Pachinko machine
By incorporating moving pseudo-movable body displays and effect execution means in gaming machines, the interest and engagement of players are enhanced, addressing the limitations of existing technologies.
Patent Information
- Application Number
- JP2020041923
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-03-11
- Publication Date
- 2025-06-03
- Estimated Expiration
- 2040-03-11
AI Technical Summary
Existing gaming machines, such as pachinko machines, fail to enhance the interest of pseudo-movable body displays, leading to a lack of engagement in the gaming experience.
A gaming machine is designed with display means capable of moving and displaying pseudo-movable body displays between specific positions, accompanied by effect execution means that execute special and specific effects, including movable body effects, to enhance the gaming experience.
The implementation of moving pseudo-movable body displays and associated effects increases player engagement and interest, creating a more dynamic and captivating gaming experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine.
Background Art
[0002] In gaming machines such as pachinko machines and slot machines, there are some that can execute effects using movable bodies that can operate. In this type of gaming machine, for example, there are those that can execute an effect similar to moving a movable body as a structure by moving a pseudo-movable body display. (For example, refer to Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Similar to the gaming machine described in Patent Document 1 above, there was a problem that only moving the pseudo-movable body display in the same way as the movable body could not enhance the interest of the effect.
[0005] The present invention has been made in view of the above circumstances, Enhancing the interest of the pseudo-movable body display and an object thereof is to provide a gaming machine that can
Means for Solving the Problems
[0006] To achieve the above object, a gaming machine according to the present invention is a gaming machine that can be controlled to an advantageous state advantageous to a player, including display means, A movable body and, and effect execution means capable of executing an effect, and is provided with the effect execution means is capable of executing a special effect for notifying that it is controlled to the advantageous state, and capable of executing a specific effect before the special effect is executed, It is possible to execute a movable body effect that moves the movable body, the display means is In the specific performance, the specific pseudo-movable object display can be moved and displayed, and in the special performance, the special pseudo-movable object display can be moved and displayed. When moving and displaying the specific pseudo-movable object display in the specific performance, after moving and displaying the specific pseudo-movable object display from a specific first display position to a specific second display position, it is possible to make it non-displayed without moving and displaying it from the specific second display position, and a suggestion image suggesting the execution of the special performance can be displayed in a display area including the specific second display position. When moving and displaying the special pseudo-movable object display in the special performance, after moving and displaying the special pseudo-movable object display from a special first display position to a special second display position, it is possible to move and display it from the special second display position to the special first display position and then make it non-displayed. When the movable body effect is executed in the special effect, the special pseudo-movable body display is not moved during the period when the movable body effect is executed. An effect display that emphasizes the specific pseudo-movable object display and the special pseudo-movable object display can be displayed in the vicinity of the specific pseudo-movable object display and the special pseudo-movable object display. A specific display can be displayed on the first layer. A specific character display can be displayed on the second layer on the front side of the first layer. The specific character display includes a specific area surrounded by lines forming characters. The specific display is not visible from the specific area of the specific character display. It is characterized by this. Another gaming machine is a gaming machine that can be controlled to an advantageous state advantageous to the player (for example, the pachinko machine 1 can be controlled to a jackpot gaming state, etc.), and 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 (for example, the pachinko machine 1 includes an image display device 5, etc.), and the display area of the display means includes a first display area and a second display area around the first display area and narrower than the first display area (for example, the display area of the image display device 5 includes a first display area 20SH51 and a second display area 20SH52 around the first display area 20SH51 and narrower than the first display area 20SH51, etc.), and the display means can display a background image corresponding to the advantageous state in the first display area and the second display area (for example, the image display device 5 can display a background image corresponding to the jackpot gaming state in the first display area 20SH51 and the second display area 20SH52, etc.), and in the second display area, an amount display related to the amount of the gaming value given can be displayed on the front side of the background image (for example, the image display device 5 can display an obtained number display 20SHK related to the number of prize balls given on the front side of the background image in the second display area 20SH52, etc.), and at least in the first display area, as a notification display for notifying that the amount of the gaming value given has reached a predetermined amount on the front side of the background image, a first notification display for notifying that the amount of the gaming value given has reached a first predetermined amount and a second notification display for notifying that the amount of the gaming value given has reached a second predetermined amount can be displayed (for example, the image display device 5, at least in the first display area 20SH51, on the front side of the background image, as an obtained number notification display 20SHKH for notifying that the number of prize balls given in the jackpot gaming state has reached the number of "Kiriban", can display an obtained number notification display of "Over 1000" when the number of prize balls given in the jackpot gaming state reaches "1000", and can display an obtained number notification display of "Over 2000" when the number of prize balls given in the jackpot gaming state reaches "2000", etc.), and the amount display is updated each time the gaming value is given in the advantageous state (for example, the obtained number display 20SHK isUpdated each time a game ball is paid out as a bonus ball in the big win gaming state, etc.), the notification display ends when a specific period has elapsed since the start of the display (for example, the number of winnings notification display 20SHKH ends when a predetermined period has elapsed since the start of the display, etc.), the characters used in the notification display are of a larger size than the characters used in the awarded amount display (for example, the characters used in the number of winnings notification display 20SHKH are of a larger size than the characters used in the number of winnings display 20SHK, etc.), the characters used in the awarded amount display and the notification display include specific characters in which a specific area surrounded by lines forming the characters is formed (for example, the characters used in the number of winnings display 20SHK and the number of winnings notification display 20SHKH include specific characters in which a specific area surrounded by lines forming the characters is formed, etc.), the specific characters used in the awarded amount display are such that the background image is not visible from the specific area (for example, the specific characters used in the number of winnings display 20SHK are such that the background image is not visible from the specific area, etc.), and the specific characters used in the notification display are such that the background image is visible from the specific area (for example, the specific characters used in the number of winnings notification display 20SHKH are such that the background image is visible from the specific area, etc.). When the display means is displaying the awarded amount display, it displays the notification display (for example, the image display device 5 displays the number of winnings notification display 20SHKH when it is displaying the number of winnings display 20SHK, etc.). Furthermore, A movable body that can move from a first position to a second position different from the first position, Effect execution means capable of executing an effect, and is provided with The effect execution means A pseudo movable body display effect that moves and displays the pseudo movable body display from the first display position to the second display position, A movable body effect that moves the movable body from the first position to the second position, and is capable of executing When the moving body performance and the pseudo moving body display performance are executed by the performance execution means within a predetermined period, the ratio of being controlled to the advantageous state is higher than when the pseudo moving body display performance is executed without the moving body performance being executed by the performance execution means within the predetermined period. It is characterized by this.
[0007] According to such a configuration, a display including specific characters can be suitably displayed in relation to the background video. Furthermore, the player can be made to pay attention to the execution of the moving body performance and the pseudo moving body display performance.
[0008] In addition, the mode for carrying out the invention described later includes the invention related to the following gaming machine (A). Conventionally, in a gaming machine, an effect using an operable moving body as shown in Japanese Patent Application Laid-Open No. 2019-92949 can be executed, and by moving and displaying a pseudo moving body display, an effect similar to an effect of moving a moving body as a structure can be executed. However, in such a gaming machine, there is a problem that only the pseudo moving body is moved and displayed in the same way as the moving body, and the interest of the effect cannot be enhanced. In view of this point, there is a demand for providing a gaming machine that can enhance the interest of the pseudo moving body display.
[0009] The gaming machine according to means (A) is a gaming machine that can be controlled to an advantageous state advantageous to the player, display means capable of moving and displaying a pseudo moving body display from a first display position to a second display position different from the first display position, a moving body movable from a first position to a second position different from the first position, performance execution means capable of executing a performance, and is provided with The performance execution means a pseudo moving body display performance for moving and displaying the pseudo moving body display from the first display position to the second display position, a moving body performance for moving the moving body from the first position to the second position, and is capable of executing When the moving body performance and the pseudo-moving body display performance are executed by the performance execution means within a predetermined period, the ratio of being controlled in the advantageous state is higher than when the pseudo-moving body display performance is executed without the moving body performance being executed by the performance execution means within the predetermined period. It is characterized by this. According to this feature, the player can be made to pay attention to the execution of the moving body performance and the pseudo-moving body display performance.
[0010] Note that this invention may have only the invention specific matters described in the claims of this invention, or may have configurations other than the invention specific matters together with the invention specific matters described in the claims of this invention.
Brief Description of the Drawings
[0011]
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Mode for Carrying Out the Invention
[0012] (Basic Explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which is also the configuration and control of a general pachinko gaming machine) will be described.
[0013] (Configuration, etc. of the pachinko gaming machine 1) FIG. 1 is a front view of the pachinko gaming machine 1, showing the layout of the main members. The pachinko gaming machine (gaming machine) 1 is roughly composed of a game board (gauge board) 2 that constitutes the game board surface, and a gaming machine frame (base frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls as game media are launched from a predetermined ball shooting device and driven into this game area.
[0014] Note that the "variable display" of the special symbol means, for example, variably displaying a plurality of types of special symbols (the same applies to other symbols described later). The variations include the updated display of a plurality of symbols, the scroll display of a plurality of symbols, the deformation of one or more symbols, the enlargement / reduction of one or more symbols, etc. In the variation of the special symbol or the ordinary symbol described later, a plurality of types of special symbols or ordinary symbols are updated and displayed. In the variation of the decorative symbol described later, a plurality of types of decorative symbols are scroll-displayed or updated, or one or more decorative symbols are deformed or enlarged / reduced. Note that the variation also includes a mode of blinking-displaying a certain symbol. At the end of the variable display, a predetermined special symbol is stopped and displayed (also referred to as derivation or derivation display, etc.) as the display result (the same applies to the variable display of other symbols described later). Note that the variable display may be expressed as a variable display or variation.
[0015] Note that the special symbol variably displayed on the first special symbol display device 4A is also referred to as the "first special symbol", and the special symbol variably displayed on the second special symbol display device 4B is also referred to as the "second special symbol". Also, the special symbol game using the first special symbol is referred to as the "first special symbol game", and the special symbol game using the second special symbol is also referred to as the "second special symbol game". Note that there may be one type of special symbol display device that performs the variable display of the special symbol.
