the "calculation ball difference" will be "100,000 balls".
[0281] If the "actual ball difference" is "1,000 balls," the "calculated ball difference" will be "101,000 balls."
[0282] If the "actual ball difference" is "2,000 balls," the "calculated ball difference" will be "102,000 balls."
[0283] If the "actual ball difference" is "3,000 balls," the "calculated ball difference" will be "103,000 balls."
[0284] If the "actual ball difference" is "10,000 balls", the "calculated ball difference" will be "110,000 balls".
[0285] If the "actual ball difference" is "90,000 balls", the "calculated ball difference" will be "190,000 balls".
[0286] If the "actual ball difference" is "95,000 balls", the "calculated ball difference" will be "195,000 balls".
[0287] If the "actual ball difference" is "100,000 balls", the "calculation ball difference" is "200,000 balls" "
[0288] Here, the "difference in balls" is the value obtained by subtracting the "out balls (the number of balls used by shooting, etc.)" from the "safe balls (the number of balls acquired by winning balls, etc.)." The "difference in balls" can also be the value obtained by subtracting the "safe balls" from the "out balls," but the value of the difference in balls itself does not change; it just reverses the plus and minus.
[0289] In this way, the difference in balls is calculated based on the relationship between "safe balls" and "out balls," so even if you win 95,000 shots, you may not be able to stop. For example, if you have already shot 5,000 shots at the beginning of the game, you will be stopped when you win 100,000 shots (difference in balls 95,000 = -5,000 + 100,000).
[0290] [Difference ball limit device management process] FIG. 17 is a flowchart showing an example of the procedure of the ball difference limiting device management process executed in step S314 of FIG.
[0291] Step S340: The main control CPU 72 executes a process to check whether the value of the difference ball saving counter is equal to or greater than 195000. If the value of the difference ball saving counter is 195000, it means that the difference ball has reached 95000 shots.
[0292] As a result, when it is confirmed that the value of the difference ball saving counter is 195000 or more (Yes), the main control CPU72 executes step S342. On the other hand, when it is not confirmed that the value of the difference ball saving counter is 195000 or more (No), the main control CPU72 executes step S346.
[0293] Step S342: The main control CPU 72 executes a process to check whether the game state is a big win or a small win. The game state can be checked by the game state flag (0: normal state, 1: big win, 2: small win). The main control CPU 72 sets the value of the game state flag according to the game state.
[0294] As a result, when it is confirmed that the game state is a big win or a small win (Yes), the main control CPU 72 executes step S344. On the other hand, when it is not confirmed that the game state is a big win or a small win (No), the main control CPU 72 executes step S346.
[0295] Step S344: The main control CPU 72 executes a process to activate the ball difference limiting device. The ball difference limiting device is not a physical device but a control flag. Specifically, the main control CPU 72 executes a process to turn on the ball difference limiting device flag.
[0296] Here, if the game state is a big win or a small win (step S342: Yes), the difference ball limiting device does not operate, but the big win or small win will end eventually, and the difference ball limiting device will operate at that point. That is, by executing the processing of steps S342 and S344, if the game state is a big win or a small win, the difference ball limiting device can be operated after the big win or small win ends. Note that, in the case of a game that leads from a small win to a big win (a game that becomes a big win by passing through a specific area during a small win), the difference ball limiting device can be operated after the big win ends, not after the small win ends.
[0297] The ball difference limiting device flag will not be turned off simply by turning the power back on after a power outage; it can be turned off by clearing the RAM.
[0298] Step S346: The main control CPU 72 executes a process to check whether the difference ball limiting device is operating. If the difference ball limiting device flag is on, it can be determined that the difference ball limiting device is operating, and if the difference ball limiting device flag is off, it can be determined that the difference ball limiting device is not operating.
[0299] As a result, if it is confirmed that the difference ball limiting device is in operation (Yes), the main control CPU 72 executes step S348. On the other hand, if it is not confirmed that the difference ball limiting device is in operation (No), the main control CPU 72 returns to the caller and continues processing.
[0300] Step S348: The main control CPU72 executes a process to transition to a game stop state. By transitioning to the game stop state, the game is stopped. In the game stop state, the game is stopped (a state in which the patterns do not change, the reserved balls are not consumed, and the winning balls are not generated) and the launch is stopped (a state in which game balls cannot be launched), and the operation of the movable devices (solenoids and motors) controlled by the main control CPU72 is also suspended. In addition, when the main control CPU72 is performing a variable display of the special pattern or the normal pattern, the main control CPU72 stops measuring the variable display time of the special pattern or the normal pattern, and stops the variable display of the special pattern or the normal pattern. Then, the main control CPU72 executes step S349.
[0301] Step S349: In addition, in the game stop state, the main control CPU 72 turns off all of the normal symbol display device 33, the normal symbol operation memory lamp 33a, the first special symbol display device 34, the second special symbol display device 35, the first special symbol operation memory lamp 34a, the second special symbol operation memory lamp 35a, and the game status display device 38 on the integrated display board 90. Then, the main control CPU 72 executes step S350.
[0302] Step S350: The main control CPU 72 displays "ER5" on the performance display monitor 95, indicating that the game has been stopped. Then, the main control CPU 72 returns to the caller. However, since the game has been stopped, the main control CPU 72 does not execute the game.
[0303] [Ball difference related performance command management process] FIG. 18 is a flowchart showing an example of the procedure of the difference ball related effect command management process executed in step S204c of FIG.
[0304] Step S380: The main control CPU 72 executes a process to check whether the value of the difference ball saving counter is 190000. If the value of the difference ball saving counter is 190000, it means that the difference ball has reached 90000 shots.
[0305] As a result, when it is confirmed that the value of the difference ball saving counter is 190000 (Yes), the main control CPU 72 executes step S382. On the other hand, when it is not confirmed that the value of the difference ball saving counter is 190000 (No), the main control CPU 72 executes step S384.
[0306] Step S382: The main control CPU 72 executes a first performance command generation process. The generated command is transmitted to the performance control device 124 in a command transmission process (not shown).
[0307] Step S384: The main control CPU 72 executes a process of checking whether the value of the difference ball saving counter is 195,000 or more and the game state is a big win or a small win.
[0308] As a result, if it is confirmed that the value of the difference ball saving counter is 195000 or more and the game state is a big win or a small win (Yes), the main control CPU72 executes step S386. On the other hand, if it is not confirmed that the value of the difference ball saving counter is 195000 or more and the game state is a big win or a small win (No), the main control CPU72 executes step S388.
[0309] Step S386: The main control CPU 72 executes a second performance command generation process. The generated command is transmitted to the performance control device 124 in a command transmission process (not shown).
[0310] Step S388: The main control CPU 72 executes a process to check whether the value of the difference ball saving counter is 195000 or more and the game state is normal. Note that the normal state is a state other than during a big win or a small win.
[0311] As a result, when it is confirmed that the value of the difference ball saving counter is 195000 or more and the game state is normal (Yes), the main control CPU72 executes step S390. On the other hand, when it is not confirmed that the value of the difference ball saving counter is 195000 or more and the game state is normal (No), the main control CPU72 returns to the caller and continues processing.
[0312] Step S390: The main control CPU 72 executes a third performance command generation process. The generated command is transmitted to the performance control device 124 in a command transmission process (not shown). Once the above processing is completed, the program returns to the caller.
[0313] [Performance control processing] 7 is a flowchart showing an example of the procedure of the performance control processing executed by the performance control CPU 126. This performance control processing is executed in the timer interrupt processing (interrupt management processing) that occurs during the execution of the performance control main processing of the reset start processing (sub). Note that the performance control CPU 126 generates a timer interrupt at a predetermined interrupt period (for example, a period of several tens of μs to several ms) during the execution of the reset start processing, and executes the timer interrupt processing.
[0314] The performance control process includes subroutines for command reception process (step S400), working memory performance management process (step S401), performance symbol management process (step S402), display output process (step S404), lamp drive process (step S406), sound output process (step S408), performance random number update process (step S410), and other processes (step S412). Below, the basic flow of the performance control process will be explained along with each process.
[0315] Step S400: In command reception processing, the performance control CPU 126 receives commands for performance transmitted from the main control CPU 72. In addition, the performance control CPU 126 analyzes the received commands and stores them in the command buffer area of the RAM 130 by type.
[0316] In addition, the commands for the performance transmitted from the main control CPU 72 include, for example, a performance command when the number of (special symbol, normal symbol) operation memories increases, a performance command when the number of (special symbol, normal symbol) operation memories decreases, a start port winning sound control command indicating that a prize has been won at the start winning port, a demo performance command indicating that a demo state has been entered, a lottery result command indicating the result of an internal lottery or a normal symbol lottery, a variation pattern command indicating a variation pattern, a variation start command indicating that a special symbol or normal symbol has started to vary, a variation display designation command indicating that a special symbol or normal symbol is being displayed in a variable manner, a stop symbol command indicating a stop symbol of a special symbol or normal symbol, a symbol stop time command indicating that a special symbol or normal symbol will stop after varying, a symbol stop display designation command indicating that a special symbol or normal symbol is being displayed in a stopped manner, and a state designation command indicating a game state. command, a round number command indicating the number of rounds in a jackpot, a launch position designation command, an error notification command indicating the occurrence of an error and the type of error, a small win opening designation command indicating that it is the opening period for a small win, a small win large prize opening designation command indicating that the large prize opening 30b is open during a small win, a jackpot opening designation command indicating that it is the opening period for a jackpot, a jackpot large prize opening designation command indicating that the large prize opening 30b is open during a jackpot, a jackpot end presentation command indicating that an ending period presentation will be performed at the end of a jackpot, a number cut counter value command indicating the remaining number of time-saving episodes, a fluctuation pattern destination determination command indicating the determination result of the fluctuation pattern of the reserved fluctuation display, and a stop display time end command indicating that the stop display time at the end of the pattern fluctuation has ended.
[0317] In step S401a: ball difference limiting device related performance processing, the performance control CPU 126 performs control for executing a performance according to the command transmitted by the ball difference related performance command management processing of FIG.
[0318] In step S401b: the operation memory performance management process, the performance control CPU 126 controls the execution of the above-mentioned memory number display performance and the pre-reading notice performance using the reserved display M1, M2. The contents of the operation memory performance management process will be described further below with reference to another drawing.
[0319] Step S402: In the performance symbol management process, the performance control CPU 126 controls the contents of the variable display performance and the stop display performance using the performance symbols, and controls the performance contents during the opening and closing operation of the variable winning device 30. Also, in this process, the performance control CPU 126 initially sets the display mode of the performance symbols (material setting means), and changes the initial setting (material setting change means). Also, in this process, the performance control CPU 126 selects the performance pattern of various advance notice performances (advance notice performance before the reach occurs, advance notice performance after the reach occurs, etc.). The contents of the performance symbol management process will be described further below with reference to another drawing.
[0320] Step S404: In the display output process, the performance control CPU 126 instructs the performance display control device 144 (display control CPU 146) on basic control information of the performance contents (for example, the number of activation memories for each of the first and second special symbols, the activation memory performance pattern number, the look-ahead notice performance pattern number, the variable performance pattern number, the notice performance number during the change, the background pattern number, etc.). As a result, the performance display control device 144 (display control CPU 146 and VDP 152) controls the display operation by the liquid crystal display 42 based on the instructed performance contents (performance execution means).
[0321] In step S406: lamp drive processing, the performance control CPU 126 outputs a control signal to the lamp drive circuit 132. In response to this, the lamp drive circuit 132 drives (turns on or off, blinks, changes brightness gradation, etc.) the various frame lamps 46, 50 and the panel lamp 53 based on the control signal.
[0322] Step S408: In the next sound output process, the performance control CPU 126 instructs the sound driving circuit 134 on the performance contents (for example, BGM and audio data during a variable display performance, a reach performance, a mode transition performance, or a big win performance) to the sound driving circuit 134. As a result, sounds according to the performance contents are output from the speakers 54a to 54d. Note that, if audio data was set in step S405, the performance control CPU 126 performs output control of the audio according to the audio data in this process.
