Gaming Machines
Patent Information
- Application Number
- JP2024071580
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-04-25
- Publication Date
- 2025-05-23
- Estimated Expiration
- 2040-03-03
AI Technical Summary
音信号)の出力によりスピーカ8L、8Rから音声や効果音を出力させること、ランプ制御基板14に対する指令(電飾信号)の出力により遊技効果ランプ9や装飾用LEDを点灯/消灯/点滅させることといった、飾り図柄の可変表示中における各種の演出制御を実行する。こうした演出制御を行った後、例えば演出制御パターンから飾り図柄の可変表示終了を示す終了コードが読み出されたこと、あるいは、主基板11から確定飾り図柄を停止表示させることを指定するコマンドを受信したことなどに対応して、飾り図柄の表示結果となる確定飾り図柄を停止表示させる。確定飾り図柄を停止表示したときには、演出プロセスフラグの値が“3”に更新され、可変表示中演出処理は終了する。
Smart Images

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Figure 0007682340000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine capable of playing a game. [Background technology]
[0002] Conventional gaming machines are capable of simultaneously executing a battle effect and a timer effect as part of a reach effect, and some are also capable of executing a slow-motion effect during the battle effect, slowing down the playback speed of the battle effect (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2017-99801 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in Patent Document 1, there is room for improvement in terms of slow motion effects.
[0005] The present invention has been made in consideration of such problems, and has as its object to provide a gaming machine that can impress upon the player that the gaming machine is controlled in an advantageous state. [Means for solving the problem]
[0006] The gaming machine of claim 1 comprises: A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A sound output means; A display means; A light emitting means; A movable body for performance; A performance execution means capable of executing a performance; Equipped with The performance execution means includes: A moving performance can be executed by moving the movable body for performance, It is possible to execute a specific effect that suggests that the game will be controlled to the advantageous state, The specific performance is, the display means displays a performance video, the sound output means outputs a performance sound, and the light emitting means emits light, A first period, a second period after the first period, and a third period after the second period in which either an advantageous aspect or an unfavorable aspect is notified as a performance result, The performance execution means includes: During the first period, the effected moving image can be displayed in an effected manner proceeding at a first speed, In the second period, the effected moving image can be displayed in an effected manner proceeding at a second speed slower than the first speed, The light emission mode of the light-emitting means can be changed in both the first period and the second period, and the light emission mode of the light-emitting means can be changed in the second period at intervals shorter than that of the first period; In the second period, after displaying the effect moving image proceeding at a second speed, a still effect is executed in which a still image is displayed by freezing the effect moving image, There are a plurality of still effects. Depending on which of the presentation modes of the still presentation is, the expectation level controlled to the advantageous state is different, The display means is The pseudo movable body display can be moved and displayed from a first display position to a second display position different from the first display position, After moving and displaying the pseudo movable body display from the first display position to the second display position, A case where the display is hidden without being moved from the second display position to the first display position; The display may be moved from the second display position to the first display position and then hidden. the law of nature , The pseudo movable object display is not displayed in a moving manner during the period in which the movement performance is being performed. It is characterized by the following. Other gaming machines include A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to an advantageous state that is advantageous to a player, Sound output means capable of outputting the effect sound (for example, speakers 8L and 8R, and a voice synthesis IC 079SG132, a voice data ROM 079SG133, and an amplifier circuit 079SG134 mounted on the voice control board 13); A display means (e.g., an image display device 5) capable of displaying a performance video; a performance execution means (e.g., a performance control CPU 120) capable of executing a predetermined performance (e.g., a reach performance) by displaying a performance video of a character on the display means and outputting a performance sound by the sound output means in association with the display of the performance video of the character; a pseudo movable body display means capable of moving and displaying a pseudo movable body display from a first display position to a second display position different from the first display position; a movable body movable from a first position to a second position different from the first position; A movable body effect execution means capable of executing the pseudo movable body display and an effect relating to the movable body; Equipped with The performance execution means includes: In the first period of the predetermined effect, a performance video having a first progression speed can be displayed on the display means (for example, as shown in Figs. 10-19 to 10-25, during the first half execution periods of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the video of each reach performance is displayed on the image display device 5 at a progression speed V1); In a second period of the predetermined effect after the first period, an effect moving image can be displayed on the display means at a second speed, which is slower than the first speed in the progression speed of the effect (for example, as shown in Figs. 10-19 to 10-25, the moving images of each reach effect are displayed on the image display device 5 at a progression speed V2 during the latter half execution periods of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect); The sound output means can output the sound corresponding to the predetermined effect at the same speed in both the first period and the second period (for example, as shown in Figs. 10-19 to 10-25, during the first half and second half of the first reach performance, the BGM and sound are output from the speakers 8L and 8R at the normal playback speed V4 during each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance). The effect sound corresponding to the predetermined effect includes music and sound effects (for example, a portion capable of outputting background music (music) and sound effects from speakers 8L and 8R), The movable body performance execution means includes: A pseudo movable body display effect of moving the pseudo movable body display from the first display position to the second display position; A movable body effect of moving the movable body from the first position to the second position; It is possible to execute When the movable body performance execution means executes the movable body performance and the pseudo-movable body display performance in a predetermined period, the rate of being controlled to the advantageous state is higher than when the movable body performance execution means executes the pseudo-movable body display performance without executing the movable body performance in the predetermined period. It is characterized by the following. According to this feature, the progression speed of the effect video of the predetermined effect changes between the first period and the second period, but the speed of the effect sound corresponding to the predetermined effect does not change between the first period and the second period, so that it is possible to prevent the player from feeling uncomfortable. In addition, the effect sound including the music and the sound effects can increase the interest in the game. In addition, it is possible to draw the player's attention to the execution of the movable body effect and the pseudo movable body display effect.
[0007] In addition, the embodiment for implementing the invention described below includes the invention related to the gaming machine of the following means 2. Conventionally, there have been gaming machines that can execute a performance using a movable body that can be operated, as shown in JP 2019-92949 A, and can execute a performance similar to a performance in which a movable body as a structure is moved by moving and displaying a pseudo-movable body display. However, in such gaming machines, there is a problem that the pseudo-movable body is simply moved and displayed in the same way as the movable body, and the interest of the performance cannot be increased. In view of this point, there is a demand for a gaming machine that can increase the interest of the pseudo-movable body display.
[0008] The gaming machine according to the second aspect of the present invention is A gaming machine that can be controlled to an advantageous state that is advantageous to a player, a pseudo movable body display means capable of moving and displaying a pseudo movable body display from a first display position to a second display position different from the first display position; a movable body movable from a first position to a second position different from the first position; A movable body effect execution means capable of executing the pseudo movable body display and an effect relating to the movable body; Equipped with The movable body performance execution means includes: A pseudo movable body display effect of moving the pseudo movable body display from the first display position to the second display position; A movable body effect of moving the movable body from the first position to the second position; It is possible to execute When the movable body performance execution means executes the movable body performance and the pseudo-movable body display performance in a predetermined period, the rate of being controlled to the advantageous state is higher than when the movable body performance execution means executes the pseudo-movable body display performance without executing the movable body performance in the predetermined period. It is characterized by the following. According to this feature, it is possible to draw the player's attention to the execution of the movable body effect and the pseudo movable body display effect.
[0009] Furthermore, the present invention may have only the invention-specific matters described in the claims of the present invention, or may have the invention-specific matters described in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief description of the drawings]
[0010] [Figure 1] FIG. 2 is a front view of the pachinko gaming machine according to this embodiment. [Diagram 2] FIG. 2 is a rear perspective view of the pachinko game machine according to this embodiment. [Diagram 3] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Figure 4] 13 is a flowchart showing an example of a game control main process. [Diagram 5] 13 is a flowchart showing an example of a timer interrupt process for game control. [Figure 6] 13 is a flowchart showing an example of a special symbol process. [Figure 7] FIG. 13 is an explanatory diagram showing a display result determination table. [Figure 8] 13 is a flowchart showing an example of a performance control main process. [Figure 9] 13 is a flowchart showing an example of a performance control process. [Figure 10-1] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Figure 10-2] (A) is a diagram showing an image display device, (B) is a diagram showing the rotating display of the hold display in each hold display area, (C) is a diagram showing the moving display of the caption in the caption display area, and (D) is a diagram showing the blinking pattern of the fourth pattern. [Figure 10-3] FIG. 2 is an explanatory diagram of image data that constitutes a display on an image display device. [Figure 10-4] 13A and 13B are diagrams illustrating examples of performance control commands. [Figure 10-5] FIG. 2 is an explanatory diagram showing each random number. [Figure 10-6]1A is an explanatory diagram showing a display result determination table 1, and FIG. 1B is an explanatory diagram showing a display result determination table 2. FIG. [Figure 10-7] 1A is a diagram showing an example of the configuration of a jackpot type determination table, and FIG. 1B is a diagram showing the contents of various jackpots. [Figure 10-8] FIG. 13 is a diagram illustrating a variation pattern. [Figure 10-9] 11 is an explanatory diagram showing the relationship between variable display results and fluctuation patterns. FIG. [Figure 10-10] A block diagram showing an example of the configuration of a game control data retention area. [Figure 10-11] FIG. 1A is a block diagram showing an example of the configuration of a data holding area for performance control, and FIG. 1B is a diagram showing an example of the configuration of a command buffer received at the time of start winning. [Figure 10-12] 13 is a flowchart showing an example of a start winning determination process. [Figure 10-13] 11 is a part of a flowchart showing an example of a performance control process. [Figure 10-14] 13 is a flowchart showing an example of a variable display start setting process. [Figure 10-15] A diagram showing the execution decision rate of chance-up effects. [Figure 10-16] FIG. 13A is a diagram showing the decision ratio of the effect pattern of the still image display effect, and FIG. 13B is a diagram showing the effect content of each effect pattern. [Figure 10-17] 13A is a diagram showing the decision ratio of the presentation pattern of the operation promotion presentation, and FIG. 13B is a diagram showing the presentation content of each presentation pattern. [Figure 10-18] 13 is a timing chart showing the variable display of super reach α1. [Figure 10-19] 13 is a timing chart showing the variable display of super reach α2. [Figure 10-20] 13 is a timing chart showing the variable display of super reach α3. [Figure 10-21] 13 is a timing chart showing the variable display of super reach α3. [Figure 10-22]13 is a timing chart showing the variable display of super reach β1. [Figure 10-23] 13 is a timing chart showing the variable display of super reach β2. [Figure 10-24] 13 is a timing chart showing the variable display of super reach β3. [Figure 10-25] 13 is a timing chart showing the variable display of super reach β3. [Figure 10-26] A diagram showing the presentation mode of the first reach presentation. [Figure 10-27] A diagram showing the presentation mode of the first reach presentation. [Figure 10-28] A figure showing the presentation mode of the second reach presentation. [Figure 10-29] A figure showing the presentation mode of the second reach presentation. [Figure 10-30] A figure showing the presentation mode of the second reach presentation. [Figure 10-31] A diagram showing the presentation mode of the third reach presentation. [Figure 10-32] A diagram showing the presentation mode of the third reach presentation. [Figure 10-33] A diagram showing the presentation mode of the fourth reach presentation. [Figure 10-34] A diagram showing the presentation mode of the fourth reach presentation. [Figure 10-35] A diagram showing the presentation mode of the fourth reach presentation. [Figure 10-36] A figure showing the presentation mode of the second reach presentation in the modified example. [Figure 10-37] FIG. 13 is a diagram showing the presentation mode of the fourth reach presentation in the modified example. [Figure 10-38] FIG. 13 is a diagram showing the presentation mode of the fourth reach presentation in the modified example. [Figure 11] FIG. 13 is an explanatory diagram showing a display result determination table. [Figure 12] This is a diagram showing the numerical range of a jackpot and the numerical range of a miss with time-saving in the variable display of the first special chart in normal state or time-saving state. [Figure 13] 13 is a flowchart showing an example of a performance control process. [Figure 14-1] A front view showing a pachinko game machine as a characteristic part 241SG. [Figure 14-2] This is a configuration diagram showing various control boards and the like mounted on a pachinko gaming machine as a characteristic part 241SG. [Figure 14-3] 13A and 13B are diagrams illustrating examples of performance control commands. [Figure 14-4] FIG. 2 is an explanatory diagram showing each random number. [Figure 14-5] 1A is an explanatory diagram showing a display result determination table 1, and FIG. 1B is an explanatory diagram showing a display result determination table 2. FIG. [Figure 14-6] 1A is a diagram showing an example of the configuration of a jackpot type determination table, and FIG. 1B is a diagram showing the contents of various jackpots. [Figure 14-7] FIG. 13 is a diagram illustrating a variation pattern. [Figure 14-8] 13A and 13B are explanatory diagrams showing the relationship between the variable display result and the fluctuation pattern. [Figure 14-9] A diagram showing the execution periods of various effects in normal reaches and super reaches. [Figure 14-10] This is a diagram to explain the content and configuration of various effects in Super Reach. [Figure 14-11] This is a diagram showing the expected probability of a jackpot depending on the execution status of Development Effects A and B. [Figure 14-12] FIG. 1 is an explanatory diagram showing an outline of the development process of a pachinko gaming machine. [Figure 14-13] FIG. 1A is a diagram showing a manner in which the mounted movable body moves, and FIG. 1B is a diagram explaining a situation in which the mounted movable body is lifted. [Figure 14-14] FIG. 10A is a diagram showing the movement display mode of the first pseudo movable body display, and FIG. 10B is a diagram showing the movement mode of the first non-mounted movable body. [Figure 14-15] 13A is a diagram showing the movement display mode of the second pseudo movable body display, and FIG. 13B is a diagram showing the movement mode of the second non-mounted movable body. [Figure 14-16]13A is a diagram showing the movable range of the mounted movable body, (B) is a movement display area of the first pseudo movable body display, and (C) is a movement display area of the second pseudo movable body display. [Figure 14-17] 13A is a diagram showing a specific movement display area of the first pseudo movable body display, and FIG. 13B is a diagram showing a specific movement display area of the second pseudo movable body display. [Figure 14-18] 13 is a flowchart showing a variable display start setting process. [Figure 14-19] 13 is a flowchart showing the preview performance type determination process. [Figure 14-20] 13A shows a table for determining the type of preview performance A, and FIG. 13B shows a table for determining the type of preview performance B. [Figure 14-21] 1A is a flowchart showing the process of determining the type of advanced performance A, and FIG. 1B is a diagram showing a table for determining the type of advanced performance A. [Figure 14-22] 1A is a flowchart showing the process for determining the type of development suggestion effect, and FIG. 1B is a diagram showing a table for determining the type of development suggestion effect. [Figure 14-23] 1A is a flowchart showing the process of determining the type of advanced performance B, and FIG. 1B is a diagram showing a table for determining the type of advanced performance B. [Figure 14-24] 1A is a flowchart showing the process of determining the type of final effect, and FIG. 1B is a diagram showing a table for determining the type of final effect. [Figure 14-25] 13(A) to 13(H) are diagrams showing examples of the performance operations of Super Reach β, mainly in normal reaches. [Figure 14-26] 13A to 13J are diagrams showing examples of performance actions mainly in weak super reaches. [Figure 14-27] (A) to (F) are diagrams showing examples of the performance actions in a weak super reach. [Figure 14-28] 11A to 11D are diagrams showing examples of performance actions mainly during strong super reaches. [Figure 14-29] 11(E) to 11(J) are diagrams showing examples of the performance of a strong super reach performance. [Figure 14-30] 11A to 11F are diagrams showing examples of presentation operations after a jackpot has been confirmed. [Figure 14-31] 13(A) to 13(D) are diagrams showing details of the movement display of the first pseudo movable body display. [Figure 14-32] 13 is a diagram showing the relationship between the light-emitting display unit and the mounted movable body LED. FIG. [Figure 14-33] 13A to 13F are diagrams showing examples of the performance of preview performance B in super reach γ. [Figure 14-34] 13A to 13F are diagrams showing examples of the performance of preview performance B in super reach γ. [Figure 14-35] 11 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. FIG. [Figure 14-36] FIG. 11 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 14-37] FIG. 11 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 14-38] FIG. 11 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 14-39] FIG. 11 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 14-40] 11 is an explanatory diagram for comparing the first pseudo movable body display and the second pseudo movable body display. FIG. [Figure 14-41] 13(A) to 13(D) are diagrams showing a first modified example of a characteristic portion 241SG. [Figure 14-42] 13(A) to 13(H) are diagrams showing a second modified example of the characteristic portion 241SG. [Figure 14-43] 13(A) to 13(C) are diagrams showing a third modified example of a characteristic portion 241SG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A form for implementing a pachinko gaming machine, which is a gaming machine according to the present invention, will be described below based on an embodiment.
[0012] [form] The gaming machine of type 1 is, A gaming machine (e.g., a pachinko gaming machine 1) capable of playing a game, Sound output means capable of outputting the effect sound (for example, speakers 8L and 8R, and a voice synthesis IC 079SG132, a voice data ROM 079SG133, and an amplifier circuit 079SG134 mounted on the voice control board 13); A display means (e.g., an image display device 5) capable of displaying a performance video; a performance execution means (e.g., a performance control CPU 120) capable of executing a predetermined performance (e.g., a reach performance) by displaying a performance video of a character on the display means and outputting a performance sound by the sound output means in association with the display of the performance video of the character; Equipped with The performance execution means includes: In the first period of the predetermined effect, a performance video having a first progression speed can be displayed on the display means (for example, as shown in Figs. 10-19 to 10-25, during the first half execution periods of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the video of each reach performance is displayed on the image display device 5 at a progression speed V1); In a second period of the predetermined effect after the first period, an effect moving image can be displayed on the display means at a second speed, which is slower than the first speed in the progression speed of the effect (for example, as shown in Figs. 10-19 to 10-25, the moving images of each reach effect are displayed on the image display device 5 at a progression speed V2 during the latter half execution periods of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect); The sound output means can output the sound corresponding to the predetermined effect at the same speed in both the first period and the second period (for example, as shown in Figs. 10-19 to 10-25, during the first half and second half of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, background music and sound are output from the speakers 8L and 8R at the normal playback speed V4). It is characterized by the following. According to this feature, the progression speed of the presentation video of a specified presentation changes between the first and second periods, but the speed related to the presentation sound corresponding to the specified presentation does not change between the first and second periods, thereby preventing the player from feeling uncomfortable.
[0013] A gaming machine according to a second aspect is the gaming machine according to the first aspect, The sound output means includes a playback circuit (e.g., a voice synthesis IC 079SG132) that plays back sound, an amplifier circuit (e.g., an amplifier circuit 079SG134) that amplifies the sound played back by the playback circuit, and a speaker (e.g., speakers 8L and 8R) that outputs the sound amplified by the amplifier circuit. It is characterized by the following. According to this feature, highly reproducible effect sounds can be output from the speaker at an appropriate volume.
[0014] The gaming machine of aspect 3 is the gaming machine according to aspect 1 or aspect 2, The performance execution means is capable of outputting the speed of the performance sound corresponding to the predetermined performance by the sound output means during a predetermined period in the second period at the same speed as that of the first period, and is capable of outputting by the sound output means at a speed different from that of the first period during a specific period after the predetermined period in the second period (for example, as shown in modified example 079SG-1, during the first half of the execution period of the second half part of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, performance sounds are output from the speakers 8L and 8R at the same playback speed V4 as during the first half of the execution period of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, while during the second half of the execution period of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, performance sounds are output at a playback speed different from V4 (for example, V5 slower than the playback speed V4). It is characterized by the following. According to this feature, the speed of the presentation sound can be made different for a specific period within the second period in which the presentation video is displayed at the second speed, thereby improving the presentation effect of the presentation sound corresponding to the specified presentation, thereby increasing interest in the game.
[0015] The gaming machine of the fourth aspect is the gaming machine according to any one of the first to third aspects, The sound effects corresponding to the predetermined effects include music and sound effects (for example, a portion capable of outputting background music (music) and sound effects from speakers 8L and 8R). According to this feature, the entertainment value of the game can be increased by the sound effects including music and sound effects.
[0016] A gaming machine according to a fifth aspect is a gaming machine according to any one of the first to fourth aspects, A light-emitting means (e.g., a play effect lamp 9) capable of emitting light at least in the first period and the second period and capable of changing a light-emitting mode is provided; The effect execution means is capable of changing the light emitting state of the light emitting means in a cycle shorter than that of the first period during the second period (for example, as shown in Figs. 10-20, 10-21, 10-24, and 10-25, during the second half of the execution period of the second reach effect and the second half of the execution period of the fourth reach effect, the game effect lamp 9 flashes in a cycle shorter than that of each of the execution periods of the first reach effect, the second reach effect, and the third reach effect and the first half of the execution period of the fourth reach effect). It is characterized by the following. According to this feature, the period of change in the light emission mode of the light emitting means becomes shorter (faster) in the second period in which the speed of progression of the presentation is slow, thereby improving the presentation effect in the second period.
[0017] A gaming machine according to a sixth aspect is a gaming machine according to any one of the first to fifth aspects, A gaming machine (e.g., a pachinko gaming machine 1) capable of executing variable display of identification information and capable of playing a game, Sound output means capable of outputting the effect sound (for example, speakers 8L and 8R, and a voice synthesis IC 079SG132, a voice data ROM 079SG133, and an amplifier circuit 079SG134 mounted on the voice control board 13); A display means (e.g., an image display device 5) including a first display area (e.g., a first display area 079SG005F shown in FIG. 10-2(A)) and a second display area (e.g., a second display area 079SG005Sa) closer to the periphery than the first display area, as a display area capable of displaying a performance video; a performance execution means (e.g., a performance control CPU 120) capable of executing a predetermined performance (e.g., a reach performance) that displays a performance animation of a character in the first display area and outputs a performance sound by the sound output means in association with the display of the performance animation of the character, and an information performance that operates an information display related to a variable display in the second display area (e.g., a rotation display of a reserved display in the first reserved memory display area 079SG005D and the second reserved memory display area 079SG005U shown in FIG. 10-2(B), and a moving display of a telop in the telop display area 079SG005T shown in FIG. 10-2(C)); Equipped with The performance execution means includes: In the first period of the predetermined effect, a performance video having a first progression speed can be displayed on the display means (for example, as shown in Figs. 10-19 to 10-25, during the first half execution periods of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the video of each reach performance is displayed on the image display device 5 at a progression speed V1); In a second period of the predetermined effect after the first period, an effect moving image can be displayed on the display means at a second speed, which is slower than the first speed in the progression speed of the effect (for example, as shown in Figs. 10-19 to 10-25, the moving images of each reach effect are displayed on the image display device 5 at a progression speed V2 during the latter half execution periods of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect); The sound output means can output the sound corresponding to the predetermined effect at the same speed in both the first period and the second period (for example, as shown in Figs. 10-19 to 10-25, during the first half and second half of the first reach performance, the BGM and sound are output from the speakers 8L and 8R at the normal playback speed V4 during each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance). Regarding the information presentation, it is possible to execute information presentation that operates the information display at the same operation speed in both the first period and the second period (for example, as shown in Figs. 10-19 to 10-25, during the first half execution period and the latter half execution period of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the rotation display of the reserved display is displayed at a rotation speed V3, and the moving display of the telop is displayed at a moving speed V3). It is characterized by the following. According to this feature, the progression speed of the presentation video of the specified presentation changes between the first and second periods, but the operation speed of the information display and the speed related to the presentation sound corresponding to the specified presentation do not change between the first and second periods, thereby preventing the player from feeling uncomfortable.