[0016] Near the center of the game area on the game board 2, an image display device 5 is provided. The image display device 5 is composed of, for example, an LCD (liquid crystal display device), an organic EL (Electro Luminescence), etc., and displays various effect images. The image display device 5 may be composed of a projector and a screen. Various effect images are displayed on the image display device 5.
[0017] For example, on the screen of the image display device 5, in synchronization with the first special figure game and the second special figure game, variable display of a plurality of types of decorative identification information different from the special symbols (such as symbols indicating numbers, etc.) is performed as decorative symbols. Here, in synchronization with the first special figure game or the second special figure game, decorative symbols are variably displayed (for example, scroll display or update display in the vertical direction) in each of the decorative symbol display areas 5L, 5C, and 5R of "left", "center", and "right". In addition, the special figure games executed in synchronization and the variable display of the decorative symbols are collectively referred to simply as variable display.
[0018] On the screen of the image display device 5, a display area may be provided for displaying a hold display corresponding to the variable display whose execution is on hold and an active display corresponding to the variable display being executed. The hold display and the active display are collectively referred to as a variable display corresponding display corresponding to the variable display.
[0019] The number of variable displays on hold is also referred to as the hold memory number. The hold memory number corresponding to the first special figure game is also referred to as the first hold memory number, and the hold memory number corresponding to the second special figure game is also referred to as the second hold memory number. The sum of the first hold memory number and the second hold memory number is also referred to as the total hold memory number.
[0020] At a predetermined position on the game board 2, a first hold display 25A and a second hold display 25B composed of a plurality of LEDs are provided. The first hold display 25A displays the first hold memory number according to the number of lit LEDs. The second hold display 25B displays the second hold memory number according to the number of lit LEDs.
[0021] Below the image display device 5, a winning ball device 6A is provided, and a variable winning ball device 6B is provided on the right side of the winning ball device 6A.
[0022] The winning ball device 6A forms, for example, a first starting winning port that is always kept in a certain open state where game balls can enter by a predetermined ball receiving member. When a game ball enters the first starting winning port, a predetermined number (for example, three) of prize balls are paid out, and the first special figure game can be started.
[0023] The variable winning ball device 6B (ordinary electric accessory) forms a second starting winning port that changes between a closed state and an open state by a solenoid 81 (see FIG. 3). The variable winning ball device 6B includes, for example, an electric tulip-type accessory having a pair of movable wing pieces. When the solenoid 81 is in the off state, the movable wing pieces are in the vertical position, so that the tips of the movable wing pieces approach the winning ball device 6A and the second starting winning port is in a closed state where game balls cannot enter (it is also said that the second starting winning port is in a closed state). On the other hand, the variable winning ball device 6B is in an open state where game balls can enter the second starting winning port when the movable wing pieces are in the tilted position when the solenoid 81 is in the on state (it is also said that the second starting winning port is in an open state). When a game ball enters the second starting winning port, a predetermined number (for example, three) of prize balls are paid out, and the second special figure game can be started. Note that the variable winning ball device 6B only needs to be able to change between a closed state and an open state, and is not limited to one provided with an electric tulip-type accessory.
[0024] At predetermined positions on the game board 2 (in the example shown in FIG. 1, three positions in the lower left of the game area and one position above the variable winning ball device 6B), a general winning port 10 that is always kept in a certain open state by a predetermined ball receiving member is provided. In this case, when a game ball enters any of the general winning ports 10, a predetermined number (for example, three) of game balls are paid out as prize balls.
[0025] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a big winning opening is provided. The special variable winning ball device 7 includes a big winning opening door that is driven to open and close by a solenoid 82 (see FIG. 3), and forms a big winning opening as a specific area that changes between an open state and a closed state by the big winning opening door.
[0026] As an example, in the special variable winning ball device 7, when the solenoid 82 for the big winning opening door (for a special electric accessory) is in an off state, the big winning opening door closes the big winning opening, and game balls cannot enter (pass through) the big winning opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the big winning opening door is in an on state, the big winning opening door opens the big winning opening, and game balls can easily enter the big winning opening.
[0027] When a game ball enters the big winning opening, a predetermined number (for example, 15) of game balls are paid out as prize balls. When a game ball enters the big winning opening, more prize balls are paid out than when a game ball enters, for example, the first start winning opening, the second start winning opening, or the general winning opening 10.
[0028] When a game ball enters each winning opening including the general winning opening 10, it is also referred to as "winning". In particular, winning at the start openings (the first start winning opening, the second start winning opening) is also referred to as a start winning.
[0029] At a predetermined position of the game board 2 (in the example shown in FIG. 1, the lower left of the game area), a normal symbol display 20 is provided. As an example, the normal symbol display 20 is composed of 7-segment LEDs or the like, and performs variable display of normal symbols as a plurality of types of normal identification information different from the special symbols. The normal symbols are represented by numbers indicating "0" to "9", lighting patterns such as "-", and the like. The normal symbols may include a pattern in which all the LEDs are turned off. Such variable display of normal symbols is also referred to as a normal symbol game.
[0030] To the right of the image display device 5, a passage gate 41 through which game balls can pass is provided. Based on the fact that a game ball has passed through the passage gate 41, a normal symbol game is executed.
[0031] Below the normal symbol display 20, a normal symbol hold display 25C is provided. The normal symbol hold display 25C includes, for example, four LEDs, and displays the number of normal symbol games whose execution is on hold, i.e., the normal symbol hold memory number, by the number of lit LEDs.
[0032] On the surface of the game board 2, in addition to the above configuration, a windmill for changing the flow direction and speed of the game balls and a number of obstacle pins are provided. At the lowermost part of the game area, an out port is provided for taking in game balls that have not entered any of the winning ports.
[0033] On the upper left and right positions of the game machine frame 3, speakers 8L and 8R for reproducing and outputting sound effects and the like are provided. Above the image display device 5 in the game machine frame 3, a main lamp 9a is provided, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the game area. As shown in the figure, the frame lamp 9b includes a lower left lamp 9bL1 in the lower left part, an upper left lamp 9bL2 in the upper left part, a lower right lamp 9bR1 in the lower right part, and an upper right lamp 9bR2 in the upper right part. Further, an attacker lamp 9c is provided in the vicinity of the special variable winning ball device 7 on the game board 2. Also, speaker lamps 9eL and 9eR are provided corresponding to the speakers 8L and 8R respectively. Below the image display device 5 on the game board 2, a display device lower lamp 9f is provided. As shown in the figure, the display device lower lamp 9f includes a left display device lower lamp 9fL and a right display device lower lamp 9fR. Also, near the general winning ports 10 provided at three locations in the lower left of the game area, general winning port near lamps 9g are provided.
[0034] At a predetermined position of the game board 2 (the upper position of the image display device 5 in FIG. 1), a movable body 32 that operates according to an effect is provided. Further, a movable body lamp 9d is provided on the movable body 32. The movable body lamp 9d, the main lamp 9a, the frame lamp 9b, the attacker lamp 9c, the speaker lamps 9eL and 9eR, the display device lower lamp 9f, and the general winning port vicinity lamp 9g described above may be collectively referred to as the game effect lamp 9. Incidentally, these main lamp 9a, frame lamp 9b, attacker lamp 9c, movable body lamp 9d, speaker lamps 9eL and 9eR, display device lower lamp 9f, and general winning port vicinity lamp 9g are configured to include LEDs.
[0035] At the lower right position of the game machine frame 3, a hitting operation handle (operation knob) 30 that is operated by a player or the like to fire a game ball toward the game area by a ball hitting and firing device is provided.
[0036] At a predetermined position of the game machine frame 3 below the game area, a hitting supply tray (upper tray) is provided to hold (store) the game balls paid out as prize balls or the game balls lent by a predetermined ball lending machine so as to be supplyable to the ball hitting and firing device. Below the upper tray, a hitting supply tray (lower tray) from which prize balls are paid out when the upper tray is full is provided.
[0037] At a predetermined position of the game machine frame 3 below the game area, a stick controller 31A that can be held by a player and tilted is attached. The stick controller 31A is provided with a trigger button that can be pressed by the player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 3).
[0038] At a predetermined position of the game machine frame 3 below the game area, a push button 31B that enables a player to perform a predetermined instruction operation by a pressing operation or the like is provided. Operations on the push button 31B are detected by a push sensor 35B (see FIG. 3).
[0039] In the pachinko gaming machine 1, as detection means for detecting the operations (such as operations) of the player, a stick controller 31A and push buttons 31B are provided, but detection means other than these may also be provided.
[0040] FIG. 2 is a rear perspective view of the pachinko gaming machine 1. On the back surface of the pachinko gaming machine 1, a main board 11 housed in a board case 201 is mounted. 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 setting values such as the winning probability of a big win and the ball payout rate in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached outside the main board 11, such as at a predetermined position on the power supply board 17.
[0041] A display monitor 29 is arranged at the center of the back surface of the main board 11, and a display changeover switch 31 is arranged on 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 arranged in the front when the back surface side of the game board 2 is visually recognized with the frame 3 for the gaming machine open.
[0042] The display monitor 29 can display, for example, winning information such as consecutive ratios, combination ratios, and bases. The consecutive ratio is the ratio of the number of bonus balls obtained by winning in the big winning opening (attacker) among the total number of bonus balls. The combination ratio is the ratio of the number of bonus balls obtained by winning in the second start winning opening (electric chew) and the number of bonus balls obtained by winning in the big winning opening (attacker) among the total number of bonus balls. The base is the ratio of the total number of bonus balls to the number of game balls launched. When in the setting change state or the setting confirmation state, the display monitor 29 can display the setting values in the pachinko gaming machine 1. The display monitor 29 may be able to display setting values to be changed or confirmed, etc., when in the setting change state or the setting confirmation state.