[0323] Step S409: In the next vibration motor drive process, the performance control CPU 126 instructs the motor control board 14b on the performance content (for example, the vibration pattern of the vibration motor 14a) when suggesting the display result of the variable display of the special symbol. As a result, the vibration motor 14a vibrates according to the performance content. Then, by driving the vibration motor 14a, it is possible to vibrate the ball loan button 10, the return button 12, the volume control button 13a, the light amount control button 13b, and the performance button 45.
[0324] In step S410: performance random number update processing, the performance control CPU 126 updates various performance random numbers in the counter area of the RAM 130. The performance random numbers include, for example, random numbers used for advance notice selection and random numbers used for normal background change lottery (performance lottery).
[0325] Step S412: In other processes, for example, the performance control CPU 126 outputs a control signal to the driving IC of the movable body for performance. The movable body for performance operates with the corresponding solenoid as a driving source, and performs a performance in synchronization with the display of an image by the liquid crystal display 42 or independently.
[0326] Through the above-mentioned performance control process, the performance control CPU 126 can comprehensively control the performance contents in the pachinko machine 1. Next, the contents of the performance symbol management process executed in the performance control process will be described.
[0327] [Gap Limit Device Related Performance Management Processing] 20 is a flowchart showing an example of the procedure of the ball difference limiting device related performance management process executed by the performance control CPU 126. This process is executed within the interrupt process executed by the performance control CPU 126.
[0328] Step S364: The performance control CPU 126 executes a process of checking whether or not the first performance command has been received.
[0329] As a result, if it is confirmed that the first performance command has been received (Yes), the performance control CPU 126 executes step S366. On the other hand, if it is not confirmed that the first performance command has been received (No), the performance control CPU 126 executes step S368.
[0330] Step S366: The performance control CPU 126 executes a first performance execution process to execute the first performance. The display of the performance image by the first performance is, for example, the display shown in FIG.
[0331] Step S368: The performance control CPU 126 executes a process of checking whether or not the second performance command has been received.
[0332] As a result, if it is confirmed that the second performance command has been received (Yes), the performance control CPU 126 executes step S370. On the other hand, if it is not confirmed that the second performance command has been received (No), the performance control CPU 126 executes step S372.
[0333] Step S370: The performance control CPU 126 executes a second performance execution process to execute the second performance. The display of the performance image by the second performance is, for example, the display shown in FIG.
[0334] Step S372: The performance control CPU 126 executes a process of checking whether or not the third performance command has been received.
[0335] As a result, if it is confirmed that the third performance command has been received (Yes), the performance control CPU 126 executes step S374. On the other hand, if it is not confirmed that the third performance command has been received (No), the performance control CPU 126 returns to the caller and continues processing.
[0336] Step S374: The performance control CPU 126 executes a process to check whether or not the hit WIN function is enabled.
[0337] As a result, if it is confirmed that the hit WIN function is enabled (Yes), the performance control CPU 126 executes step S378. On the other hand, if it is not confirmed that the hit WIN function is enabled (No), the performance control CPU 126 executes step S376.
[0338] Step S376: The performance control CPU 126 executes a third performance execution process to execute the third performance. The display of the performance image by the third performance is, for example, the display shown in Fig. 21(c). Then, the performance control CPU 126 returns to the caller and continues the process.
[0339] Step S378: The performance control CPU 126 executes a third performance execution process to execute the third performance, and simultaneously executes a second two-dimensional code display process to display the second two-dimensional code. The simultaneous display of the performance image by the third performance and the second two-dimensional code is, for example, the display shown in Fig. 21(d). Then, the performance control CPU 126 returns to the caller and continues the process. Once the above processing is completed, the program returns to the caller.
[0340] [Specific examples of production] Figure 21 shows specific examples of (a) the display of a performance image using the first performance, (b) the display of a performance image using the second performance, (c) the display of a performance image using the third performance, and (d) the simultaneous display of a performance image using the third performance and a second two-dimensional code.
[0341] In FIG. 21(a), the first round of the big win is being performed. The screen also displays the number of rounds, text information encouraging the player to hit the right, and an arrow image. At this point, the difference in the number of balls reaches 90,000. In this case, the first performance is performed.
[0342] As shown in Fig. 21(a), specifically, as the first effect, a first effect image E1 is displayed at the bottom of the display screen of the liquid crystal display 42. The first effect image E1 is an image including text information such as "5000 shots remaining until the limit is reached."
[0343] In FIG. 21(b), the fifth round of the big win is being performed. This fifth round is not the fifth round of the big win in FIG. 21(a), but the fifth round of a different big win. The screen also displays the number of rounds, text information for right-hand hits, and an arrow image encouraging right-hand hits. At this point, the difference in balls has reached 95,000. In this case, the second performance is performed.
[0344] As shown in Fig. 21(b), specifically, as the second effect, a second effect image E2 is displayed at the bottom of the display screen of the liquid crystal display 42. The second effect image E2 is an image including text information such as "Play will end after the winning game ends."
[0345] In FIG. 21(c), the normal state performance is displayed. At this point, the difference in balls reaches 95,000, or the difference in balls reaches 95,000 during the jackpot, the jackpot game ends, and the state transitions to the normal state. In this case, the third performance is executed. FIG. 21(c) shows the case where the third performance is executed when the hit WIN function is not enabled.
[0346] As shown in FIG. 21(c), specifically, when the hit WIN function is not enabled, the third effect image E3 is displayed at the top of the display screen of the liquid crystal display 42 as the third effect. The third effect image E3 is an image including text information such as "Game stopped" and "The difference ball has reached the upper limit, so the shot will be stopped." At this time, since the symbols (special symbols, normal symbols, and effect symbols) do not change due to the game stopping, the left effect symbol, center effect symbol, and right effect symbol on the display screen of the liquid crystal display 42 are not displayed, and the fourth symbol and mini symbol are also displayed in a stopped state.
[0347] Furthermore, the markers M1 and M2, which indicate the number of memories (reserved) of the first special symbol and the second special symbol displayed in the pre-change display area X1, are not consumed. Therefore, the markers M1 and M2 do not move to the change display area X2 and are not displayed.
[0348] In addition, if the difference in balls reaches 95,000 while the patterns are changing, the change can be forcibly ended at that point and the game can be stopped.
[0349] In this example, when the game transitions to a game stop state, the left performance pattern, middle performance pattern, and right performance pattern on the display screen of the liquid crystal display 42 are hidden, but the left performance pattern, middle performance pattern, and right performance pattern on the display screen of the liquid crystal display 42 may be displayed in a stopped state.
[0350] The first performance image E1 and the second performance image E2 are images displayed during play, and therefore are displayed in a small size so as not to interfere with the game, but the third performance image E3 is an image displayed when the game is stopped, and therefore is displayed in a larger size than the first performance image E1 and the second performance image E2.
[0351] 21(d) shows a case where the third effect is executed with the hit WIN function enabled. In this case, the second two-dimensional code is displayed when the third effect is executed.
[0352] Specifically, as shown in Fig. 21(d), as the third effect, a third effect image E3 is displayed in the upper part of the display screen of the liquid crystal display 42 in the same manner as described above. Then, while the third effect image E3 is being displayed, a second two-dimensional code E4 is displayed in the center of the display screen of the liquid crystal display 42 as the second two-dimensional code. The player can obtain the game history by reading the second two-dimensional code E4 with an information terminal.
[0353] In addition, the first, second and third performances can not only display an image on the liquid crystal display 42, but can also output a warning sound from the speakers 54a to 54d and light the frame lamps 46 and 50.
[0354] In addition, in the present embodiment, an example is given in which the third effect image and the second two-dimensional code are displayed simultaneously, but the display of the second two-dimensional code may be executed with priority. In this case, the second two-dimensional code may be displayed first, and after a predetermined time, the display of the second two-dimensional code may be terminated and the third effect image may be started.
[0355] [Contents of each display associated with the calculation of the ball difference] 22 is an explanatory diagram showing the contents of each display accompanying the calculation of the difference ball by each process described above. In the figure, "game control" indicates control by the main control device 70 (main control CPU 72), and "presentation control" indicates control by the presentation control device 124 (presentation control CPU 126).
[0356] As shown in FIG. 22, when the difference in balls reaches 90,000, the performance control CPU 126 displays 5,000 remaining balls on the liquid crystal display 42 (the first performance described above) to indicate that there are 5,000 remaining balls until the end of the game (see FIG. 21(a)).
[0357] When the difference in balls reaches 95,000 or more, the main control CPU 72 transitions to a game stop state. At this time, the main control CPU 72 turns off all of the normal symbol display device 33, normal symbol operation memory lamp 33a, first special symbol display device 34, second special symbol display device 35, first special symbol operation memory lamp 34a, second special symbol operation memory lamp 35a, and game status display device 38 on the integrated display board 90, and places these displays in a display pause state.
[0358] In addition, the main control CPU 72 displays "ER5" on the performance display monitor 95, indicating that the game has been stopped.
[0359] In addition, when the main control CPU 72 is performing a variable display of a special pattern or an ordinary pattern, it stops measuring the variable time and stops the variable display.
[0360] Furthermore, when the hit WIN function is not enabled, the performance control CPU 126 only performs a stop display on the liquid crystal display 42 that can identify that the game has been stopped (see FIG. 21(c)). On the other hand, when the hit WIN function is enabled, the performance control CPU 126 performs a stop display on the liquid crystal display 42 that can identify that the game has been stopped (the third performance described above) and displays the second two-dimensional code (see FIG. 21(d)).
[0361] Then, when a power interruption recovery accompanied by RAM clearing occurs during a transition to a game stop state, the main control CPU 72 clears the difference balls and returns the machine to a playable state.
[0362] At this time, the main control CPU 72 turns on the normal symbol display device 33, the normal symbol operation memory lamp 33a, the first special symbol display device 34, the second special symbol display device 35, the first special symbol operation memory lamp 34a, the second special symbol operation memory lamp 35a, and the game status display device 38 on the integrated display board 90, and cancels the display pause state of these displays. Note that at this time, the main control CPU 72 resets the display contents, so the display of the changing symbols and the display of the game status before the power outage are not carried over.
[0363] In addition, the performance control CPU 126 returns the liquid crystal display 42 to the normal game screen.
[0364] With the above configuration, it is possible to detect the gradual transition to the game stop state, and when the game stops, the displays on the integrated display board 90 are finally paused, and the liquid crystal display 42 also displays the transition to the game stop state, so that the transition to the game stop state can be clearly displayed. This eliminates the inconvenience of a player trying to start playing even though the game has already stopped. Furthermore, the transition to the game stop state can be clearly displayed to the arcade staff by displaying the display on the performance display monitor 95.
[0365] In this embodiment, when the game is stopped, the performance display monitor 95 displays "ER5." However, the performance display monitor 95 may also be turned off.
[0366] [Operating memory production management processing] 23 is a flowchart showing an example of a procedure for the working memory performance management process. The contents will be described below along with the example procedure.
[0367] Step S700: First, the performance control CPU 126 checks whether or not it has received the performance command when the number of operating memories increases, which is transmitted from the main control CPU 72 when the game ball enters the first start winning port 26, the start gate 20, or the second start winning port 28b. Specifically, the performance control CPU 126 accesses the command buffer area of the RAM 130 and checks whether or not the performance command when the number of operating memories increases is stored. If it is confirmed that the performance command when the number of operating memories increases is stored (step S700: Yes), the performance control CPU 126 executes steps S702 and S703. Note that if it is not confirmed that the performance command when the number of operating memories increases is stored (step S700: No), the performance control CPU 126 does not execute steps S702 and S703.
[0368] Step S702: The performance control CPU 126 executes a performance selection process when the number of active memories increases. In this process, the performance control CPU 126 selects a performance that displays the reserved display M1, M2 corresponding to the first special symbol, the normal symbol, and the second special symbol.
[0369] Step S703: When the performance control CPU 126 displays the reserved display M1 or M2, it executes a look-ahead performance management process. In this process, the performance control CPU 126 executes a process to determine whether or not to execute a look-ahead performance by lottery, and when it is determined to execute a look-ahead performance, executes a process to determine what kind of look-ahead performance to execute.
[0370] The lottery probability is set so that the probability of the pre-reading performance being executed is high when a special symbol results in a big win or a small win, and when a normal symbol results in a long opening. Then, when it is determined that the pre-reading performance is executed, the performance control CPU 126 executes the pre-reading performance in steps S404 to S408 in FIG. 7.