[0018] A seventh aspect of the gaming machine is the sixth aspect of the gaming machine, The total area of the first display region is larger than the total area of the second display region (for example, as shown in FIG. 10-2(A), the area of the first display region 079SG005F is larger than the combined area of the second display region 079SG005Sa and the third display region 079SG005Sb). It is characterized by the following. According to this feature, the player can easily recognize the predetermined effects than the information effects, thereby increasing the player's interest in the game.
[0019] The gaming machine of aspect 8 is the gaming machine of aspect 6 or aspect 7, The effect execution means is capable of executing an information effect that always operates the information display at the same operation speed at least during a period during which a variable display is being performed other than the first period and the second period (for example, as shown in Figs. 10-18 to 10-25, during a period other than during a reach effect, in the first reserved memory display area 079SG005D and the second reserved memory display area 079SG005U, a rotation display of the reserved display is executed at a rotation speed V3, and in the telop display area 079SG005T, a movement display of the telop is executed at a movement speed V3). It is characterized by the following. According to this feature, the operating speed of the information display does not change, which prevents the player from having difficulty recognizing the information presentation.
[0020] A gaming machine according to a ninth aspect is a gaming machine according to any one of the sixth to eighth aspects, The information presentation includes a moving display presentation that sequentially moves information display indicating a state related to the presentation in the variable display being executed in the second display area (for example, a portion that moves a message according to the game status in the telop display area 079SG005T), The effect execution means is capable of executing a moving display effect that moves the information display so that at least a part of the information display is always visible to the player (for example, as shown in FIG. 10-2(C), when the characters included in the message reach the right end of the caption display area 079SG005T and the display ends, the characters are displayed again at the left end of the caption display area 079SG005T and are moved again from left to right). It is characterized by the following. According to this feature, at least a portion of the information display is always visible to the player, making it easier for the player to recognize that a moving display effect is being executed.
[0021] A gaming machine according to a tenth aspect is a gaming machine according to any one of the first to ninth aspects, A gaming machine (e.g., a pachinko gaming machine 1) capable of playing a game, Sound output means capable of outputting the effect sound (for example, speakers 8L, 8R, and a voice synthesis IC 079SG132, a voice data ROM 079SG133, and an amplifier circuit 079SG134 mounted on the voice control board 13); A display means (e.g., an image display device 5) capable of displaying a performance video; A bonus awarding means (e.g., CPU 103) for awarding a bonus (e.g., a big win game state); a performance execution means (e.g., a performance control CPU 120) capable of executing a predetermined performance (e.g., a reach performance) suggesting that a special benefit will be awarded by displaying a performance video of a character on the display means and outputting a performance sound by the sound output means in association with the display of the performance video of the character, and a notification performance (e.g., a big win notification performance and a miss notification performance) that notifies whether or not a special benefit will be awarded after the execution of the predetermined performance; Equipped with The performance execution means includes: In the first period of the predetermined effect, a performance video having a first progression speed can be displayed on the display means (for example, as shown in Figs. 10-19 to 10-25, during the first half execution periods of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the video of each reach performance is displayed on the image display device 5 at a progression speed V1); In a second period of the predetermined effect after the first period, an effect moving image can be displayed on the display means at a second speed, which is slower than the first speed in the progression speed of the effect (for example, as shown in Figs. 10-19 to 10-25, the moving images of each reach effect are displayed on the image display device 5 at a progression speed V2 during the latter half execution periods of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect); The sound output means can output the sound corresponding to the predetermined effect at the same speed in both the first period and the second period (for example, as shown in Figs. 10-19 to 10-25, during the first half and second half of the first reach performance, the BGM and sound are output from the speakers 8L and 8R at the normal playback speed V4 during each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance). During the second period, it is possible to execute an effect performance that is different from the predetermined performance and that enhances the effect of the predetermined performance (for example, as shown in Figs. 10-20, 10-21, and 10-28, a part in which an effect performance that displays a convergent line on the image display device 5 is executed during the second half execution period of the second reach performance). It is characterized by the following. According to this feature, the progression speed of the presentation video of the specified presentation changes between the first and second periods, but the speed related to the presentation sound corresponding to the specified presentation does not change between the first and second periods, thereby preventing the player from feeling uncomfortable. Furthermore, the presentation effect of the second period is enhanced, and the effect presentation makes it easier for the player to recognize that the second period has ended and the notification presentation will be executed.
[0022] The gaming machine of aspect 11 is the gaming machine according to aspect 10, The performance execution means includes: The effect presentation can be performed in a plurality of modes with different degrees of effectiveness in enhancing the presentation effect of the predetermined presentation (for example, a mode in which a convergent line is displayed as shown in FIG. 10-28(C) and a mode in which a greater number of convergent lines are displayed than in FIG. 10-28(C) as shown in FIG. 10-28(D)). As the second period progresses from the start point to the end point, the effect effect can be executed in a manner in which the degree of effect of enhancing the effect increases (for example, as shown in Figs. 10-28(C) and 10-28(D), the number of convergence lines increases as the battle effect progresses). It is characterized by the following. According to this feature, the manner of the effect presentation changes to one in which the degree of effectiveness that enhances the presentation effect of the specified presentation gradually increases, making it easier for the player to recognize through the effect presentation that the second period has ended and the notification presentation will be executed.
[0023] A gaming machine according to a twelfth aspect is the gaming machine according to any one of the first to eleventh aspects, A gaming machine (e.g., a pachinko gaming machine 1) capable of executing variable display of identification information and capable of playing a game, Sound output means capable of outputting the effect sound (for example, speakers 8L and 8R, and a voice synthesis IC 079SG132, a voice data ROM 079SG133, and an amplifier circuit 079SG134 mounted on the voice control board 13); A display means (e.g., an image display device 5) including a first display area (e.g., a first display area 079SG005F shown in FIG. 10-2(A)) and a second display area (e.g., a second display area 079SG005Sa) closer to the periphery than the first display area, as a display area capable of displaying a performance video; A bonus awarding means (e.g., CPU 103) for awarding a bonus (e.g., a big win game state); a performance execution means (e.g., performance control CPU 120) capable of executing a predetermined performance (e.g., reach performance) suggesting that a special benefit will be awarded by displaying a performance video of a character in the first display area and outputting a performance sound by the sound output means in association with the display of the performance video of the character, a notification performance (e.g., a big win notification performance and a miss notification performance) that notifies whether a special benefit will be awarded after the execution of the predetermined performance, and a specific information performance related to a variable display in the second display area (e.g., a rotating display of a reserved display in the first reserved memory display area 079SG005D and the second reserved memory display area 079SG005U shown in FIG. 10-2(B) and a moving display of a telop in the telop display area 079SG005T shown in FIG. 10-2(C)); Equipped with The performance execution means includes: In the first period of the predetermined effect, an effect moving image having a first progression speed can be displayed in the first display area (for example, as shown in Figs. 10-19 to 10-25, during the first half execution periods of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the moving images of each reach performance are displayed on the image display device 5 at a progression speed V1); In a second period of the predetermined effect after the first period, an effect moving image can be displayed in the first display area at a second speed, which is slower than the first speed in the progression speed of the effect (for example, as shown in Figs. 10-19 to 10-25, the moving images of each reach effect are displayed on the image display device 5 at a progression speed V2 during the latter half execution periods of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect); The sound output means can output the sound corresponding to the predetermined effect at the same speed in both the first period and the second period (for example, as shown in Figs. 10-19 to 10-25, during the first half and second half of the first reach performance, the BGM and sound are output from the speakers 8L and 8R at the normal playback speed V4 during each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance). The notification effect can be executed in the first display area and the second display area (for example, as shown in Fig. 10-26(G), Fig. 10-29(E), Fig. 10-30(D), Fig. 10-31(G), Fig. 10-35(C), when the decorative symbols stop in a combination of jackpots as a jackpot notification effect, the image of the jackpot notification effect is displayed in the first display area 079SG005F and the second display area 079SG005Sa). It is characterized by the following. According to this feature, the speed at which the presentation video of the specified presentation changes between the first and second periods, but the speed related to the presentation sound corresponding to the specified presentation does not change between the first and second periods, thereby preventing the player from feeling uncomfortable. Furthermore, by executing the notification presentation in a large display area combining the first and second display areas, it is possible to make it easier for the player to recognize that a bonus has been awarded.
[0024] A thirteenth aspect is the gaming machine according to the twelfth aspect, The performance execution means includes: A first display (e.g., a hold display) that operates in the second display area and a second display (e.g., a first hold memory display area 079SG005D and a second hold memory display area 079SG005U) that does not operate in the second display area can be displayed by the specific information production, The notification effect can be executed in the second display area with the first display and the second display erased (for example, as shown in Fig. 10-26(G), Fig. 10-29(E), Fig. 10-30(D), Fig. 10-31(G), Fig. 10-35(C), when executing a jackpot notification effect, the reserved display, the first reserved memory display area 079SG005D, the second reserved memory display area 079SG005U, and the telop display area 079SG005T are made non-display and an image of the jackpot notification effect is displayed in the first display area 079SG005F and the second display area 079SG005Sa). It is characterized by the following. According to this feature, the notification effect is executed in the second display area in which not only the first display that is in operation but also the second display that is not in operation is erased, thereby further improving the visibility of the notification effect in the second display area.
[0025] A gaming machine according to a fourteenth aspect is the gaming machine according to any one of the first to thirteenth aspects, A gaming machine (e.g., a pachinko gaming machine 1) capable of executing variable display of identification information and capable of playing a game, Sound output means capable of outputting the effect sound (for example, speakers 8L and 8R, and a voice synthesis IC 079SG132, a voice data ROM 079SG133, and an amplifier circuit 079SG134 mounted on the voice control board 13); A display means (e.g., an image display device 5) including a first display area (e.g., a first display area 079SG005F) and a second display area (e.g., a second display area 079SG005Sa) closer to the periphery than the first display area as a display area capable of displaying a performance video; A bonus awarding means (e.g., CPU 103) for awarding a bonus (e.g., a big win game state); a performance execution means (e.g., performance control CPU 120) capable of executing a predetermined performance (e.g., reach performance) suggesting that a special benefit will be awarded by displaying a performance video of a character in the first display area and outputting a performance sound by the sound output means in association with the display of the performance video of the character, a notification performance (e.g., a big win notification performance and a miss notification performance) that notifies whether a special benefit will be awarded after the execution of the predetermined performance, and an information performance related to a variable display in the second display area (e.g., a rotating display of a reserved display in the first reserved memory display area 079SG005D and the second reserved memory display area 079SG005U shown in FIG. 10-2(B) and a moving display of a telop in the telop display area 079SG005T shown in FIG. 10-2(C)); Equipped with The display means is capable of changing the visibility of the first display region and the second display region (for example, as shown in modified example 079SG-2, a portion capable of reducing the visibility of the second display region 079SG005Sa and the third display region 079SG005Sb in addition to the first display region 079SG005F), The performance execution means includes: In the first period of the predetermined effect, an effect moving image having a first progression speed can be displayed in the first display area (for example, as shown in Figs. 10-19 to 10-25, during the first half execution periods of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the moving images of each reach performance are displayed on the image display device 5 at a progression speed V1); In a second period of the predetermined effect after the first period, an effect moving image can be displayed in the first display area at a second speed, which is slower than the first speed in the progression speed of the effect (for example, as shown in Figs. 10-19 to 10-25, the moving images of each reach effect are displayed on the image display device 5 at a progression speed V2 during the latter half execution periods of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect); The sound output means can output the sound corresponding to the predetermined effect at the same speed in both the first period and the second period (for example, as shown in Figs. 10-19 to 10-25, during the first half and second half of the first reach performance, the BGM and sound are output from the speakers 8L and 8R at the normal playback speed V4 during each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance). During the pre-notification period from the end of the predetermined performance to the execution of the notification performance, the visibility of the first display area changes but the visibility of the second display area does not change (for example, as shown in Figs. 10-36 and 10-37 as modified example 079SG-2, the visibility of the first display area 079SG005F is reduced by an effect image 079SG005Ea but the visibility of the second display area 079SG005Sa and the third display area 079SG005Sb does not change). It is characterized by the following. According to this feature, the speed at which the presentation video of a specified presentation changes between the first and second periods, but the speed related to the presentation sound corresponding to the specified presentation does not change between the first and second periods, thereby preventing the player from feeling uncomfortable. Furthermore, the change in visibility of the first display area during the pre-notification period makes it easier for the player to recognize the timing at which the notification presentation is executed, and the absence of a change in visibility of the second display area also prevents the player from having difficulty recognizing the information presentation.
[0026] A fifteenth aspect is the gaming machine according to the fourteenth aspect, The display means includes an image generating means (e.g., a display control unit 123) capable of generating an image to be displayed, the image generating means having a plurality of drawing hierarchies including a first drawing hierarchical layer (e.g., second image data) capable of drawing an image to be displayed in the first display area, and a second drawing hierarchical layer (e.g., first image data) that is a higher drawing hierarchical layer than the first drawing hierarchical layer and capable of drawing an image to be displayed in the second display area; The visibility of the first display area is changed by changing the visibility of the image that the image generating means draws on the first drawing layer (for example, as shown in variant example 079SG-2, the visibility of the first display area 079SG005F is changed by enlarging and displaying an effect image 079SG005Ea drawn as an image of the second image data). It is characterized by the following. According to this feature, it is possible to appropriately change only the visibility of the first display area without changing the visibility of the second display area.
[0027] A sixteenth aspect is the gaming machine according to the fifteenth aspect, The image generating means changes the visibility of the image drawn on the first drawing layer from a specific position away from the area corresponding to the second display area in the first drawing layer toward the area corresponding to the second display area over a predetermined period of time (for example, as shown in variant example 079SG-2, a part that changes the visibility of the first display area 079SG005F by drawing an effect image 079SG005Ea drawn as an image of the second image data so as to be enlarged and displayed from the center of the first display area 079SG005F toward the second display area 079SG005Sa and the third display area 079SG005Sb). It is characterized by the following. According to this feature, the visibility of the first drawing layer changes over a predetermined period of time from a specific position toward the area corresponding to the second display area, making it possible to make it difficult for the visibility of the area corresponding to the second display area to change.
[0028] A seventeenth aspect is a gaming machine according to any one of the fourteenth to sixteenth aspects, The device is provided with a motion detection means (e.g., a push button 31B) capable of detecting a motion of a player, The performance execution means includes: The notification effect can be executed based on the detection of the player's action by the action detection means (for example, a portion capable of notifying the player that the game will be controlled to a jackpot game state or that the game will not be controlled to a jackpot game state based on the operation of the push button 31B by the player), A motion prompting effect (e.g., an operation prompting effect) that prompts a player to perform an action by displaying a motion prompting image for performing the notification effect in the first display area is executable; The visibility of the performance video of the predetermined performance is reduced, but the visibility of the action promotion performance is not reduced (for example, the visibility of the first display area 079SG005F is reduced by enlarging the display of the effect image 079SG005Ea, but the visibility of the operation promotion image 079SG005Ba and the meter 079SG005M displayed as the image of the first image data is not reduced). It is characterized by the following. According to this feature, the action-promoting effect can be made to stand out in relation to the predetermined effect, so that the player can be effectively encouraged to take action.
[0029] A form 18 is a gaming machine according to any one of forms 1 to 17, A gaming machine (e.g., a pachinko gaming machine 1) capable of executing variable display of identification information and capable of playing a game, Sound output means capable of outputting the effect sound (for example, speakers 8L and 8R, and a voice synthesis IC 079SG132, a voice data ROM 079SG133, and an amplifier circuit 079SG134 mounted on the voice control board 13); A display means (e.g., an image display device 5) including a first display area (e.g., a first display area 079SG005F shown in FIG. 10-2(A)) and a second display area (e.g., a second display area 079SG005Sa) closer to the periphery than the first display area, as a display area capable of displaying a performance video; A bonus awarding means (e.g., CPU 103) for awarding a bonus (e.g., a big win game state); a performance execution means (e.g., performance control CPU 120) capable of executing a predetermined performance (e.g., reach performance) suggesting that a special benefit will be awarded by displaying a performance video of a character in the first display area and outputting a performance sound by the sound output means in association with the display of the performance video of the character, a notification performance that notifies whether or not a special benefit will be awarded after the end of the predetermined performance, and an information performance that operates an information display related to a variable display in the second display area (e.g., a rotating display of a reserved display in the first reserved memory display area 079SG005D and the second reserved memory display area 079SG005U shown in FIG. 10-2(B) and a moving display of a telop in the telop display area 079SG005T shown in FIG. 10-2(C)); Equipped with The performance execution means includes: In the first period of the predetermined effect, an effect moving image having a first progression speed can be displayed in the first display area (for example, as shown in Figs. 10-19 to 10-25, during the first half execution periods of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the moving images of each reach performance are displayed on the image display device 5 at a progression speed V1); In a second period of the predetermined effect after the first period, an effect moving image can be displayed in the first display area at a second speed, which is slower than the first speed in the progression speed of the effect (for example, as shown in Figs. 10-19 to 10-25, the moving images of each reach effect are displayed on the image display device 5 at a progression speed V2 during the latter half execution periods of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect); The sound output means can output the sound corresponding to the predetermined effect at the same speed in both the first period and the second period (for example, as shown in Figs. 10-19 to 10-25, during the first half and second half of the first reach performance, the BGM and sound are output from the speakers 8L and 8R at the normal playback speed V4 during each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance). During a pre-notification period from the end of the predetermined performance to the execution of the notification performance, a pre-notification performance (e.g., a still image display performance) can be executed to display a specific still image corresponding to the stop of the progress of the predetermined performance executed in the first display area, The operation of displaying the information in the second display area continues even during the pre-notification period (for example, as shown in Figs. 10-20 and 10-21, the rotating display of the reserved display in the first reserved memory display area 079SG005D and the second reserved memory display area 079SG005U and the moving display of the telop in the telop display area 079SG005T shown in Fig. 10-2(C) continue even during the still image display performance execution period). It is characterized by the following. According to this feature, the speed at which the presentation video of a specified presentation changes between the first and second periods, but the speed related to the presentation sound corresponding to the specified presentation does not change between the first and second periods, thereby preventing the player from feeling uncomfortable. Furthermore, by displaying a specific still image in the first display area during the pre-notification period, it is possible to make it easier for the player to recognize that a notification presentation is being executed, and since the information display operation in the second display area continues, it is possible to prevent the information presentation from becoming difficult to recognize due to the information display operation stopping.
[0030] A nineteenth aspect is the gaming machine according to the eighteenth aspect, The specific still image is an image in which the color of the still image of the predetermined performance in which the progress has been stopped has been changed (for example, as shown in Fig. 10-16 and Fig. 10-29(A) to Fig. 10-29(B), the color of the still image is inverted by executing the still image display performance in pattern SG-2). It is characterized by the following. According to this feature, the specific still image displayed in the first display area has a different color from the still image of the specified effect, making it easier for the player to recognize that the notification effect is being executed.
[0031] A 20th aspect of the present invention is the gaming machine according to the 19th aspect, The color of the image of the information effect displayed in the second display area does not change during the pre-alarm period (for example, as shown in FIG. 10-29(B), the color of the still image displayed in the first display area 079SG005F is inverted by executing the still image display effect in pattern SG-2, but the colors of the hold display and caption displayed in the second display area 079SG005Sa and the fourth pattern displayed in the third display area 079SG005Sb are not inverted). It is characterized by the following. This feature prevents the player from having difficulty recognizing the information presentation when the pre-notification presentation is executed (since the color of the image of the information presentation does not change, it is easy to recognize that it is a specific still image with a color change).
[0032] A twenty-first aspect is a gaming machine according to any one of the first to twentieth aspects, A gaming machine (e.g., a pachinko gaming machine 1) capable of playing a game, Sound output means capable of outputting the effect sound (for example, speakers 8L and 8R, and a voice synthesis IC 079SG132, a voice data ROM 079SG133, and an amplifier circuit 079SG134 mounted on the voice control board 13); A display means capable of displaying a performance video (for example, an image display device 5); A bonus awarding means (e.g., CPU 103) for awarding a bonus (e.g., a big win game state); a performance execution means (performance control CPU 120) capable of executing a predetermined performance (e.g., a reach performance) suggesting that a special benefit will be awarded by displaying a performance video of a character on the display means and outputting a performance sound by the sound output means in association with the display of the performance video of the character, and a notification performance (e.g., a big win notification performance and a miss notification performance) notifying whether or not a special benefit will be awarded after the execution of the predetermined performance; Equipped with The predetermined effect includes a first section (e.g., a first reach effect and a third reach effect) and a second section (e.g., a second reach effect and a fourth reach effect) subsequent to the first section, The first section and the second section each include a first period (e.g., a first reach performance first half execution period, a second reach performance first half execution period, a third reach performance first half execution period, a fourth reach performance first half execution period) and a second period subsequent to the first period (e.g., a first reach performance second half execution period, a second reach performance second half execution period, a third reach performance second half execution period, a fourth reach performance second half execution period), The performance execution means includes: In the first period, a performance moving image in which the progression speed of the performance is a first speed can be displayed on the display means (for example, as shown in Figs. 10-19 to 10-25, during the execution periods of the first half portions of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the moving images of each reach performance are displayed on the image display device 5 at a progression speed V1), In the second period, an effect moving image can be displayed on the display means at a second speed, which is slower than the first speed (for example, as shown in Figs. 10-19 to 10-25, the moving images of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance are displayed on the image display device 5 at a moving speed V2 during the latter half execution periods of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance); The sound output means can output the sound corresponding to the predetermined effect at the same speed in both the first period and the second period (for example, as shown in Figs. 10-19 to 10-25, during the first half and second half of the first reach performance, the BGM and sound are output from the speakers 8L and 8R at the normal playback speed V4 during each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance). The predetermined performance can be executed in a first pattern in which the first section is executed and then transitioned to the second section (for example, the variable display of the Super Reach α3 shown in FIG. 10-20 and FIG. 10-21, and the variable display of the Super Reach β3 shown in FIG. 10-24 and FIG. 10-25), and a second pattern in which the first section is executed and then terminated without transitioning to the second section (for example, the variable display of the Super Reach α1 and the Super Reach α2 shown in FIG. 10-18 and FIG. 10-19, and the variable display of the Super Reach β1 and the Super Reach β2 shown in FIG. 10-22 and FIG. 10-23). It is characterized by the following. According to this feature, the progression speed of the presentation video of the specified presentation changes between the first and second periods, but the speed related to the presentation sound corresponding to the specified presentation does not change between the first and second periods, thereby preventing the player from feeling uncomfortable. Furthermore, it is possible to draw the player's attention to whether the specified presentation is performed at the second speed in the first period and then moves to the second period, or whether the specified presentation ends without moving to the second period, and whether the specified presentation is performed at the second speed in the second period and a bonus is awarded, thereby increasing the player's interest in the game.