[0043] The setting key 51 and the setting changeover switch 52 cannot be operated from the front side of the pachinko gaming machine 1 when the gaming machine frame 3 is in the closed state. A glass door frame 3a having a glass window is rotatably provided on the gaming machine frame 3, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.
[0044] In the pachinko gaming machine 1, a security cover 500A is attached to the right end of the outer frame 1a formed in a vertically long rectangular frame shape. The security cover 500A covers the right side portion of the substrate case 201 including the setting key 51 and the setting changeover switch 52 from the back side when the gaming machine frame 3 is closed. The security cover 500A is a substantially L-shaped member including a short piece 500Aa and a long piece 500Ab, and may be formed of a synthetic resin having transparency.
[0045] (Outline of game progress) By a rotational operation by the player on the hitting operation handle 30 provided in the pachinko gaming machine 1, the game ball is launched toward the gaming area. When the game ball passes through the passage gate 41, the normal symbol game by the normal symbol display 20 is started. When the game ball passes through the passage gate 41 during the period of execution of the previous normal symbol game or the like (when the game ball passes through the passage gate 41 but the normal symbol game based on the passage cannot be executed immediately), the normal symbol game based on the passage is held up to a predetermined upper limit number (for example, 4).
[0046] In this normal symbol game, if a specific normal symbol (normal symbol winning symbol) stops and is displayed, the display result of the normal symbol becomes "normal symbol win". On the other hand, as the determined normal symbol, if a normal symbol other than the normal symbol winning symbol (normal symbol losing symbol) stops and is displayed, the display result of the normal symbol becomes "normal symbol lose". When it becomes "normal symbol win", opening control is performed to keep the variable prize ball device 6B in an open state for a predetermined period (the second start winning opening becomes open).
[0047] When a game ball enters the first start winning opening formed in the winning ball device 6A, the first special symbol game by the first special symbol display device 4A is started.
[0048] When a game ball enters the second start winning opening formed in the variable winning ball device 6B, the second special symbol game by the second special symbol display device 4B is started.
[0049] During the period of execution of the special symbol game and during the period controlled to the big win game state or small win game state described later, when a game ball enters (wins) the start winning opening (when a start win occurs but the special symbol game based on the start win cannot be immediately executed), the special symbol game based on the entry is held until a predetermined upper limit number (for example, 4).
[0050] In the special symbol game, if a specific special symbol (big win symbol, for example, "7", the actual symbol varies according to the big win type described later) is stopped and displayed as the determined special symbol, it is a "big win". If a predetermined special symbol different from the big win symbol (small win symbol, for example, "2") is stopped and displayed, it is a "small win". Also, if a special symbol different from the big win symbol and small win symbol (losing symbol, for example, "-") is stopped and displayed, it is a "loss".
[0051] After the display result in the special symbol game becomes a "big win", it is controlled to the big win game state as an advantageous state for the player. After the display result in the special symbol game becomes a "small win", it is controlled to the small win game state.
[0052] In the big win gaming state, the big winning opening formed by the special variable winning ball device 7 is opened in a predetermined manner. The open state continues until the earlier timing of the elapse of a predetermined period (for example, 29.5 seconds or 1.8 seconds) and the timing until the number of game balls entering the big winning opening reaches a predetermined number (for example, 10). The predetermined period is the upper limit period during which the big winning opening can be opened in one round, and hereinafter is also referred to as the opening upper limit period. One cycle in which the big winning opening is in the open state like this is called a round (round game). In the big win gaming state, the round can be repeatedly executed until a predetermined upper limit number of times (15 times or 2 times) is reached.
[0053] In the big win gaming state, the player can obtain prize balls by causing the game balls to enter the big winning opening. Therefore, the big win gaming state is an advantageous state for the player. The more rounds there are in the big win gaming state and the longer the opening upper limit period is, the more advantageous it is for the player. In the big win gaming state, so-called right shooting, which shoots the game balls into the right game area so that the game balls are awarded to the big winning opening formed by the special variable winning ball device 7, may be performed.
[0054] Note that big win types are set for "big wins". For example, a plurality of types of opening modes of the big winning opening (number of rounds and opening upper limit period) and game states after the big win gaming state (normal state, time-saving state, probability-variable state, etc.) are prepared, and big win types are set according to these. As big win types, there may be provided big win types in which many prize balls can be obtained, big win types with few prize balls, or big win types in which almost no prize balls can be obtained.
[0055] In the small win gaming state, the big winning opening formed by the special variable winning ball device 7 is opened in a predetermined opening mode. For example, in the small win gaming state, the big winning opening is in the open state in the same opening mode as in the big win gaming state in some big win types (the number of times the big winning opening is opened is the same as the above number of rounds, and the closing timing of the big winning opening is also the same, etc.). Note that similar to the big win types, small win types may also be provided for "small wins".
[0056] After the jackpot game state ends, depending on the above jackpot type, it may be controlled to a time-shortened state or a probability-variable state.
[0057] In the time-shortened state, control (time-shortening control) is executed to shorten the average special symbol variation time (the period during which the special symbol varies) compared to the normal state. In the time-shortened 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 opening, such as shortening the average general symbol variation time (the period during which the general symbol varies) compared to the normal state or increasing the probability of "general symbol win" in the general symbol game compared to the normal state. Since the time-shortened state is a state where the variation efficiency of the special symbol (especially the second special symbol) is improved, it is an advantageous state for the player.
[0058] In the probability-variable state (probability variation state), in addition to the time-shortening control, probability-variable control is executed to increase the probability that the display result becomes a "jackpot" compared to the normal state. Since the probability-variable state is a state where the variation efficiency of the special symbol is improved and it is easy to get a "jackpot" in addition, it is an even more advantageous state for the player.
[0059] The time-shortened state and the probability-variable state continue until any one of the end conditions, such as a predetermined number of special symbol games being executed and the next jackpot game state starting, is satisfied first. What is called "running out of times" when the execution of a predetermined number of special symbol games becomes the end condition (time-shortening when running out of times, probability variation when running out of times, etc.).
[0060] The normal state refers to a game state other than advantageous states such as the jackpot game state advantageous to the player and special states such as the time-shortened state and the probability-variable state. The pachinko gaming machine 1, such as the probability of the display result being "general symbol win" in the general symbol game and the probability of the display result being "jackpot" in the special symbol game, is controlled to be the same as the initial setting state of the pachinko gaming machine 1 (when, for example, no predetermined return process is executed after power-on as in the case of a system reset).
[0061] The state in which the probability variation control is being executed is also referred to as the high probability state, and the state in which the probability variation control is not being executed is also referred to as the low probability state. The state in which the time shortening control is being executed is also referred to as the high base state, and the state in which the time shortening control is not being executed is also referred to as the low base state. By combining these, the time shortening state is also referred to as the low probability high base state, the probability variation state is also referred to as the high probability high base state, the normal state is also referred to as the low probability low base state, etc. The high probability state and the low base state are also referred to as the high probability low base state.
[0062] After the small win game state ends, the game state is not changed, and the control continues in the game state before the display result of the special figure game becomes "small win" (however, when the special figure game at the time of "small win" is the special figure game of the predetermined number of times in the above-mentioned count cut-off, the game state is naturally changed). Note that the display result of the special figure game may not be "small win".
[0063] Note that the game state may change based on the game ball passing through a specific area (for example, a specific area within the big winning opening) during the big win game state. For example, when the game ball passes through the specific area, it may be controlled to the probability variation state after that big win game state. (Progress of the performance, etc.)
[0064] In the pachinko gaming machine 1, various effects (effects for notifying the progress of the game or livening up the game) are executed according to the progress of the game. The said effect will be demonstrated below. Note that the said effect is performed by displaying various effect images on the image display device 5, but in addition to or instead of the said display, it may be performed as an effect using the audio output from the speakers 8L and 8R, the lighting or extinguishing of the game effect lamp 9, the movement of the movable body 32, or any effect device including some or all of these.
[0065] As an effect executed according to the progress of the game, in the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R provided in the image display device 5, variable display of the decorative symbols is started corresponding to the start of the first special figure game or the second special figure game. At the timing when the display result (also referred to as the determined special symbol) in the first special figure game or the second special figure 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).
[0066] During the period from the start to the end of the variable display of the decorative symbols, the mode of the variable display of the decorative symbols may become a predetermined reach mode (reach is established). Here, the reach mode means a mode in which the variable display continues for the decorative symbols that have not yet been stopped and displayed when the decorative symbols stopped and displayed on the screen of the image display device 5 constitute a part of the jackpot combination described later.
[0067] Also, a reach effect is executed corresponding to the reach mode being achieved during the variable display of the decorative symbols. In the pachinko game machine 1, a plurality of types of reach effects with different ratios (also called jackpot reliability and jackpot expectancy) of the display result (display result of the special figure game or display result of the variable display of the decorative symbols) becoming "jackpot" according to the effect mode are executed. Examples of the reach effect include a normal reach and a super reach with a higher jackpot reliability than the normal reach.
[0068] When the display result of the special figure game becomes "jackpot", on the screen of the image display device 5, a determined decorative symbol that becomes a predetermined jackpot combination is derived as the display result of the variable display of the decorative symbols (the display result of the variable display of the decorative symbols becomes "jackpot"). As an example, the same decorative symbol (for example, "7", etc.) is aligned and stopped and displayed on a predetermined effective line in the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R.
[0069] In the case of a "probability-variable jackpot" that is controlled to the probability-variable state after the end of the big win gaming state, odd decorative symbols (e.g., "7", etc.) may be aligned and stop displaying. In the case of a "non-probability-variable jackpot (normal jackpot)" that is not controlled to the probability-variable state after the end of the big win gaming state, even decorative symbols (e.g., "6", etc.) may be aligned and stop displaying. In this case, odd decorative symbols are also referred to as probability-variable symbols, and even decorative symbols are also referred to as non-probability-variable symbols (normal symbols). After reaching the reach mode with non-probability-variable symbols, an upgrading effect that finally results in a "probability-variable jackpot" may be executed.