[0371] As mentioned above, when a stop pattern corresponding to a long opening is selected in the normal pattern, it becomes easier to win the second start winning hole 28b when the long opening is performed. And, the probability of a small win in the second start winning hole 28b is about 1 / 1, and if it becomes a small win, there is a possibility that it will develop from a small win to a big win, and even if it does not become a small win, it will become a big win, so by suggesting that a stop pattern that will be a long opening has been selected by the pre-reading performance, it suggests the expectation of a big win.
[0372] The pre-reading performance may take various forms, such as changing the state of the reserved display, cutting in a performance image, changing the state of the background display on the liquid crystal display 42, or making a character corresponding to the pre-reading performance appear. When the state of the reserved display changes, the color of the reserved display may change each time a reserved memory stored before the reserved display to be pre-read is consumed, suggesting the likelihood of a jackpot, or the shape of the reserved display may change to a different shape, suggesting the likelihood of a jackpot.
[0373] Step S704: The performance control CPU 126 checks whether or not it has received a performance command for when the number of operating memories is reduced from the main control CPU 72. Specifically, the performance control CPU 126 accesses the command buffer area of the RAM 130 and checks whether or not the performance command for when the number of operating memories is reduced is saved. If it is confirmed that the performance command for when the number of operating memories is reduced is saved (step S704: Yes), the performance control CPU 126 executes step S706. Note that if it is not confirmed that the performance command for when the number of operating memories is reduced is saved (step S704: No), the performance control CPU 126 does not execute step S706.
[0374] Step S706: The performance control CPU 126 executes a performance selection process when the number of active memories is reduced. In this process, the performance control CPU 126 executes a performance in which the reserved displays M1 and M2 corresponding to the first special symbol and the second special symbol are slid. The performance control CPU 126 also selects a performance in which the reserved display corresponding to the lottery element consumed by the internal lottery is moved from the pre-change display area X1 to the changing display area X2. The memory reserved display moved to the changing display area X2 is erased when the change ends.
[0375] When the above procedure is completed, the performance control CPU 126 returns to the performance control process (FIG. 7).
[0376] [Performance design management processing] Fig. 24 is a flow chart showing an example of the procedure of the performance symbol management process. The performance symbol management process includes a subroutine group of execution selection process (step S500), performance symbol pre-change process (step S502), performance symbol change process (step S504), performance symbol stop display process (step S506), and variable winning device operation time process (step S508). Below, the basic flow of the performance symbol management process will be explained along with each process.
[0377] Step S500: In the execution selection process, the performance control CPU 126 selects the jump destination of the process to be executed next (one of steps S502 to S508). For example, the performance control CPU 126 sets the program address of the process to be executed next as the jump destination address, and also sets the end of the performance pattern management process as the return address in the "jump table". Which process is selected as the next jump destination depends on the progress of the processes performed so far. For example, if the variable display performance has not yet started, the performance control CPU 126 selects the performance pattern change pre-processing (step S502) as the next jump destination. On the other hand, if the performance pattern change pre-processing has already been completed, the performance control CPU 126 selects the performance pattern change in progress process (step S504) as the next jump destination, and if the performance pattern change in progress process has been completed, the performance pattern stop display in progress process (step S506) as the next jump destination. Also, the variable winning device operation time process (step S508) is selected as a jump destination when the variable winning device management process (step S5000 in FIG. 13) is selected in the main control CPU 72. In this case, steps S502 to S506 are not executed.
[0378] In step S502: Pre-processing of the performance symbols, the performance control CPU 126 prepares the conditions for starting the performance of the variable display using the performance symbols. In this process, the performance control CPU 126 selects the content of the reach performance according to various conditions (lottery results, winning type, variation pattern, etc.), and selects the performance pattern for the advance notice performance (a pre-reach notice pattern other than the pre-reading advance notice performance pattern, a post-reach notice pattern, etc.). In addition, the performance control CPU 126 also controls the demo performance when the pachinko machine 1 is in a so-called customer waiting state. The specific processing content will be described later using another flowchart.
[0379] Step S504: In the processing during the change of the performance symbols, the performance control CPU 126 generates control information to instruct the performance display control device 144 (display control CPU 146) as necessary. For example, when performing a performance using the performance button 45 while a change display performance using the performance symbols is being performed, the performance control CPU 126 monitors whether or not the player operates the performance button, and instructs the display control CPU 146 on control information of the performance content (button performance) according to the result. Also, in the processing during the change of the performance symbols, the performance control CPU 126 also executes processing to execute pseudo-change (pseudo continuous notice).
[0380] In step S506: the process of displaying the stop symbols, the performance control CPU 126 controls the content of the stop display performance using the performance symbols and moving images in a manner according to the result of the internal lottery. That is, the performance control CPU 126 instructs the performance display control device 144 (display control CPU 146) to end the variable display performance and execute the stop display performance. In response to this, the performance display control device 144 (display control CPU 146) actually ends the variable display performance that has been executed up until that point on the display screen of the liquid crystal display 42, and executes the stop display performance. As a result, the stop display performance is executed in approximately synchronization with the stop display of the special symbols, and the result of the internal lottery can be instructed to the player in a performance manner (disclosure, announcement, notification, etc.) (performance execution means). In addition, in the case of a small win, the stop display performance can be executed in the same manner as or similar to a loss.
[0381] In the process of displaying the stop of the effect symbol, the effect control CPU 126 stops the effect symbol 43 at a predetermined stop position, but when stopping the effect symbol 43, the effect symbol 43 may reverse the moving direction after passing the stop position, and may be displayed as if bouncing, before being stopped at the stop position. For example, in the normal state, the effect symbol 43 is stopped after passing the stop position, and in the time-saving state, the effect symbol 43 is stopped at the stop position without passing the stop position.
[0382] When the performance symbol 43 passes the stop position, the performance control CPU 126 outputs the stop sound after the performance symbol 43 passes the stop position and before the performance symbol 43 stops at the stop position, and outputs the stop sound after the performance symbol 43 passes the stop position and when the performance symbol 43 stops at the stop position. The performance control CPU 126 determines at which timing to output the stop sound in the performance symbol variation pre-processing according to the game situation.
[0383] Step S508: In the process when the variable winning device is activated, the performance control CPU 126 controls the performance contents during a small win or a big win (special game performance execution means). In this process, the performance control CPU 126 selects the content of the big win performance according to various conditions (e.g., the type of win). For example, in the case of a 10-round big win, the performance control CPU 126 selects a 10-round big win performance pattern as the performance content to be displayed on the liquid crystal display 42, and instructs this to the performance display control device 144 (display control CPU 146). As a result, an image of the big win performance is displayed on the display screen of the liquid crystal display 42, and the performance content changes as the round progresses.
[0384] [Pre-processing for changing the performance pattern] 25 is a flowchart showing an example of a procedure for pre-processing of a performance symbol variation. The following describes the procedure.
[0385] Step S600: The performance control CPU 126 checks whether or not it has received a demo performance command from the main control CPU 72. Specifically, the performance control CPU 126 accesses the command buffer area of the RAM 130 and checks whether or not a demo performance command has been saved. As a result, if it is confirmed that a demo performance command has been saved (Yes), the performance control CPU 126 executes step S602.
[0386] Step S602: The performance control CPU 126 executes demo selection processing. In this processing, the performance control CPU 126 selects a demo performance pattern. The demo performance pattern specifies the content of the performance that indicates that the pachinko machine 1 is in a so-called customer waiting state.
[0387] After completing the above steps, the performance control CPU 126 returns to the address at the end of the performance symbol management process. The performance control CPU 126 then returns to the performance control process, and controls the content of the demo performance based on the demo performance pattern in the subsequent display output process (step S404 in FIG. 7) and lamp drive process (step S406 in FIG. 7).
[0388] On the other hand, if it is determined in step S600 that no demo performance commands have been saved (No), then the performance control CPU 126 executes step S604.
[0389] Step S604: The performance control CPU 126 checks whether the current change is a miss (non-winning) or not. Specifically, the performance control CPU 126 accesses the command buffer area of the RAM 130 and checks whether the lottery result command for non-winning is saved or not. As a result, if it is confirmed that the lottery result command for non-winning is saved (Yes), the performance control CPU 126 executes step S612. Conversely, if it is confirmed that the lottery result command for non-winning is not saved (No), the performance control CPU 126 executes step S606. It should be noted that the confirmation of whether the current change is a miss or not can be performed based on the change pattern command or the stop symbol command in addition to the lottery result command. That is, if the current change pattern command corresponds to a miss normal change or a miss reach change, it can be determined that the current change is a miss. Alternatively, if the current stop symbol command specifies a non-winning symbol, it can be determined that the current change is a miss.
[0390] Step S606: If the lottery result command is other than non-winning (miss) (Step S604: No), then the performance control CPU 126 checks whether the current variation is a jackpot. Specifically, the performance control CPU 126 accesses the command buffer area of the RAM 130 and checks whether the lottery result command at the time of the jackpot is saved. As a result, if it is confirmed that the lottery result command at the time of the jackpot is saved (Yes), the performance control CPU 126 executes step S610. Conversely, if it is confirmed that the lottery result command at the time of the jackpot is not saved (No), only the lottery result command at the time of the small win remains, so in this case, the performance control CPU 126 executes step S608. It is also possible to check whether the current variation is a jackpot based on the variation pattern command or the stop pattern command. In other words, if the current variation pattern command corresponds to a jackpot variation, it can be determined that the current variation is a jackpot. Furthermore, if the current stop symbol command corresponds to a big win symbol, it can be determined that the current change is a big win.
[0391] Step S608: The performance control CPU 126 executes a variable performance pattern selection process at the time of a small win. In this process, the performance control CPU 126 determines the performance pattern number at that time based on the variable pattern command (for example, "C0H00H" to "D0H7FH") received from the main control CPU 72. The performance pattern number is prepared in advance in correspondence with the variable pattern command, and the performance control CPU 126 can select the performance pattern number corresponding to the variable pattern command at that time by referring to a performance pattern selection table not shown. Note that the performance pattern number may be prepared in pairs with the variable pattern command, or multiple numbers may be prepared for one variable pattern command.
[0392] In addition, when a performance pattern number is selected, the performance control CPU 126 refers to a performance table (not shown) and determines the variation schedule (variation time, reach type, and reach occurrence timing) of the performance pattern corresponding to the variable performance pattern number at that time, the mode of the stop display, etc. The types of performance patterns determined here are all those that correspond to "combinations of patterns at the time of a small win."
[0393] As described above, the presentation for a small win may be the same as that for a miss, or it may be a presentation specifically for a small win that clearly indicates that a small win has been won.
[0394] The above procedure is for the case where the "small hit" occurs, but if the "big hit" occurs, the performance control CPU 126 confirms that it is a "big hit" in step S606 (Yes). In this case, the performance control CPU 126 executes step S610.
[0395] Step S610: The performance control CPU 126 executes a process for selecting a variable performance pattern at the time of a big win. In this process, the performance control CPU 126 determines the performance pattern number at that time based on the variable pattern command (for example, "E0H00H" to "F0H7FH") received from the main control CPU 72. In the process for selecting a performance pattern at the time of a big win, the process may be branched according to the symbols stopped at the time of a big win. In addition, if the variable pattern is a variable pattern corresponding to the pseudo continuous notice performance, the performance control CPU 126 executes a process for selecting a performance pattern for executing the pseudo continuous notice performance during the execution of the variable display performance (the same applies when there is a miss). In the pseudo continuous notice performance, when the performance symbols are temporarily stopped and then changed again, the pseudo consecutive symbols can be stopped in the middle performance symbol.
[0396] In addition, in the case of a non-winning lottery, the following procedure is executed: That is, when the performance control CPU 126 confirms that the lottery has not been won in step S604 (Yes), it next executes step S612.