[0033] A twenty-second aspect is the gaming machine according to the twenty-first aspect, The performance execution means includes: An end suggestion effect that suggests that the predetermined effect will end in the first section without transitioning to the second section (for example, an effect in which an ally character is defeated by an enemy character during a first reach effect latter half execution period or a third reach effect latter half execution period) can be executed, The end suggestion effect and a predetermined effect when transitioning from the first section to the second section can be executed at the same progression speed (for example, as shown in Figs. 10-19, 10-20, 10-21, 10-23, 10-24, and 10-25, an effect in which an ally character is defeated by an enemy character during the first reach effect second half execution period or the third reach effect second half execution period, and the first reach effect second half execution period or the third reach effect second half execution period are executed at a progression speed V1), When notifying that a special benefit will be provided in the notification performance, a performance animation having a third speed of progression during a first notification period of the notification performance can be displayed on the display means, and a performance animation having a fourth speed slower than the third speed can be displayed on the display means in a second notification period after the first notification period (for example, as shown in Figs. 10-18, 10-20, 10-22, 10-24, 10-25, 10-26(E) to 10-26(G), 10-29(C) to 10-29(E), 10-30(B) to 10-30(D), 10-31(E) to 10-31(G), and 10-35(A) to 10-35(C), a portion in which a video of an enemy character falling down as a result of an attack by an ally character being hit is displayed at a progression speed V2); When notifying that a special benefit will not be given in the notification performance, the display means can display the performance video at the third speed during the second notification period without displaying the performance video at the fourth speed (for example, as shown in Figs. 10-19, 10-21, 10-23, 10-25, 10-27(E) to 10-27(G), 10-30(F) to 10-30(H), 10-32(E) to 10-32(G), and 10-35(D) to 10-35(F), a portion in which a video of an ally character falling is displayed at a progression speed V1). It is characterized by the following. According to this feature, the speed at which the specified presentation progresses when the second section is entered is the same as the speed at which the end suggestion presentation progresses. This prevents the player's anticipation of a bonus being awarded from being excessively heightened due to the speed at which the presentation progresses when the second section is entered being different from the speed at which the end suggestion presentation progresses. Furthermore, when it is notified that a bonus will not be awarded, the fourth speed presentation video is not displayed, which prevents the player from becoming excessively dissatisfied, thereby improving interest in the game.
[0034] A gaming machine of aspect 23 is the gaming machine according to any one of aspects 1 to 22, A gaming machine (e.g., a pachinko gaming machine 1) capable of playing a game, Sound output means capable of outputting the effect sound (for example, speakers 8L and 8R, and a voice synthesis IC 079SG132, a voice data ROM 079SG133, and an amplifier circuit 079SG134 mounted on the voice control board 13); A display means (e.g., an image display device 5) capable of displaying a performance video; A bonus awarding means (e.g., CPU 103) for awarding a bonus (e.g., a big win game state); A motion detection means (e.g., a push button 31B) capable of detecting a motion of a player; a presentation execution means (e.g., a presentation control CPU 120) capable of executing a predetermined presentation (e.g., a reach presentation) suggesting that a special benefit will be awarded by displaying a presentation video of a character on the display means and outputting a presentation sound by the sound output means in association with the display of the presentation video of the character, a motion promotion presentation (e.g., an operation promotion presentation) for encouraging a player to perform a motion, and a notification presentation (e.g., a big win notification presentation and a loss notification presentation) for notifying whether or not a special benefit will be awarded based on detection of a motion of the player by the motion detection means; Equipped with The performance execution means includes: In the first period of the predetermined effect, a performance video having a first progression speed can be displayed on the display means (for example, as shown in Figs. 10-19 to 10-25, during the first half execution periods of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the video of each reach performance is displayed on the image display device 5 at a progression speed V1); In a second period of the predetermined effect after the first period, an effect moving image can be displayed on the display means at a second speed, which is slower than the first speed in the progression speed of the effect (for example, as shown in Figs. 10-19 to 10-25, the moving images of each reach effect are displayed on the image display device 5 at a progression speed V2 during the latter half execution periods of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect); The sound output means can output the sound corresponding to the predetermined effect at the same speed in both the first period and the second period (for example, as shown in Figs. 10-19 to 10-25, during the first half and second half of the first reach performance, the BGM and sound are output from the speakers 8L and 8R at the normal playback speed V4 during each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance). When the effect video of the predetermined effect is being displayed at the second speed during the second period, the action prompting effect can be executed (for example, as shown in Figs. 10-24 and 10-25, the operation prompting effect is executed when the display of the video of the reach effect is executed at the progression speed V2 during the latter half of the execution period of the fourth reach effect). A gaming machine characterized by: According to this feature, the speed at which the presentation video of the predetermined presentation changes between the first and second periods, but the speed related to the presentation sound corresponding to the predetermined presentation does not change between the first and second periods, thereby preventing the player from feeling uncomfortable. Furthermore, since the predetermined presentation progresses at the second speed during execution of the action promotion presentation in the second period, the presentation effect of the predetermined presentation can be enhanced.
[0035] A gaming machine of aspect 24 is the gaming machine according to aspect 23, The action promotion effect includes a valid detection period notification effect (for example, a display of a meter 079SG005M indicating a period during which the action detection means accepts detection of the player's action), When the valid detection period ends, the effect execution means can execute, from a timing after the timing when the valid detection period ends, the same notification effect as that when the player's action is detected by the action detection means during the valid detection period (for example, as shown in Fig. 10-33(E), Fig. 10-34(E) and Fig. 10-35(A) to Fig. 10-35(F), a part that executes the same jackpot notification effect or miss notification effect based on the end of the operation acceptance period of the push button 31B or the player operating the push button 31B). A gaming machine characterized by: According to this feature, if the motion detection means does not detect the player's motion, the notification display will not be executed before the valid detection period has elapsed, thereby preventing the player from recognizing whether or not a bonus will be granted during the valid detection period because the motion detection means does not detect the player's motion.
[0036] A gaming machine of aspect 25 is a gaming machine according to any one of aspects 1 to 24, A gaming machine (e.g., a pachinko gaming machine 1) capable of playing a game, Sound output means capable of outputting the effect sound (for example, speakers 8L and 8R, and a voice synthesis IC 079SG132, a voice data ROM 079SG133, and an amplifier circuit 079SG134 mounted on the voice control board 13); A display means (e.g., an image display device 5) capable of displaying a performance video; A bonus awarding means (e.g., CPU 103) for awarding a bonus (e.g., a big win game state); a presentation execution means (e.g., a presentation control CPU 120) capable of executing a predetermined presentation (e.g., a reach presentation) which suggests that a special benefit will be awarded by displaying a presentation video of a character on the display means and outputting a presentation sound by the sound output means in association with the display of the presentation video of the character, and a notification presentation (e.g., a big win notification presentation and a miss notification presentation) which notifies whether or not a special benefit will be awarded after the predetermined presentation ends; Equipped with The performance execution means includes: In the first period of the predetermined effect, a performance video having a first progression speed can be displayed on the display means (for example, as shown in Figs. 10-19 to 10-25, during the first half execution periods of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the video of each reach performance is displayed on the image display device 5 at a progression speed V1); In a second period of the predetermined effect after the first period, an effect moving image can be displayed on the display means at a second speed, which is slower than the first speed in the progression speed of the effect (for example, as shown in Figs. 10-19 to 10-25, the moving images of each reach effect are displayed on the image display device 5 at a progression speed V2 during the latter half execution periods of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect); The sound output means can output the sound corresponding to the predetermined effect at the same speed in both the first period and the second period (for example, as shown in Figs. 10-19 to 10-25, during the first half and second half of the first reach performance, the BGM and sound are output from the speakers 8L and 8R at the normal playback speed V4 during each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance). When notifying that a special benefit will be given in the notification performance, a performance animation in which the performance progresses at a third speed during a first notification period of the notification performance can be displayed on the display means, and a performance animation in which the performance progresses at a fourth speed slower than the third speed during a second notification period after the first notification period can be displayed on the display means (for example, FIG. 10-18, FIG. 10-20, FIG. 10-22, FIG. 10-24, and FIG. 10-26 (E 10-26(G), 10-29(C) to 10-29(E), 10-30(B) to 10-30(D), 10-31(E) to 10-31(G), and 10-35(A) to 10-35C), during the jackpot notification performance, the animation of the part where the ally character's attack hits the enemy character is displayed at a progression speed of V1, while the animation of the part where the enemy character falls is displayed at a progression speed of V2. When notifying that a bonus will not be awarded in the notification performance, the display means can display the performance video at the third speed during the second notification period without displaying the performance video at the fourth speed (for example, as shown in Figs. 10-19, 10-21, 10-23, 10-25, 10-27(E) to 10-27(G), 10-30(F) to 10-30(H), 10-32(E) to 10-32(G), and 10-35(D) to 10-35(F), the part where the video of the loss notification performance is displayed at the progress speed V1). A gaming machine characterized by: According to this feature, the progression speed of the presentation video of the specified effect changes between the first and second periods, but the speed related to the presentation sound corresponding to the specified effect does not change between the first and second periods, thereby preventing the player from feeling uncomfortable. Furthermore, when the awarding of a bonus is announced as a notification effect, a presentation video with a progression speed of the fourth speed is displayed, so that the presentation video of the notification effect can impress upon the player that a bonus has been awarded.
[0037] A gaming machine of aspect 26 is the gaming machine according to aspect 25, The effect execution means is capable of executing a special effect (for example, as shown in FIG. 10-16, a still image display effect in which the color of a still image is inverted (a still image display effect of pattern SG-2)) during the second period only when a special benefit is awarded. A gaming machine characterized by: According to this feature, it is possible to draw attention to whether or not a special effect will be executed.
[0038] A gaming machine of aspect 27 is the gaming machine according to aspect 26, The bonus granting means can grant a first bonus (e.g., a non-variable jackpot game state) and a second bonus (e.g., a variable jackpot game state) that is more advantageous to the player than the first bonus, The performance execution means can execute a special performance (for example, a revival performance shown in modification 079SG-4) that notifies the player that a special benefit will be granted after first notifying the player that a special benefit will not be granted in the notification performance, When the special effect is executed during the second period and the notification effect notifies the player that a special benefit will be awarded, the second benefit is awarded (for example, as shown in variant example 079SG-4, when the still image display effect is executed in pattern SS-2 and the jackpot notification effect is executed, the player is controlled to a jackpot game state of a jackpot with a certain probability of winning). When the special effect is executed during the second period and the notification effect notifies the player that the special effect will not be granted, and then the special effect is executed, the first benefit or the second benefit is granted (for example, as shown in modified example 079SG-4, when the still image display effect is executed in pattern SS-2 and the notification effect is executed once and then the revival effect is executed, there are cases where the game is controlled to a non-variable jackpot jackpot game state or a variable jackpot jackpot game state). A gaming machine characterized by: According to this feature, after the special effect is executed, the player can be made to pay attention to whether or not the notification effect will notify the player of the award of a special benefit, thereby increasing the player's interest in the game.
[0039] A gaming machine of aspect 28 is a gaming machine according to any one of aspects 1 to 27, A gaming machine (e.g., a pachinko gaming machine 1) capable of playing a game, Sound output means capable of outputting the effect sound (for example, speakers 8L and 8R, and a voice synthesis IC 079SG132, a voice data ROM 079SG133, and an amplifier circuit 079SG134 mounted on the voice control board 13); A display means (e.g., an image display device 5) capable of displaying a performance video; A bonus awarding means (e.g., CPU 103) for awarding a bonus (e.g., a big win game state); A motion detection means (e.g., a push button 31B) capable of detecting a motion of a player; a predetermined effect (e.g., reach effect) suggesting that a special benefit will be awarded by displaying an effect video of a character on the display means and outputting an effect sound by the sound output means in association with the display of the effect video of the character; an action prompting effect (e.g., operation prompting effect) for prompting an action of a player by displaying one of a plurality of action prompting images including a first action prompting image (e.g., operation prompting image 079SG005Ba) and a second action prompting image (e.g., operation prompting image 079SG005Bb) different from the first action prompting image on the display means; and an effect execution means (e.g., effect control CPU 120) capable of executing a notification effect (e.g., a big win notification effect and a loss notification effect) for notifying whether or not a special benefit will be awarded based on detection of a player's action by the action detection means; Equipped with The performance execution means includes: In the first period of the predetermined effect, a performance video having a first progression speed can be displayed on the display means (for example, as shown in Figs. 10-19 to 10-25, during the first half execution periods of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the video of each reach performance is displayed on the image display device 5 at a progression speed V1); In a second period of the predetermined effect after the first period, an effect moving image can be displayed on the display means at a second speed, which is slower than the first speed in the progression speed of the effect (for example, as shown in Figs. 10-19 to 10-25, the moving images of each reach effect are displayed on the image display device 5 at a progression speed V2 during the latter half execution periods of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect); The sound output means can output the sound corresponding to the predetermined effect at the same speed in both the first period and the second period (for example, as shown in Figs. 10-19 to 10-25, during the first half and second half of the first reach performance, the BGM and sound are output from the speakers 8L and 8R at the normal playback speed V4 during each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance). The action prompting effect can be executed after the start of the second period (for example, as shown in Figs. 10-24 and 10-25, the part where the action prompting effect is executed during the execution period of the latter half of the fourth reach effect), When the action promotion effect is executed by the first action promotion image, the first action promotion image is displayed while the effect video of the predetermined effect is visibly displayed on the display means (for example, as shown in FIG. 10-33, when an operation promotion image 079SG005Ba is displayed, an effect image 079SG005E having a transparency is also displayed, so that the player can visually recognize the battle effect through the effect image 079SG005E); When the action promotion effect is executed by the second action promotion image, the display means displays the effect video of the predetermined effect in a more difficult to see manner than when the first action promotion image is displayed, while displaying the second action promotion image in a display area larger than the display area of the first action promotion image (for example, as shown in FIG. 10-34, when an action promotion image 079SG005Bb larger in size than an action promotion image 079SG005Ba is displayed, the transparency of the action promotion image 079SG005Bb is 0%, so that the visibility of the battle effect is reduced compared to when the action promotion image 079SG005Ba is displayed); The rate at which a bonus is awarded when the second action prompting image is displayed is higher than the rate at which the first action prompting image is displayed (for example, as shown in FIG. 10-17, the rate at which the variable display result becomes a jackpot when the action prompting image 079SG005Bb is displayed is lower than the rate at which the variable display result becomes a jackpot when the action prompting image 079SG005Ba is displayed). A gaming machine characterized by: According to this feature, the progression speed of the presentation video of a specified effect changes between the first and second periods, but the speed related to the presentation sound corresponding to the specified effect does not change between the first and second periods, thereby preventing the player from feeling uncomfortable. Furthermore, it is possible to draw the player's attention to whether the first action promotion image or the second action promotion image is displayed as the action promotion effect, thereby increasing interest in the game.
[0040] A gaming machine of aspect 29 is the gaming machine according to aspect 28, The effect execution means is capable of displaying, on the display means, an effect video of the predetermined effect whose proceeding speed is the second speed while the first action prompting image is being displayed (for example, as shown in Figs. 10-24, 10-25, and 10-33(C) to 10-33(E), in the case of displaying an operation prompting image 079SG005Ba as an operation prompting effect, a portion in which the display of an effect video of a battle effect is executed at a proceeding speed V2 while the operation prompting image 079SG005Ba is being displayed). A gaming machine characterized by: According to this feature, since the presentation video of the predetermined presentation is displayed at the second speed while the first action prompting image is being displayed, it is possible to increase interest in the game.
[0041] A gaming machine of aspect 30 is a gaming machine according to any one of aspects 1 to 29, The performance execution means includes: A first predetermined performance (e.g., a first reach performance and a third reach performance) and a second predetermined performance (e.g., a second reach performance and a fourth reach performance) can be executed as the predetermined performance, and after execution of a first specific section in the first predetermined performance (e.g., a first reach performance first half execution period and a third reach performance first half execution period), a transition can be made to a second specific section (e.g., a first reach performance second half execution period and a third reach performance second half execution period) that is subsequent to the first specific section, The predetermined performance can be executed in a first specific pattern (e.g., variable display of Super Reach α1 shown in FIG. 10-18 or variable display of Super Reach β1 shown in FIG. 10-22) in which the first specific section of the first predetermined performance is not transitioned to the second specific section, and the second specific section of the first predetermined performance is transitioned to the second specific performance (e.g., variable display of Super Reach α3 shown in FIG. 10-20 and FIG. 10-21, and variable display of Super Reach β3 shown in FIG. 10-24 and FIG. 10-25) in which the predetermined performance is terminated after the first specific section of the first predetermined performance is executed and the second specific section of the first predetermined performance (e.g., variable display of Super Reach α2 shown in FIG. 10-19 or variable display of Super Reach β2 shown in FIG. 10-23). When transitioning from the first specific section of the first predetermined performance to the second specific section and when transitioning from the second specific section of the first predetermined performance to the second predetermined performance, a performance video whose progression speed is the second speed is displayed on the display means (for example, as shown in Figs. 10-18 to 10-25, when transitioning from the first reach performance first half execution period to the first reach performance second half execution period, when transitioning from the first reach performance second half execution period to the second reach performance first half execution period, when transitioning from the third reach performance first half execution period to the third reach performance second half execution period, and when transitioning from the third reach performance second half execution period to the fourth reach performance first half execution period, the performance video of each reach performance is executed at progression speed V2); With regard to the performance sound corresponding to the predetermined performance, in the first and second specific sections of the first predetermined performance and in the second predetermined performance, the speed related to the performance sound is output at the same speed (for example, as shown in Figs. 10-18 to 10-25, when the first reach performance first half execution period transitions to the first reach performance second half execution period, when the first reach performance second half execution period transitions to the second reach performance first half execution period, when the third reach performance first half execution period transitions to the third reach performance second half execution period, and when the third reach performance second half execution period transitions to the fourth reach performance first half execution period, BGM and sound effects are output from speakers 8L and 8R at the same playback speed V4 as in other periods). A gaming machine characterized by: According to this feature, the progression speed of the presentation video of the predetermined presentation changes when transitioning from the first specific section to the second specific section of the first predetermined presentation, and when transitioning from the second specific section to the second predetermined presentation, but the output speed of the presentation sound corresponding to the predetermined presentation does not change when transitioning from the first specific section to the second specific section of the first predetermined presentation, and when transitioning from the second specific section to the second predetermined presentation, thereby preventing the player from feeling uncomfortable, and furthermore, by changing the progression speed of the presentation video of the predetermined presentation to the second speed, it becomes easier for the player to recognize the branching of the predetermined presentation.
[0042] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.
[0043] (Configuration of Pachinko Machine 1, etc.) Fig. 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that constitutes the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls as gaming media are shot into this gaming area by a predetermined ball shooting device.
[0044] In addition, the "variable display" of the special symbol means, for example, a display of multiple types of special symbols that can be changed (the same applies to other symbols described later). The changes include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. In the change of the special symbol or the normal symbol described later, multiple types of special symbols or normal symbols are updated and displayed. In the change of the decorative symbol described later, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. In addition, the change also includes a mode in which a certain symbol is displayed flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as a display result (the same applies to the variable display of other symbols described later). In addition, the variable display may be expressed as a variable display or a change.
[0045] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." A special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." There may be only one type of special symbol display device that variably displays the special symbols.
[0046] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may be composed of a projector and a screen. The image display device 5 displays various effect images.
[0047] For example, on the screen of the image display device 5, in synchronization with the first special game or the second special game, a plurality of types of decorative patterns (such as patterns showing numbers, etc.) different from the special patterns are variably displayed as decorative identification information. Here, in synchronization with the first special game or the second special game, decorative patterns are variably displayed (for example, scrolled up and down or updated) in each of the "left", "center", and "right" decorative pattern display areas 5L, 5C, and 5R. The special game and the variable display of decorative patterns executed in synchronization are collectively referred to simply as variable display.
[0048] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.
[0049] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.
[0050] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the first hold memory number by the number of lit LEDs. The second hold indicator 25B displays the second hold memory number by the number of lit LEDs.
[0051] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.
[0052] The winning ball device 6A forms a first start winning hole that is always kept in a constant open state so that a game ball can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning hole, a predetermined number of prize balls (for example, three balls) are paid out and a first special game can be started.
[0053] The variable winning ball device 6B (normal electric device) forms a second start winning hole that changes between a closed state and an open state by a solenoid 81 (see FIG. 3). The variable winning ball device 6B is, for example, an electric tulip-type device having a pair of movable wings, and when the solenoid 81 is in an off state, the movable wings are in a vertical position, so that the tip of the movable wings approaches the winning ball device 6A, and the second start winning hole is in a closed state in which the game ball does not enter (also referred to as the second start winning hole being in a closed state). On the other hand, when the solenoid 81 is in an on state, the movable wings of the variable winning ball device 6B are in a tilted position, so that the second start winning hole is in an open state in which the game ball can enter (also referred to as the second start winning hole being in an open state). When a game ball enters the second start winning hole, a predetermined number of prize balls (for example, three) are paid out and the second special game can be started. In addition, the variable winning ball device 6B may be any device that can change between a closed state and an open state, and is not limited to one that has an electric tulip-type device.
[0054] At predetermined positions on the game board 2 (in the example shown in FIG. 1, three positions at the lower left of the game area and one position above the variable winning ball device 6B), general winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided. In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.
[0055] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see FIG. 3), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.
[0056] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the OFF state, the large prize opening door closes the large prize opening, and the game ball cannot enter (pass) through the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the ON state, the large prize opening door opens the large prize opening, and the game ball can easily enter the large prize opening.
[0057] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters the first start prize opening, the second start prize opening, or the general prize opening 10, for example.
[0058] The entry of a game ball into each winning port including the general winning port 10 is also called a "winning". In particular, the winning into the start port (first start winning port, second start winning port) is also called a start winning.
[0059] A normal symbol display 20 is provided at a predetermined position on the game board 2 (the lower left of the game area in the example shown in FIG. 1). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs variable display of normal symbols as multiple types of normal identification information different from special symbols. The normal symbols are represented by numbers indicating "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.
[0060] A passing gate 41 through which the gaming ball can pass is provided to the right of the image display device 5. When the gaming ball passes through the passing gate 41, a regular game is executed.
[0061] A regular symbol reserved display 25C is provided below the regular symbol display 20. The regular symbol reserved display 25C is configured to include, for example, four LEDs, and displays the regular symbol reserved memory number, which is the number of regular symbol games that are reserved for execution, by the number of lit LEDs.
[0062] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls and numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.
[0063] Speakers 8L and 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the game area. Furthermore, an attacca lamp 9c is provided near the special variable winning ball device 7 on the gaming board 2.
[0064] A movable body 32 that operates according to the presentation is provided at a predetermined position on the game board 2 (above the image display device 5 in FIG. 1). The movable body 32 is also provided with a movable body lamp 9d. The movable body lamp 9d and the above-mentioned main lamp 9a, frame lamp 9b, and attacca lamp 9c may be collectively referred to as the game effect lamp 9. The main lamp 9a, frame lamp 9b, attacca lamp 9c, and movable body lamp 9d are each configured to include an LED.
[0065] At the lower right position of the game machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball toward the game area by the ball-hitting device.
[0066] At a predetermined position of the gaming machine frame 3 below the game area, a ball supply tray (upper tray) is provided to hold (store) gaming balls dispensed as prize balls or game balls lent by a predetermined ball lending machine so that they can be supplied to the ball launching device. In addition to the upper tray, the gaming machine frame 3 may be provided with a payout section (ball supply tray) from which prize balls are paid out when the upper tray is full.
[0067] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position of the gaming machine frame 3 below the play area. The stick controller 31A is provided with a trigger button that can be pressed by a player. The operation of the stick controller 31A is detected by a controller sensor unit 35A (see FIG. 3).
[0068] A push button 31B that allows a player to perform a predetermined instruction operation by pressing it or the like is provided at a predetermined position of the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 3).
[0069] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.
[0070] 2 is a rear perspective view of the pachinko gaming machine 1. The main board 11 housed in a board case 201 is mounted on the rear of the pachinko gaming machine 1. The main board 11 is provided with a setting key 51 and a setting changeover switch 52. The setting key 51 functions as a lock switch for switching to a setting change state or a setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing settings such as the probability of winning a jackpot and the payout rate in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached to the outside of the main board 11, for example, at a predetermined position on the power supply board 17.