[0070] When the display result of the special symbol game is a "small win", on the screen of the image display device 5, as the display result of the variable display of the decorative symbols, a determined decorative symbol that becomes a predetermined small win combination (e.g., "1 3 5", etc.) is derived (the display result of the variable display of the decorative symbols becomes a "small win"). As an example, the decorative symbols constituting the chance symbols stop displaying on the predetermined effective lines in the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R. Note that a common determined decorative symbol may be derived and displayed when the display result of the special symbol game is a "big win" of some big win types (big win types in the big win gaming state in the same mode as the small win gaming state) and when it is a "small win".
[0071] When the display result of the special symbol game is a "miss", the variable display mode of the decorative symbols does not become the reach mode, and as the display result of the variable display of the decorative symbols, a determined decorative symbol of a non-reach combination (also referred to as a "non-reach miss") may stop displaying (the display result of the variable display of the decorative symbols becomes a "non-reach miss"). Also, when the display result is a "miss", after the variable display mode of the decorative symbols becomes the reach mode, as the display result of the variable display of the decorative symbols, a determined decorative symbol of a predetermined reach combination that is not a big win combination (also referred to as a "reach miss") may stop displaying (the display result of the variable display of the decorative symbols becomes a "reach miss").
[0072] The effects that the pachinko gaming machine 1 can execute also include displaying the above variable display-compatible displays (hold display and active display). Further, as other effects, for example, a preview effect for announcing the jackpot reliability is executed during the variable display of the decorative pattern. The preview effect includes a preview effect for announcing the jackpot reliability in the variable display being executed and a pre-reading preview effect for announcing the jackpot reliability in the variable display before execution (the variable display whose execution is on hold). As the pre-reading preview effect, an effect for changing the display mode of the variable display-compatible display (hold display and active display) to a mode different from the normal mode may be executed.
[0073] Also, in the image display device 5, a pseudo continuous effect that makes a single variable display appear to be a plurality of variable displays by temporarily stopping the decorative pattern once during the variable display of the decorative pattern and then resuming the variable display may be executed.
[0074] Even during the jackpot gaming state, a jackpot-in effect for notifying the jackpot gaming state is executed. As the jackpot-in effect, an effect for notifying the number of rounds or a promotion effect indicating that the value of the jackpot gaming state is improved may be executed. Also, even during the minor jackpot gaming state, a minor-jackpot-in effect for notifying the minor jackpot gaming state is executed. Note that by executing a common effect during the minor jackpot gaming state and the jackpot gaming state of some jackpot types (jackpot types in the same mode as the minor jackpot gaming state, for example, jackpot types that make the subsequent gaming state a high-probability state), it may be made impossible for the player to tell whether the current state is the minor jackpot gaming state or the jackpot gaming state. In such a case, by executing a common effect after the end of the minor jackpot gaming state and after the end of the jackpot gaming state, it may be made impossible to distinguish whether it is a high-probability state or a low-probability state.
[0075] Also, for example, when a special figure game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer-waiting demo effect is executed).
[0076] (Board configuration) The pachinko gaming machine 1 is equipped with, for example, a main board 11, a performance control board 12, an audio control board 13, a lamp control board 14, a relay board 15, etc. as shown in FIG. 3. In addition, on the back of the pachinko gaming machine 1, various boards such as a payout control board, an information terminal board, a launch control board, etc. are arranged. Furthermore, a power supply board 17 is also installed. The various control boards include not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and electrical components can be mounted, but also electronic circuit mounting boards on which electrical components are mounted on the electronic circuit board to realize specific electrical functions.
[0077] In the pachinko gaming machine 1, power from an AC power supply such as AC100V in an external power supply such as a commercial power supply can be supplied by the power supply board 17 to electrical components including various control boards such as the main board 11 and the performance control board 12. The power supply board 17 is provided with, for example, a rectifying circuit for converting alternating current (AC) to direct current (DC), a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (such as DC12V or DC5V), etc.
[0078] The main board 11 is the main control board on the main side and has a function of controlling the progress of the above games in the pachinko gaming machine 1 (execution of special figure games (including management of holds), execution of general figure games (including management of holds), jackpot 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.
[0079] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer and includes 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.
[0080] The CPU 103 performs a process of controlling the progress of the game (a process that realizes the functions of the main board 11) by executing the program stored in the ROM 101. At this time, various data stored in the ROM 101 (data such as variable patterns described later, production control commands described later, and various tables referred to when making various determinations described later) are used, and the RAM 102 is used as the main memory. A part or all of the RAM 102 serves as a backup RAM whose stored content is preserved for a predetermined period even when the power supply to the pachinko machine 1 stops. Note that all or part of the program stored in the ROM 101 may be expanded to the RAM 102 and executed on the RAM 102.
[0081] The random number circuit 104 countably updates numerical data indicating various random number values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0082] The I / O 105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals for controlling (driving) the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display 20, the first hold display 25A, the second hold display 25B, the normal symbol hold display 25C, etc., solenoid drive signals).
[0083] The switch circuit 110 captures detection signals (detection signals indicating that a game ball has passed or entered and the switch has turned on, etc.) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23) and transmits them to the game control microcomputer 100. By transmitting the detection signal, it is detected that a game ball has passed or entered.
[0084] 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 putting control circuits such as the game control microcomputer 100 into an operation stop state, and it may be output using any one of a power supply monitoring circuit, a built-in watchdog timer IC, or a system reset IC. The power-off signal becomes off when a predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and becomes on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or more. The clear signal becomes on in response to, for example, a pressing operation on a clear switch provided on the power supply board 17.
[0085] The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal for turning on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for ordinary electric accessory or the solenoid 82 for the big winning opening door.
[0086] The main board 11 is connected to a display monitor 29, a display switching switch 31, a setting key 51, a setting switching switch 52, and a door opening sensor 90. The door opening sensor 90 detects the opening of the game machine frame 3 including the glass door frame 3a.
[0087] The main board 11 (game control microcomputer 100) supplies an effect control command (a command for specifying (notifying) the progress status of the game, etc.) to the effect control board 12 as part of the control of the progress of the game. The effect control command output from the main board 11 is relayed by the relay board 15 and supplied to the effect control board 12. The effect control command includes, for example, various determination results on the main board 11 (for example, the display result of the special figure game (including the big win type), the variable pattern used when executing the special figure game (details will be described later)), the status of the game (for example, the start or end of variable display, the opening status of the big winning opening, the occurrence of a prize, the number of reserved memories, the game state), commands for specifying the occurrence of an error, etc.
[0088] The performance control board 12 is a sub-control board independent of the main board 11, which receives performance control commands and has the function of executing performances (various performances according to the progress of the game, including driving of the movable body 32, error notification, notification of power failure recovery, etc.) based on the received performance control commands.
[0089] 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.
[0090] By executing the program stored in the ROM 121, the performance control CPU 120 performs processing for executing performances (processing for realizing the above functions of the performance control board 12, including determination of performances to be executed, etc.) 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.
[0091] The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on detection signals (signals output when an operation by a player is detected, and signals appropriately indicating the operation content) from the controller sensor unit 35A or the push sensor 35B.
[0092] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on an instruction to execute a performance from the performance control CPU 120.
[0093] The display control unit 123 supplies a video signal corresponding to the executed effect to the image display device 5 based on the effect execution instruction from the effect control CPU 120, thereby causing the image display device 5 to display the effect image. The display control unit 123 further supplies a sound designation signal (a signal for designating the output sound) to the sound control board 13 and a lamp signal (a signal for designating the lighting / extinguishing mode of the lamp) to the lamp control board 14 in order to perform voice output synchronized with the display of the effect image and lighting / extinguishing of the game effect lamp 9. Also, the display control unit 123 supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0094] The sound control board 13 is equipped with various circuits for driving the speakers 8L and 8R, drives the speakers 8L and 8R based on the sound designation signal, and causes the speakers 8L and 8R to output the sound designated by the sound designation signal.
[0095] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, drives the game effect lamp 9 based on the lamp signal, and lights / extinguishes the game effect lamp 9 in the mode designated by the lamp signal. In this way, the display control unit 123 controls voice output and lighting / extinguishing of the lamp.
[0096] Note that the control of voice output, lighting / extinguishing of the lamp (such as supply of the sound designation signal and lamp signal), and control of the movable body 32 (such as supply of a signal for operating the movable body 32) may be performed by the effect control CPU 120.
[0097] The random number circuit 124 countably updates numerical data indicating various random values (random numbers for effects) used for executing various effects. The random numbers for effects may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software).
[0098] The I / O 125 mounted on the performance control board 12 includes an input port for capturing performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signal, sound designation signal, lamp signal).
[0099] Boards other than the main board 11, such as the performance control board 12, the audio control board 13, and the lamp control board 14, are also referred to as sub-boards. A plurality of sub-boards may be provided according to function like in the pachinko gaming machine 1, or one sub-board may be configured to have a plurality of functions.
[0100] (Operation) Next, the operation (function) of the pachinko gaming machine 1 will be described.
[0101] (Main operations of the main board 11) First, the main operations on the main board 11 will be described. When power supply to the pachinko gaming machine 1 is started, the game control microcomputer 100 is activated, 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 on the main board 11.
[0102] In the game control main process shown in FIG. 4, the CPU 103 first sets interrupt inhibition (step S1). Subsequently, necessary initial settings are performed (step S2). The initial settings include setting the stack pointer, register settings of built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and settings to make the RAM 102 accessible.
[0103] 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, there is backup data, and the backup RAM is normal. When the power supply to the pachinko gaming machine 1 is started, for example, if the clear switch provided on the power supply board 17 is pressed, the on-state clear signal is input to the game control microcomputer 100. When such an on-state clear signal is input, it may be determined that the recovery condition is not satisfied in step S3. The backup data may be stored in the RAM 102 that serves as the backup RAM for game control. In step S3, it may be determined whether the recovery condition can be satisfied by checking or inspecting the presence or absence of backup data and data errors.