[0397] Step S612: The performance control CPU 126 executes a process for selecting a variation performance pattern at the time of a miss. In this process, the performance control CPU 126 determines the performance pattern number at the time of a miss based on the variation pattern command (for example, "A0H00H" to "A6H7FH") received from the main control CPU 72. The performance pattern numbers at the time of a miss are classified into "normal miss variation", "time-saving miss variation", "miss reach variation", etc., and furthermore, detailed reach variation patterns are defined for "miss reach variation". Note that which performance pattern number the performance control CPU 126 selects is determined by the variation pattern command sent from the main control CPU 72.
[0398] When the presentation pattern number for the event of a miss is selected, the presentation control CPU 126 refers to a presentation table (not shown) and determines the presentation pattern change schedule (change time, whether or not a reach will occur, and if a reach occurs, the type of reach and the timing of the reach occurrence) corresponding to the changing presentation pattern number at that time, and the mode of the stop display (for example, ``7''-``2''-``4'', etc.).
[0399] The presentation control CPU 126 selects a variable presentation pattern through one of the processes of selecting a variable presentation pattern at the time of a small win (step S608), selecting a variable presentation pattern at the time of a big win (step S610), or selecting a variable presentation pattern at the time of a miss (step S612). The variable presentation patterns include a variable presentation pattern in which the presentation symbol stops at the stopping position after passing the stopping position, and a variable presentation pattern in which the presentation symbol stops at the stopping position without passing the stopping position.
[0400] In this embodiment, the variable presentation pattern in which the presentation symbol stops at the stopping position after passing the stopping position has a longer moving distance after the presentation symbol passes the stopping position and before it stops at the stopping position in the variable presentation pattern selection process for a small win (step S608) or the variable presentation pattern selection process for a big win (step S610) than in the variable presentation pattern selection process for a miss (step S612).
[0401] Therefore, the expectation of a big win or a small win increases depending on the moving distance when the performance pattern 43 stops.
[0402] In addition, the variable presentation patterns in the process for selecting the variable presentation pattern when a small hit occurs (step S608), the process for selecting the variable presentation pattern when a big hit occurs (step S610), and the process for selecting the variable presentation pattern when a miss occurs (step S612) include reach variations, and in the reach variation, the display direction of the center presentation pattern 43C in the center presentation pattern column among the multiple presentation pattern columns on the left, center, and right changes, and the presentation patterns of the multiple presentation pattern columns may be displayed so that the display directions of the left presentation pattern 43L and right presentation pattern 43R do not change in the left and right presentation pattern columns.
[0403] After executing any one of the processes of steps S608, S610, and S612, the performance control CPU 126 next executes step S614.
[0404] Step S614: The performance control CPU 126 executes a performance selection process. In this process, the performance control CPU 126 decides whether or not to execute a notice performance during the current variable display performance, and if it is decided to determine a notice performance, selects the content of the notice performance to be executed by lottery. The content of the notice performance is determined, for example, based on the result of an internal lottery (win or no win) or the current internal state (normal state, high probability state, time-shortened state). As described above, the notice performance notifies the player of the possibility of a reach state occurring during the variable display performance, or of the possibility of a jackpot being won in the end. Therefore, the selection ratio of the notice performance is set low when no win is won (miss), but the selection ratio of the notice performance is set relatively high when a jackpot or small win is won in order to increase the player's sense of expectation.
[0405] In this way, if the performance control CPU 126 wins the lottery on whether or not to execute a preview performance (if the specified performance execution conditions are met), it executes a preview performance (related to the specified performance, indicating whether the specified performance will be successful) that suggests that the performance pattern will be displayed stationary in a winning manner during the execution of the variable display performance (specified performance).
[0406] Furthermore, when it is decided in this notice selection process that a notice performance is to be executed, the performance control CPU 126 executes a process for deciding at what timing during the variable display to start the notice performance. Note that notice performance includes not only various notice performances executed during the variable display (step-up notice performance, conversation notice performance, cut-in notice performance, group notice performance, role object drop performance, next notice performance, title color change performance), but also pseudo continuous notice performance, look-ahead notice performance, memory marker change notice performance, etc.
[0407] In this embodiment, the preview effects selected in the effect selection process include an operation effect using the vibration motor 14a (see FIG. 9). When an operation effect is selected, the vibration motor 14a vibrates during the display of the changing patterns, and the player is prompted to operate the effect button 45, and a warning is given to the player not to operate the ball loan button 10, the return button 12, the volume adjustment button 13a, or the light amount adjustment button 13b.
[0408] When it is selected to execute the operation performance, the performance control CPU 126 controls the vibration motor 14a based on the performance pattern in the vibration motor drive process (step S409 in FIG. 19) of the performance control process. The performance patterns of the operation performance include patterns with different vibration strengths of the vibration motor 14a and patterns with different timings for executing the operation performance (timings at which the operation performance is executed during the variable display of the special symbol). Then, when the performance button 45 is operated, the performance control CPU 126 displays a performance image according to the expectation of a big win or a small win.
[0409] Since the operation performance is selected with a probability according to the result of an internal lottery, the display result of the variable display of the special symbol is suggested by the execution of the operation performance. When the operation performance is executed, the performance control CPU 126 displays a performance image on the liquid crystal display 42 to prompt the operation of the performance button 45, and when the performance button 45 is operated, displays a performance image in response to the operation. The operation performance is executed, for example, when the performance symbol stops in a reach state during the variable display of the mini symbol, and may be executed when it is suggested that a big win or a small win will occur.
[0410] Furthermore, in this embodiment, the preview effects selected in the effect selection process include a timer effect. In the timer effect, two timer displays are displayed on the liquid crystal display 42. One of the two timer displays has an initial value of 14 seconds, and the other has an initial value of 5 seconds, and the respective values are counted down simultaneously. If the countdown of both timer displays reaches 0 seconds without being interrupted midway, the expectation of a big win or a small win increases. The two timer displays have different time update speeds, and the 5-second timer display has a longer update cycle than the 14-second timer display. In other words, the 5-second timer display has a faster update speed than the 14-second timer display.
[0411] Step S616: The performance control CPU 126 executes a mode performance management process. In this process, the performance control CPU 126 executes a process of selecting a performance according to the game state. For example, the CPU 126 executes a process of selecting a performance according to the normal state, the big win game state, the small win game state, and the time-saving state.
[0412] Therefore, for example, when the time-saving state is in effect, the performance control CPU 126 controls the performance state to the time-saving state. As a result, the background displayed on the liquid crystal display 42 and the performance sound output from the speakers 54a to 54d correspond to the time-saving state. In addition, the performance control CPU 126 displays a remaining number of fluctuations display 51 (see FIG. 5) on the liquid crystal display 42, which indicates the remaining number of fluctuations in the time-saving state, and updates the number of fluctuations display 51 every time a fluctuation display of a special symbol is performed.
[0413] After completing the above steps, the performance control CPU 126 returns to the performance symbol management process (end address). As a result, in the subsequent performance symbol changing process (step S504 in FIG. 24), the variable display performance and the stop display performance are executed based on the actually selected variable performance pattern, and the notice performance is executed based on various notice performance patterns.
[0414] When selecting the performance data of the normal performance screen, the big win preparation screen, and the time-saving performance screen, the performance to be displayed on each screen is also selected. Then, the performance control CPU 126 displays the selected performance screen and executes the selected performance in the subsequent performance symbol variation process (step S504 in FIG. 24).
[0415] [Operation detection enable processing] The performance control CPU 126 generates a timer interrupt that occurs every time a predetermined time has elapsed. Then, the performance control CPU 126 executes an operation detection validity process within the timer interrupt. The operation detection validity process is a process for selecting whether or not to accept each operation of, for example, the ball loan button 10, the return button 12, the volume control button 13a, the light intensity control button 13b, the performance button 45, etc. as valid.
[0416] 26 is a flowchart showing an example of a procedure for pre-processing of a performance symbol variation. The following describes the procedure.
[0417] Step S700: When any of the ball loan button 10, the return button 12, the volume control button 13a, the light intensity control button 13b, and the performance button 45 is operated, the performance control CPU 126 checks whether or not 8 ms has elapsed since the operation non-detection state in which the operation of the operated button is not detected. As a result, if it is confirmed that 8 ms has elapsed since the operation non-detection state (Yes), the performance control CPU 126 executes step S702. On the other hand, if it is detected that 8 ms has not elapsed since the operation non-detection state (No), the processing ends.
[0418] Step S702: The performance control CPU 126 checks whether or not 8 ms has elapsed since the operation detection state in which the operation of the operated button is detected. As a result, if it is confirmed that 8 ms has elapsed since the operation detection state (Yes), the performance control CPU 126 executes step S704. On the other hand, if it is detected that 8 ms has not elapsed since the operation detection state (No), the process ends.
[0419] Step S704: The performance control CPU 126 validates the operation detection of the operated button operation and accepts the button operation, and executes processing or control according to the type of the operated button.
[0420] In this way, when a button operation is performed, if the operation non-detection state or operation detection state is less than a predetermined time (8 ms in this example), the button operation is invalidated and the operation is not accepted. This makes it possible to prevent erroneous detection of a button operation due to vibration of the vibration motor 14a.
[0421] In this embodiment, the operation non-detection state or the operation detection state is determined by counting 8 ms, but it may be determined by counting different times, such as 16 ms, 4 ms, 2 ms, or 1 ms. Also, the time for determining the operation non-detection state and the time for determining the operation detection state may be different. Also, the above determination may be made for the effect button 45 to validate the operation.
[0422] [Specific examples of preview performances] Next, a specific example of performing a preview performance in which the ball loan button 10, the return button 12, the volume control button 13a, the light intensity control button 13b, and the performance button 45 vibrate due to the vibration motor 14a will be described with reference to Figs. 27 to 30.
[0423] 27 to 30 are successive diagrams showing examples of effect images corresponding to the varying and stationary display of special symbols.. Fig. 31 is an explanatory diagram showing the timing at which the vibration motor 14a vibrates.
[0424] Although the liquid crystal display 42 shown in FIGS. 27 to 30 is the same as the liquid crystal display 42 shown in FIG. 4, it is illustrated in a simplified manner in FIGS. 27 to 30 for the purpose of explaining the images.
[0425] As shown in FIG. 27, the performance symbols 43 include three symbols, for example, a left performance symbol 43L, a center performance symbol 43C, and a right performance symbol 43R, which are displayed as a performance symbol row arranged from left to right on the screen of the liquid crystal display 42. Each performance symbol represents, for example, the numbers "1" to "9." Here, the left performance symbol 43L, the center performance symbol 43C, and the right performance symbol 43R all form a pattern row in which the numbers are arranged in descending order from "9" to "1." Such a pattern row is displayed in a changing manner so as to flow (scroll) vertically in the left, center, and right areas of the screen, respectively.
[0426] In this embodiment, the performance patterns include performance patterns corresponding to special patterns (hereinafter, sometimes referred to as special pattern performance patterns).
[0427] In addition, in Figures 27 to 30, an example in which the variable display of the special pattern corresponding to the first special pattern is performed is described, but the variable display of the special pattern corresponding to the second special pattern and the variable display of the normal pattern are also performed in the same manner. In addition, the display mode of the special pattern and the display mode of the normal pattern do not have to be the same as long as they are difficult to distinguish. For example, there can be ones with slightly deformed shapes, ones with slightly different colors, ones with slightly different transparency, and ones with slightly different sizes.
[0428] Here, an example of the variable display effect and the stop display effect (result display effect) performed using the special symbols for the variation of the special symbols when a win (jackpot) occurs is shown. This variable display effect corresponds to a series of effects that are performed from when the special symbol (here, the first special symbol, but it can also be the second special symbol) starts to vary and when it stops (including the final stop). The stop display effect is an effect that shows the special symbol being stopped and the result of the internal lottery at that time as a combination of effect symbols. Note that background images are omitted in Figs. 27 to 30.
[0429] As shown in Fig. 27(a), for example, before the first special symbol starts to vary (when the demo effect is not in progress), three lines of effect symbols 43L, 43C, and 43R are displayed large on the screen of the liquid crystal display 42. At this time, the effect symbols are also displayed in a stopped state in accordance with the stopped display of the first special symbol or the second special symbol.
[0430] In addition, in this example, a case is shown in which there are four reserved memories of the first special symbol, and as a result, four reserved displays M1 corresponding to the first special symbol are displayed, for example, in the form of circles (○).