[0071] A display monitor 29 is disposed in the center of the back surface of the main board 11, and a display changeover switch 31 is disposed to the side of the display monitor 29. The display monitor 29 may be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display changeover switch 31 are disposed in front of the main board 11 when the back surface of the game board 2 is viewed with the game machine frame 3 open.
[0072] The display monitor 29 can display winning information such as consecutive win ratio, winning combination ratio, and base. The consecutive win ratio is the ratio of the number of winning balls that have entered the large winning port (attacker) to the total number of winning balls. The winning combination ratio is the ratio of the number of winning balls that have entered the second start winning port (electric chute) and the number of winning balls that have entered the large winning port (attacker) to the total number of winning balls. The base is the ratio of the total number of winning balls to the number of game balls shot out. When in a setting change state or a setting confirmation state, the display monitor 29 can display the setting values in the pachinko game machine 1. When in a setting change state or a setting confirmation state, the display monitor 29 may display the setting values to be changed or confirmed.
[0073] When the gaming machine frame 3 is closed, the setting key 51 and the setting changeover switch 52 cannot be operated from the front side of the pachinko gaming machine 1. A glass door frame 3a having a glass window is rotatably provided in the gaming machine frame 3, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.
[0074] In the pachinko gaming machine 1, a security cover 500A is attached to the right end of the outer frame 1a formed in a vertically long rectangular frame shape. When the gaming machine frame 3 is closed, the security cover 500A covers the right side of the board case 201, including the setting keys 51 and the setting changeover switch 52, from the rear side. The security cover 500A is a substantially L-shaped member including a short piece 500Aa and a long piece 500Ab, and may be made of a transparent synthetic resin.
[0075] (Outline of game progress) The game ball is launched toward the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 during the period when the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on the passing cannot be played immediately), the normal game based on the passing is put on hold up to a predetermined upper limit number (for example, 4).
[0076] In this normal game, if a specific normal symbol (normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second start winning port is opened).
[0077] When a game ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.
[0078] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.
[0079] In addition, if the game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the big win game state or small win game state described below (if a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be put on hold up to a specified upper limit number (for example, 4).
[0080] In a special game, if a specific special symbol (a big win symbol, for example, "7"; the actual symbol varies depending on the type of big win described below) is displayed as a fixed special symbol, it is a "big win", and if a specific special symbol different from the big win symbol (a small win symbol, for example, "2") is displayed as a fixed special symbol, it is a "small win". Also, if a special symbol different from the big win symbol or small win symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "losing".
[0081] After the display result in the special game becomes "big win", the game state is controlled to a big win game state that is advantageous to the player. After the display result in the special game becomes "small win", the game state is controlled to a small win game state.
[0082] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period (for example, 29 seconds or 1.8 seconds) has elapsed or the number of game balls entering the large prize opening reaches a predetermined number (for example, 9), whichever comes first. The predetermined period is the upper limit period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the upper limit period of opening. Such a cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined upper limit number of times (15 times or 2 times) is reached.
[0083] In the jackpot game state, the player can get prize balls by making the game ball enter the big prize hole. Therefore, the jackpot game state is advantageous to the player. The more rounds in the jackpot game state, and the longer the upper limit period, the more advantageous it is for the player.
[0084] In addition, a jackpot type is set for a "jackpot". For example, a plurality of types of opening modes of the jackpot entrance (number of rounds or maximum opening period) and game states after the jackpot game state (normal state, time-saving state, probability change state, etc.) are prepared, and the jackpot type is set according to these. As the jackpot type, a jackpot type that can get many prize balls, a jackpot type that can get few prize balls, or a jackpot type that can get almost no prize balls may be provided.
[0085] In the small win game state, the large prize opening formed by the special variable winning ball device 7 is opened in a predetermined opening manner. For example, in the small win game state, the large prize opening is opened in the same opening manner as in the large prize game state in some large prize types (the number of times the large prize opening is opened is the same as the number of rounds, and the timing of closing the large prize opening is also the same, etc.). In addition, like the large prize types, small prize types may be set for "small wins".
[0086] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.
[0087] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (period during which the special symbol fluctuates) more than in the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average regular symbol fluctuation time (period during which the regular symbol fluctuates) more than in the normal state and by improving the probability of a "regular symbol hit" in the regular symbol game more than in the normal state. The time-saving state is an advantageous state for the player because it is a state in which the fluctuation efficiency of the special symbols (especially the second special symbol) is improved.
[0088] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed to make the probability of the display result being a "jackpot" higher than in the normal state. The probability variable state is an even more advantageous state for the player, since it is a state in which the fluctuation efficiency of special symbols is improved and it is easier to get a "jackpot".
[0089] The time-saving state or the probability of winning state continues until one of the end conditions is met first, such as the execution of a specified number of special games or the start of the next big win game state. The end condition of the state in which a specified number of special games have been executed is also called the number-cut (number-cut time-saving, number-cut probability of winning, etc.).
[0090] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in the normal game will be a "normal hit" and the probability that the display result in the special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when a system reset is performed and the specified return process is not executed after the power is turned on).
[0091] The state in which the probability variable control is being executed is also called the high probability state, and the state in which the probability variable control is not being executed is also called the low probability state. The state in which the time-saving control is being executed is also called the high base state, and the state in which the time-saving control is not being executed is also called the low base state. Combining these, the time-saving state is also called the low probability high base state, the probability variable state is the high probability high base state, and the normal state is the low probability low base state. The high probability state and the low base state are also called the high probability low base state.
[0092] After the small win game state ends, the game state is not changed, and the game state before the display result of the special game becomes "small win" is continued (however, if the special game when the "small win" occurs is the special game of the above-mentioned predetermined number of times in the above-mentioned number cut, the game state is changed naturally). In addition, "small win" does not have to be the display result of the special game.
[0093] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize hole) during the big win game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variable state after the big win game state. (Progress of the performance, etc.)
[0094] In the pachinko game machine 1, various effects (effects to notify the progress of the game or to liven up the game) are executed according to the progress of the game. The effects are described below. The effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of the display, the effects may be performed as sound output from the speakers 8L and 8R, turning on and off the game effect lamp 9, operating the movable body 32, or using any effect device including some or all of these.
[0095] As an effect executed according to the progress of the game, in response to the start of the first special symbol game or the second special symbol game, the variable display of the decorative symbols is started in the "left", "center" and "right" decorative symbol display areas 5L, 5C and 5R provided in the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is stopped and displayed, the determined decorative symbol (combination of three decorative symbols) which is the display result of the variable display of the decorative symbols is also stopped and displayed (derived).
[0096] During the period from when the variable display of the decorative symbols starts to when it ends, the state of the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have been stopped and displayed form part of a jackpot combination described later.
[0097] In addition, when the reach state is reached during the variable display of the decorative symbols, a reach effect is executed. In the pachinko game machine 1, a plurality of types of reach effects are executed, each of which has a different probability (also called the probability of a big win or the probability of a big win) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "big win" according to the performance mode. The reach effects include, for example, a normal reach and a super reach, which has a higher probability of a big win than a normal reach.
[0098] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as a display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on a predetermined effective line in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.
[0099] In the case of a "probability jackpot" that is controlled to a probability jackpot state after the end of the jackpot game state, odd numbered decorative symbols (e.g., "7") are displayed in a line, and in the case of a "non-probability jackpot (normal jackpot)" that is not controlled to a probability jackpot state after the end of the jackpot game state, even numbered decorative symbols (e.g., "6") may be displayed in a line. In this case, odd numbered decorative symbols are also called probability jackpot symbols, and even numbered decorative symbols are also called non-probability jackpot symbols (normal symbols). After a reach state is reached with a non-probability jackpot symbol, a promotion effect that finally results in a "probability jackpot" may be executed.
[0100] When the display result of the special game is a "small win", a fixed decorative pattern (for example, "1 3 5") that is a predetermined small win combination is derived on the screen of the image display device 5 as a display result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on a predetermined effective line in the "left", "middle", and "right" decorative pattern display areas 5L, 5C, and 5R. Note that a common fixed decorative pattern may be derived and displayed when the display result of the special game is a "big win" of some big win types (big win types of big win game states in the same manner as the small win game state) and when it is a "small win".
[0101] When the display result of the special game is a "miss," the state of the variable display of the decorative pattern does not become a reach state, and a fixed decorative pattern of a non-reach combination (also called a "non-reach miss") may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative pattern becomes a reach state, a fixed decorative pattern of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "reach miss").
[0102] The effects that the pachinko game machine 1 can execute include displaying the variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative pattern. The preview effects include a preview effect that predicts the jackpot reliability in the variable display being executed, and a pre-reading preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-reading preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from the normal mode may be executed.
[0103] In addition, in the image display device 5, a pseudo consecutive performance may be executed in which a single variable display appears to be multiple variable displays by temporarily stopping the decorative pattern during the variable display and then resuming the variable display.
[0104] 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.
[0105] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo performance is executed).
[0106] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 3. In addition, various boards, such as a payout control board, an information terminal board, and a launch control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 is also equipped. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on the electronic circuit board.
[0107] In the pachinko game machine 1, power from an AC power source such as an external power source of AC 100V, such as a commercial power source, can be supplied to electrical components including various control boards such as the main board 11 and the performance control board 12, via the power supply board 17. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).
[0108] The main board 11 is the main control board, and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special games (including management of reserved games), execution of regular games (including management of reserved games), big win game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.
[0109] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.
[0110] The CPU 103 executes the program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (variation patterns described below, performance control commands described below, data of various tables referenced when making various decisions described below, etc.) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the stored contents are saved for a predetermined period of time even if the power supply to the pachinko game machine 1 is stopped in part or in whole. Note that the program stored in the ROM 101 may be developed in whole or in part in the RAM 102 and executed on the RAM 102.
[0111] The random number circuit 104 counts numerical data indicating various random numbers (game random numbers) used when controlling the progress of a game in an updatable manner. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0112] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).
[0113] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (the gate switch 21, the start port switch (the first start port switch 22A and the second start port switch 22B), and the count switch 23) and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.
[0114] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, an IC with a built-in watchdog timer, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on in response to, for example, pressing a clear switch provided on the power supply board 17.
[0115] The solenoid circuit 111 transmits solenoid drive signals (for example, signals to turn on the solenoid 81 and the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric role and the solenoid 82 for the big prize opening door.
[0116] The main board 11 is connected to a display monitor 29, a display changeover switch 31, a setting key 51, a setting changeover switch 52, and a door open sensor 90. The door open sensor 90 detects the opening of the gaming machine frame 3 including the glass door frame 3a.
[0117] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results in the main board 11 (for example, the display results of the special game (including the type of big win), the variable pattern used when executing the special game (described in detail later)), the status of the game (for example, the start or end of the variable display, the opening status of the big win port, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.
[0118] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, notifying errors, and notifying of power outage recovery) based on the received performance control commands.
[0119] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0120] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing a performance (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0121] The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).
[0122] The display control unit 123 includes a video display processor (VDP), a character generator ROM (CGROM), a video RAM (VRAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.
[0123] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby causing the image display device 5 to display an effect image. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and to turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0124] The audio control board 13 is equipped with various circuits for driving the speakers 8L, 8R, and drives the speakers 8L, 8R based on the sound designation signal, causing the speakers 8L, 8R to output the sound designated by the sound designation signal.
[0125] The lamp control board 14 is equipped with various circuits for driving the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signal, turning the game effect lamps 9 on and off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the on / off of the lamps.
[0126] In addition, the sound output, control of turning the lamps on and off (such as supplying sound designation signals and lamp signals), and control of the movable body 32 (such as supplying signals to operate the movable body 32) may be performed by the performance control CPU 120.
[0127] The random number circuit 124 counts numerical data indicating various random numbers (random numbers for performance) used to execute various performances in an updatable manner. The random numbers for performance may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).
[0128] The I / O 125 mounted on the performance control board 12 is composed of an input port for inputting performance control commands transmitted, for example, from the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0129] Sub-substrates include the performance control substrate 12, the sound control substrate 13, and the lamp control substrate 14, other than the main substrate 11. As in the pachinko game machine 1, multiple sub-substrates may be provided for different functions, or one sub-substrate may be configured to have multiple functions.
[0130] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0131] (Main operations of main board 11) First, a description will be given of the main operations of the main board 11. When power supply to the pachinko game machine 1 is started, the game control microcomputer 100 is started, and the game control main process is executed by the CPU 103. Fig. 4 is a flowchart showing the game control main process executed by the CPU 103 in the main board 11.
[0132] In the game control main process shown in Fig. 4, the CPU 103 first sets interrupts to be prohibited (step S1). Then, necessary initial settings are performed (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to be accessible.
[0133] Next, it is determined whether the recovery condition is satisfied (step S3). The recovery condition can be satisfied when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When the power supply to the pachinko game machine 1 is started, if the clear switch provided on the power supply board 17 is pressed, for example, a clear signal in the ON state is input to the game control microcomputer 100. If such a clear signal in the ON state is input, it is sufficient to determine in step S3 that the recovery condition is not satisfied. The backup data may be stored in the RAM 102, which is the backup RAM for game control. In step S3, it is sufficient to check or inspect the presence or absence of backup data, the presence or absence of data errors, and the like, and determine whether the recovery condition can be satisfied.
[0134] If the restoration condition is met (step S3; Yes), a restoration process (step S4) is executed, followed by a setting confirmation process (step S5). The restoration process in step S4 sets a working area based on the contents stored in RAM 102. By setting a working area using the backup data stored in RAM 102, the game state when the power supply was stopped is restored, and if, for example, a special symbol was fluctuating, it is sufficient if the fluctuating special symbol can be resumed from the state before the stoppage.
[0135] If the recovery condition is not satisfied (step S3; No), an initialization process (step S6) is executed, and then a setting change process (step S7) is executed. The initialization process in step S6 includes a clear process for clearing flags, counters, and buffers stored in the RAM 102, and initial values are set in the working area by executing the clear process.
[0136] In the setting confirmation process of step S5, it is determined whether a predetermined setting confirmation condition is satisfied. The setting confirmation condition is satisfied, for example, when the power supply is started, the detection signal from the door open sensor 90 is in the ON state and the setting key 51 is turned ON. The setting confirmation process of step S5 is executed when the recovery condition including the clear signal being in the OFF state is satisfied in step S3. Therefore, the setting confirmation condition can be satisfied when the clear signal is in the OFF state, so the setting confirmation condition can also include the clear signal being in the OFF state.
[0137] When the setting confirmation condition is satisfied in the setting confirmation process of step S5, the pachinko gaming machine 1 enters a setting confirmation state in which the setting values set therein can be confirmed, and a setting confirmation start command is sent from the main board 11 to the performance control board 12. In the setting confirmation state, the setting values set in the pachinko gaming machine 1 can be confirmed by displaying them on the display monitor 29. When the setting confirmation state is to be ended, a setting confirmation end command is sent from the main board 11 to the performance control board 12.
[0138] When the pachinko game machine 1 is in the setting confirmation state, it may be in a game stop state in which the progress of the game in the pachinko game machine 1 is stopped. In the game stop state, the launch of the game ball by the operation of the ball hitting operation handle, the detection of the game ball by various switches, etc. are stopped, and the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display device 20 may be controlled to stop and display a losing symbol or the like, or to display a symbol corresponding to a game stop state other than a losing symbol. When the setting confirmation state ends, the game stop state associated with it may also end.
[0139] In the setting change process of step S7, it is determined whether or not a predetermined setting change condition is satisfied. The setting change condition is satisfied, for example, when the power supply is started, the detection signal from the door open sensor 90 is in the ON state and the setting key 51 is turned ON. The setting change condition may include the clear signal being in the ON state.
[0140] When the setting change condition is satisfied in the setting change process of step S7, the pachinko game machine 1 enters a setting change state in which the setting value set therein can be changed, and a setting change start command is sent from the main board 11 to the performance control board 12. In the setting change state, the setting value is displayed on the display monitor 29, and the numerical value displayed on the display monitor 29 is updated and displayed in sequence every time the operation of the setting change switch 52 is detected. After that, based on the setting key 51 being turned off by an attendant of the game parlor or the like, the setting value displayed on the display monitor 29 is stored (updated and stored) in the backup area of the RAM 102, and the display monitor 29 is turned off. When the setting change state is to be ended, a setting change end command is sent from the main board 11 to the performance control board 12.
[0141] When the pachinko gaming machine 1 is in the setting change state, the pachinko gaming machine 1 may be in a game stop state, similarly to when it is in the setting confirmation state. When the setting change state ends, the game stop state associated with it may also end.
[0142] On the performance control board 12 side, when a setting check start command or a setting change start command is received, control may be performed to notify that the setting is being checked or changed. For example, a predetermined image may be displayed on the image display device 5, a predetermined sound may be output from the speakers 8L and 8R, or a light-emitting member such as the game effect lamp 9 may be made to emit light in a predetermined manner.
[0143] The clear signal is turned on by, for example, pressing a clear switch provided on the power supply board 17. Therefore, when the power supply is started, if the detection signal from the door open sensor 90 is on and the setting key 51 is on, if the clear switch is on, the initialization process of step S6 and the setting change process of step S7 are executed to control the device to the setting change state, and if the clear switch is off, the recovery process of step S4 and the setting confirmation process of step S5 are executed to control the device to the setting confirmation state. When the power supply is started, if the detection signal from the door open sensor 90 is off or the setting key 51 is off, if the clear switch is on, the initialization process of step S6 is executed but the device is not controlled to the setting change state, and if the clear switch is off, the recovery process of step S4 is executed but the device is not controlled to the setting confirmation state.
[0144] After executing the setting confirmation process or the setting change process, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S8). Then, the register of the CTC built into the game control microcomputer 100 is set so that a timer interrupt is generated periodically at a predetermined time (for example, 2 ms) (step S9), and the interrupt is permitted (step S10). After that, a loop process is started. After that, an interrupt request signal is sent from the CTC to the CPU 103 at a predetermined time (for example, 2 ms), and the CPU 103 can execute the timer interrupt process periodically.
[0145] When the CPU 103 that has executed such a game control main process receives an interrupt request signal from the CTC and accepts the interrupt request, it executes a game control timer interrupt process shown in the flowchart of Fig. 5. When the game control timer interrupt process shown in Fig. 5 is started, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Next, by executing a predetermined main side error process, it performs an abnormality diagnosis of the pachinko game machine 1, and makes it possible to generate a warning if necessary according to the diagnosis result (step S22). After that, by executing a predetermined information output process, it outputs data such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times a probability variable state has occurred) that are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).
[0146] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). The CPU 103 executes the special symbol process process at each timer interruption, thereby realizing the execution and reservation management of the special symbol game, the control of the big win game state and the small win game state, the control of the game state, and the like.
[0147] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process at each timer interruption, enabling the execution and reservation management of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passing gate 41), and the opening control of the variable winning ball device 6B based on the "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of reserved normal symbols is displayed by lighting the normal symbol reservation display 25C.
[0148] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes a command control processing (step S27). The CPU 103 may set a performance control command for transmission in each of the above processes. In the command control processing of step S27, a process is performed to transmit the performance control command set for transmission to a sub-side control board such as the performance control board 12. After the command control processing is executed, the interrupt is permitted and then the game control timer interrupt processing is terminated.
[0149] Fig. 6 is a flow chart showing an example of the special symbol process executed in step S25 shown in Fig. 5. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
[0150] In the start winning judgment process, a process is executed to detect the occurrence of a start winning, store reserved information in a predetermined area of the RAM 102, and update the reserved memory number. When a start winning occurs, a random number value for determining the display result (including the type of big win) and the variation pattern is extracted and stored as reserved information. In addition, a process for predicting and judging the display result and the variation pattern based on the extracted random number value may be executed. After the reserved information and the reserved memory number are stored, a transmission setting is performed to transmit a performance control command for specifying the judgment result such as the occurrence of a start winning, the reserved memory number, and the predictive judgment to the performance control board 12. The performance control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process processing is completed, by executing the command control processing of step S27 shown in FIG. 4.
[0151] After executing the start winning judgment process in step S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process (steps S110 to S120) of the special symbol process, a transmission setting is performed to transmit a performance control command corresponding to each process to the performance control board 12.
[0152] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether or not to start the first special symbol game or the second special symbol game based on the presence or absence of reserved information. In addition, in the normal special symbol processing, based on a random number value for determining the display result, whether or not the display result of the special symbol or the decorative symbol is to be a "big win" or a "small win", and the type of big win if it is a "big win", is determined (pre-determined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a determined special symbol (either a big win symbol, a small win symbol, or a losing symbol) to be stopped and displayed in the special symbol game is set in response to the determined display result. After that, the value of the special symbol process flag is updated to "1", and the normal special symbol processing is terminated. Note that the special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also called special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be established in the order in which the balls enter the first start winning port (also called "winning order consumption").
[0153] When making various decisions based on random numbers, various tables (tables in which decision values compared with random numbers are assigned to decision results) stored in ROM 101 are referenced. The same is true for other decisions in main board 11 and various decisions in performance control board 12. In performance control board 12, various tables are stored in ROM 121.
[0154] The variation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This variation pattern setting process includes a process of determining the variation pattern to one of multiple types using a random number value for determining the variation pattern based on a pre-determined result of whether the display result is a "big win" or a "small win". In the variation pattern setting process, when the variation pattern is determined, the value of the special chart process flag is updated to "2", and the variation pattern setting process ends.
[0155] The variation pattern specifies the execution time of the special chart game (special chart variation time) (which is also the execution time of the variable display of the decorative patterns), the manner of the variable display of the decorative patterns (presence or absence of a reach, etc.), and the content of the presentation during the variable display of the decorative patterns (type of reach presentation, etc.), and is also called the variable display pattern.
[0156] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol started to vary. In addition, a determination is made as to whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. Then, when the elapsed time since the special symbol started to vary has reached the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process is terminated.
[0157] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes a process for setting the first special symbol display device 4A or the second special symbol display device 4B to stop the variation of the special symbol and stop displaying (deriving) the determined special symbol that is the display result of the special symbol. If the display result is a "big win", the value of the special symbol process flag is updated to "4". On the other hand, if the big win flag is off and the display result is a "small win", the value of the special symbol process flag is updated to "8". If the display result is a "miss", the value of the special symbol process flag is updated to "0". If the display result is a "small win" or a "miss", when the time-saving state or the probability change state is controlled and the end of the number of times is established, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends.
[0158] The pre-opening process of step S114 is executed when the value of the special pattern process flag is "4". This pre-opening process of the jackpot includes a process for setting the large prize opening to an open state by starting the execution of a round in the jackpot game state based on the display result being "jackpot". When the large prize opening is opened, a process for supplying a solenoid drive signal to the solenoid 82 for the large prize opening door is executed. At this time, for example, depending on the type of jackpot, the open upper limit period for opening the large prize opening and the upper limit execution number of rounds are set. When these settings are completed, the value of the special pattern process flag is updated to "5" and the pre-opening process of the jackpot is completed.
[0159] The jackpot opening process in step S115 is executed when the value of the special pattern process flag is "5". This jackpot opening process includes a process of measuring the elapsed time since the jackpot opening was opened, and a process of determining whether it is time to return the jackpot opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the jackpot opening is returned to the closed state, a process of stopping the supply of the solenoid drive signal to the solenoid 82 for the jackpot opening door is executed, and then the value of the special pattern process flag is updated to "6", and the jackpot opening process is terminated.