[0104] When the recovery condition is satisfied (step S3; Yes), after executing the recovery process (step S4), the setting confirmation process (step S5) is executed. By the recovery process in step S4, the work area is set based on the stored content of the RAM 102. By setting the work area using the backup data stored in the RAM 102, the game state when the power supply was stopped is restored. For example, if the special symbol was in the middle of changing, it may be possible to resume the change of the special symbol from the state before the stop.
[0105] When the recovery condition is not satisfied (step S3; No), after executing the initialization process (step S6), the setting change process (step S7) is executed. The initialization process in step S6 includes a clear process for clearing the flags, counters, and buffers stored in the RAM 102. By executing the clear process, initial values are set in the work area.
[0106] 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 detection signal from the door release sensor 90 is in the on state and the setting key 51 is turned on when the power supply is started. The setting confirmation process of step S5 is executed when the recovery condition including that the clear signal is in the off state is satisfied in step S3. Therefore, the setting confirmation condition can be satisfied only when the clear signal is in the off state, so the fact that the clear signal is in the off state can also be included in the setting confirmation condition.
[0107] 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 set values can be confirmed, and a setting confirmation start command is sent from the main board 11 to the effect control board 12. In the setting confirmation state, the set values set in the pachinko gaming machine 1 can be confirmed by the display on the display monitor 29. When ending the setting confirmation state, a setting confirmation end command is sent from the main board 11 to the effect control board 12.
[0108] When the pachinko gaming machine 1 is in the setting confirmation state, it may be set to a game stop state in which the progress of the game in the pachinko gaming machine 1 is stopped. In the game stop state, the firing of game balls by operating the hitting operation handle, the detection of game balls by various switches, etc. are stopped, and in the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display 20, it may be controlled to stop displaying losing symbols or to perform displays corresponding to game stop states different from the losing symbols. When the setting confirmation state ends, the accompanying game stop state may also end.
[0109] In the setting change process of step S7, it is determined whether a preset setting change condition is satisfied. The setting change condition is satisfied, for example, when the detection signal from the door opening sensor 90 is in the on state and the setting key 51 is operated in the on state when the power supply is started. The setting change condition may include that the clear signal is in the on state.
[0110] When the setting change condition is satisfied in the setting change process of step S7, the pachinko gaming machine 1 enters a setting change state in which the set value can be changed, and a setting change start command is transmitted from the main board 11 to the effect control board 12. In the setting change state, the set value is displayed on the display monitor 29, and each time an operation of the setting change switch 52 is detected, the numerical value displayed on the display monitor 29 is sequentially updated and displayed. Then, based on the fact that the setting key 51 is turned off by an operation by a casino staff or the like, the set 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 ending the setting change state, a setting change end command is transmitted from the main board 11 to the effect control board 12.
[0111] When the pachinko gaming machine 1 is in the setting change state, similar to when it is in the setting confirmation state, the pachinko gaming machine 1 may be set to the game stop state. When the setting change state ends, the accompanying game stop state may also end.
[0112] On the effect control board 12 side, when receiving a setting confirmation start command or a setting change start command, control for notifying that the setting is being confirmed or the setting is being changed may be performed. 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 caused to emit light in a predetermined manner.
[0113] The clear signal becomes on, for example, by pressing a clear switch provided on the power supply board 17. Therefore, when 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 in step S6 and the setting change process in step S7 are executed, and it becomes possible to control to the setting change state. If the clear switch is off, the restoration process in step S4 and the setting confirmation process in step S5 are executed, and it becomes possible to control to the setting confirmation state. When power supply is started, if the detection signal from the door open sensor 90 is off, or if the setting key 51 is off, if the clear switch is on, the initialization process in step S6 is executed, but it is not controlled to the setting change state. If the clear switch is off, the restoration process in step S4 is executed, but it is not controlled to the setting confirmation state.
[0114] After executing the setting confirmation process or the setting change process, the CPU 103 executes a random number circuit setting process for initializing the random number circuit 104 (step S8). Then, the register of the CTC built in the game control microcomputer 100 is set so that a timer interrupt occurs periodically every predetermined time (for example, 2 ms) (step S9), and interrupts are permitted (step S10). Thereafter, a loop process is entered. Thereafter, an interrupt request signal is sent from the CTC to the CPU 103 every predetermined time (for example, 2 ms), and the CPU 103 can execute a timer interrupt process periodically.
[0115] When the CPU 103 that has executed such game control main processing receives an interrupt request signal from the CTC and accepts the interrupt request, it executes game control timer interrupt processing shown in the flowchart of FIG. 5. When starting the game control timer interrupt processing shown in FIG. 5, the CPU 103 first executes predetermined switch processing to determine the presence or absence of detection signals 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). Subsequently, by executing predetermined main-side error processing, the pachinko game machine 1 is diagnosed for abnormalities, and a warning can be generated if necessary according to the diagnosis result (step S22). After that, by executing predetermined information output processing, data such as jackpot information (information indicating the number of occurrences of jackpots, etc.), start information (information indicating the number of start wins, etc.), probability variation information (information indicating the number of times the probability variation state has occurred, etc.) supplied to a hall management computer installed outside the pachinko game machine 1 is output (step S23).
[0116] Following the information output processing, a game random number update process for updating at least a part of the game random numbers used on the main board 11 side by software is executed (step S24). After that, the CPU 103 executes special symbol process processing (step S25). By the CPU 103 executing the special symbol process processing at each timer interrupt, the execution and reservation management of the special symbol game, the control of the jackpot game state and the minor jackpot game state, the control of the game state, etc. are realized.
[0117] Following the special symbol process processing, normal symbol process processing is executed (step S26). By the CPU 103 executing the normal symbol process processing at each timer interrupt, 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), the opening control of the variable prize ball device 6B based on "normal symbol win", etc. are made possible. The execution of the normal symbol game is performed by driving the normal symbol display 20, and the number of normal symbol reservations is displayed by lighting the normal symbol reservation display 25C.
[0118] After executing the normal symbol process, as part of the game control timer interrupt process, processing such as when a power failure occurs and processing for paying out prize balls may be performed. Thereafter, the CPU 103 executes command control processing (step S27). The CPU 103 may transmit and set an effect control command in each of the above processes. In the command control processing of step S27, processing is performed to transmit the transmitted and set effect control command to a sub-control board such as the effect control board 12. After executing the command control processing, interrupts are permitted and then the game control timer interrupt process is terminated.
[0119] FIG. 6 is a flowchart showing an example of the processing executed in step S25 shown in FIG. 5 as the special symbol process. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
[0120] In the start winning determination process, detection of the occurrence of a start winning, storage of hold information in a predetermined area of the RAM 102, and update of the hold memory count are executed. When a start winning occurs, a random number value for determining a display result (including the jackpot type) and a variation pattern is extracted and stored as hold information. Further, based on the extracted random number value, processing for pre-reading the display result and the variation pattern may be executed. After storing the hold information and the hold memory count, transmission setting for transmitting an effect control command for designating the determination results such as the occurrence of a start winning, the hold memory count, and pre-reading determination to the effect control board 12 is performed. The effect control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the effect control board 12, for example, when the special symbol process ends and the command control processing of step S27 shown in FIG. 4 is executed.
[0121] After executing the start winning determination process in step S101, the CPU 103 selects and executes one of the processes in steps S110 to S120 according to the value of the special drawing process flag provided in the RAM 102. In each process of the special symbol process (steps S110 to S120), transmission settings for transmitting the effect control command corresponding to each process to the effect control board 12 are performed.
[0122] The special symbol normal process in step S110 is executed when the value of the special drawing process flag is "0" (initial value). In this special symbol normal process, a determination is made as to whether to start the first special drawing game or the second special drawing game based on the presence or absence of hold information. Also, in the special symbol normal process, based on the random number value for determining the display result, whether to set the display result of the special symbol and the decoration symbol as "big win" or "small win" or the big win type in the case of "big win" is determined (predetermined) before the display result is derived and displayed. Further, in the special symbol normal process, a definite special symbol (either a big win symbol, a small win symbol, or a losing symbol) to be stopped and displayed in the special drawing game is set corresponding to the determined display result. After that, the value of the special drawing process flag is updated to "1", and the special symbol normal process ends. Note that the special drawing game using the second special drawing may be executed with priority over the special drawing game using the first special drawing (also referred to as preferential digestion of special drawing 2). Also, the winning order of the game balls entering the first start winning port and the second start winning port may be memorized, and the start conditions of the special drawing game may be established in the winning order (also referred to as winning order digestion).
[0123] When making various determinations based on the random number value, various tables stored in the ROM 101 (tables in which the determination values compared with the random number value are assigned to the determination results) are referred to. The same applies to other determinations on the main board 11 and various determinations on the effect control board 12. In the effect control board 12, various tables are stored in the ROM 121.
[0124] The variable pattern setting process in step S111 is executed when the value of the special figure process flag is "1". This variable pattern setting process includes a process of determining one of a plurality of types of variable patterns using a random number value for determining the variable pattern based on a prior determination result such as whether the display result is a "big win" or a "small win", and the like. In the variable pattern setting process, when the variable pattern is determined, the value of the special figure process flag is updated to "2", and the variable pattern setting process ends.
[0125] The variable pattern specifies the execution time of the special figure game (special figure variation time) (which is also the execution time of the variable display of the decorative symbol), the mode of the variable display of the decorative symbol (such as the presence or absence of a reach), the production content during the variable display of the decorative symbol (such as the type of reach production), and is also called a variable display pattern.
[0126] The special symbol variation process in step S112 is executed when the value of the special figure process flag is "2". This special symbol variation process includes a process of making settings for varying the special symbol in the first special symbol display device 4A and the second special symbol display device 4B, a process of measuring the elapsed time since the start of the variation of the special symbol, and the like. Also, a determination is made as to whether the measured elapsed time has reached the special figure variation time corresponding to the variable pattern. When the elapsed time since the start of the variation of the special symbol has reached the special figure variation time, the value of the special figure process flag is updated to "3", and the special symbol variation process ends.