[0431] In addition, a first reserved memory number display 44a, a second reserved memory number display 44b, and a mini pattern 44c are displayed. The mini pattern 44c is the "fourth performance pattern" following the left, center, and right performance patterns, and is displayed in a variable manner in synchronization with the variable display of the special pattern.
[0432] As shown in FIG. 27(b), for example, in synchronization with the start of the first special symbol, three pattern rows scroll and change on the display screen of the liquid crystal display 42, and the change display performance starts. That is, in synchronization with the start of the first special symbol, the left performance pattern 43L, the center performance pattern 43C, and the right performance pattern 43R are scrolled (flowing) vertically within the display screen of the liquid crystal display 42, and the change display performance starts. Also, the reserved display M1 is displayed in the pre-change display area X1 in the band-shaped part at the lower part of the liquid crystal display 42 before the change starts, but after the change starts, it moves to the change display area X2 by the pedestal image displayed at the lower left part of the liquid crystal display 42, and continues to be displayed until the change of the special symbol (performance pattern) is stopped and displayed. In the figure, the change display of the performance pattern is simply indicated by a downward arrow. In addition, during the changing display, each performance pattern is displayed in a transparent state (transparent display), so that the image (background image) that forms the background of the performance pattern is displayed on the display screen in an easily visible manner.
[0433] In addition, in synchronization with the start of the variation of the first special symbol, the reserved memory number in the first reserved memory number display 44a is decremented by "1", and the varying display of the mini symbol 44c begins.
[0434] Here, as shown in Fig. 27(b), the reserved memory number of the first special symbol decreases by one as the change starts, and the number of reserved symbols displayed in the reserved display M1 is decreased by one accordingly. For example, if there were four reserved symbols up until that point, the oldest one in the reserved display M1 is moved to the changing display area X2, and a performance in which the number of symbols is consumed by an internal lottery is performed. This allows the player to be informed through the performance that the number of operating memories for the first special symbol has been consumed.
[0435] Then, the reserved display M1, which was at the top of the memory order, moves to the changing display area X2, so that only three are left in the pre-change display area X1, and the three reserved displays M1 remaining on the screen are shifted in one direction (here, to the left) by one. This allows the context of the change in the number of working memories to be accurately expressed in the presentation, and also makes it easy for the player to intuitively understand that "the working memory has been consumed and reduced by one" or "the working memory has been consumed and the special pattern is changing."
[0436] As shown in Figures 27(c) and 28(d), for example, after a certain amount of time (about half the fluctuation time) has passed, the left performance pattern 43L temporarily stops in synchronization with the first special pattern. At this time, in this example, after the left performance pattern 43L passes the stop position L once (Figure 27(c)), the movement direction is reversed by the bound display and it temporarily stops at the stop position (Figure 28(d)).
[0437] A provisional stop is also called a provisional stop display, and refers to a display state in which, for example, during the variable display from when the variable display of the performance pattern starts until the definite performance pattern that is the variable display result is derived and displayed, the speed of change of the performance pattern becomes "0" and the performance pattern is displayed stationary, causing, for example, slight shaking or expansion and contraction (i.e., a state in which one variable display has not ended). In such a display state, although the display result in the variable display is not definitively displayed, the player can recognize that the fluctuation of the performance pattern due to the scroll display or update display is not progressing. Note that the provisional stop display may include a completely stopped display of the decorative pattern for a period of time shorter than a predetermined period (for example, one second) without causing slight shaking or expansion and contraction. On the other hand, a stop display (derived display) of the variable display result refers to a complete or final stop of the identification information of the decorative pattern or the like to end the variable display.
[0438] In this example, the number "8" is temporarily stopped on the left side of the screen. Note that the background image is omitted here (this will also be the case hereafter). At this time, the mini-pattern 44c continues to change without stopping.
[0439] As shown in Figures 28(e) and 28(f), following the left performance symbol 43L, the right performance symbol 43R temporarily stops in synchronization with the first special symbol. At this time, in this example, after the left performance symbol 43L passes the stop position L once (Figure 28(e)), the movement direction is reversed by the bound display and it temporarily stops at the stop position L (Figure 28(f)).
[0440] In this example, it is shown that the performance symbol representing the number "8" has temporarily stopped in the center of the screen. Since the same type of symbol has temporarily stopped in the left performance symbol 43L and the right performance symbol 43R, a reach state occurs when the left performance symbol 43L and the right performance symbol 43R temporarily stop. Therefore, if the same symbol temporarily stops in the center performance symbol 43C and the three performance symbols continue to become confirmed performance symbols, a jackpot will be reached. In other words, the reach state occurs when the left performance symbol 43L and the right performance symbol 43R temporarily stop, suggesting the display result of the variable display of the special symbol.
[0441] Also, as shown in Fig. 28(f) and Fig. 31, when the operation effect is selected in the effect selection process (step S614) in Fig. 25, the effect control CPU 126 vibrates the vibration motor 14a when a reach state occurs. When the vibration motor 14a vibrates, the ball loan button 10, the return button 12, the volume control button 13a, the light amount control button 13b, and the effect button 45 vibrate. At this time, the mini pattern 44c continues to change without stopping.
[0442] Then, the operation of the effect button 45 is prompted by vibrating the effect button 45. At this time, when the player operates the effect button 45, an effect image suggesting the result of the internal lottery, such as the probability of winning, in other words, an effect image suggesting the display result of the variable display of the special symbol, is displayed on the liquid crystal display 42.
[0443] On the other hand, when a jackpot is hit, prize balls are paid out, so that the player can play even if there are only a few game balls remaining. Therefore, even if there are only a few game balls remaining when a jackpot is hit, there is no need to receive new game balls. And, when a reach state occurs, there is a possibility of a jackpot. Therefore, by vibrating the ball loan button 10 when a reach state occurs, and confusing the player who touched the ball loan button 10 to operate it, it is possible to prevent the player from receiving unnecessary loans of additional game balls.
[0444] Conventionally, since a predetermined variable time is required from winning the internal lottery until the game transitions to the jackpot game state, the player may mistakenly perform an operation to receive additional game balls, resulting in the player being disadvantaged by the loan of unnecessary game balls. However, in this embodiment, the vibration of the ball loan button 10 prevents the player from operating the ball loan button 10, thereby preventing the player from receiving unnecessary game balls and preventing the player from being disadvantaged.
[0445] In addition, by vibrating the return button 12 when a ready state occurs, the player who touches the return button 12 is confused about how to operate it, and this makes it possible to prevent the player from ceasing the game when there is a possibility of a big win, and prevents the interest in the game from decreasing.
[0446] In addition, by vibrating the volume control button 13a and the light control button 13b when a reach state occurs, the player who touches the volume control button 13a or the light control button 13b is confused about how to operate, and the player can concentrate on the operation presentation using the presentation button 45. This prevents the player from missing the operation presentation, and prevents a decrease in interest in the game.
[0447] In this embodiment, when the ball lending button 10 is operated to receive a loan of a game ball, the loaned game ball is dispensed to the upper tray 6b. If the ball lending button 10 is operated while it is vibrating, the game balls flowing down the upper tray 6b vibrate, and the vibration is amplified by resonating with the ball lending button 10 provided on the upper tray 6b. Therefore, in this embodiment, the ball lending button 10 is vibrated to suppress the operation of the ball lending button 10, and when the vibrating ball lending button 10 is operated, the vibration is amplified, making it possible to raise the warning level against the loan of a game ball that is inconvenient for the player, and the prohibition of the operation of the vibrating ball lending button 10 can be reliably notified. This prevents the player from receiving a loan of a game ball in vain.
[0448] As shown in Fig. 29(g), when a reach state occurs, a reach effect corresponding to the reach state is executed. In the reach effect, for example, the display direction of the center effect pattern 43C changes, and the reach state occurs when the center effect pattern 43C temporarily stops so that the display direction of the left effect pattern 43L and the right effect pattern 43R does not change. In other words, the reach state occurs so that the visible surface of the center effect pattern 43C changes, and the visible surface of the left effect pattern 43L and the right effect pattern 43R does not change.
[0449] Specifically, the left and right performance symbols 43L and 43R move to the upper left and upper right corners of the screen of the liquid crystal display 42, are displayed in a reduced size, and are temporarily stopped without changing the display direction in a manner accompanied by vertical shaking. At this time, the left and right performance symbols 43L and 43R repeat short periodic movements.
[0450] On the other hand, the middle performance pattern 43C is enlarged and displayed in the center of the screen of the liquid crystal display 42, and is displayed variably so that the display direction changes in a manner that rotates counterclockwise around the vertical axis. At this time, the middle performance pattern 43C operates non-periodically in a long length.
[0451] In other words, in the reach state, the center performance symbol 43C, the left performance symbol 43L, and the right performance symbol 43R perform variable display on different trajectories (up and down movement and rotation around the vertical axis), the left performance symbol 43L and the right performance symbol 43R repeat periodic movements at a fast speed, and the center performance symbol 43C performs non-periodic movements at a slower speed than the left performance symbol 43L and the right performance symbol 43R. This makes it possible to prevent confusion between the center performance symbol 43C and the left performance symbol 43L and the right performance symbol 43R, improving playability.
[0452] In this way, the display direction of the center performance pattern 43C changes, while the display direction of the left performance pattern 43L and the right performance pattern 43R does not change, so that the left performance pattern 43L and the right performance pattern 43R can only be seen from the front, but the side and top of the center performance pattern 43C can be seen. Figure 29(g) shows the performance pattern representing the number "7" rotating in the center performance pattern 43C.
[0453] As shown in Fig. 29(h), the type of the effect pattern changes as the variable display of the middle effect pattern 43C continues. Fig. 29(h) shows the middle effect pattern 43C changing from the number "7" to the effect pattern representing the number "8", and the effect pattern representing the number "8" rotating.
[0454] As shown in Fig. 29(i), in this example, during the process of the variable display, it is possible to display the center performance pattern 43C, the left performance pattern 43L, and the right performance pattern 43R in a superimposed manner. For example, it is possible to display the left performance pattern 43L and the right performance pattern 43R in a superimposed manner on the upper layer of the center performance pattern 43C.
[0455] When the center performance pattern 43C is displayed overlapping the left performance pattern 43L and the right performance pattern 43R, the center performance pattern 43C, the left performance pattern 43L, and the right performance pattern 43R perform different actions. For example, the center performance pattern 43C rotates, while the left performance pattern 43L and the right performance pattern 43R swing up and down.
[0456] At this time, the amount of movement of the left performance pattern 43L and the right performance pattern 43R is smaller than the amount of movement of the center performance pattern 43C. This makes it easier to distinguish the center performance pattern 43C from the left performance pattern 43L and the right performance pattern 43R, making it easier to understand the development of the game, thereby improving the playability.
[0457] As shown in Figure 30(j), in this example, when the display of the effect pattern representing the number "8" is being changed, an effect image is displayed that makes it impossible for the player to tell whether the number "8" will stop as it is, resulting in a jackpot, or whether it will not result in a jackpot and will change to the number "9," thereby building up the player's sense of anticipation.
[0458] Specifically, the effect image 52 is displayed so as to be superimposed on the center performance pattern 43C. At this time, the effect image 52 has a higher display priority than the center performance pattern 43C, and a lower display priority than the left performance pattern 43L and the right performance pattern 43R. In other words, the effect image 52 is displayed in a higher layer than the center performance pattern 43C, and in a lower layer than the left performance pattern 43L and the right performance pattern 43R. Therefore, when the effect image 52 is displayed, the center performance pattern 43C cannot be seen, but the left performance pattern 43L and the right performance pattern 43R can be seen.
[0459] As shown in FIG. 30(k), the last middle performance pattern 43C is temporarily stopped in synchronization with the stop display of the first special pattern. At this time, the effect image 52 is erased. Then, the left performance pattern 43L, the middle performance pattern 43C, and the right performance pattern 43R become the same size and temporarily stop. If the result of this internal lottery is a big win and the first special pattern is stopped and displayed in a winning (big win) mode, the performance pattern is also stopped and displayed in a winning (big win) mode. That is, in the illustrated example, the performance pattern representing the number "8" is temporarily stopped in the middle position of the screen, and in this case, the combination of the performance patterns is "8"-"8"-"8", which is a big win, so the performance shows that the current fluctuation corresponds to a normal "big win". Also, at this time, the left performance pattern 43L, the middle performance pattern 43C, and the right performance pattern 43R all perform a common action by shaking in the up and down direction.