[0160] The post-opening process of step S116 is executed when the value of the special pattern process flag is "6". This post-opening process includes a process for determining whether the number of times the round in which the large prize entrance is opened has reached the set upper limit number of times, and a process for setting to end the jackpot game state when the upper limit number of times has been reached. When the number of times the round has been executed has not reached the upper limit number of times, the value of the special pattern process flag is updated to "5", while when the number of times the round has been executed has reached the upper limit number of times, the value of the special pattern process flag is updated to "7". When the value of the special pattern process flag is updated, the post-opening process of the jackpot ends.
[0161] The jackpot end process in step S117 is executed when the value of the special chart process flag is "7". This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending performance is executed as a performance operation that notifies the end of the jackpot game state has elapsed, and a process of making various settings for starting the probability change control or time-saving control in response to the end of the jackpot game state. When such settings are made, the value of the special chart process flag is updated to "0", and the jackpot end process is terminated.
[0162] The small win opening pre-processing in step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing includes a process for setting the large prize winning port to an open state in the small win game state based on the display result being "small win". At this time, the value of the special chart process flag is updated to "9", and the small win opening pre-processing is terminated.
[0163] The small win open process in step S119 is executed when the value of the special chart process flag is "9". This small win open process includes a process for measuring the elapsed time since the large prize winning port was opened, and a process for determining whether or not it is time to return the large prize winning port from the open state to the closed state based on the measured elapsed time. When the large prize winning port is returned to the closed state and it is time to end the small win game state, the value of the special chart process flag is updated to "10" and the small win open process is terminated.
[0164] The small win end process of step S120 is executed when the value of the special chart process flag is "10". This small win end process includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special chart process flag is updated to "0", and the small win end process ends.
[0165] The pachinko game machine 1 is configured such that the winning probability of a jackpot and the ball payout rate change according to the set value. For example, in the special symbol normal processing of the special symbol process processing, the winning probability of a jackpot and the ball payout rate change by using a display result judgment table (winning probability) according to the set value. For example, the set value is made up of six stages from 1 to 6, with 6 being the highest winning probability of a jackpot, and the winning probability of a jackpot decreases as the value decreases in the order of 6, 5, 4, 3, 2, and 1. In this example, when the set value is set to 6, the player has the highest advantage, and the advantage decreases stepwise as the value decreases in the order of 6, 5, 4, 3, 2, and 1. If the winning probability of a jackpot changes according to the set value, the ball payout rate may also change according to the set value. The winning probability of a jackpot is constant regardless of the set value, while the number of rounds in a jackpot game state may change according to the set value. The pachinko game machine 1 may be configured so that any one of a plurality of set values having different advantages for the player can be set. The setting value set in the pachinko gaming machine 1 is notified to the performance control board 12 by transmitting a setting value designation command from the main board 11 side to the performance control board 12 side.
[0166] FIG. 7 shows an example of the display result judgment table. FIG. 7(A) shows an example of the display result judgment table for the first special symbol used when the variable special symbol is the first special symbol, and FIG. 7(B) shows an example of the display result judgment table for the second special symbol used when the variable special symbol is the second special symbol. The display result judgment table is a collection of data stored in the ROM 101. In the display result judgment table, a winning judgment value compared with the random number value MR1 according to a set value is assigned to the special symbol display result, which is the variable display result of the special symbol. The random number value MR1 is a random number value for determining the display result, and the value is updated randomly within the range of 0 to 65535. As the display result judgment table, a display result judgment table common to the first special symbol and the second special symbol may be used.
[0167] In the display result judgment table, when the game state is a probability variable state (high probability state), more judgment values are assigned to the special chart display result of "jackpot" than when the game state is a normal state or a time-saving state (low probability state). As a result, when the pachinko game machine 1 is in a high probability state such as a probability variable state in which probability variable control is performed, the probability of determining that the game state will be controlled to a jackpot game state is higher than when the game state is in a low probability state such as a normal state or a time-saving state.
[0168] In the first special chart display result judgment table, a judgment value is assigned so that the probability of determining that the special chart display result is controlled to a small win game state as a "small win" is the same regardless of the game state or the setting value. In the second special chart display result judgment table, a judgment value is assigned so that the probability of determining that the special chart display result is controlled to a small win game state as a "small win" is the same value different from that in the first special chart display result judgment table, regardless of the game state or the setting value. In addition, the probability of determining that the special chart display result is controlled to a small win game state as a "small win" may be different depending on the setting value. The probability of determining that the special chart display result is controlled to a small win game state as a "small win" may be the same probability regardless of the variable special chart.
[0169] In the first special chart display result judgment table and the second special chart display result judgment table, when the game state is normal or time-saving, the range of the hit judgment value from 1020 to 1237 is set as the common numerical range of the jackpot judgment value for judging a jackpot regardless of the set value. When the set value is 1, 1020 to 1237 is assigned to "jackpot" and only the common numerical range of the jackpot judgment value for judging a jackpot is set, while when the set value is 2 to 6, the numerical range corresponding to each set value from 1238 is set as the non-common numerical range of the jackpot judgment value so as to be continuous from the common numerical range of the jackpot judgment value.
[0170] In the first special chart display result judgment table and the second special chart display result judgment table, when the game state is a probability variable state, the range of the hit judgment value from 1020 to 1346 is set as a common numerical range of the jackpot judgment value for judging a jackpot regardless of the set value. When the set value is 1, 1020 to 1346 is assigned to "jackpot", and only the common numerical range of the jackpot judgment value for judging a jackpot is set, while when the set value is 2 to 6, the numerical range corresponding to each set value from 1346 is set as a non-common numerical range of the jackpot judgment value so as to be continuous from the common numerical range of the jackpot judgment value.
[0171] In the first special display result judgment table, when the game state is the normal state or the time-saving state, the range of the hit judgment value from 32767 to 33094 is set as the common numerical range of the small hit judgment value for judging a small hit regardless of the set value. The small hit judgment value is set to a numerical range different from the common numerical range and the non-common numerical range of the big hit judgment value regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit judgment value from overlapping with the range of the big hit judgment value that changes according to each set value.
[0172] In the first special chart display result judgment table, when the game state is a probability variable state, the range of 32767 to 33094 among the hit judgment values is set as a common numerical range of the small hit judgment value for judging a small hit regardless of the set value, just like when the game state is a normal state or a time-saving state. The small hit judgment value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit judgment value regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit judgment value from overlapping with the range of the big hit judgment value that changes according to each set value.
[0173] In the second special display result judgment table, when the game state is normal or time-saving, the range of the hit judgment value from 32767 to 33421 is set as a common numerical range of the small hit judgment value for judging a small hit regardless of the set value. The small hit judgment value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit judgment value regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit judgment value from overlapping with the range of the big hit judgment value that changes according to each set value.
[0174] In the second special display result judgment table, when the game state is a probability variable state, the range of the hit judgment value from 32767 to 33421 is set as a common numerical range of the small hit judgment value for judging a small hit regardless of the set value, just like when the game state is a normal state or a time-saving state. The small hit judgment value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit judgment value regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit judgment value from overlapping with the range of the big hit judgment value that changes according to each set value.
[0175] The set values that can be set in the pachinko gaming machine 1 may be five or less or seven or more. The smaller the set value set in the pachinko gaming machine 1, the more advantageous it may be for the player. The game characteristics may be changed according to the set value set in the pachinko gaming machine 1. For example, when the set value set in the pachinko gaming machine 1 is 1, the game characteristics are such that the probability of a jackpot in the normal state is 1 / 320, and the probability of ... On the other hand, the game may be of a type in which the rate at which the game ball passes through a predetermined switch during a jackpot game varies depending on the variable special chart (so-called V-type), and when the set value set in the pachinko game machine 1 is 3, the probability of a jackpot is 1 / 320 and the probability of a small jackpot is 1 / 50, and the game may be of a type in which the game ball passes through a predetermined switch provided inside the special variable winning ball device 7 during a high base (during time-saving control) (so-called one-type two-type mixed type). When the set value set in the pachinko game machine 1 is any of 1 to 3, the game is the same, but a setting may be provided in which the probability of a jackpot or small jackpot is higher than when these set values are any of 1 to 3, but the number of prize balls that can be obtained during a jackpot game is smaller (for example, when the set value set in the pachinko game machine 1 is any of 4 to 6). When the game is changed depending on the set value, a common switch may be used for different purposes. Specifically, when the setting value is 1 to 3, a designated switch provided within the special variable winning ball device 7 is used as a performance switch (a switch for executing a designated performance each time the game ball passes through a designated area), and when the setting value is 4 to 6, the designated switch may be used as a game switch (a switch for controlling the game state to a special state or a jackpot game state based on the game ball passing through the designated switch).
[0176] The jackpot type may be determined at different rates depending on the set value based on the allocation of the judgment value in the jackpot type judgment table. Alternatively, the jackpot type may be determined at a common rate regardless of the set value. The fluctuation pattern may be determined at different rates depending on the set value based on the allocation of the judgment value in the fluctuation pattern judgment table. Alternatively, the fluctuation pattern may be determined at a common rate regardless of the set value. The execution rate of the normal reach or super reach may differ depending on the set value, so that the setting value may be suggested by the frequency at which the normal reach or super reach is executed. Alternatively, the execution rate of the normal reach or super reach may be common regardless of the set value. In addition, any setting suggestion performance may be executed at different rates depending on the set value.
[0177] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be described. When the performance control board 12 receives a supply of power voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 8. When the performance control main process shown in Fig. 8 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing the RAM 122, setting various initial values, and setting registers for the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 back to its initial position and control to perform a predetermined operation check.
[0178] Then, it is determined whether the timer interrupt flag is on or not (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.
[0179] In addition, on the side of the performance control board 12, an interrupt occurs for receiving a performance control command from the main board 11, in addition to a timer interrupt that occurs every time a predetermined time has elapsed. This interrupt occurs, for example, when the performance control INT signal from the main board 11 becomes ON. When an interrupt occurs due to the performance control INT signal becoming ON, the performance control CPU 120 automatically sets the interrupt to be prohibited, but if a CPU that does not automatically become interrupt prohibited is used, it is desirable to issue an interrupt prohibition command (DI command). In response to an interrupt due to the performance control INT signal becoming ON, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is taken in from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15, among the input ports included in the I / O 125. The performance control command taken in at this time is stored in a performance control command reception buffer provided in, for example, the RAM 122. After that, the performance control CPU 120 sets the interrupt to be permitted, and then ends the command reception interrupt process.
[0180] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the performance control command reception buffer are read, and then setting and control corresponding to the read performance control command are performed. For example, the read performance control command is stored in a predetermined area of the RAM 122, or a reception flag provided in the RAM 122 is turned on so that which performance control command was received and the contents specified by the performance control command can be confirmed by the performance control process process. In addition, when the performance control command specifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.
[0181] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, the control of operating various performance devices is performed, such as the display operation of the performance image in the display area of the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting bodies such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using various performance devices are judged, determined, set, etc. according to the performance control command transmitted from the main board 11.
[0182] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.
[0183] Fig. 9 is a flow chart showing an example of the processing executed in step S76 of Fig. 8 as the performance control process. In the performance control process shown in Fig. 9, the performance control CPU 120 first executes a pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, a judgment, decision, setting, etc. for executing the pre-reading notice performance is performed based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process for displaying the reserved display is executed based on the reserved memory number specified from the performance control command.
[0184] After executing the process of step S161, the performance control CPU 120 selects and executes one of the processes of steps S170 to S177 described below, depending on the value of a performance process flag provided in the RAM 122, for example.
[0185] The variable display start waiting process in step S170 is executed when the value of the performance process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of the decorative pattern in the image display device 5 based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of the decorative pattern in the image display device 5 is to be started, the value of the performance process flag is updated to "1" and the variable display start waiting process is terminated.
[0186] The variable display start setting process in step S171 is a process executed when the value of the performance process flag is "1". In this variable display start setting process, the display result of the variable display of the decorative pattern (determined decorative pattern), the mode of the variable display of the decorative pattern, whether or not various performances such as reach performance and various notice performances are executed, the mode and execution start timing are determined based on the display result and the variation pattern specified by the performance control command. Then, a performance control pattern (a collection of control data for instructing the display control unit 123 to execute a performance) reflecting the determined result is set. After that, based on the set performance control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative pattern, the value of the performance process flag is updated to "2", and the variable display start setting process is terminated. The display control unit 123 starts the variable display of the decorative pattern in the image display device 5 according to the instruction to start execution of the variable display of the decorative pattern.
[0187] The variable display performance process in step S172 is a process executed when the performance process flag is "2". In this variable display performance process, the performance control CPU 120 instructs the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, to drive the movable body 32, to output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the voice control board 13, and to turn on / off / blink the game effect lamp 9 and the decorative LED by outputting a command (illumination signal) to the lamp control board 14, thereby executing various performance controls during the variable display of the decorative pattern. After performing such performance control, for example, in response to the fact that an end code indicating the end of the variable display of the decorative pattern is read from the performance control pattern, or in response to the fact that a command specifying the stop display of the fixed decorative pattern is received from the main board 11, the fixed decorative pattern, which is the display result of the decorative pattern, is stopped and displayed. When the final decorative pattern is stopped and displayed, the value of the performance process flag is updated to "3", and the performance process during variable display is terminated.
[0188] The special winning waiting process of step S173 is a process executed when the value of the performance process flag is "3". In this special winning waiting process, the performance control CPU 120 judges whether or not a performance control command that specifies the start of a big win game state or a small win game state has been received from the main board 11. Then, when a performance control command that specifies the start of a big win game state or a small win game state is received, if the command specifies the start of a big win game state, the value of the performance process flag is updated to "6". On the other hand, if the command specifies the start of a small win game state, the value of the performance process flag is updated to "4", which is a value corresponding to the small win performance process. Also, when a command that specifies the start of a big win game state or a small win game state is not received and the waiting time for receiving the command has elapsed, it is judged that the display result in the special game was "miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the waiting process for the special drawing is terminated.
[0189] The small win performance processing in step S174 is a processing executed when the performance process flag value is "4". In this small win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the small win game state, for example, and executes various performance controls in the small win game state based on the set content. In addition, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win game state is to be ended, the value of the performance process flag is updated to "5", which is a value corresponding to the small win end performance, and the small win performance processing is ended.
[0190] The small win end performance processing in step S175 is a processing executed when the performance process flag value is "5". In this small win end performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the end of the small win game state, for example, and executes various performance controls at the end of the small win game state based on the setting contents. After that, the value of the performance process flag is updated to the initial value "0", and the small win end performance processing is terminated.
[0191] The big win performance processing in step S176 is a processing executed when the performance process flag value is "6". In this big win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the big win gaming state, for example, and executes various performance controls in the big win gaming state based on the set content. In addition, in the big win performance processing, for example, in response to receiving a command from the main board 11 specifying that the big win gaming state is to be ended, the value of the performance process flag is updated to "7", which is a value corresponding to the ending performance processing, and the big win performance processing is ended.
[0192] The ending presentation process in step S177 is executed when the value of the presentation process flag is "7". In this ending presentation process, the presentation control CPU 120 sets a presentation control pattern corresponding to the end of a big win game state, for example, and executes various presentation controls for the ending presentation at the end of the big win game state based on the set contents. After that, the value of the presentation process flag is updated to the initial value "0", and the ending presentation process is terminated.
[0193] (Variations of the basic explanation) This invention is not limited to the pachinko gaming machine 1 described in the basic description above, and various modifications and applications are possible without departing from the spirit of the present invention.
[0194] The pachinko game machine 1 described above is a payout type game machine that pays out a predetermined number of game media as a prize when a prize is won, but it may also be an enclosed type game machine that encloses game media and awards points when a prize is won.
[0195] Only one type of pattern (for example, a symbol indicating "-") may be displayed during the variable display of the special pattern, and the variable display may be performed by repeating the display and extinguishing of the pattern. Furthermore, even if the pattern is displayed during the variable display, the pattern may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).
[0196] In the above basic explanation, a pachinko gaming machine 1 has been shown as the gaming machine, but the present invention can also be applied to slot machines (e.g., slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can play a game in which medals are inserted and a predetermined bet number is set, multiple types of symbols are rotated in response to the player's operation of the control lever, and when the symbols are stopped in response to the player's operation of the stop button, a combination of stopped symbols forms a specific combination, and a predetermined number of medals is paid out to the player.
[0197] The programs and data for implementing the present invention are not limited to being distributed or provided to the computer device, etc., included in the pachinko gaming machine 1 by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for implementing the present invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit.
[0198] The game may be executed not only by inserting a removable recording medium, but also by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like, and directly using hardware resources of another device on a network connected via a communication line or the like. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.
[0199] In this specification, expressions of comparison of various ratios such as the performance ratio (such as "high", "low", "different", etc.) may include one being a ratio of "0%". For example, it also includes one being a ratio of "0%" and the other being a ratio of "100%" or a ratio less than "100%".
[0200] (Explanation of feature part 079SG) Next, the characteristic part 079SG in the embodiment of the present invention (hereinafter, abbreviated as the present characteristic part 079SG) will be described. Figure 10-1 is a configuration diagram showing various control boards mounted on the pachinko game machine 1 in the present characteristic part 079SG. As shown in Figure 10-1, the sound control board 13 in the present characteristic part 079SG is equipped with a sound synthesis IC 079SG132 that cooperates with the performance control CPU 120 to generate sounds (performance sounds) output from the speakers 8L and 8R, an amplifier circuit (amplifier) 079SG134 that amplifies the output sound of the sound generated by the sound synthesis IC 079SG132, and a sound data ROM 079SG133. The performance control CPU 120 outputs sound number data to the sound synthesis IC 079SG132 based on a performance control command from the main board 11, and causes the sound synthesis IC 079SG132 to generate a sound corresponding to the sound number data.
[0201] When sound number data is input from the performance control CPU 120, the voice synthesis IC 079SG132 generates voice and sound effects corresponding to the input sound number data individually for each speaker 8L, 8R and outputs them to the amplifier circuit 079SG134. The amplifier circuit 079SG134 amplifies the voice and sound effects output from the voice synthesis IC 079SG132 and outputs them to each speaker 8L, 8R.
[0202] The sound data ROM 079SG133 stores control data for each speaker 8L, 8R for outputting a sound corresponding to the performance executed by the performance command corresponding to the sound number data in association with the sound number data. In other words, these control data are a collection of data including sound data in which the output mode (frequency characteristics, timing (delay), etc.) of the sound such as sound effects and BGM (music) output from each speaker 8L, 8R during the performance period (for example, the decorative pattern variable display period) is described in chronological order.
[0203] FIG. 10-2(A) is an explanatory diagram showing the image display device 5 in this characteristic part 079. The display area of the image display device 5 in this characteristic part 079SG is formed in a rectangular shape with a height L and a left-right width L when viewed from the front. Most of the display area constitutes a first display area 079SG005F for displaying effects such as variable display of decorative symbols, reach effects, operation promotion effects and still image display effects described later. In addition, the lower end of the image display device 5 constitutes a second display area 079SG005Sa including a first reserved memory display area 079SG005D capable of displaying the first reserved memory number by the number of reserved displays in a white circle, a second reserved memory display area 079SG005U capable of displaying the second reserved memory number by the number of reserved displays in a white circle, and a telop display area 079SG005T capable of displaying a telop indicating the game status.
[0204] In other words, the entire display area of the image display device 5 excluding the second display area 079SG005Sa and the third display area 079SG005Sb constitutes the first display area 079SG005F.
[0205] The second display area 079SG005Sa and the third display area 079SG005Sb are display areas that display information related to the game (reserved display, subtitle display, display of the fourth symbol, and display of the number of reserved memories) at the periphery of the display area of the image display device 5 more than the first display area 079SG005F. In other words, the second display area 079SG005Sa and the third display area 079SG005Sb in this characteristic part 079SG are also UI (user interface) display areas in the pachinko game machine 1.
[0206] The upper right corner of the image display device 5 constitutes a third display area 079SG005Sb which includes a fourth pattern 079SG005J indicating that the special pattern is being variably displayed, a display of the number of first special patterns reserved, and a display of the number of second special patterns reserved.
[0207] Of these, the second display region 079SG005Sa is formed in a rectangular shape when viewed from the front, with its height being less than half the height H of the entire display region of the image display device 5, and its left-right width being the same as the left-right width L of the entire display region of the image display device 5. The third display region 079SG005Sb is formed in a rectangular shape when viewed from the front, but its height and left-right width are much shorter than the height H and left-right width L of the entire display region of the image display device 5.
[0208] Therefore, in this characteristic portion 079SG, the area of the first display region 079SG005F relative to the entire display region of the image display device 5 is larger than the combined area of the second display region 079SG005Sa and the third display region 079SG005Sb.
[0209] As shown in Figure 10-2 (B), in the first hold memory display area 079SG005D and the second hold memory display area 079SG005U, the performance control CPU 120 executes the hold display operation processing described below (see Figure 8-13), thereby making it possible to rotate each hold display around the vertical axis at a constant speed (for example, rotation speed V3).
[0210] As shown in Figure 10-2 (C), in the caption display area 079SG005T, the performance control CPU 120 executes the caption operation processing (see Figure 10-13) described below, so that a message according to the game status or the performance being performed (for example, if a specific reach performance is in progress, a message according to the status of the performance such as "XX mode in progress!") can be displayed while moving from left to right at a constant speed (for example, movement speed V3).
[0211] When the characters included in the message according to the game status reach the right end of the caption display area 079SG005T and the display ends, they are simultaneously displayed again at the left end of the caption display area 079SG005T and moved again from left to right. Therefore, when a message according to the game status is displayed while moving in the caption display area 079SG005T, the entire message according to the game status is always displayed in the caption display area 079SG005T, making it easier for the player to recognize the current game status.
[0212] In addition, this characteristic part 079SG illustrates an example in which the hold display in the first hold memory display area 079SG005D and the second hold memory display area 079SG005U and the message in the caption display area 079SG005T are rotated and moved at a common constant speed (V3), but the present invention is not limited to this, and the hold display in the first hold memory display area 079SG005D and the second hold memory display area 079SG005U and the message in the caption display area 079SG005T may be rotated and moved at different constant speeds.
[0213] As shown in Fig. 10-2(D), the fourth symbol 079SG005J has an upper symbol 079SG005Ja and a lower symbol 079SG005Jb, and these upper symbol 079SG005Ja and lower symbol 079SG005Jb flash alternately at a fixed cycle to indicate that the special symbol is being displayed. In addition, when the variable display result is a miss, both of these upper symbol 079SG005Ja and lower symbol 079SG005Jb are turned off (OFF) at the end of the variable display, while when the variable display result is a big hit or miss, both are turned on (ON) at the end of the variable display.
[0214] In addition, the display of the first special reserved memory number and the display of the second special reserved memory number in the third display area 079SG005Sb are displays whose numbers change only when a new reserved memory occurs and when a new variable display starts. In other words, unlike the fourth pattern 079SG005J, the first reserved memory display area 079SG005D, the second reserved memory display area 079SG005U, and the telop display area 079SG005T, the display mode of the display of the first special reserved memory number and the second special reserved memory number in the third display area 079SG005Sb does not change except when the variable display starts.