[0127] The special symbol stop process in step S113 is executed when the value of the special figure process flag is "3". This special symbol stop process includes a process of setting to stop the variation of the special symbol in the first special symbol display device 4A and the second special symbol display device 4B and to stop displaying (derive) the determined special symbol that is the display result of the special symbol. And when the display result is "big win", the value of the special figure process flag is updated to "4". On the other hand, when the big win flag is off and the display result is "small win", the value of the special figure process flag is updated to "8". Also, when the display result is "loss", the value of the special figure process flag is updated to "0". When the display result is "small win" or "loss" and the game is being controlled in the time-saving state or the probability-variable state and the end of the play count cut is established, the game state is also updated. When the value of the special figure process flag is updated, the special symbol stop process ends.
[0128] The pre-big-win release process in step S114 is executed when the value of the special figure process flag is "4". This pre-big-win release process includes a process of setting to start the execution of a round in the big win game state and to open the big winning port based on, for example, the fact that the display result is "big win". When opening the big winning port, a process of supplying a solenoid drive signal to the solenoid 82 for the big winning port door is executed. At this time, for example, the opening upper limit period for opening the big winning port and the upper limit number of times of executing the round are set according to the type of big win. When these settings are completed, the value of the special figure process flag is updated to "5" and the pre-big-win release process ends.
[0129] The jackpot release in - progress process in step S115 is executed when the value of the special figure process flag is "5". This jackpot release in - progress process includes processes such as measuring the elapsed time since the big winning opening was opened, and determining whether it is time to return the big winning opening from the open state to the closed state based on the measured elapsed time, the number of game balls detected by the count switch 23, etc. When returning the big winning opening to the closed state, after executing a process such as stopping the supply of the solenoid drive signal to the solenoid 82 for the big winning opening door, the value of the special figure process flag is updated to "6", and the jackpot release in - progress process ends.
[0130] The post - jackpot release process in step S116 is executed when the value of the special figure process flag is "6". This post - jackpot release process includes processes such as determining whether the number of executions of the round in which the big winning opening is in the open state has reached the set upper limit number of executions, and performing settings for ending the jackpot game state when the upper limit number of executions is reached. When the number of executions of the round has not reached the upper limit number of executions, the value of the special figure process flag is updated to "5", while when the number of executions of the round has reached the upper limit number of executions, the value of the special figure process flag is updated to "7". When the value of the special figure process flag is updated, the post - jackpot release process ends.
[0131] The jackpot end process in step S117 is executed when the value of the special figure process flag is "7". This jackpot end process includes processes such as waiting until the waiting time corresponding to the period during which the ending effect as an effect operation for notifying the end of the jackpot game state is executed has elapsed, and performing various settings for starting the probability variation control and time - shortening control in response to the end of the jackpot game state. When such settings are made, the value of the special figure process flag is updated to "0", and the jackpot end process ends.
[0132] The pre-small-win release process in step S118 is executed when the value of the special figure process flag is "8". This pre-small-win release process includes processes such as setting the big winning opening to the open state in the small-win gaming state based on the display result being "small win". At this time, the value of the special figure process flag is updated to "9", and the pre-small-win release process ends.
[0133] The in-small-win release process in step S119 is executed when the value of the special figure process flag is "9". This in-small-win release process includes processes such as measuring the elapsed time since the big winning opening was set to the open state, and determining whether it is time to return the big winning opening from the open state to the closed state based on the measured elapsed time and the like. When the big winning opening is returned to the closed state and it is time to end the small-win gaming state, the value of the special figure process flag is updated to "10", and the in-small-win release process ends.
[0134] The small-win end process in step S120 is executed when the value of the special figure process flag is "10". This small-win end process includes processes such as waiting until the waiting time corresponding to the period during which the production operation for notifying the end of the small-win gaming state is executed has elapsed. Here, when the small-win gaming state ends, the gaming state in the pachinko gaming machine 1 before it entered the small-win gaming state is continued. When the waiting time at the end of the small-win gaming state has elapsed, the value of the special figure process flag is updated to "0", and the small-win end process ends.
[0135] The pachinko gaming machine 1 is configured such that the winning probability of a big win and the payout rate change according to set values. For example, in the special symbol normal process of the special symbol process, by using a display result determination table (winning probability) according to the set value, the winning probability of a big win and the payout rate change. For example, the set value consists of six levels from 1 to 6, and when 6 is set, the winning probability of a big win is the highest, and the winning probability of a big win decreases in the order of 6, 5, 4, 3, 2, 1. In this example, when 6 is set as the set value, it is the most advantageous for the player, and the advantage decreases step by step in the order of 6, 5, 4, 3, 2, 1. If the winning probability of a big win changes according to the set value, the payout rate may also change according to the set value. The winning probability of a big win may be constant regardless of the set value, while the number of rounds in the big win gaming state may change according to the set value. The pachinko gaming machine 1 only needs to be configured to be able to set any one of a plurality of set values with different advantages for the player. The set value set in the pachinko gaming machine 1 is notified by sending a set value designation command from the main board 11 side to the effect control board 12 side.
[0136] Figure 7 shows a configuration example of the display result determination table. Figure 7(A) shows a configuration example of the display result determination table for the first special symbol used when the variable special symbol is the first special symbol, and Figure 7(B) shows a configuration example of the display result determination table for the second special symbol used when the variable special symbol is the second special symbol. The display result determination table is a collection of data stored in the ROM 101. In the display result determination table, according to the set value, a winning determination value to be compared with the random number value MR1 is assigned to the special symbol display result which is the variable display result of the special symbol. The random number value MR1 is a random number value for determining the display result, and its value is randomly updated in the range of 0 to 65535. As the display result determination table, a common display result determination table may be used for the first special symbol and the second special symbol.
[0137] In the display result determination table, when the game state is the probability variable state (high probability state), more determination values are assigned to the special figure display result of "big win" than when it is in the normal state or the time shortening state (low probability state). As a result, when in a high probability state such as the probability variable state in which probability variable control is performed in the pachinko gaming machine 1, the probability of being determined to be controlled to the big win game state is higher than when in a low probability state such as the normal state or the time shortening state.
[0138] In the first special figure display result determination table, regardless of the game state and the set value, determination values are assigned so that the probability of determining to control the special figure display result as "small win" and entering the small win game state is the same value. In the second special figure display result determination table, regardless of the game state and the set value, determination values are assigned so that the probability of determining to control the special figure display result as "small win" and entering the small win game state is a different same value from that in the first special figure display result determination table. Note that the probability of determining to control the special figure display result as "small win" and entering the small win game state may be varied according to the set value. The probability of determining to control the special figure display result as "small win" and entering the small win game state may be the same probability regardless of the variable special figure.
[0139] In the first special figure display result determination table and the second special figure display result determination table, when the game state is the normal state or the time shortening state, the range from 1020 to 1237 among the win determination values is set as the common numerical range of the big win determination values for determining a big win regardless of the set value. When the set value is 1, the range from 1020 to 1237 is assigned to "big win", and only the common numerical range of the big win determination values for determining a big win is set. On the other hand, when the set values are from 2 to 6, a numerical range corresponding to each set value starting from 1238 is set as the non-common numerical range of the big win determination values so as to be continuous from the common numerical range of the big win determination values.
[0140] In the first special figure display result determination table and the second special figure display result determination table, when the game state is the probability variable state, the range from 1020 to 1346 among the hit determination values is set to the common numerical range of the big hit determination values for determining a big hit regardless of the set value. When the set value is 1, since the range from 1020 to 1346 is assigned to "big hit", only the common numerical range of the big hit determination values for determining a big hit is set. On the other hand, when the set value is from 2 to 6, a numerical range corresponding to each set value starting from 1346 is set to the non-common numerical range of the big hit determination values so as to be continuous from the common numerical range of the big hit determination values.
[0141] In the first special figure display result determination table, when the game state is the normal state or the time shortening state, the range from 32767 to 33094 among the hit determination values is set to the common numerical range of the small hit determination values for determining a small hit regardless of the set value. The small hit determination values are set to a numerical range different from the common numerical range and the non-common numerical range of the big hit determination values regardless of whether the set value is any one of 1 to 6. Thereby, it is prevented that the numerical range of the small hit determination values overlaps with the range of the big hit determination values that changes according to each set value.
[0142] In the first special figure display result determination table, when the game state is the probability variable state, similar to the case where the game state is the normal state or the time shortening state, the range from 32767 to 33094 among the hit determination values is set to the common numerical range of the small hit determination values for determining a small hit regardless of the set value. The small hit determination values are set to a numerical range different from the common numerical range and the non-common numerical range of the big hit determination values regardless of whether the set value is any one of 1 to 6. Thereby, it is prevented that the numerical range of the small hit determination values overlaps with the range of the big hit determination values that changes according to each set value.
[0143] In the second special figure display result determination table, when the game state is the normal state or the short-time state, the range from 32767 to 33421 among the hit determination values is set as the common numerical range of the small hit determination values for determining a small hit regardless of the set value. The small hit determination values are set in a numerical range different from the common numerical range and the non-common numerical range of the big hit determination values regardless of whether the set value is any one of 1 to 6. Thereby, it is prevented that the numerical range of the small hit determination values overlaps with the range of the big hit determination values that changes according to each set value.
[0144] In the second special figure display result determination table, when the game state is the probability variable state, similar to the case where the game state is the normal state or the short-time state, the range from 32767 to 33421 among the hit determination values is set as the common numerical range of the small hit determination values for determining a small hit regardless of the set value. The small hit determination values are set in a numerical range different from the common numerical range and the non-common numerical range of the big hit determination values regardless of whether the set value is any one of 1 to 6. Thereby, it is prevented that the numerical range of the small hit determination values overlaps with the range of the big hit determination values that changes according to each set value.