[0460] As shown in FIG. 30(l), the left performance symbol 43L, the center performance symbol 43C, and the right performance symbol 43R come to a complete stop and are displayed as fixed performance symbols. The mini symbol 44c also comes to a complete stop. This confirms a jackpot with the combination of "8"-"8"-"8". At this time, the performance symbols may rotate again and be confirmed with a different performance symbol. This may result in a jackpot with time reduction or a jackpot with a large number of rounds being ranked up. When the left performance symbol 43L, the center performance symbol 43C, and the right performance symbol 43R come to a complete stop, the mini symbol 44c also comes to a complete stop with the same combination as the performance symbol 43.
[0461] In addition, when the stop display effect is performed, the reserved display M1, which has been moved to the changing display area X2 and continues to be displayed, lights up. Therefore, it is possible to teach the player intuitively and easily that "the change of the special symbol has ended."
[0462] The above is an example of the variable display effect and the stop display effect (when no winning is obtained) that are performed using the performance symbols for each change. That is, in this embodiment, three rows of performance symbols are displayed in a variable manner, and one variable display ends when the three rows of performance symbols are displayed in a stopped manner. Through such an effect, the player can have a sense of expectation for winning, and finally, the result of the internal lottery can be clearly indicated in the effect.
[0463] In addition, the above-mentioned example is for when a win occurs, but in the case of a loss (non-win), after a reach effect is executed during the variable display effect, the effect symbols are stopped and displayed in a loss mode (for example, a mode in which different numbers line up, such as "8"-"7"-"8") in the stop display effect. At this time, the stop display mode of the effect symbols is basically selected in correspondence with the winning pattern (the stop display mode of the first special pattern display device 34 or the second special pattern display device 35) selected internally by the main control CPU 72. In addition, in the case of a small win (win), the effect symbols are stopped and displayed in a small win mode (for example, a mode that suggests a small win according to a certain rule, such as "1"-"3"-"5") in the stop display effect.
[0464] In this embodiment, an example is given in which vibration motor 14a is caused to vibrate when the left performance pattern 43L and the right performance pattern 43R temporarily stop and a reach state occurs (the mini pattern 44c continues to fluctuate), but the timing at which vibration motor 14a is vibrated can be different from that in this embodiment.
[0465] For example, it is possible to vibrate the vibration motor 14a in a situation where the left performance pattern 43L, the right performance pattern 43R, and the center performance pattern 43C temporarily stop at a combination of the same patterns that results in a jackpot (or a combination of specific patterns that results in a jackpot) and the mini pattern 44c continues to display in a varying manner (for example, the situation in Figure 30 (k)).
[0466] In this case, when the operation effect is executed, the effect button 45 is operated, and if the left effect pattern 43L, the right effect pattern 43R, and the center effect pattern 43C temporarily stop in a combination of the same pattern or a specific pattern, the effect button 45 vibrates to execute an effect congratulating the player on receiving a special bonus such as a big win or a small win.
[0467] In this situation, after a predetermined time (for example, a few seconds) from the provisional stop, the left performance pattern 43L, the right performance pattern 43R, and the center performance pattern 43C will stop completely, a confirmation display will be displayed, and the mini pattern 44c will stop, confirming the jackpot (for example, the situation in Figure 30(l)).
[0468] After the left performance pattern 43L, the right performance pattern 43R, and the center performance pattern 43C have temporarily stopped and before the mini pattern 44c has stopped, it is a situation in which it is certain that a jackpot will occur, and it is a situation in which it is certain that operating the ball lending button 10 or the like will result in an incorrect operation.
[0469] However, when the left performance pattern 43L, the right performance pattern 43R, and the center performance pattern 43C are temporarily stopped, the vibration motor 14a vibrates, causing the ball lending button 10 to vibrate, so that erroneous operation of the ball lending button 10 can be prevented in advance before a situation in which the occurrence of a jackpot is certain.
[0470] [About the output mode of the stop sound of the performance pattern] Next, the output mode of the stop sound of the performance pattern 43 will be described with reference to Fig. 32 to Fig. 35. As described in Fig. 27 to Fig. 30, in this embodiment, the performance control CPU 126 can stop the performance pattern 43 at the stop position L by reversing the moving direction by the bound display after the performance pattern 43 passes the stop position L.
[0471] Here, in the examples of Figures 32 to 35, the reach state is not reached, and when a miss occurs, the direction of movement of performance symbol 43 is reversed by the bound display after it passes stop position L (i.e., the direction of movement changes toward stop position L), and performance symbol 43 stops at stop position L. Also, in the examples of Figures 32 and 33 and the examples of Figures 34 and 35, "8" stops on the left performance symbol L and "5" stops on the right performance symbol R, and a miss is confirmed.
[0472] In this embodiment, when the ball misses, the movement distance when passing the stop position L and returning to the stop position L is smaller than when the ball reaches a reach eye or a chance eye (such as a hint of a small win). When the ball returns to the stop position L, the ball stops at the stop position L due to the reaction when the movement direction is reversed.
[0473] In this way, by making the amount of movement smaller in the case of a miss compared to when a reach symbol or chance symbol is displayed, it is possible to immediately understand that this is not a pattern presentation with a high degree of expectation.
[0474] Even in this case, either (1) a pattern in which a stopping sound is output before the performance pattern 43 returns to the stopping position L, or (2) a pattern in which a stopping sound is output when the performance pattern 43 stops at the stopping position L is selected depending on the game status, etc.
[0475] When the stop sound is set as in (1) above, the physical mass of the performance pattern 43 is felt, thereby improving the sense of immersion. When the stop sound is set as in (2) above, the iconic aspect of the performance pattern 43 is emphasized, and the player is impressed that the variable display has ended. Furthermore, by outputting the stop sound in either pattern, it is possible to greatly change the impression given to the player, thereby improving the interest of the game.
[0476] Specifically, as shown in Fig. 32(a) and Fig. 32(b), for example, when the internal lottery results in a loss in the normal state, if the left performance pattern 43L passes the stop position L, the performance control CPU 126 can output a stop sound after the left performance pattern 43L passes the stop position L and before the left performance pattern 43L stops at the stop position L. Also, the left performance pattern 43L stops at the stop position L by the time the output of the stop sound ends. This can eliminate the unnaturalness of a variable display being performed even after the output of the stop sound ends.
[0477] At this time, a stop sound is output when the left performance pattern 43L passes the stop position L and returns to the stop position L (specifically, when the movement direction of the performance pattern 43 is reversed by the bound display). Also, the output of the stop sound ends before the left performance pattern 43L stops at the stop position L.
[0478] Next, as shown in Figures 33(c) and 33(d), for example, when the right performance pattern 43R passes the stopping position L, the performance control CPU 126 can output a stopping sound after the right performance pattern 43R passes the stopping position L and before the right performance pattern 43R stops at the stopping position L.
[0479] At this time, a stop sound is output when the right performance pattern 43R passes the stop position L and returns to the stop position L (specifically, when the movement direction of the performance pattern 43 is reversed by the bound display). Also, the right performance pattern 43R stops at the stop position L before the output of the stop sound ends. This eliminates the unnaturalness of the variable display continuing even after the output of the stop sound ends.
[0480] Also, as shown in Figures 34(a) and 34(b), for example, in the time-saving state, when the left performance pattern 43L passes the stopping position L, the performance control CPU 126 can output a stopping sound after the left performance pattern 43L passes the stopping position L and when the left performance pattern 43L stops at the stopping position L.
[0481] Next, as shown in Figures 35(c) and 35(d), for example, when the right performance pattern 43R passes the stopping position L, the performance control CPU 126 can output a stopping sound after the right performance pattern 43R passes the stopping position L and when the right performance pattern 43R stops at the stopping position L.
[0482] The performance control CPU 126 can vary the output timing of the stop sound depending on the game state. For example, the performance control CPU 126 is configured so that the performance symbol 43 stops at the stop position L after passing the stop position L in the normal state, and outputs the stop sound after passing the stop position L and before stopping at the stop position L.
[0483] On the other hand, in the time-saving state, the effect pattern 43 is configured to stop at the stop position L without passing the stop position L, and a stop sound is output when the effect pattern 43 stops at the stop position L. This makes it easier to understand that the game state has changed, and improves gameplay.
[0484] Also, the performance control CPU 126 varies the output timing of the stop sound according to the fluctuation time of the performance pattern 43. For example, in a long-term fluctuation, the performance pattern 43 is configured to stop at the stop position L after passing the stop position L, and the stop sound is output after passing the stop position L and before stopping at the stop position L. In a short-term fluctuation, the performance pattern 43 is configured to stop at the stop position L without passing the stop position L, and the stop sound is output when it stops at the stop position L. In this way, by matching the fluctuation time and the output timing of the stop sound, it is possible to make the game unfold naturally, and the gameability can be improved.
[0485] In addition, the performance control CPU 126 can output a common stop sound even if the output timing of the stop sound is different. For example, the performance control CPU 126 can output a common stop sound while making the output timing of the stop sound different in the normal state and the time-saving state. This makes it possible to add the fun of guessing whether the game state has changed or not, thereby improving the gameplay.
[0486] In addition, the performance control CPU 126 can output different stop sounds depending on the output timing of the stop sound. For example, the performance control CPU 126 can output different stop sounds depending on the output timing of the stop sound in the normal state and the time-saving state. This makes it easier to understand that the game state has changed, and improves gameplay.
[0487] In addition, during the variable display due to a specific variable pattern (such as a special reach with high expectation) or during the display of a full-screen performance image, it is also possible to configure so that the performance pattern 43 does not stop at the stop position L after passing the stop position L, and also so that the stop sound is not output. In this case, a performance pattern (non-bound pattern) that does not stop at the stop position L after the performance pattern 43 passes the stop position L and a performance pattern (non-stop sound pattern) that does not output a stop sound may be provided, and the non-bound pattern may be used alone for the variable display, or the non-bound pattern and the non-stop sound pattern may be combined for the variable display.
[0488] In this embodiment, no example is given of the middle performance pattern 43C stopping at stop position L after passing through stop position L, but the middle performance pattern 43C may also be made to stop at stop position L after passing through stop position L, and a stopping sound may be output before or when it stops at stop position L, as described above.
[0489] [Examples of timer effects] Next, a specific example of executing the timer effect will be described with reference to Figures 36 to 37. Note that detailed description of the same parts as those described with reference to Figures 27 to 30 will be omitted.
[0490] 36 and 37 are sequential diagrams showing examples of effect images corresponding to the varying and stationary display of special symbols.
[0491] As shown in Figures 36(a) and 36(b), for example, in synchronization with the start of the change in the first special pattern, a changing display performance is started by scrolling three pattern rows on the display screen of the LCD display 42.
[0492] As shown in Fig. 36(c), for example, a character 55 saying "TIMER ACTIVATED!" is displayed in the center of the screen to inform the player that the timer effect is about to start. Also, a first timer display 56a is displayed in the upper part of the screen, and a second timer display 56b is displayed in the upper part of the screen.
[0493] The time updated and displayed by the timer effect of the first timer display 56a and the time updated and displayed by the timer effect of the second timer display 56b are displayed in a common display format. For example, both have the same number design and the same number of decimal places. Therefore, by having a commonality between the timer effects of the first timer display 56a and the second timer display 56b while executing the timer effects, the content of the game can be easily understood, thereby improving gameplay.
[0494] The first timer display 56a is set to an initial value of 14 seconds ("14:00" in the figure), and the second timer display 56b is set to an initial value of 5 seconds ("5:00" in the figure). In this example, since the timer is displayed counting down, the time until the timer performance by the first timer display 56a reaches 0 seconds is longer than the time until the timer performance by the second timer display 56b reaches 0 seconds. In this example, when both the time of the first timer display 56a and the time of the second timer display 56b reach 0 seconds, the expectation of a big win or a small win is higher than when both the time of the first timer display 56a and the time of the second timer display 56b do not reach 0 seconds.