[0215] Next, the display control unit 123 in this characteristic unit 079SG will be described. A plurality of types of image data for displaying an image on the image display device 5 is stored in the CGROM in the display control unit 123. The display control unit 123 can display a predetermined image on the image display device 5 based on one image data stored in the CGROM based on an instruction from the performance control CPU 120, and can display a predetermined performance screen by arranging a plurality of types of image data and displaying an image on the image display device 5. When the predetermined image is not to be displayed on the image display device 5, depending on the situation, there are cases where control is performed so that an image based on the image data of the predetermined image is not displayed on the performance screen by arranging other image data with a transmittance of 0% on the front side of the image data of the predetermined image, and cases where control is performed so that the predetermined image is not displayed on the performance screen by displaying an image on the image display device 5 that has created display data in which the image data of the predetermined image is not arranged.
[0216] As shown in Figures 10-3(A) to 10-3(D), for example, when an image is displayed on the image display device 5, the image is displayed on the image display device 5 based on display data created by arranging multiple image data including image data 1 to 3.
[0217] As shown in Fig. 10-3(A), the image data 1 is data drawn to display the first reserved memory display area 079SG005D, the second reserved memory display area 079SG005U and the telop display area 079SG005T in the second display area 079SG005Sa, and the fourth pattern 079SG005J in the third display area 079SG005Sb. It is also data drawn to display the small pattern of the image data 1 decorative pattern in the first display area 079SG005F (left side of the third display area 079SG005Sb).
[0218] As shown in FIG. 10-3(B), the image data 2 is data that is rendered to display images of chance-up effects, still image display effects, and operation prompting effects, which will be described later, in the first display region 079SG005F.
[0219] As shown in FIG. 10-3(C), the image data 3 is data that is rendered in order to display a variable display of decorative symbols and reach effects in the first display region 079SG005F.
[0220] As shown in Figs. 10-3(A) to 10-3(C), display priorities are set for the image data 1, image data 2, and image data 3 for displaying images on the image display device 5. The display priorities are set highest for image data 1 and lowest for image data 3 (image display priorities on the image display device 5: image data 1>image data 2>image data 3). That is, on the image display device 5, an image based on image data 1 is displayed as the topmost image, an image based on image data 2 is displayed as an image lower than an image based on image data 1, and an image based on image data 3 is displayed as an image lower (lowest) than an image based on image data 1 and an image based on image data 2. For this reason, on the image display device 5, an image based on image data 2 is displayed with priority over an image based on image data 3, and an image based on image data 1 is displayed with priority over an image based on image data 2 and an image based on image data 3, as shown in Fig. 10-3(D).
[0221] Furthermore, as shown in Figure 10-3 (D), when an image based on image data 1, an image based on image data 2, and an image based on image data 3 are displayed simultaneously on the image display device 5, the image based on image data 3 is displayed as the image at the lowest hierarchical level, and therefore at least a portion of the image based on image data 3 may be difficult to see or impossible to see due to the image based on the first data and the image based on image data 2.
[0222] In addition, in this characteristic section 079SG, the details of which will be described later, images based on image data 1 and image data 2 are always displayed on the image display device 5 as moving images with a constant progression speed, while images based on image data 3 are displayed on the image display device 5 as moving images or still images with multiple progression speeds based on data previously stored in the CGROM.
[0223] In particular, in this feature part 079SG, the details of which will be described later, during the reach performance of the super reach, the display of the reach performance video can be executed at the normal progress speed V1 and at a progress speed V2 (slow motion) slower than V1. This is because data for the performance video to be displayed at the progress speed V1 and data for the performance video to be displayed at the progress speed V2 are stored in advance in the CGROM, but the present invention is not limited to this, and it is also possible to store in advance only the data for the performance video to be displayed at the progress speed V1 in the CGROM, and perform a predetermined process on the data to make it possible to display part of the reach performance video at the progress speed V2.
[0224] In this manner, in this characteristic part 079SG, the image progression speed, which is the speed at which the effect video changes, is set to V1, resulting in a non-slow motion period in which the progress speed of the reach effect recognized by the player is a first speed at which it is fast, and the image progression speed is set to V2, which is slower than V1, resulting in a slow motion period in which the progress speed of the reach effect recognized by the player is a second speed at which it is slow. In other words, the slow motion video, which is an effect video with a slow progression speed of the effect in this characteristic part 079SG, may be a video whose image progression speed is slower than that of the non-slow motion video with an image progression speed of V1, which is displayed before the slow motion video.
[0225] In addition, this feature section 079SG illustrates an example in which a slow motion period is provided in all super reach performances (see Figures 10-18 to 10-25), but the present invention is not limited to this. For example, as a super reach performance, the content of the performance video displayed on the image display device 5 is the same as the content of the super reach performance shown in Figures 10-18 to 10-25, but the video progression speed does not change from V1 to V2, that is, a super reach performance that does not enter a slow motion period may be executed, making it easier for the player to recognize that a slow motion period has begun in the super reach performance shown in Figures 10-18 to 10-25.
[0226] In other words, when executing a super reach performance in which the content of the performance video is the same but the video progression speed does not change to V2, the performance video of the second speed slower than the first speed in this invention refers to a performance video of the same content that is displayed for a longer period of time than a non-slow motion super reach performance by being displayed at a video progression speed V2 that is slower than the video progression speed V1 in a non-slow motion super reach performance.
[0227] In this characteristic section 079SG, as described above, the image progression speed of the presentation video is slowed down to create a slow-motion presentation in which the player feels that the reach presentation is progressing at a slower speed, and an example is given in which the sound output from speakers 8L, 8R does not change from the playback speed V3, but the present invention is not limited to this, and it is also possible to create a pseudo-slow-motion presentation in which the player feels that the reach presentation is progressing at a slower speed by not changing the image progression speed of the presentation video (keeping it at V1) and instead speeding up the playback speed of the sound output from speakers 8L, 8R and the light emission cycle of game effect lamp 9.
[0228] In other words, the pachinko game machine 1 in this characteristic part 079SG is provided with a plurality of presentation output means including a display means capable of displaying presentation video, and by making the speed at which the presentation is performed by at least one of these presentation output means different between slow motion periods and non-slow motion periods, it is possible to make the player recognize that the presentation being performed is in slow motion during the slow motion period.
[0229] Incidentally, in this feature part 079SG, an example is given of a form in which the display of the presentation video of the reach effect is always executed at a progression speed V2 during the slow motion period, but the present invention is not limited to this, and during the slow motion period, the progression speed of the display of the presentation video of the reach effect may be changeable (for example, the progression speed may gradually decrease over time, or the progression speed may increase or decrease within a predetermined range).
[0230] FIG. 10-4(A) is an explanatory diagram showing an example of the contents of the performance control command used in this feature section 079SG. The performance control command is, for example, a two-byte configuration, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). The first bit (bit 7) of the MODE data is always set to "1", and the first bit of the EXT data is set to "0". Note that the command format shown in FIG. 10-4(A) is only an example, and other command formats may be used. Also, in this example, the control command is composed of two control signals, but the number of control signals constituting the control command may be one, or may be three or more.
[0231] In the example shown in FIG. 10-4(A), the command 8001H is a first variable display start command that specifies the start of variable display in a special symbol game using the first special symbol in the first special symbol display device 4A. The command 8002H is a second variable display start command that specifies the start of variable display in a special symbol game using the second special symbol in the second special symbol display device 4B. The command 81XXH is a variable pattern designation command that specifies the variable pattern (variable time (variable display time)) of the decorative symbols (also called performance symbols) that are variably displayed in the "left", "middle", and "right" decorative symbol display areas 5L, 5C, and 5R in the image display device 5 in response to the variable display of the special symbol in the special symbol game. Here, XXH indicates an unspecified hexadecimal number, and may be any value that is arbitrarily set according to the instruction contents by the performance control command. In addition, in the variable pattern designation command, different EXT data is set according to the specified variable pattern, etc.
[0232] Command 8CXXH is a variable display result specification command, which is a presentation control command that specifies a variable display result such as a special pattern or a decorative pattern. In the variable display result specification command, as shown in FIG. 10-4(B), for example, different EXT data is set according to the result of the determination (predetermination result) of whether the variable display result (also called the variable display result) is a "miss", a "big win", or a "small win", and the result of the determination (big win type determination result) of which of several types of big win types the variable display result is a "big win".
[0233] In the variable display result designation command, for example, as shown in FIG. 10-4(B), command 8C00H is a first variable display result designation command indicating a pre-determined result that the variable display result is "miss". Command 8C01H is a second variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "variable jackpot A". Command 8C02H is a third variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "variable jackpot B". Command 8C03H is a fourth variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "variable jackpot C". Command 8C04H is a fifth variable display result designation command that notifies the predetermined result that the variable display result is "jackpot" and the jackpot type is "non-variable jackpot" and the jackpot type determination result. Command 8C05H is a sixth variable display result designation command that notifies the predetermined result that the variable display result is "small jackpot".
[0234] The command 8F00H is a pattern determination command that specifies the stop (determination) of the variation of the decorative patterns in each of the decorative pattern display areas 5L, 5C, and 5R of the "left", "middle", and "right" in the image display device 5. The command 95XXH is a game state designation command that specifies the current game state of the pachinko game machine 1. In the game state designation command, different EXT data is set according to the current game state of the pachinko game machine 1, for example. As a specific example, the command 9500H is a first game state designation command corresponding to a game state in which neither the time-saving control nor the probability variable control is performed (low probability low base state, normal state), and the command 9501H is a second game state designation command corresponding to a game state in which the time-saving control is performed but the probability variable control is not performed (low probability high base state, time-saving state). In addition, command 9502H is a third game state designation command corresponding to a game state in which special probability control is performed but time-saving control is not performed (high probability low base state, special probability state without time-saving), and command 9503H is a fourth game state designation command corresponding to a game state in which time-saving control and special probability control are both performed (high probability high base state, special probability state with time-saving).
[0235] Command A0XXH is a start-of-win command (also called a "fanfare command") that specifies the display of a presentation image indicating the start of a big win game or a small win game. Command A1XXH is a large prize opening open notification command that notifies the player that the large prize opening is in an open state during a big win game state. Command A2XXH is a large prize opening post-open notification command that notifies the player that the large prize opening has changed from an open state to a closed state during a big win game state. Command A3XXH is a win end command that specifies the display of a presentation image at the end of a big win game or a small win.
[0236] In the hit start designation command and the hit end designation command, different EXT data may be set according to the pre-determined result and the big win type determination result, for example, by setting the same EXT data as the variable display result designation command. Alternatively, in the hit start designation command and the hit end designation command, the correspondence between the pre-determined result and the big win type determination result and the set EXT data may be made different from the correspondence in the variable display result designation command. In the big win opening notification command and the big win opening after notification command, for example, different EXT data is set according to the number of rounds executed in the big win state (for example, "1" to "10") described later.
[0237] The command B100H is a first start port winning designation command that notifies that a first start condition for executing a special symbol game using a first special symbol in the first special symbol display device 4A has been established based on the occurrence of a start winning (first start winning) caused by a game ball passing through (entering) the first start winning port formed by the winning ball device 6A being detected by the first start port switch 22A. The command B200H is a second start port winning designation command that notifies that a second start condition for executing a special symbol game using a second special symbol in the second special symbol display device 4B has been established based on the occurrence of a start winning (second start winning) caused by a game ball passing through (entering) the second start winning port formed by the variable winning ball device 6B being detected by the second start port switch 22B.
[0238] The command C1XXH is a first reserved memory number notification command that notifies the first reserved memory number so that the reserved memory number of special figures can be specified. The command C2XXH is a second reserved memory number notification command that notifies the second reserved memory number so that the reserved memory number of special figures can be specified. The first reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when the first start port winning designation command is transmitted based on, for example, the first start condition being satisfied when the game ball passes (enters) the first start winning port. The second reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when the second start port winning designation command is transmitted based on, for example, the second start condition being satisfied when the game ball passes (enters) the second start winning port. In addition, the first pending memory number notification command and the second pending memory number notification command may be transmitted in response to the start of execution of the special game when either the first start condition or the second start condition is met (when the number of pending memories decreases).
[0239] Instead of the first pending memory number notification command or the second pending memory number notification command, a total pending memory number notification command that notifies the total pending memory number may be sent. In other words, a total pending memory number notification command for notifying an increase (or decrease) in the total pending memory number may be used.
[0240] In addition, the commands shown in Fig. 10-4(A) are only examples, and some of these commands may not be included, or different commands may be used instead of these commands, or different commands may be added. For example, a prize ball number notification command for specifying the number of prize balls to be paid out based on the game balls entering each winning port, a gate passage notification command for notifying that the game balls have passed through the passage gate 41, a notification command for notifying the remaining number of times that the probability variable control or time-saving control will be executed, etc. may be provided.
[0241] FIG. 10-5 is an explanatory diagram illustrating the random number value counted on the main board 11 side. As shown in FIG. 10-5, in this feature part 079SG, the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the big win type, the random number value MR3 for determining the variation pattern, and the random number value MR4 for determining the normal chart display result are controlled so that they can be counted on the main board 11 side. In addition, random number values other than these may be used to enhance the game effect. Such random numbers used to control the progress of the game are also called game random numbers.
[0242] The random number circuit 104 may count the numerical data indicating a part or all of these random number values MR1 to MR4. The CPU 103 may count the numerical data indicating a part of the random number values MR1 to MR4 by updating various numerical data by software using a random counter other than the random number circuit 104, such as a random counter provided in the game control counter setting unit 079SG154 shown in FIG. 10-10.
[0243] The random number value MR1 for determining the special symbol display result is a random number value used to determine whether or not to control the variable display result of the special symbol or the like in the special symbol game to a "jackpot" and to a jackpot game state, and takes a value in the range of, for example, "1" to "65536". The random number value MR2 for determining the jackpot type is a random number value used to determine the jackpot type to be one of "Probable jackpot A", "Probable jackpot B", "Probable jackpot C", or "Non-probable jackpot" when the variable display result is a "jackpot", and takes a value in the range of, for example, "1" to "100".
[0244] The random number value MR3 for determining the variation pattern is a random number value used to determine the variation pattern in the variable display of special patterns and decorative patterns to one of several types prepared in advance, and takes a value in the range of "1" to "997", for example.
[0245] The random number value MR4 for determining the normal symbol display result is a random number value used to determine whether the variable display result in a normal symbol game by the normal symbol display device 20 is a "normal symbol hit" or a "normal symbol miss", and takes a value in the range of "3" to "13", for example.
[0246] Fig. 10-6(A) shows a configuration example of the special chart display result judgment table 1 stored in the ROM 101. In this feature part 079SG, a special chart display result judgment table common to the first special chart and the second special chart is used as the special chart display result judgment table, but the present invention is not limited to this, and individual special chart display result judgment tables may be used for the first special chart and the second special chart.
[0247] The special pattern display result determination table 1 is a table which is referenced to determine, based on a random number value MR1 for determining the special pattern display result, whether or not to control the variable display result to a jackpot game state as a "jackpot" before a determined special pattern which is a variable display result is derived and displayed in a special pattern game using a first special pattern by the first special pattern display device 4A or a special pattern game using a second special pattern by the second special pattern display device 4B.
[0248] In the special chart display result judgment table 1 in this characteristic part 079SG, a numerical value (judgment value) to be compared with the random number value MR1 for judging the special chart display result is assigned to the special chart display result of "jackpot" or "miss" depending on whether the game state of the pachinko game machine 1 is a normal state or a time-saving state (low probability state), or a probability change state (high probability state).
[0249] In the special chart display result judgment table 1, the table data indicating the judgment value to be compared with the random number value MR1 for judging the special chart display result is judgment data assigned to the decision result of whether or not to control the special chart display result to a jackpot game state as a "jackpot". In the special chart display result judgment table 1 in this characteristic part 079SG, when the game state is a probability variable state (high probability state), more judgment values are assigned to the special chart display result of a "jackpot" than when the game state is a normal state or a time-saving state (low probability state). As a result, in the probability variable state (high probability state) in which the probability variable control is performed in the pachinko game machine 1, the probability of determining that the special chart display result is a "jackpot" and that the game state is controlled to a jackpot game state is higher (about 1 / 30 in this characteristic part 079SG) than the probability of determining that the special chart display result is a "jackpot" and that the game state is controlled to a jackpot game state when the game state is a normal state or a time-saving state (low probability state) (about 1 / 300 in this characteristic part 079SG). That is, in the special chart display result judgment table 1, judgment data is assigned to the decision result of whether or not to control to a jackpot game state so that when the game state in the pachinko game machine 1 is in a probability change state (high probability state), the probability of deciding to control to a jackpot game state is higher than when it is in a normal state or a time-saving state.
[0250] Also, Fig. 10-6(B) shows a configuration example of the special symbol display result judgment table 2 stored in the ROM 101. The special symbol display result judgment table 2 is a table that is referred to in order to determine whether or not to control the variable display result to a small win game state as a "small win" based on a random number value MR1 for special symbol display result judgment before a determined special symbol that is a variable display result is derived and displayed in a special symbol game using a first special symbol by the first special symbol display device 4A or a special symbol game using a second special symbol by the second special symbol display device 4B.
[0251] In the special chart display result judgment table 2 in this characteristic part 079SG, regardless of whether the game state of the pachinko game machine 1 is a normal state or a time-saving state (low probability state), or a probability change state (high probability state), a numerical value (judgment value) to be compared with the random number value MR1 for judging the special chart display result is assigned to the special chart display result of "small hit."
[0252] In the special chart display result judgment table 2, the table data indicating the judgment value to be compared with the random number value MR1 for judging the special chart display result is judgment data assigned to the decision result of whether or not to control the special chart display result to a small win game state as a "small win". In the special chart display result judgment table 2 in this feature part 079SG, the number of judgment values assigned to "small win" is different between the first special chart special chart game and the second special chart game. Specifically, in the first special chart special chart game, a judgment value is assigned to "small win", but in the second special chart special chart game, no judgment value is assigned to "small win". Therefore, as described below, the variable display of the second special chart is executed in priority over the variable display of the first special chart, and in a high base state in which time-saving control is executed to cause a win at the second start winning port formed by the variable winning ball device 6B and cause the variable display of the second special chart to be executed frequently, "small wins" hardly occur. In a high base state in which game balls are likely to enter the second start winning port formed by the variable winning ball device 6B, the occurrence of small wins in which many game balls cannot be obtained can be avoided, thereby preventing a decrease in interest in the game.
[0253] FIG. 10-7(A) shows an example of the configuration of a jackpot type determination table stored in the ROM 101. The jackpot type determination table in this feature section 079SG is a table that is referenced to determine the jackpot type as one of a plurality of types based on the random number value MR2 for jackpot type determination when it is determined that the special symbol display result is a "jackpot" and the jackpot game state is controlled. In the jackpot type determination table, a number (determination value) compared with the random number value MR2 for jackpot type determination is assigned to a plurality of types of jackpot types such as "non-variable jackpot", "variable jackpot A", "variable jackpot B", and "variable jackpot C" depending on whether the special symbol that is variably displayed (variably displayed) in the special symbol game is the first special symbol (special symbol game by the first special symbol display device 4A) or the second special symbol (special symbol game by the second special symbol display device 4B).
[0254] Here, the types of jackpots in this feature section 079SG will be explained using Figure 10-7 (B). In this feature section 079SG, the jackpot types are set to be "probable jackpot A," "probable jackpot B," and "probable jackpot C," in which high-probability control and time-saving control are executed after the jackpot gaming state ends, transitioning to a high-probability, high-base state, and "non-probable jackpot," in which only time-saving control is executed after the jackpot gaming state ends, transitioning to a low-probability, high-base state.
[0255] The jackpot game state by "probable jackpot A" is a jackpot in which the rounds of changing the special variable winning ball device 7 to the first state advantageous to the player are repeated 10 times (so-called 10 rounds). The jackpot game state by "probable jackpot B" is a jackpot in which the rounds of changing the special variable winning ball device 7 to the first state advantageous to the player are repeated 5 times (so-called 5 rounds). The jackpot game state by "probable jackpot C" is a jackpot in which the rounds of changing the special variable winning ball device 7 to the first state advantageous to the player are repeated 2 times (so-called 2 rounds). Also, the jackpot game state by "non-probable jackpot" is a jackpot in which the rounds of changing the special variable winning ball device 7 to the first state advantageous to the player are repeated 2 times (so-called 2 rounds). Therefore, "certain jackpot A" may be referred to as a 10-round (10R) sure jackpot, "certain jackpot B" may be referred to as a 5-round (5R) sure jackpot, "certain jackpot C" may be referred to as a 2-round (2R) sure jackpot, and "non-certain jackpot" may be referred to as a 2-round (2R) non-certain jackpot.
[0256] Although not shown, the small win game state in this feature part 079SG changes the special variable winning ball device 7 to the first state, which is advantageous to the player, twice, and the opening time is the same as the opening period of the probability variable big win C (0.1 seconds in this feature part 079SG). After the small win game ends, the game state immediately before the small win game is carried over.
[0257] The high probability control and time-saving control executed after the end of the jackpot game state of the probability variable jackpot A, probability variable jackpot B, or probability variable jackpot C continues to be executed until another jackpot occurs after the end of the jackpot game state. Therefore, if the jackpot that occurs again is probability variable jackpot A or probability variable jackpot B, the high probability control and time-saving control are executed again after the end of the jackpot game state, so that the jackpot game state occurs continuously without going through the normal state, which is called a consecutive state.
[0258] On the other hand, the time-saving control that is executed after the end of the jackpot game state due to a "non-certain jackpot" ends when a predetermined number of special chart games (100 times in this feature part 079SG) are played, or when the jackpot game state is reached before the predetermined number of special chart games are played.
[0259] In the example of the jackpot type determination table shown in FIG. 10-7(A), the allocation of the determination values to the jackpot types "probable jackpot A", "probable jackpot B", "probable jackpot C", and "non-probable jackpot" differs depending on whether the variably displayed special chart is the first special chart or the second special chart. That is, when the variably displayed special chart is the first special chart, a predetermined range of determination values (values in the range of "81" to "100") are assigned to the jackpot types "probable jackpot B" and "probable jackpot C" with fewer rounds, while when the variably displayed special chart is the second special chart, no determination value is assigned to the jackpot types "probable jackpot B" and "probable jackpot C". By such a setting, the ratio of determining the jackpot type to "probable jackpot B" or "probable jackpot C" with a small number of rounds can be made different between the case where the first start condition for starting a special game using the first special symbol by the first special symbol display device 4A is satisfied and the case where the jackpot type is determined to be one of a plurality of types based on the second start condition for starting a special game using the second special symbol by the second special symbol display device 4B being satisfied. In particular, in a special game using the second special symbol, the jackpot type is not determined to be "probable jackpot B" or "probable jackpot C" with a small number of rounds, so that, for example, in a game state where a game ball is likely to enter the second start winning hole formed by the variable winning ball device 6B due to high opening control accompanying time reduction control, frequent occurrence of a jackpot state with a small number of winning balls can be avoided, and a decrease in the interest in the game can be prevented.
[0260] In addition, in the setting example of the jackpot type determination table shown in Figure 10-7 (A), the allocation of determination values for the "non-probability variable" jackpot type is the same regardless of whether it is the first special chart special chart game or the second special chart, so the probability of a non-probability variable jackpot and the probability of a probability variable jackpot are the same regardless of whether it is the first special chart special chart game or the second special chart.
[0261] Therefore, as mentioned above, just as the allocation of judgment values for "Special Variable Jackpot B" and "Special Variable Jackpot C" differs depending on whether it is the first special chart game or the second special chart, the allocation of judgment values for "Special Variable Jackpot A" also differs depending on whether it is the first special chart game or the second special chart, and for "Special Variable Jackpot A", which has a larger number of rounds, it is set up so that it is easier to determine in the second special chart game than in the first special chart game.