[0145] The number of set values that can be set in the pachinko gaming machine 1 may be 5 or less or 7 or more. The smaller the set value set in the pachinko gaming machine 1, the more advantageous it may be for the player. The gaming performance 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 jackpot probability in the normal state is 1 / 320, and the gaming performance is such that the probability variation state loops at a rate of 65% (so-called probability variation loop type). When the set value set in the pachinko gaming machine 1 is 2, the jackpot probability in the normal state is 1 / 200, and while the gaming balls during the jackpot game are based on passing through a predetermined switch provided inside the special variable winning ball device 7 to control the gaming state after the end of the jackpot game to the probability variation state, the rate at which the gaming balls pass through the predetermined switch during the jackpot game varies according to the variable special figure (so-called V probability variation type). When the set value set in the pachinko gaming machine 1 is 3, the jackpot probability is 1 / 320 and the small win probability is 1 / 50, and the gaming performance may be such that the gaming state is controlled to the jackpot gaming state based on the gaming balls passing through a predetermined switch provided inside the special variable winning ball device 7 during the high base (time shortening control). When the set value set in the pachinko gaming machine 1 is any one of 1 to 3, the gaming performance is the same, but a setting may be provided where the jackpot probability and the small win probability are higher than when the set value is any one of 1 to 3, while the number of winning balls that can be obtained during the jackpot game is small (for example, when the set value set in the pachinko gaming machine 1 is any one of 4 to 6). When changing the gaming performance according to the set value, a common switch may be used for different purposes. Specifically, when the set value is 1 to 3, the predetermined switch provided inside the special variable winning ball device 7 is used as an effect switch (a switch for executing a predetermined effect every time the gaming balls pass through a predetermined area), and when the set value is 4 to 6, the predetermined switch may be used as a gaming switch (a switch for controlling the gaming state to the probability variation state or the jackpot gaming state based on the gaming balls passing through the predetermined switch).
[0146] The jackpot type may be determined at different ratios according to the set value based on the assignment of determination values in the jackpot type determination table. Alternatively, the jackpot type may be determined at a common ratio regardless of the set value. The variation pattern may be determined at different ratios according to the set value based on the assignment of determination values in the variation pattern determination table. Alternatively, the variation pattern may be determined at a common ratio regardless of the set value. By having different execution ratios of normal reach and super reach according to the set value, the set value may be suggested by the frequency at which normal reach and super reach are executed. Alternatively, the execution ratios of normal reach and super reach may be common regardless of the set value. Additionally, according to the set value, arbitrary setting suggestion effects may be made executable at different ratios.
[0147] (Main Operations of the Effect Control Board 12) Next, the main operations of the effect control board 12 will be described. In the effect control board 12, when power supply voltage is supplied from a power supply board or the like, the effect control CPU 120 starts up and executes an effect control main process as shown in the flowchart of FIG. 8. When starting the effect control main process shown in FIG. 8, the effect control CPU 120 first executes a predetermined initialization process (step S71), such as clearing the RAM 122, setting various initial values, and setting the registers of the CTC (counter / timer circuit) mounted on the effect control board 12. Also, an initial operation control process is executed (step S72). In the initial operation control process, controls for performing initial operations of the movable body 32, such as driving the movable body 32 to return to the initial position and performing predetermined operation confirmation, are executed.
[0148] Thereafter, it is determined whether the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (e.g., 2 milliseconds) elapses based on, for example, the register settings 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 system waits.
[0149] On the side of the effect control board 12, an interrupt for receiving an effect control command from the main board 11 occurs separately from the timer interrupt that occurs every time a predetermined time elapses. This interrupt is, for example, an interrupt generated when the effect control INT signal from the main board 11 becomes ON. When an interrupt is generated due to the effect control INT signal becoming ON, the effect control CPU 120 automatically sets itself to interrupt prohibition. However, when using a CPU that does not automatically enter the interrupt prohibition state, it is desirable to issue an interrupt prohibition command (DI command). The effect control CPU 120 executes, for example, a predetermined command reception interrupt process in response to the interrupt generated when the effect control INT signal becomes ON. In this command reception interrupt process, among the input ports included in the I / O 125, the effect control command is fetched from a predetermined input port that receives the control signal transmitted from the main board 11 via the relay board 15. The effect control command fetched at this time is stored, for example, in a buffer for receiving the effect control command provided in the RAM 122. After that, the effect control CPU 120 sets the interrupt permission and then ends the command reception interrupt process.
[0150] If the timer interrupt flag is ON in step S73 (step S73; Yes), the timer interrupt flag is cleared to be OFF (step S74), and command analysis processing is executed (step S75). In the command analysis processing, for example, after various effect control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the buffer for receiving the effect control command are read out, settings and controls corresponding to the read-out effect control commands are performed. For example, the read-out effect control command is stored in a predetermined area of the RAM 122, or the reception flag provided in the RAM 122 is turned ON so that it can be confirmed in the effect control process processing or the like what effect control command was received and what the content specified by the effect control command is. Also, when the effect control command specifies the game state, the display control unit 123 may be instructed to display the background corresponding to the game state.
[0151] After executing the command analysis process in step S75, an effect control process is executed (step S76). In the effect control process, for example, control for operating various effect devices is performed, such as the display operation of the effect image in the display area of the image display device 5, the voice output operation from the speakers 8L and 8R, the lighting operation of the decorative light emitters such as the game effect lamp 9 and the decorative LEDs, and the driving operation of the movable body 32. Also, regarding the control content of the effect operation using various effect devices, determination, decision-making, setting, etc. are performed according to the effect control commands transmitted from the main board 11 and the like.
[0152] Following the effect control process in step S76, an effect random number update process is executed (step S77), and at least a part of the effect random numbers used on the side of the effect control board 12 is updated by software. Then, the process returns to step S73. Before returning to the process of step S73, other processes may be executed.
[0153] FIG. 9 is a flowchart showing an example of the process executed in step S76 of FIG. 8 as the effect control process. In the effect control process shown in FIG. 9, the effect control CPU 120 first executes a pre-announcement setting process (step S161). In the pre-announcement setting process, for example, determination, decision-making, setting, etc. for executing a pre-announcement effect are performed based on the effect control command at the start winning transmitted from the main board 11. Also, a process for displaying a hold display is executed based on the number of holds stored specified from the effect control command.
[0154] After executing the process of step S161, the effect control CPU 120 selects and executes any one of the following processes of steps S170 to S177 according to the value of the effect process flag provided in, for example, the RAM 122.
[0155] The variable display start waiting process in step S170 is a process executed when the value of the production process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether to start the variable display of the decorative pattern in the image display device 5 based on whether a command or the like for specifying the start of the variable display is received from the main board 11. When it is determined to start the variable display of the decorative pattern in the image display device 5, the value of the production process flag is updated to "1", and the variable display start waiting process ends.
[0156] The variable display start setting process in step S171 is a process executed when the value of the production process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the production control command, the display result (determined decorative pattern) of the variable display of the decorative pattern, the mode of the variable display of the decorative pattern, the execution of various productions such as reach production and various notice productions, the mode, and the execution start timing are determined. Then, a production control pattern (a collection of control data for instructing the execution of the production to the display control unit 123) reflecting the determination result and the like is set. After that, based on the set production control pattern, the display control unit 123 is instructed to start the execution of the variable display of the decorative pattern, the value of the production process flag is updated to "2", and the variable display start setting process ends. The display control unit 123 starts the variable display of the decorative pattern in the image display device 5 by instructing the start of the execution of the variable display of the decorative pattern.
[0157] The variable display performance process in step S172 is a process that is executed when the value of 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, drive the movable body 32, output sound or sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the sound control board 13, and turn on / off / blink the game effect lamp 9 and the decorative LED by outputting a command (decoration signal) to the lamp control board 14, and execute various performance controls during the variable display of the decorative symbols. After performing such performance control, for example, when an end code indicating the end of the variable display of the decorative symbol is read from the performance control pattern, or when a command specifying to stop displaying the determined decorative symbol is received from the main board 11, etc., the determined decorative symbol that is the display result of the decorative symbol is stopped from being displayed. When the determined decorative symbol is stopped from being displayed, the value of the performance process flag is updated to "3", and the variable display performance process ends.
[0158] The special symbol hit waiting process in step S173 is a process that is executed when the value of the performance process flag is "3". In this special symbol hit waiting process, the performance control CPU 120 determines whether a performance control command specifying the start of a big win game state or a small win game state is received from the main board 11. And when a performance control command specifying 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 in-game performance process. Also, when the reception waiting time for the command elapses without receiving a command specifying the start of a big win game state or a small win game state, it is determined that the display result in the special symbol game is "miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the special symbol hit waiting process ends.
[0159] The small win in-play effect process in step S174 is a process executed when the value of the effect process flag is "4". In this small win in-play effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the effect content in the small win gaming state, and executes various effect controls in the small win gaming state based on the set content. Also, in the small win in-play effect process, for example, in response to receiving a command specifying the end of the small win gaming state from the main board 11, the value of the effect process flag is updated to "5", which is a value corresponding to the small win end effect, and the small win in-play effect process is terminated.
[0160] The small win end effect process in step S175 is a process executed when the value of the effect process flag is "5". In this small win end effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of the small win gaming state, and executes various effect controls at the end of the small win gaming state based on the set content. After that, the value of the effect process flag is updated to the initial value "0", and the small win end effect process is terminated.
[0161] The big win in-play effect process in step S176 is a process executed when the value of the effect process flag is "6". In this big win in-play effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the effect content in the big win gaming state, and executes various effect controls in the big win gaming state based on the set content. Also, in the big win in-play effect process, for example, in response to receiving a command specifying the end of the big win gaming state from the main board 11, the value of the effect process flag is updated to "7", which is a value corresponding to the ending effect process, and the big win in-play effect process is terminated.
[0162] The ending effect process in step S177 is a process executed when the value of the effect process flag is "7". In this ending effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of a big win gaming state, and executes various effect controls for the ending effect at the end of the big win gaming state based on the set content. Then, the value of the effect process flag is updated to the initial value "0", and the ending effect process is terminated.