[0495] As shown in Fig. 37(d), the update display (in this example, subtraction display) of the time of the first timer display 56a and the time of the second timer display 56b is started. In this way, the timer performance by the first timer display 56a and the timer performance by the second timer display 56b can be executed at the same time, and the start timing of the update display of the time in the timer performance by the first timer display 56a and the start timing of the update display of the time in the timer performance by the second timer display 56b are the same.
[0496] As shown in FIG. 37(e), the update period of time in the timer effect of the first timer display 56a is shorter than the update period of time in the timer effect of the second timer display 56b.
[0497] Specifically, as shown in Fig. 39, the first timer display 56a updates every second in one frame, whereas the second timer display 56b updates every second in two frames. Also, for example, after a certain amount of time (about half the fluctuation time) has passed, the left performance pattern 43L temporarily stops in synchronization with the first special pattern.
[0498] As shown in Fig. 38(f), following the left performance symbol 43L, the right performance symbol 43R temporarily stops in synchronization with the first special symbol. In the illustrated example, it is shown that a reach state has been reached.
[0499] As shown in Figure 38(g), the last middle performance pattern 43C temporarily stops in synchronization with the stop display of the first special pattern. At this time, the update display of the time of the first timer display 56a and the update display of the time of the second timer display 56b ends before the middle performance pattern 43C stops. For example, the time of the first timer display 56a and the time of the second timer display 56b both become 0 seconds.
[0500] The timing at which the updating display of the first timer display 56a ends and the timing at which the updating display of the second timer display 56b ends may be the same, or one of them may be slower than the other.
[0501] As shown in FIG. 38(h), the left performance pattern 43L, the center performance pattern 43C, and the right performance pattern 43R temporarily stop at the same size. If the result of this internal lottery is a big win and the first special pattern is stopped and displayed in a winning (big win) manner, the performance patterns are also stopped and displayed in a winning (big win) manner. That is, in the illustrated example, after the performance pattern representing the number "8" temporarily stops in the middle position of the screen, the left performance pattern 43L, the center performance pattern 43C, and the right performance pattern 43R completely stop and are displayed as fixed performance patterns. This confirms the big win with the combination of "8"-"8"-"8".
[0502] As described above, the speed of updating the first timer display 56a allows the player to enjoy the dynamism of the presentation, while the slowness of updating the second timer display 56b allows the player to enjoy the content of the presentation at their own pace, thereby improving playability.
[0503] In addition, the above-mentioned example is for when a win occurs, but in the case of a loss (non-win), after a reach effect is executed during the variable display effect, the effect symbols are stopped and displayed in a loss mode (for example, a mode in which different numbers line up, such as "8"-"7"-"8") in the stop display effect. At this time, the stop display mode of the effect symbols is basically selected in correspondence with the winning pattern (the stop display mode of the first special pattern display device 34 or the second special pattern display device 35) selected internally by the main control CPU 72. In addition, in the case of a small win (win), the effect symbols are stopped and displayed in a small win mode (for example, a mode that suggests a small win according to a certain rule, such as "1"-"3"-"5") in the stop display effect.
[0504] In this embodiment, an example of counting down the timer display of 14 seconds and 5 seconds has been described, but the initial value may be a number of seconds different from that in this embodiment. Also, the notice is not limited to a notice counting down the time, and may be a notice suggesting that a special benefit will be given when the counted-up time reaches a predetermined time.
[0505] Furthermore, the bonus is not limited to a big win or a small win, but may be a bonus of a different type from the bonuses mentioned in this embodiment, such as a time-saving state, a special state, or a small win rush.
[0506] [Effects of this embodiment] (a1) In a gaming machine (in this example, a pachinko machine 1) capable of suggesting the display result of a variable display of identification information (in this example, a special symbol), A loan operation means (in this example, a ball loan button 10) for performing an operation to receive a loan of a gaming medium (in this example, a gaming ball); and vibration means (in this example, a vibration motor 14a) capable of vibrating at least the lending operation means; When the display result of the variable display of the identification information is indicated (in this example, when a reach state occurs in the performance pattern 43), the vibration means vibrates the lending operation means (in this example, Figures 13(d) and 14). Therefore, since the specific image can be seen even if it is displayed in the edge area overlapping with the game board, it is not necessary to display the specific image in an area other than the edge area, and the display area of the image other than the specific image can be increased. Therefore, the visibility of the image other than the specific image can be improved, and the gameability can be improved.
[0507] (a2) When the lending operation means is operated while the lending operation means is vibrating due to vibrations caused by the vibration means, the vibrations of the lending operation means are amplified (in this example, FIG. 14). Therefore, when the display result of the variable display is likely to be an advantageous display result for obtaining game media, it is possible to prevent the player from accepting the loan of game media in advance, thereby improving convenience when playing the game.
[0508] (a3) Variable display of the performance identification information (in this example, the performance pattern 43) corresponding to the variable display of the identification information (in this example, Figs. 4, 12 to 14), It is possible to perform variable display of the reduced identification information (in this example, mini pattern 44c) in a manner that corresponds to the variable display of the identification information and is smaller than the performance identification information (in this example, Figures 4, 12 to 14), During the variable display of the reduced identification information, the display result of the variable display of the performance identification information can suggest the variable display of the identification information (in this example, FIG. 13(d)). When the display result of the variable display of the identification information for performance suggests the variable display of the identification information, the vibration means vibrates the lending operation means (in this example, FIG. 13(d) and FIG. 14). Therefore, when the display result of the variable display is likely to be an advantageous display result for obtaining game media, it is possible to prevent the player from accepting the loan of game media in advance, thereby improving convenience when playing the game.
[0509] In the above embodiment, an example was given in which the ball lending button 10, the return button 12, the volume adjustment button 13a, the light intensity adjustment button 13b, and the performance button 45 vibrate when the vibration motor 14a vibrates, but it is also possible to vibrate a button different from that in the above embodiment, such as a ball removal button that ejects the gaming balls in the lower tray 6c when the lower tray 6c is full of gaming balls.
[0510] In the above embodiment, an example was given in which when the vibration motor 14a vibrates, the ball lending button 10, the return button 12, the volume adjustment button 13a, the light intensity adjustment button 13b, and the performance button 45 vibrate. However, the number of vibration motors provided may be different from that of the above embodiment, for example, by providing a motor that vibrates the ball lending button 10, a motor that vibrates the performance button 45, and a motor that vibrates the return button 12, the volume adjustment button 13a, and the light intensity adjustment button 13b, or by providing a motor that vibrates the ball lending button 10, the return button 12, the volume adjustment button 13a, and the light intensity adjustment button 13b, and a motor that vibrates the performance button 45.
[0511] (b1) In addition, in a gaming machine (in this example, a pachinko machine 1) equipped with a transparent gaming board (in this example, a gaming board 9) and an image display device capable of displaying images (in this example, a liquid crystal display 42), The game board is disposed in front of the image display device (in this example, FIG. 5). The image display area of the image display device is visible through an opening formed in the game board (in this example, Figs. 3 and 4); When the game board is viewed from the front, a part of the game board overlaps with an end area of the image display area (in this example, FIG. 4), The image display device is capable of displaying specific images (in this example, hold display M1, hold display M, second hold memory number display 44b, mini pattern 44c, and change count display 51) in the end area overlapping with the game board (in this example, Figure 4). Since the specific image can be seen even when it is displayed in the edge area overlapping the game board, it is not necessary to display the specific image in areas other than the edge area, and the display area of images other than the specific image can be increased. Therefore, the visibility of images other than the specific image can be improved, and convenience when playing the game can be improved.
[0512] (b2) A reserved memory means (in this example, RAM 76) is provided for storing information regarding the variable display of the identification information, The image display means is capable of displaying a hold display (in this example, hold displays M1, M2) corresponding to the hold memory as the specific image (in this example, FIG. 4). This can improve the visibility of images other than the hold display, which attracts less attention, and can improve gameplay.
[0513] (b3) the image display means It is possible to perform variable display of the performance identification information (in this example, the performance pattern 43) corresponding to the variable display of the identification information (in this example, FIG. 4), It is possible to display reduced identification information (in this example, mini-pattern 44c) in a form reduced in size compared to the performance identification information as the specific image (in this example, FIG. 4). Therefore, since the reduced identification information is a display associated with the presentation identification information, even if the reduced identification information is displayed in the edge area, it is possible to prevent the progress of the game from being hindered. Therefore, it is possible to ensure the visibility of the presentation identification information by widening the display area, thereby improving gameplay.
[0514] (b4) the image display means A first image (in this example, a change display 51a of the change count display 51) whose display mode changes upon a predetermined opportunity (in this example, when a change display of a special pattern is performed), A second image (in this example, a non-changing display 51b of the variation count display 51) whose display mode does not change upon a predetermined opportunity (in this example, when a variation display of a special pattern is performed) can be displayed. The second image can be displayed as the specific image. Therefore, while the second image can be viewed even as the game progresses, the first image changes as the game progresses, so playability can be improved by widening the display area of the first image to ensure visibility of the first image.
[0515] In the above embodiment, the hold display M1, hold display M, second hold memory count display 44b, mini pattern 44c, and change count display 51 were given as examples of specific images, but the specific image may also be an image different from those in the above embodiment, such as the number of game balls acquired or the selected song.
[0516] And when the number of acquired game balls is displayed as the currently acquired number, whose display mode changes as the game progresses, and the upper limit acquired number, whose display mode does not change as the game progresses (for example, xx (currently acquired number) / xxxx (upper limit acquired number)), it is possible to superimpose the upper limit acquired number, whose display mode does not change as the game progresses, on the game board. This allows the upper limit acquired number to be confirmed even as the game progresses, but since the currently acquired number changes as the game progresses, by ensuring the visibility of the currently acquired number, convenience can be improved.
[0517] Furthermore, when the currently selected song is displayed with a currently selected song name whose display mode changes depending on the player's selection, and a song selection method whose display mode does not change (for example, "Song A" is displayed on the top row and "Select with up and down keys" is displayed on the bottom row), it is possible to superimpose the song selection method whose display mode does not change as the game progresses on the game board. This allows the song selection method to be confirmed even when the song is changed, but since the currently selected song name changes depending on the player's selection, convenience can be improved by ensuring the visibility of the currently selected song name.
[0518] In the above embodiment, an example was given in which the surface of the game board 9 is superimposed with a specific image, but it is also possible to configure the game board so that parts other than the surface of the game board, such as transparent props or transparent ball passages that the game board has, are superimposed with the specific image.
[0519] (c1) In addition, in a gaming machine capable of executing effects (in this example, a pachinko machine 1), The performance includes a first performance (in this example, a timer performance by the first timer display 56a) and a second performance (in this example, a timer performance by the second timer display 56b), The first and second effects are effects that update and display numerical information, and also indicate that a special benefit (in this example, a jackpot) will be awarded when the updated and displayed numerical information reaches a predetermined value (in this example, 0 seconds). The first and second performances can be executed simultaneously (see Figs. 36 to 38 in this example). When the first and second performances are executed at the same time, the timing at which the numerical information is updated and displayed is the same or substantially the same (see Figs. 36 to 38 in this example), The time until the numerical information reaches a predetermined value in the second performance is longer than the time until the numerical information reaches a predetermined value in the first performance (in this example, FIGS. 36 to 38 and 39), The update period of the numerical information in the second performance is shorter than the update period of the numerical information in the first performance (see Figs. 36 to 38 and 39 for this example). Therefore, the speed at which the first performance is updated allows the player to enjoy the dynamism of the performance, while the slow speed at which the second performance is updated allows the player to enjoy the content of the performance at their leisure, thereby improving playability.
[0520] (c2) The numerical information updated and displayed by the first performance and the numerical information updated and displayed by the second performance can be displayed in a common display mode (see, for this example, Figs. 36 to 38). Therefore, by having commonality between the first and second presentations while executing the first and second presentations, the content of the game becomes easier to understand, thereby improving gameplay.