[0262] In addition, in the case of the special chart game of the second special chart, a predetermined range of judgment values different from that in the case of the special chart game of the first special chart may be assigned to the jackpot type of "probable jackpot B" or "probable jackpot C". For example, in the case of the special chart game of the second special chart, a smaller judgment value than that in the case of the special chart game of the first special chart may be assigned to the jackpot type of "probable jackpot B" or "probable jackpot C". Alternatively, regardless of whether it is the special chart game of the first special chart or the second special chart, the jackpot type may be determined by referring to common table data.
[0263] FIG. 10-8 shows the variation pattern in this characteristic part 079SG. In this characteristic part 079SG, a plurality of variation patterns are prepared in advance in correspondence with the cases where the variable display result is "miss" and the variable display mode of the decorative pattern is "non-reach" and "reach", and also in correspondence with the cases where the variable display result is "big hit" or "small hit". In addition, the variation pattern corresponding to the case where the variable display result is "miss" and the variable display mode of the decorative pattern is "non-reach" is called a non-reach variation pattern (also called a "non-reach miss variation pattern"), and the variation pattern corresponding to the case where the variable display result is "miss" and the variable display mode of the decorative pattern is "reach" is called a reach variation pattern (also called a "reach miss variation pattern"). In addition, the non-reach variation pattern and the reach variation pattern are included in the miss variation pattern corresponding to the case where the variable display result is "miss". The variation pattern corresponding to the variable display result being "jackpot" is called a jackpot variation pattern.
[0264] The jackpot variation pattern and the reach variation pattern include a normal reach variation pattern in which the reach performance of the normal reach is executed, and a super reach variation pattern in which the reach performance of the super reach is executed. In this feature part 079SG, only one type of normal reach variation pattern is provided, but the present invention is not limited to this, and multiple normal reach variation patterns such as normal reach α, normal reach β, ... may be provided. In addition, multiple super reach variation patterns such as super reach α, super reach β, ... may be provided in the super reach variation pattern.
[0265] In addition, the variation pattern in this feature part 079SG also includes a special winning variation pattern (PC1-1) corresponding to the case where the variable display result is a "small winning".
[0266] As shown in FIG. 10-8, the special chart variable display time of the normal reach fluctuation pattern in which the reach performance of the normal reach in this feature part 079SG is executed is set shorter than that of the super reach fluctuation pattern.
[0267] In addition, in this characteristic part 079SG, as described later, instead of first determining the type of the fluctuation pattern, such as a non-reach type, a normal reach type, a super reach type, etc., and then determining the fluctuation pattern to be executed from the fluctuation patterns belonging to the determined type, the fluctuation pattern is determined using only the random number value MR3 for fluctuation pattern determination without determining these types. However, the present invention is not limited to this, and for example, in addition to the random number value MR3 for fluctuation pattern determination, a random number value for fluctuation pattern type determination may be provided, and the type of the fluctuation pattern may be first determined from these random number values for fluctuation pattern type determination, and then the fluctuation pattern to be executed may be determined from the fluctuation patterns belonging to the determined type.
[0268] 10-9 is an explanatory diagram of a method for determining a variation pattern in the present characteristic part 079SG. In the present characteristic part 079SG, the variation pattern determination table to be selected is changed according to the display result of the variable display to be executed and the number of reserved memories.
[0269] Specifically, as shown in FIG. 10-9, when the variable display result is a non-variable jackpot, the jackpot variation pattern determination table A is selected, and the variation pattern is determined from PB1-1 (variable pattern of normal reach jackpot), PB1-2 (variable pattern of super reach α1 jackpot), PB1-3 (variable pattern of super reach α3 jackpot), PB1-4 (variable pattern of super reach β1 jackpot), and PB1-5 (variable pattern of super reach β3 jackpot) using the jackpot variation pattern determination table A. Also, when the variable display result is a variable jackpot A or a variable jackpot B, the jackpot variation pattern determination table B is selected, and the variation pattern is determined from PB1-1 (variable pattern of normal reach jackpot) and PB1-2 (variable pattern of super reach jackpot) using the jackpot variation pattern determination table A.
[0270] As shown in FIG. 10-9, the jackpot variation pattern determination table A and the jackpot variation pattern determination table have different numbers of judgment values assigned to PB1-2 to PB1-5. Specifically, in the jackpot variation pattern determination table A, 45 judgment values are assigned to PB1-2, 150 to PB1-3, 300 to PB1-4, and 500 to PB1-5, respectively, and in the jackpot variation pattern determination table B, 30 judgment values are assigned to PB1-2, 135 to PB1-3, 315 to PB1-4, and 515 to PB1-5, respectively. In other words, in this feature part 079SG, when the variable display result is a probability variable jackpot, the variable display result is determined to be PB1-3 and PB1-4, which are the variation patterns of the super reach β system, at a higher rate than when the variable display result is a non-probability variable jackpot, so that it is possible to draw the player's attention to the variation pattern in the variable display.
[0271] Also, if the variable display result is a small hit, a special hit fluctuation pattern determination table is selected, and the fluctuation pattern is determined to be PC1-1 (special hit fluctuation pattern) using the special hit fluctuation pattern determination table.
[0272] In addition, in the normal game state (low base state), when the variable display result is "miss" and the number of reserved memories of the variable special chart is two or less, the miss fluctuation pattern determination table A is selected, and the miss fluctuation pattern determination table A is used to determine the fluctuation pattern from PA1-1 (non-reach miss fluctuation pattern), PA2-1 (normal reach miss fluctuation pattern), PA2-2 (super reach α2 miss fluctuation pattern), PA2-3 (super reach α3 miss fluctuation pattern), PA2-4 (super reach β2 miss fluctuation pattern), and PA2-5 (super reach β3 miss fluctuation pattern).
[0273] In addition, in the normal game state (low base state), when the variable display result is "miss" and the number of reserved memories of the variable special chart is three, the miss fluctuation pattern determination table B is selected, and the miss fluctuation pattern determination table B is used to determine the fluctuation pattern from PA1-2 (shortened fluctuation pattern of non-reach miss), PA2-1 (normal reach miss fluctuation pattern), PA2-2 (super reach α2 miss fluctuation pattern), PA2-3 (super reach α3 miss fluctuation pattern), PA2-4 (super reach β2 miss fluctuation pattern), and PA2-5 (super reach β3 miss fluctuation pattern).
[0274] In addition, in the normal game state (low base state), when the variable display result is "miss" and the number of reserved memories of the variable special chart is four, the miss fluctuation pattern determination table C is selected, and the miss fluctuation pattern determination table C is used to determine the fluctuation pattern from PA1-3 (shortened fluctuation pattern of non-reach miss), PA2-1 (fluctuation pattern of normal reach miss), PA2-2 (fluctuation pattern of super reach α2 miss), PA2-3 (fluctuation pattern of super reach α3 miss), PA2-4 (fluctuation pattern of super reach β2 miss), and PA2-5 (fluctuation pattern of super reach β3 miss).
[0275] In addition, when the variable display result is "miss" in the time-saving state (high base state), the miss fluctuation pattern determination table D is selected, and the fluctuation pattern is determined from PA1-4 (time-saving shortened fluctuation pattern for non-reach miss), PA2-1 (normal reach miss fluctuation pattern), PA2-2 (super reach α2 miss fluctuation pattern), PA2-3 (super reach α3 miss fluctuation pattern), PA2-4 (super reach β2 miss fluctuation pattern), and PA2-5 (super reach β3 miss fluctuation pattern) using the miss fluctuation pattern determination table D.
[0276] In other words, when the variable display result in this feature part 079SG is a "miss," the proportion of variable display being executed using a shortening variable pattern (PA1-2, PA1-3, PA1-4) in which the special chart variable display time is shorter than the normal non-reach miss variable pattern (PA1-1) based on the number of reserved memories of the variable special chart being 3 or 4, etc., or on the basis of the time-saving state, makes it possible to prevent the game from becoming protracted while shortening the period until the next variable display result becomes a jackpot.
[0277] As shown in FIG. 10-8, the reach performance of Super Reach α1 (a reach performance executed by the variable display of the variation pattern PB1-2) is a reach performance in which the variable display result is a jackpot after the first half of the first reach performance described later is executed, the reach performance of Super Reach α2 (a reach performance executed by the variable display of the variation pattern PA2-2) is a reach performance in which the variable display result is a miss after the first and second half of the first reach performance described later is executed, and the reach performance of Super Reach α3 (a reach performance executed by the variable display of the variation pattern PA2-3 or PB1-3) is a reach performance in which the variable display result is a jackpot or a miss after the first and second half of the first reach performance described later is executed.
[0278] As shown in Fig. 10-8 and Fig. 10-9, the variable display of these variable patterns PA2-2, PA2-3, PB1-2, and PB1-3 is set so that the longer the special chart variable display time, the higher the probability that the variable display result will be a jackpot (the probability of a jackpot). In other words, the variable display of these variable patterns PA2-2, PA2-3, PB1-2, and PB1-3 is set so that the probability that the variable display result will be a jackpot when the second reach performance is performed is higher than the probability that the variable display result will be a jackpot when the first reach performance is performed.
[0279] In addition, the reach performance of Super Reach β1 (a reach performance executed by the variable display of the variation pattern PB1-4) is a reach performance in which the variable display result is a jackpot after the first half of the third reach performance described later is executed, the reach performance of Super Reach β2 (a reach performance executed by the variable display of the variation pattern PA2-4) is a reach performance in which the variable display result is a miss after the first and second half of the third reach performance described later is executed, and the reach performance of Super Reach β3 (a reach performance executed by the variable display of the variation pattern PA2-5 or PB1-5) is a reach performance in which the variable display result is a jackpot or miss after the first and second half of the third reach performance described later is executed, and then the fourth reach performance described later is executed.
[0280] As shown in Fig. 10-8 and Fig. 10-9, the variable display of these variable patterns PA2-4, PA2-5, PB1-4, and PB1-5 is set so that the longer the special variable display time, the higher the probability that the variable display result will be a jackpot (the probability of a jackpot). In other words, the variable display of these variable patterns PA2-4, PA2-5, PB1-4, and PB1-5 is set so that the probability that the variable display result will be a jackpot when the fourth reach performance is performed is higher than the probability that the variable display result will be a jackpot when the third reach performance is performed.
[0281] Incidentally, in this feature part 079SG, an example has been given of a form in which the second reach performance is always executed after the first reach performance, and the fourth reach performance is always executed after the third reach performance, but the present invention is not limited to this, and there may be cases in which the second reach performance and the fourth reach performance are executed by themselves.
[0282] Furthermore, in this feature part 079SG, during variable display, an example has been given of a form in which each reach performance can be executed as a combination of the first reach performance and the second reach performance, and as a combination of the third reach performance and the fourth reach performance, but the present invention is not limited to this, and there may be cases in which the reach performance is executed in combinations other than these combinations (for example, a combination of the first reach performance and the fourth reach performance, the second reach performance and the third reach performance, etc.).
[0283] Also, in this feature part 069SG, as shown in FIG. 10-9, the Super Reach β system fluctuation patterns (fluctuation patterns PA2-4, PA2-5, PB1-4, PB1-5) are generally set to have a higher probability of the variable display result being a jackpot (jackpot expectation rate) than the Super Reach α system fluctuation patterns (fluctuation patterns PA2-2, PA2-3, PB1-2, PB1-3), but the present invention is not limited to this, and some of the Super Reach β system fluctuation patterns (fluctuation patterns PA2-4, PA2-5, PB1-4, PB1-5) may have a lower jackpot expectation rate than any of the Super Reach α system fluctuation patterns (fluctuation patterns PA2-2, PA2-3, PB1-2, PB1-3).
[0284] In the RAM 102 in this characteristic section 079SG, for example, a game control data holding area 079SG150 as shown in FIG. 10-10 is provided as an area for holding various data used to control the progress of the game in the pachinko game machine 1. The game control data holding area 079SG150 shown in FIG. 10-10 includes a first special chart reserve memory section 079SG151A, a second special chart reserve memory section 079SG151B, a normal chart reserve memory section 079SG151C, a game control flag setting section 079SG152, a game control timer setting section 079SG153, a game control counter setting section 079SG154, and a game control buffer setting section 079SG155.
[0285] The first special symbol reservation memory unit 079SG151A stores reservation data of a special symbol game (a special symbol game using the first special symbol in the first special symbol display device 4A) that has not yet started even though a start winning (first start winning) has occurred when a game ball has passed (entered) the first start winning port formed by the winning ball device 6A. As an example, the first special symbol reservation memory unit 079SG151A associates reservation numbers with the winning order (detection order of game balls) into the first start winning port, and stores, as reservation data, random number values MR1 for determining the special symbol display result, random number values MR2 for determining the big win type, and numerical data indicating random number values MR3 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc. based on the establishment of the first start condition when the game ball has passed (entered), until the number of memories reaches a predetermined upper limit value (for example, "4"). The reserved data thus stored in the first special chart reserved memory unit 079SG151A indicates that the execution of a special chart game using the first special chart is reserved, and serves as reserved information that enables a determination as to whether or not a jackpot will be reached based on the variable display result (special chart display result) in this special chart game.
[0286] The second special symbol reservation memory unit 079SG151B stores reservation data of a special symbol game (a special symbol game using a second special symbol in the second special symbol display device 4B) that has not yet started even though a start winning (second start winning) has occurred when a game ball has passed (entered) the second start winning port formed by the variable winning ball device 6B. As an example, the second special symbol reservation memory unit 079SG151B associates the reserved number with the winning order (detection order of the game ball) into the second start winning port, and stores the random number value MR1 for determining the special symbol display result, the random number value MR2 for determining the big win type, and the random number value MR3 for determining the variation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc. based on the establishment of the second start condition in the passing (entering) of the game ball, as reserved data until the number reaches a predetermined upper limit value (for example, "4"). The reserved data thus stored in the second special chart reserved memory unit 079SG151B indicates that the execution of a special chart game using the second special chart is reserved, and serves as reserved information that enables a determination as to whether or not a jackpot will be reached based on the variable display result (special chart display result) in this special chart game.
[0287] In addition, the reserved information (first reserved information) based on the establishment of the first start condition by the game ball passing (entering) the first start winning port and the reserved information (second reserved information) based on the establishment of the second start winning by the game ball passing (entering) the second start winning port may be stored in a common reserved storage unit in association with the reserved number. In this case, start port data indicating whether the game ball passed (entered) the first start winning port or the second start winning port may be included in the reserved information and stored in association with the reserved number.
[0288] The regular symbol reserve memory unit 079SG151C stores reserved information for regular symbol games that have not yet been started by the regular symbol display device 20, even though the game ball that has passed through the passing gate 41 has been detected by the gate switch 21. For example, the regular symbol reserve memory unit 079SG151C associates the game ball with a reserved number in the order in which it passed through the passing gate 41, and stores, as reserved data, numerical data indicating a random number value MR4 for determining the regular symbol display result extracted by the CPU 103 from the random number circuit 104 or the like based on the passage of the game ball, until the number reaches a predetermined upper limit value (for example, "4").
[0289] The game control flag setting unit 079SG152 is provided with a plurality of types of flags whose states can be updated according to the progress of a game in the pachinko game machine 1. For example, the game control flag setting unit 079SG152 stores data indicating the value of the flag and data indicating the ON or OFF state for each of the plurality of types of flags.
[0290] The game control timer setting unit 079SG153 is provided with various timers used to control the progress of a game in the pachinko game machine 1. For example, the game control timer setting unit 079SG153 stores data indicating timer values of each of a plurality of types of timers.
[0291] The game control counter setting unit 079SG154 is provided with a plurality of types of counters for counting count values used to control the progress of a game in the pachinko game machine 1. For example, the game control counter setting unit 079SG154 stores data indicating count values in each of the plurality of types of counters. Here, the game control counter setting unit 079SG154 may be provided with a random counter for counting part or all of the game random numbers in a manner that allows the CPU 103 to update them by software.
[0292] In the random counter of the game control counter setting unit 079SG154, random numbers not generated by the random number circuit 104, for example, numerical data indicating random numbers MR2 to MR4, are stored as random count values, and the numerical data indicating each random number is updated periodically or irregularly according to the execution of software by the CPU 103. The software executed by the CPU 103 to update the random count value may be for updating the random count value separately from the updating operation of the numerical data in the random number circuit 104, or may be for updating the random count value by performing a predetermined process such as scrambling or arithmetic processing on all or part of the numerical data extracted from the random number circuit 104.
[0293] The game control buffer setting unit 079SG155 is provided with various buffers for temporarily storing data used to control the progress of a game in the pachinko game machine 1. For example, the game control buffer setting unit 079SG155 stores data indicating buffer values in each of a plurality of types of buffers.
[0294] The RAM 122 mounted on the performance control board 12 shown in Fig. 3 is provided with a performance control data holding area 079SG190 as shown in Fig. 10-11(A) as an area for holding various data used to control performance operations. The performance control data holding area 079SG190 shown in Fig. 10-11(A) includes a performance control flag setting unit 079SG191, a performance control timer setting unit 079SG192, a performance control counter setting unit 079SG193, and a performance control buffer setting unit 079SG194.
[0295] The performance control flag setting unit 079SG191 is provided with a plurality of types of flags whose states can be updated according to a performance operation state, such as the display state of a performance image on the screen of the image display device 5, and a performance control command transmitted from the main board 11. For example, the performance control flag setting unit 079SG191 stores data indicating the value of the flag and data indicating the on or off state for each of the plurality of types of flags.
[0296] The performance control timer setting unit 079SG192 is provided with a plurality of types of timers used to control the progress of various performance operations, such as the display operation of a performance image on the screen of the image display device 5. For example, the performance control timer setting unit 079SG192 stores data indicating timer values of each of the plurality of types of timers.
[0297] The performance control counter setting unit 079SG193 is provided with a plurality of types of counters used to control the progress of various performance operations. For example, the performance control counter setting unit 079SG193 stores data indicating the count values of the respective types of counters.
[0298] The performance control buffer setting unit 079SG194 is provided with various buffers for temporarily storing data used to control the progress of various performance operations. For example, the performance control buffer setting unit 079SG194 stores data indicating buffer values in each of a plurality of types of buffers.
[0299] In this characteristic section 079SG, data constituting the start winning time receiving command buffer 079SG194A as shown in FIG. 10-11(B) is stored in a predetermined area of the performance control buffer setting section 079SG194. The start winning time receiving command buffer 079SG194A has a storage area (area corresponding to buffer numbers "1-1" to "1-4") corresponding to the maximum value of the total reserved memory number of the first special symbol reserved memory (for example, "4") and a storage area (area corresponding to buffer number "1-0") corresponding to the first special symbol being variably displayed. In addition, the start winning time receiving command buffer 079SG194A has a storage area (area corresponding to buffer numbers "2-1" to "2-4") corresponding to the maximum value of the total reserved memory number of the second special symbol reserved memory (for example, "4") and a storage area (area corresponding to buffer number "2-0") corresponding to the second special symbol being variably displayed. When a start winning occurs at the first start winning port or the second start winning port, two commands, a start port winning designation command (first start port winning designation command or second start port winning designation command) and a reserved memory number notification command (first reserved memory number notification command or second reserved memory number notification command), are sent as a set from the main board 11 to the performance control board 12. The storage area corresponding to the first special chart reserved memory and the storage area corresponding to the second special chart reserved memory in the start winning reception command buffer 079SG194A are provided with storage areas (entries) for storing these start port winning designation commands and reserved memory number notification commands separately in the first special chart reserved memory and the second special chart reserved memory by associating them.
[0300] The contents of these storage areas (entries) are shifted up one by one as described below when the start condition is met and variable display of the top-level reserved memory (buffer number "1-1" or buffer number "2-1") is started, and the contents of buffer number "1-0" or buffer number "2-0", which stores the contents of the reserved memory for which the start condition is met, are cleared in the special chart hit waiting process executed when the variable display is ended.
[0301] When a start winning is made to the first start winning port, the CPU 120 for controlling the performance stores the command from the top (the entry with the lowest buffer number) of the free entry corresponding to the first special symbol reserved memory in the start winning time reception command buffer 079SG194A, and when a start winning is made to the second start winning port, the CPU 120 stores the command from the top (the entry with the lowest buffer number) of the free entry corresponding to the second special symbol reserved memory in the start winning time reception command buffer 079SG194A. When a start winning is made, the start winning port designation command to the reserved memory number notification command are transmitted in sequence. Therefore, when a command is received, the start winning port designation command and the reserved memory number notification command are stored in the storage area corresponding to the last "1" to "4" of the buffer number corresponding to the first special symbol reserved memory or the second special symbol reserved memory, in that order.
[0302] As for the commands stored in the start winning reception command buffer 079SG194A shown in FIG. 10-11(B), each time the variable display of the decorative pattern is started, the ones stored in the entry (entry of buffer number "1-0" or "2-0") corresponding to the reserved memory of the variable display that has just ended are deleted, and the ones stored in the entry (entry corresponding to buffer number "1-1" or "2-1") corresponding to the reserved memory of the variable display that is to start and the memory contents of the entry after the reserved memory of the variable display that is to start are shifted. For example, when the variable display of the decorative pattern of the first special reserved memory is ended in the storage state shown in FIG. 10-11(B), each command stored in buffer number "0" is deleted, each command stored in buffer number "1" is shifted to buffer number "0", each command stored in the area corresponding to buffer number "2" is shifted to the area corresponding to buffer number "1", and each command stored in the area corresponding to buffer numbers "3" and "4" is shifted to the area corresponding to buffer numbers "2" and "3". Therefore, buffer number "0" becomes an area (entry) for storing each command related to the reserved memory that is variably displayed at that time.
[0303] Next, the start winning judgment process of the feature unit 079SG executed in step S101 of FIG. 6 will be described based on FIG. 10-12. In the start winning judgment process, the CPU 103 first judges whether the first start hole switch 22A provided corresponding to the first start winning hole formed by the winning ball device 6A is on or not based on a detection signal from the first start hole switch 22A (step 079SGS101). At this time, if the first start hole switch 22A is on (step 079SGS101; Y), it judges whether the first special symbol reserved memory number, which is the reserved memory number of the special symbol game using the first special symbol, is a predetermined upper limit value (for example, "4" as the upper limit memory number) (step 079SGS102). The CPU 103 may specify the first special symbol reserved memory number by reading the first reserved memory number count value, which is the stored value of the first reserved memory number counter provided in the game control counter setting unit 079SG154, for example. When the first special chart reserved memory number is not the upper limit value in step 079SGS102 (step 079SGS102; N), for example, the storage value of the start port buffer provided in the game control buffer setting unit 079SG155 is set to "1" (step 079SGS103).
[0304] When the first start hole switch 22A is off in step 079SGS101 (step 079SGS101; N) or when the first special symbol reserved memory number reaches the upper limit in step 079SGS102 (step 079SGS102; Y), the second start hole switch 22B is determined to be on or not based on a detection signal from the second start hole switch 22B provided corresponding to the second start hole formed by the variable winning ball device 6B (step 079SGS104). At this time, if the second start hole switch 22B is on (step 079SGS104; Y), it is determined whether the second special symbol reserved memory number, which is the reserved memory number of the special symbol game using the second special symbol, reaches a predetermined upper limit value (for example, "4" as the upper limit memory number) (step 079SGS105). The CPU 103 may specify the number of reserved second special figures by reading the second reserved memory count value, which is the stored value of the second reserved memory counter provided in the game control counter setting unit 079SG154. When the second reserved memory count is not the upper limit value in step 079SGS105 (step 079SGS105; N), for example, the storage value of the start port buffer provided in the game control buffer setting unit 079SG155 is set to "2" (step 079SGS106).