[0521] (d1) In addition, in a gaming machine (in this example, a pachinko machine 1) capable of stopping the variably displayed identification information (in this example, the performance pattern 43) at a predetermined stopping position, A stop sound output means (in this example, the performance control CPU 126) capable of outputting a stop sound when the identification information stops, After the identification information has passed the stop position, the identification information can be stopped at the stop position (in this example, FIGS. 32 to 35 ), When the identification information passes the stop position, the stop sound output means is capable of outputting the stop sound after the identification information passes the stop position and before the identification information stops at the stop position (in this example, Figures 32 to 33). Therefore, since it is possible to sense that the identification information has passed the stopping position and is stopped, it becomes easier to understand the development of the game, and the playability can be improved.
[0522] (d2) In a gaming machine (in this example, a pachinko machine 1) capable of stopping a variable-displayed identification information (in this example, a performance pattern 43) at a predetermined stopping position, A stop sound output means (in this example, the performance control CPU 126) capable of outputting a stop sound when the identification information stops, After the identification information has passed the stop position, the identification information can be stopped at the stop position (in this example, FIGS. 32 to 35 ), When the identification information passes the stop position, the stop sound output means is capable of outputting the stop sound after the identification information passes the stop position and when the identification information stops at the stop position (in this example, Figures 34 to 35). Therefore, since it is possible to sense that the identification information has passed the stopping position and is stopped, it becomes easier to understand the development of the game, and the playability can be improved.
[0523] (d3) The stop sound output means varies the output timing of the stop sound depending on the game state (in this example, Figs. 32 to 35). This makes it easier to understand when the game state has changed, improving gameplay.
[0524] (d4) The stop sound output means varies the output timing of the stop sound according to the variable display time of the identification information (in this example, Figs. 32 to 35). Therefore, by matching the variable display time with the output timing of the stop sound, it is possible to make the game unfold naturally, and the gameplay can be improved.
[0525] (d5) The stop sound output means is capable of outputting the same stop sound even when the output timings of the stop sounds are different (in this example, Figs. 32 to 35). This makes it possible to provide the player with the enjoyment of guessing whether the game state has changed, thereby improving gameplay.
[0526] (d6) The stop sound output means is capable of outputting different stop sounds when the output timings of the stop sounds are different (in this example, Figs. 32 to 35). This makes it easier to understand when the game state has changed, improving gameplay.
[0527] (d7) Before the output of the stop sound ends, the identification information stops at the stop position (in this example, FIGS. 32 to 33). This eliminates the unnaturalness of the variable display continuing even after the output of the stop sound has ended, thereby improving gameplay.
[0528] (d8) When a variable display is performed using a specific variable display pattern or when a specific performance image is displayed, the identification information is not stopped at the stopping position after passing the stopping position, and the stopping sound is not output. This makes it possible to create a sense of expectation that a variable display will be performed using a specific variable display pattern or that a specific performance image will be displayed.
[0529] (e1) In addition, in a gaming machine (in this example, a pachinko machine 1) capable of displaying a plurality of identification information (in this example, a performance pattern 43L, a performance pattern 43C, and a performance pattern 43R), The plurality of identification information includes a first identification information (in this example, a performance pattern 43C) and a second identification information (in this example, a performance pattern 43L, a performance pattern 43R) displayed at a position different from the first identification information, The first identification information and the second identification information can be displayed such that the display direction of the first identification information changes while the display direction of the second identification information does not change. Therefore, it is possible to prevent the first identification information and the second identification information from being confused, and it is possible to improve the enjoyment of the game.
[0530] In the above embodiment, an example was given of displaying enlarged performance pattern 43C between reduced performance pattern 43L and performance pattern 43R, but it is possible to display the first identification information and the second identification information in a manner different from the above embodiment.
[0531] For example, it is possible to enlarge and display performance pattern 43C to change the display direction, while further displaying performance pattern 43L, performance pattern 43C, and performance pattern 43R in a reduced form without changing the display direction.
[0532] In addition, it is possible to display performance pattern 43L, performance pattern 43C, and performance pattern 43R with the same size while changing the display direction of performance pattern 43C and keeping the display directions of performance pattern 43L and performance pattern 43R unchanged.
[0533] (e2) In a gaming machine (in this example, a pachinko machine 1) capable of variably displaying identification information using a plurality of identification information sequences, It is possible to display the identification information of the multiple identification information columns such that the display direction of the first identification information (in this example, performance pattern 43C) changes in at least one first identification information column among the multiple identification information columns (in this example, the left, center, and right performance pattern columns), and the display direction of the second identification information (in this example, performance pattern 43L, performance pattern 43R) does not change in a second identification information column different from the first identification information column (in this example, Figure 29). Therefore, it is possible to prevent the first identification information and the second identification information from being confused, and it is possible to improve the enjoyment of the game.
[0534] (e3) The first identification information and the second identification information can be operated on different trajectories (in this example, FIG. 29 ); The first identification information is displayed by a non-periodic operation (in this example, FIG. 29), The second identification information is displayed by a periodic operation (in this example, FIG. 29). Therefore, it is possible to prevent the first identification information and the second identification information from being confused, and it is possible to improve the enjoyment of the game.
[0535] (e4) In a specific advantageous situation, a specific performance image (in this example, an effect image) having a higher display priority than the first identification information and a lower display priority than the second identification information can be displayed (in this example, Figure 30 (j)). Therefore, it is possible to prevent the first identification information and the second identification information from being confused, and it is possible to improve the enjoyment of the game.
[0536] (e5) The first identification information and the second identification information can be displayed in a superimposed manner (in this example, FIG. 29(i)). When the first identification information and the second identification information are displayed superimposed on each other, the first identification information and the second identification information perform different operations, and the amount of operation of the second identification information is smaller than the amount of operation of the first identification information (in this example, FIG. 29(i)). Therefore, it is possible to prevent the first identification information and the second identification information from being confused, and it is possible to improve the enjoyment of the game.
[0537] (e6) The first identification information and the second identification information operate on different trajectories (in this example, Figs. 29(g) to (i)), After indicating whether or not the display result of the variable display of the plurality of identification information will be a specific display result, the first identification information and the second identification information move on a common trajectory (in this example, FIG. 30(k)). Therefore, it is possible to prevent the first identification information and the second identification information from being confused, and it is possible to improve the enjoyment of the game.
[0538] (f1) In the above embodiment, in a gaming machine (in this example, a pachinko machine 1) equipped with a game control means (in this example, a main control CPU 72) capable of controlling a game, a presentation control means (in this example, a presentation control CPU 126) capable of controlling a presentation based on information from the game control means, a first display means (in this example, the normal symbol display device 33, the normal symbol operation memory lamp 33a, the first special symbol display device 34, the second special symbol display device 35, the first special symbol operation memory lamp 34a, the second special symbol operation memory lamp 35a, and the game status display device 38 on the integrated display board 90) capable of displaying information related to a game based on information from the game control means, and a second display means (in this example, a liquid crystal display 42) capable of displaying information related to a game based on information from the presentation control means, A calculation means (in this example, step S324 in FIG. 15) for calculating the difference between the number of game media used in a game and the number of game media provided to the player; A transition means (in this example, step S348 in FIG. 17) capable of transitioning to a game stop state based on the calculation result of the calculation means, The game control means pauses the display by the first display means when the game is stopped (in this example, step S349 in FIG. 17), When the game state is transitioned to the game stop state, the presentation control means displays on the second display means a message indicating that the game state has been transitioned to the game stop state (in this example, steps S376 and S378 in Figure 20, Figures 21(c) and 21(d)). Therefore, it is possible to recognize that the display state of the first display means and the second display means has transitioned to a game stop state, thereby improving convenience.
[0539] (f2) Equipped with a presentation control means (in this example, presentation control CPU 126) capable of controlling the presentation based on control information transmitted from the game control means, the presentation control means is capable of executing a preview presentation (in this example, a first presentation) which notifies the user of the transition to the game stop state (in this example, step S366 in Figure 20, Figure 21(a)). Therefore, the advance notice can be used to inform the player that the game will be stopped beforehand, thereby improving convenience.
[0540] (f3) A presentation control means is provided that is capable of controlling the presentation based on control information transmitted from the game control means, and the presentation control means is capable of executing a game stop presentation that can identify that a transition to the game stop state has occurred (in this example, steps S376 and S378 in Figure 20, Figures 21(c) and 21(d)). Therefore, the transition to a game stop state can be recognized by the game stop presentation, thereby improving convenience.
[0541] (f4) An error display means (performance display monitor 95) is provided for displaying an error when a transition is made to a game stop state. Therefore, the error display allows the arcade staff to recognize that play has been stopped, improving convenience.
[0542] In the above embodiment, an example was given in which the calculation difference balls was set to "100,000 (100,000 balls)" and the game was stopped when it reached 195,000 or more; however, the method of calculating the difference balls may be different from that of the above embodiment, such as transitioning to the game stopped state when the difference in the number of balls from when the difference in the number of balls was at its lowest after the power was turned on (maximum difference in the number of balls) reaches 95,000 or more.
[0543] In this embodiment, an example of applying the present invention to a pachinko machine has been described, but the present invention may also be applied to a slot machine in which the bet amount is set using medals and credits as game media (in other words, game value).When applied to a slot machine, it is possible to pause the display related to the game according to the difference between the number of medals or credits used in the game and the number of medals paid out or the number of credits added.
[0544] In this embodiment, a pachinko machine 1 has been used as an example in which loaned game balls are stored in the upper tray 6b and the game is played by firing the game balls stored in the upper tray 6b, but the present invention may also be applied to a managed game machine.
[0545] The managed gaming machine is, for example, an enclosed gaming machine that includes a managed gaming machine game board and a managed gaming machine frame, circulates a certain number of gaming balls within the machine alone, and does not require gaming balls to be used in the game or to be directly paid out to the player. The managed gaming machine can be played by connecting to a dedicated unit (IC card unit) dedicated to the managed gaming machine. For example, the managed gaming machine frame manages the number of shot balls and the number of foul balls, and transmits information on the number of winning balls from the main control CPU 72 to the managed gaming machine frame, which calculates the difference balls based on the number of winning balls, the number of shot balls, and the number of foul balls.
[0546] Another example of a managed gaming machine is a so-called "medalless gaming machine" that does not require medals to play a game. In a medalless gaming machine, the gaming value is directly added to credits (game points (game medals) that can be used in a game) according to a lending operation, etc., and the added number of credits (number of gaming medals) is displayed on a gaming medal number display device. Then, a bet number is set from the added number of credits, and a game is played. Then, for example, the difference in the number of credits is calculated based on the number of credits awarded when a win occurs and the number of credits used to set the bet number. [Explanation of symbols]
[0547] 1. Pachinko Machines 9 Game Board 42 LCD display
Claims
[Claim 1] A gaming machine including a transparent gaming board, an image display device capable of displaying images, a presentation control means capable of controlling the presentation of a game executed on the image display device, and a lending operation means for performing an operation for receiving a loan of a gaming medium, The performance includes a first performance and a second performance, The first effect and the second effect are effects for updating and displaying numerical information, and are effects suggesting that a special benefit will be awarded when the updated and displayed numerical information reaches a predetermined value, The first performance and the second performance can be executed at the same time, When the first performance and the second performance are executed at the same time, the timing of starting the update display of the numerical information is the same or substantially the same; The time until the numerical information reaches a predetermined value in the first performance is longer than the time until the numerical information reaches a predetermined value in the second performance, The update period of the numerical information in the first performance is shorter than the update period of the numerical information in the second performance, After the numerical information becomes a predetermined value in the second performance, the state in which the numerical information becomes the predetermined value in the second performance is continuously displayed until the numerical information becomes the predetermined value in the first performance; suggesting the award of a special benefit when the numerical information in the first performance reaches a predetermined value while the state in the second performance is being continuously displayed; a second time from when the numerical information becomes a predetermined value in the second performance until when the numerical information becomes a predetermined value in the first performance is shorter than a first time from when the numerical information becomes a predetermined value in the second performance until when the numerical information becomes a predetermined value in the first performance; The game board is disposed in front of the image display device, The image display area of the image display device is visible through an opening formed in the game board, When the game board is viewed from the front, a part of the game board overlaps with an end area of the image display area, The image display device is capable of displaying a specific image in the end area overlapping with the game board, The presentation control means is capable of executing a notice presentation for notifying the player of a transition to a game stop state, and then executing a display indicating that the game is in the game stop state. A gaming machine characterized by:
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