[0305] After executing either the process of step 079SGS103 or step 079SGS106, the number of reserved memories corresponding to the start port buffer value, which is the stored value of the start port buffer, is updated so as to add 1 (step 079SGS107). For example, when the start port buffer value is "1", the first reserved memory count value is added by 1, while when the start port buffer value is "2", the second reserved memory count value is added by 1. Thus, the first reserved memory count value is updated so as to increase by 1 when the game ball passes (enters) the first start winning port and the first start condition corresponding to the special game using the first special game is established. In addition, the second reserved memory count value is updated so as to increase by 1 when the game ball passes (enters) the second start winning port and the second start condition corresponding to the special game using the second special game is established. At this time, the total reserved memory number is also updated so as to add 1 (step 079SGS108). For example, the total reserved memory count value, which is the stored value of the total reserved memory count counter provided in the game control counter setting unit 079SG154, may be updated to add 1.
[0306] After executing the process of step 079SGS108, the CPU 103 extracts numerical data indicating the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the type of big win, and the random number value MR3 for determining the variation pattern from the numerical data updated by the random counter of the random number circuit 104 and the game control counter setting unit 079SG154 (step 079SGS109). The numerical data indicating each random number value thus extracted is stored by being set as reserved information at the beginning of an empty entry in the special chart reserved storage unit according to the start port buffer value (step 079SGS110). For example, when the start port buffer value is "1", the numerical data indicating the random number values MR1 to MR3 are stored in the first special chart reserved storage unit 079SG151A, while when the start port buffer value is "2", the numerical data indicating the random number values MR1 to MR3 are stored in the second special chart reserved storage unit 079SG151B.
[0307] The numerical data indicating the random number value MR1 for determining the special symbol display result and the random number value MR2 for determining the type of jackpot are used to determine whether the variable display result of the special symbol or decorative symbol is a "jackpot" or not, and further, to determine the type of jackpot when the variable display result is a "jackpot". The random number value MR3 for determining the variation pattern is used to determine the variation pattern including the variable display time of the special symbol or decorative symbol. By executing the process of step 079SGS109, the CPU 103 extracts numerical data indicating all of the random number values used to determine the variable display mode including the variable display result and the variable display time of the special symbol or decorative symbol.
[0308] Following the processing of step 079SGS110, the sending setting of the start port winning designation command according to the start port buffer value is performed (step 079SGS111). For example, when the start port buffer value is "1", the storage address of the first start port winning designation command table in ROM 101 is stored in the buffer area specified by the transmission command pointer in the transmission command buffer, and the setting is performed to send the first start port winning designation command to the performance control board 12. On the other hand, when the start port buffer value is "2", the storage address of the second start port winning designation command table in ROM 101 is stored in the buffer area of the transmission command buffer, and the setting is performed to send the second start port winning designation command to the performance control board 12. The start port winning designation command thus set is transmitted from the main board 11 to the performance control board 12, for example, after the special pattern process processing is completed, by executing the command control processing of step S27 shown in FIG. 5.
[0309] Following the processing of step 079SGS111, for example, the storage address of the reserved memory number notification command table in ROM 101 is stored in the buffer area designated by the transmission command pointer in the transmission command buffer, and thus settings are made for sending the reserved memory number notification command to the performance control board 12 (step 079SGS113). The reserved memory number notification command thus set is transmitted from the main board 11 to the performance control board 12, for example, by executing the command control processing of step S27 shown in FIG. 5 after the special symbol process processing is completed.
[0310] After executing the process of step 079SGS113, it is determined whether the start hole buffer value is "1" (step 079SGS114). At this time, if the start hole buffer value is "1" (step 079SGS114; Y), the start hole buffer is cleared and its stored value is initialized to "0" (step 079SGS115), and then the process proceeds to step 079SGS104. On the other hand, if the start hole buffer value is "2" (step 079SGS114; N), the start hole buffer is cleared and its stored value is initialized to "0" (step 079SGS116), and then the start winning process is terminated. As a result, even if both the first start hole switch 22A and the second start hole switch 22B simultaneously detect the start winning of a valid game ball, the process based on the detection of both valid start winnings can be completed reliably.
[0311] 10-13 is a part of a flowchart showing the performance control process in the characteristic part 079SG. In the performance control process, the performance control CPU 120 executes a pre-reading notice setting process (step S161), then executes a reserve display operation process (step 079SG162) for updating the reserve display in the first reserve memory display area 079SHSG005D and the second reserve memory display area 079SG005U, for operating (rotating display) the reserve display displayed in the first reserve memory display area 079SHSG005D and the second reserve memory display area 079SG005U, a telop operation process (step 079SGS163) for operating and displaying the telop in the telop display area 079SG005T, and a fourth pattern display process (step 079SG164) for performing variable display of the fourth pattern 079SG005J, and then executes one of the processes in steps S170 to S177 according to the value of the performance control process flag.
[0312] FIG. 10-14 is a flow chart showing the variable display start setting process (step S171) in the performance control process shown in FIG. 9. In the variable display start setting process, the performance control CPU 120 first judges whether the first variable start command reception flag is on or not (step 079SGS271). If the first variable start command reception flag is on (step 079SGS271; Y), the various command data and various flags stored in association with the buffer numbers "1-0" to "1-4" of the first special chart reserved memory in the start winning reception command buffer 079SG194A are shifted up by one buffer number at a time (step 079SGS272). Note that the contents of the buffer number "1-0" cannot be shifted because there is no destination to shift to, so they are erased.
[0313] Specifically, the various command data and flags stored in association with buffer number "1-1" of the first special chart reserved memory are shifted to be stored in association with buffer number "1-0", the various command data and flags stored in association with buffer number "1-2" of the first special chart reserved memory are shifted to be stored in association with buffer number "1-1", the various command data and flags stored in association with buffer number "1-3" of the first special chart reserved memory are shifted to be stored in association with buffer number "1-2", and the various command data and flags stored in association with buffer number "1-4" of the first special chart reserved memory are shifted to be stored in association with buffer number "1-3".
[0314] Also, in step 079SGS271, if the first variable start command reception flag is off (step 079SGS271; N), it is determined whether the second variable start command reception flag is on (step 079SGS273). If the second variable start command reception flag is off (step 079SGS273; N), the variable display start setting process is terminated, and if the second variable start command reception flag is on (step 079SGS273; Y), the various command data and various flags stored in association with the buffer numbers "2-0" to "2-4" of the second special chart reservation memory in the start winning reception command buffer 079SG194A are shifted up by one buffer number (step 079SGS274). Note that the contents of the buffer number "2-0" cannot be shifted because there is no destination to shift to, so they are erased.
[0315] Specifically, the various command data and flags stored in association with buffer number "2-1" of the second special chart reserved memory are shifted to be stored in association with buffer number "2-0", the various command data and flags stored in association with buffer number "2-2" of the second special chart reserved memory are shifted to be stored in association with buffer number "2-1", the various command data and flags stored in association with buffer number "2-3" of the second special chart reserved memory are shifted to be stored in association with buffer number "2-2", and the various command data and flags stored in association with buffer number "2-4" of the second special chart reserved memory are shifted to be stored in association with buffer number "2-3".
[0316] After executing step 079SGS272 or step 079SGS274, the performance control CPU 120 reads out a variation pattern designation command from the variation pattern designation command storage area (step 079SGS275).
[0317] Next, the display result (stop pattern) of the decorative pattern is determined according to the data stored in the display result designation command storage area (i.e., the received display result designation command) (step 079SGS276). In this case, the performance control CPU 120 determines the stop pattern of the decorative pattern according to the display result designated by the display result designation command, and stores data indicating the determined stop pattern of the decorative pattern in the decorative pattern display result storage area.
[0318] In this characteristic section 079SG, when the received variable display result designation command is the second variable display result designation command corresponding to the probability variable jackpot A, the performance control CPU 120 determines, for example, a combination of decorative patterns (jackpot pattern) in which three symbols are aligned in "7" as the stop symbol. When the received variable display result designation command is the third variable display result designation command or the fourth variable display result designation command corresponding to the probability variable jackpot B or the probability variable jackpot C, the stop symbol is determined from a plurality of combinations of odd symbols other than "7" (for example, combinations of decorative symbols such as "111", "333", "555", and "999"). When the received variable display result designation command is the fifth variable display result designation command corresponding to a non-probability variable jackpot, the performance control CPU 120 determines, for example, a combination of decorative symbols (jackpot pattern) in which three symbols are aligned in even numbers as the stop symbol. In addition, when the received variable display result designation command is the sixth variable display result designation command corresponding to a small win, the stopping pattern is determined from among the chance patterns "334", "778", etc. In addition, when the received variable display result designation command is the first variable display result designation command corresponding to a loss, the stopping pattern is determined to be a decorative pattern of three mismatched patterns, other than the chance patterns described above (loss pattern).
[0319] In determining these stop symbols, the performance control CPU 120 may, for example, extract a random number for determining the stop symbols, and determine the stop symbols of the decorative symbols using a stop symbol determination table in which data indicating combinations of decorative symbols are associated with numerical values. In other words, the stop symbols may be determined by selecting data indicating combinations of decorative symbols that correspond to the numerical values that match the extracted random number.
[0320] Then, the performance control CPU 120 judges whether the change pattern of the variable display is a change pattern of a super reach (step 079SGS277). If the change pattern of the variable display is a change pattern of a non-reach or a normal reach (step 079SGS277; N), the process proceeds to step 079SGS283, and if the change pattern of the variable display is a change pattern of a super reach (step 079SGS277; Y), the process executes a chance-up performance decision process (step 079SGS278) to decide whether to execute a chance-up performance in the latter half of the first reach performance or the latter half of the third reach performance.
[0321] Specifically, as shown in FIG. 10-15, when the variable display result is a miss, the chance up effect is executed 20% of the time, and the chance up effect is not executed 80% of the time. Also, when the variable display result is a jackpot, the chance up effect is executed 80% of the time, and the chance up effect is not executed 20% of the time. In other words, in the variable display of the reach of this feature part 079SG, when the chance up effect is executed, the jackpot expectation is set higher than when the chance up effect is not executed.
[0322] In addition, in this feature section 079SG, as shown in Figures 10-27 and 10-32, only one presentation pattern is provided as the presentation mode of the chance-up effect, but the present invention is not limited to this, and multiple presentation patterns may be provided as the presentation mode of the chance-up effect, and the expected probability of a jackpot may differ depending on which presentation pattern the chance-up effect is executed in.
[0323] Furthermore, in this feature part 079SG, as shown in Figures 10-27 and 10-32, there is only one start timing for the Chance Up effect, but the present invention is not limited to this, and multiple start timings for the Chance Up effect may be provided, and the expected probability of a jackpot may differ depending on which start timing the Chance Up effect starts from.
[0324] After determining whether or not to execute the chance-up effect in step 079SGS278, the effect control CPU 120 judges whether the change pattern of the variable display is the change pattern of the super reach α3 (PA2-3 or PB1-3) (step 079SGS279). If the change pattern of the variable display is the change pattern of the super reach α3 (PA2-3 or PB1-3) (step 079SGS279; Y), a still image display effect determination process (step 079SGS280) is executed to determine the effect pattern of the still image display effect that displays the still image that was displayed at the end of the second reach effect on the image display device 5 during the period from the end of the second reach effect to the start of the notification effect (jackpot notification effect or miss notification effect), and the process proceeds to step 079SGS283.
[0325] In the still image display performance determination process, as shown in FIG. 10-16(A), when the variable display result is a miss, the performance control CPU 120 determines the performance pattern of the still image display performance to be pattern SG-1 with a probability of 100%, and when the variable display result is a jackpot, determines the performance pattern of the still image display performance to be pattern SG-1 with a probability of 80%, and determines it to be pattern SG-2 with a probability of 20%.
[0326] As shown in Figure 10-16 (B), still image display pattern SG-1 is a presentation pattern in which the image displayed in the first display area 079SG005F of the image display device 5 at the end of the second reach performance is displayed as a still image, and still image display pattern SG-2 is a presentation pattern in which the image displayed in the first display area 079SG005F of the image display device 5 at the end of the second reach performance is displayed as a still image, and then the color of the still image is changed.
[0327] In particular, pattern SG-2 is a presentation pattern that is executed only when the variable display result is a jackpot, so that when the second reach presentation is executed, it is possible to draw the player's attention to whether or not the still image display presentation is executed in pattern SG-2 (whether or not the color of the still image changes).
[0328] If the variable display pattern is not the Super Reach α3 pattern in step S079SGS281 (step S079SGS281; N), it is further judged whether the variable display pattern is the Super Reach β3 (PA2-5 or PB1-5) or not (step S079SGS282). If the variable display pattern is a pattern other than the Super Reach β3 pattern (step S079SGS282; N), the process proceeds to step S079SGS283. If the variable display pattern is the Super Reach β3 pattern (step S079SGS281; Y), the process executes an operation promotion effect determination process (step S079SGS282) for determining the effect pattern of the operation promotion effect that prompts the player to operate the push button 31B during the execution of the fourth reach effect, and then proceeds to step S079SGS283.
[0329] In the operation promotion effect determination process, as shown in Fig. 10-17(A), when the variable display result is a miss, the effect control CPU 120 determines the effect pattern of the operation promotion effect to be pattern SS-1 at a rate of 80% and pattern SS-2 at a rate of 20%. Also, when the variable display result is a jackpot, the effect pattern of the operation promotion effect is determined to be pattern SS-1 at a rate of 20% and pattern SS-2 at a rate of 80%.
[0330] As shown in Figure 10-17 (B), operation promotion presentation pattern SS-1 is a presentation pattern in which an image of push button 31B is displayed in the first display area 079SG005F of the image display device 5, and operation promotion presentation pattern SS-2 is a presentation pattern in which an image of push button 31B is displayed in a larger size than pattern SS-1 in the first display area 079SG005F of the image display device 5.
[0331] In other words, as for the operation promotion effect in this characteristic part 079SG, when a large-sized image of the push button 31B is displayed in the first display region 079SG005F of the image display device 5 (when the operation promotion effect is executed in pattern SS-2), there is a higher probability that the variable display result will be a jackpot (the jackpot notification effect will be executed) than when a normal-sized image of the push button 31B is displayed in the first display region 079SG005F of the image display device 5 (when the operation promotion effect is executed in pattern SS-1).Therefore, the player can be drawn to the size of the image of the push button 31B displayed on the image display device 5 when the operation promotion effect is executed, thereby increasing the player's interest in the game.
[0332] In step 079SGS283, the CPU 120 for controlling the performance selects whether or not to execute each performance such as the chance-up performance, the still image display performance, the operation promotion performance, etc., and selects a performance control pattern (process table) according to the performance pattern and the variable pattern designation command. Then, the process timer in the process data 1 of the selected process table is started (step 079SGS284).
[0333] In addition, in the process table, display control execution data for controlling the display of the image display device 5, lamp control execution data for controlling the lighting of each LED, sound control execution data for controlling the sound output from the speakers 8L, 8R, and operation unit control execution data for controlling the operation of the push button 31B and the stick controller 31A are arranged in chronological order in correspondence with each process data n (numbered 1 to N).
[0334] Next, the performance control CPU 120 executes control of the performance device (image display device 5 as a performance component, various lamps as performance components, speakers 8L, 8R as performance components, and operation unit (push button 31B, stick controller 31A, etc.)) according to the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound control execution data 1, operation unit control execution data 1) (step 079SGS285). For example, it outputs a command to the display control unit 123 to display an image corresponding to a fluctuation pattern on the image display device 5. It also outputs a control signal (lamp control execution data) to the lamp control board 14 to control the lighting / extinguishing of various lamps. It also outputs a control signal (sound number data) to the sound control board 13 to output sound from the speakers 8L, 8R.
[0335] In addition, in this feature section 079SG, the performance control CPU 120 controls the display of decorative patterns to be variably displayed using a variation pattern that corresponds one-to-one to the variation pattern designation command, but the performance control CPU 120 may also select the variation pattern to be used from multiple types of variation patterns that correspond to the variation pattern designation command.
[0336] Then, the variable display time timer is set to a value corresponding to the variable display time specified by the variation pattern designation command (step 079SGS286). A predetermined time is also set to the variable display control timer (step 079SGS287). The predetermined time is, for example, 30 ms, and the performance control CPU 120 writes image data indicating the display state of the left, center, and right decorative patterns to the VRAM every time the predetermined time elapses, the display control unit 123 outputs a signal corresponding to the image data written to the VRAM to the image display device 5, and the image display device 5 displays an image corresponding to the signal, thereby realizing the variable display (variation) of the decorative patterns. Next, the value of the performance control process flag is set to a value corresponding to the performance process during variable display (step S172) (step 079SGS288).
[0337] In the variable display performance process, the performance control CPU 120 subtracts (-1) from the value of the process timer each time the variable display performance process is executed, and determines whether the process timer after the subtraction has timed out. If the process timer after the subtraction has not timed out, the performance device is controlled according to the contents of the process data corresponding to the process timer, and if the process timer after the subtraction has timed out, the process data is switched and the next process timer is started, and the performance device is controlled according to the contents of the next process data.
[0338] Next, the presentation mode of the variable display of the super reaches α1 to α3 and the super reaches β1 to β3 in this feature part 079SG will be described with reference to Figs. 10-18 to 10-35.
[0339] First, regarding the variable display of Super Reach α1 to α3 shown in Figures 10-18, 10-19, and 10-26(A) to 10-26(G), when the variable display starts, a performance animation such as a variable display of a decorative pattern starts at a normal progression speed V1 in the first display area 079SG005F of the image display device 5. At this time, in the second display area 079SG005Sa, the rotation of the reserved display and the movement of the telop from the left to the right (the progression speed of the animation in the second display area 079SG005Sa) are executed at a normal progression speed V3, and BGM and performance sounds corresponding to the variable display start from the speakers 8L and 8R at a normal playback speed V4.
[0340] In the third display area 079SG005Sb, the upper pattern 079SG005Ja and the lower pattern 079SG005jb in the fourth pattern 079SG005J start to alternately light (blink) at a fixed cycle, and the game effect lamp 9 starts to blink at a fixed cycle. Hereinafter, the blinking or lighting of the game effect lamp 9 in this characteristic part 079SG means that the main lamp 9a, the frame lamp 9b, the attacca lamp 9c, and the movable body lamp 9d are all synchronously blinked or lit, but the present invention is not limited to this, and the blinking or lighting of the main lamp 9a, the frame lamp 9b, the attacca lamp 9c, and the movable body lamp 9d do not necessarily have to be synchronized.
[0341] As shown in FIG. 10-18, FIG. 10-19, and FIG. 10-26(A) to FIG. 10-26(C), when the timing for the reach effect to develop comes as a result of the progress of the variable display, the first reach effect first half execution period is entered, and a battle effect between ally character A and enemy character A is started. When the battle effect progresses and approaches the second half of the first reach effect first half execution period, a video of ally character A attacking enemy character A is started to be displayed in the first display area 079SG005F of the image display device 5. When the display of the video is started, the progress speed of the video displayed in the first display area 079SG005F including the video is switched from the above-mentioned V1 to V2, which is slower than V1. Therefore, in the first display area 079SG005F of the image display device 5, the ally character A punching the enemy character A is displayed in slow motion.
[0342] During the period when the attack of ally character A towards enemy character A is displayed in slow motion (the period when the progression speed of the battle animation in the first display area 079SG005F is V2), the rotation of the reserved display and the movement of the telop from left to right in the second display area 079SG005Sa remain unchanged and are executed at a constant progression speed of V3, and the background music and performance sounds are output from speakers 8L, 8R at a constant playback speed of V4. Furthermore, the variable display of the fourth symbol 079SG005J and the blinking of the game effect lamp 9 are also executed without any change in cycle.
[0343] In the case where the variable display is the variable display of the super reach α1, when the first reach performance first half execution period ends, as shown in Fig. 10-18 and Fig. 10-26(E) to Fig. 10-26(G), a video of the ally character A's attack succeeding and the enemy character A falling is displayed as a big win notification performance in the first display area 079SG005F, and then the decorative symbols stop in a big win combination to notify that the big win game state will be controlled. In particular, when the big win notification performance starts, the first reserved memory display area 079SG005D, the second reserved memory display area 079SG005U, and the telop display area 079SG005T are made non-displayed, and the images of the big win notification performance are displayed in the first display area 079SG005F and the second display area 079SG005Sa. Then, as shown in Fig. 10-26(H), when the variable display ends, the decorative symbols are displayed in a combination indicating a jackpot, and the display on the image display device 5 is switched to the normal background image display before the reach effect. Furthermore, the display of the first reserved memory display area 079SG005D, the second reserved memory display area 079SG005U, and the telop display area 079SG005T is resumed. After the variable display ends, the decorative symbols and small symbols are displayed in a combination indicating a jackpot, and the fourth symbol is lit (both the upper symbol 079SG005Ja and the lower symbol 079SG005Jb are lit) during the symbol determination period.
[0344] During the big win notification performance, the animation of the part where the ally character A's attack is successful is displayed at the normal progression speed V1 (corresponding to FIG. 10-26(E)), and the animation of the part where the enemy character falls is displayed at a progression speed V2 slower than V1 (corresponding to FIG. 10-26(F)).Then, the animation of the part where the decorative symbols stop in a big win combination and control is made into a big win game state is displayed again at the normal progression speed V1 (corresponding to FIG. 10-26(G)).
[0345] During the big win notification performance, the rotation of the reserved display in the second display area 079SG005Sa and the movement of the telop from left to right remain unchanged and are executed at a constant speed V3, and the BGM and performance sounds are output from the speakers 8L and 8R at a constant playback speed V4. Furthermore, the variable display of the fourth symbol 079SG005J and the blinking of the game effect lamp 9 are also executed without changing the cycle.
[0346] On the other hand, if the variable display is a Super Reach α2 or Super Reach α3 variable display, when the executio...
Claims
[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A sound output means; A display means; A light emitting means; A movable body for performance; A performance execution means capable of executing a performance; Equipped with The performance execution means includes: A moving performance can be executed by moving the movable body for performance, It is possible to execute a specific performance that suggests that the game will be controlled to the advantageous state, The specific performance is, the display means displays a performance video, the sound output means outputs a performance sound, and the light emitting means emits light, A first period, a second period after the first period, and a third period after the second period in which either one of an advantageous aspect or an unfavorable aspect is notified as a performance result, The performance execution means includes: In the first period, the effected moving image can be displayed in an effected manner proceeding at a first speed, In the second period, the effected moving image can be displayed in an effected manner proceeding at a second speed slower than the first speed, The light emission mode of the light-emitting means can be changed in both the first period and the second period, and the light emission mode of the light-emitting means can be changed in the second period at intervals shorter than that of the first period; In the second period, after displaying the effect moving image proceeding at a second speed, a still effect is executed in which a still image is displayed by freezing the effect moving image, There are a plurality of still effects. Depending on which of the presentation modes of the still presentation is, the expectation level controlled to the advantageous state is different, The display means includes: The pseudo movable body display can be moved and displayed from a first display position to a second display position different from the first display position, After the pseudo movable body display is moved and displayed from the first display position to the second display position, a case where the display is not displayed without being moved from the second display position to the first display position; a case where the display is moved from the second display position to the first display position and then hidden; The pseudo movable object display is not displayed in a moving manner during the period in which the movement performance is being performed. A gaming machine characterized by:
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