[0163] (Modification example of the basic explanation) This invention is not limited to the pachinko gaming machine 1 described in the above basic explanation, and various modifications and applications are possible without departing from the gist of the present invention.
[0164] The pachinko gaming machine 1 in the above basic explanation was a payout type gaming machine that pays out a predetermined number of game media as prizes based on the occurrence of a winning, but it may also be an enclosed type gaming machine that encloses game media and awards points based on the occurrence of a winning.
[0165] During the variable display of the special symbol, only one type of symbol (for example, a symbol indicating "-") may be displayed, and the variable display may be performed by repeating the display and turning off of the symbol. Further, even when the symbol is displayed during the variable display, the symbol may not be displayed when the variable display stops (the symbol indicating "-" may not be displayed as the display result).
[0166] In the above basic explanation, the pachinko gaming machine 1 was shown as the gaming machine, but a slot machine (for example, a slot machine equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonuses, etc.)) capable of executing a game in which medals are inserted, a predetermined number of bets are set, a plurality of types of symbols are rotated according to the operation of the operation lever by the player, and when the combination of the stopped symbols becomes a specific combination of symbols when the player operates the stop button, a predetermined number of medals are paid out to the player is also applicable to the present invention.
[0167] The program and data for implementing the present invention are not limited to the form of being distributed and provided by a detachable recording medium to a computer device or the like included in the pachinko game machine 1, and may be distributed by being installed in advance in a storage device of the computer device or the like. Furthermore, the program and data for implementing the present invention may be distributed by being downloaded from other devices on a network connected via a communication line or the like by providing a communication processing unit.
[0168] And the execution form of the game is not limited to the one that is executed by attaching a detachable recording medium, but may also be in a form that enables execution by temporarily storing the program and data downloaded via a communication line or the like in an internal memory or the like, or in a form that directly executes using the hardware resources on the other device side on a network connected via a communication line or the like. Furthermore, it can also be in a form that executes the game by exchanging data with other computer devices or the like via a network.
[0169] In this specification, expressions for comparing various ratios such as the execution ratio of the effect (expressions such as "high", "low", "make different") may include the case where one ratio is "0%". For example, it also includes the case where one ratio is "0%" and the other ratio is "100%" or less than "100%".
[0170] (Explanation regarding the feature part 042AK) Next, the pachinko gaming machine in the characteristic part 042AK of the present embodiment will be described with reference to FIGS. 10-1 to 10-21. The pachinko gaming machine 1 in the characteristic part 042AK of the present embodiment starts displaying the number of acquired balls after a predetermined period in which the attacker is in an open state in the first round game. When the attacker does not win a prize within the predetermined period, a predetermined display indicating that the number of acquired balls has not increased is performed, and when the attacker wins a prize within the predetermined period, a specific display different from the predetermined display is performed. Hereinafter, the pachinko gaming machine 1 in the characteristic part 042AK having such characteristics will be described. Note that the description of the parts similar to those described in the above basic description will be omitted.
[0171] FIG. 10-1 is a front view of the pachinko gaming machine 1, showing a lighting example when all the game effect lamps 9 such as the main lamp 9a, the frame lamps 9b (lower left lamp 9bL1, upper left lamp 9bL2, lower right lamp 9bR1, upper right lamp 9bR2), the attacker lamp 9c, the movable body lamp 9d, the speaker lamps 9eL, 9eR, the display device lower lamps 9f (left display device lower lamp 9fL, right display device lower lamp 9fR), and the general winning port vicinity lamp 9g are lit. In the characteristic part 042AK of the present embodiment, although details will be described later, regarding the game effect lamps 9 such as the main lamp 9a, the frame lamps 9b (lower left lamp 9bL1, upper left lamp 9bL2, lower right lamp 9bR1, upper right lamp 9bR2), the attacker lamp 9c, the movable body lamp 9d, the speaker lamps 9eL, 9eR, the display device lower lamps 9f (left display device lower lamp 9fL, right display device lower lamp 9fR), and the general winning port vicinity lamp 9g, it is possible to suggest to the player that they should hit right by lighting them sequentially from the lower left to the lower right.
[0172] FIG. 10-2 is a flowchart showing an example of the process executed in step S113 of FIG. 6 as the special symbol stop process. In the special symbol stop process shown in FIG. 10-2, the CPU 103 first determines whether the big win flag is on (step 042AKS001). At this time, if the big win flag is on (step 042AKS001; Yes), the big win start effect waiting time is set (step 042AKS002). For example, in the process of step 042AKS002, a timer initial value predetermined corresponding to the big win start effect waiting time may be set in the game control process timer provided in the RAM 102.
[0173] Subsequent to the process of step 042AKS002, settings are made to transmit the win start designation command from the main board 11 to the effect control board 12 (step 042AKS003). For example, in the process of step 042AKS003, setting data indicating the storage address in the ROM 101 of the win start designation command table prepared in advance for transmitting the win start designation command may be stored in the buffer area designated by the transmission command pointer in the transmission command buffer. Thereafter, the big win flag is cleared to be in the off state (step 042AKS004). Also, settings are made to end the probability variation state and the time shortening state (step 042AKS005). For example, in step 042AKS005, processes such as clearing the probability variation flag and the time shortening flag to be in the off state, and clearing the special symbol variation number counter for counting the number of executions of the special symbol game in the probability variation state and the time shortening state may be executed. Then, after updating the value of the special symbol process flag to the value "4" corresponding to the big winning opening pre-processing (step 042AKS006), the special symbol stop process ends.
[0174] If the jackpot flag is off in step 042AKS001 (step 042AKS001; No), it is determined whether the minor jackpot flag is on (step 042AKS007). At this time, if the minor jackpot flag is on (step 042AKS007; No), the production waiting time at the start of the minor jackpot is set (step 042AKS008). For example, in the process of step 042AKS008, a timer initial value determined in advance corresponding to the production waiting time at the start of the minor jackpot may be set in the game control process timer.
[0175] Following the process of step 042AKS008, similar to the process of step 042AKS003, settings are made to transmit the win start designation command from the main board 11 to the effect control board 12 (step 042AKS009). After that, the minor jackpot flag is cleared to the off state (step 042AKS010). Then, the value of the special figure process flag is updated to "8", which is a value corresponding to the process before the release of the minor jackpot (step 042AKS011).
[0176] Also, when the small win flag is off in step 042AKS007 (step 042AKS007; No), the value of the special figure process flag is updated to "0", which is a value corresponding to the normal process of the special symbol (step 042AKS012). After executing either the process of step 042AKS011 or the process of step 042AKS012, a determination is made as to whether to end the probability-variable state or the time-saving state (step 042AKS013). For example, in the process of step 042AKS003, the value of the special figure variation count counter (special figure variation count value) is updated, for example, by subtracting 1 or adding 1, and a determination is made as to whether the updated special figure variation count value matches a predetermined special game state end determination value. At this time, if it matches the special game state end determination value, the probability-variable flag and the time-saving flag may be cleared to the off state to end the probability-variable state and the time-saving state and control to the normal state. On the other hand, if it does not match the special game state end determination value, the states of the probability-variable flag and the time-saving flag may be maintained and the process of step 042AKS013 may be ended. After executing such an end determination of the probability-variable state and the time-saving state, the special symbol stop process ends. Note that the end determination based on the special figure variation count value may be performed only in the case of the time-saving state, and for the probability-variable state, it may be continued until the next variable display result becomes a "big win". Alternatively, for example, a numerical data indicating a random number value for determining the end of the probability-variable state is extracted from a random counter provided in the RAM 102, and a determination as to whether to end the probability-variable state may be made by referring to a probability-variable state end determination table stored in advance in the ROM 101 or the like.
[0177] FIG. 10-3 is a flowchart showing an example of the process executed in step S114 of FIG. 6 as the jackpot release preprocessing. In the jackpot release preprocessing shown in FIG. 10-3, the CPU 103 first determines whether the jackpot start flag is on (step 042AKS021). Here, the jackpot start flag is set to the on state corresponding to the jackpot flag being on in the special symbol stop process of step S113 shown in FIG. 6. If the jackpot start flag is on in step 042AKS021 (step 042AKS021; Yes), it is determined whether it is in the standby state of the jackpot start effect (step 042AKS022). As an example, in the special symbol stop process of step S113 shown in FIG. 3, when the value of the special figure process flag is updated to "4", a timer initial value predetermined corresponding to the jackpot start effect standby time is set in the game control process timer. In this case, in the process of step S312, corresponding to the game control process timer value not matching a predetermined standby time elapse determination value (for example, "0" etc.), it is determined that it is in the standby state of the jackpot start effect, and corresponding to the match, it may be determined that it is not in the standby state of the jackpot start effect.
[0178] If waiting for the jackpot start effect at step 042AKS022 (step 042AKS022; Yes), for example, after updating by subtracting 1 from the game control process timer value (step 042AKS023), end the pre-jackpot release process. On the other hand, if not waiting for the jackpot start effect at step 042AKS022 (step 042AKS022; No), clear the jackpot start flag (step 042AKS024), clear the big winning opening count counter (step 042AKS025), read the jackpot type buffer value stored in RAM102 (step 042AKS026), and set the release control pattern corresponding to the jackpot type buffer value. In the feature part 042AK of this embodiment, a common release control pattern is set regardless of the jackpot type. For example, if there is a jackpot type of "sudden sure win", it may be set to a release control pattern different from that of the "probability change" or "non-probability change" jackpot types. Also, even for the "probability change" or "non-probability change" jackpot types, they may be set to different release control patterns according to the jackpot type, such as being set to different release control patterns for the jackpot types of "probability change 1" and "probability change 2".
[0179] After executing the process of step 042AKS026, it is determined whether it is in the waiting state (waiting for the next release) until the big winning opening is released in the next round (step 042AKS027). As an example, in the process of step 042AKS027, it is determined whether the game control process timer value matches the next release waiting end determination value. If it does not match, it is determined that it is in the waiting state for the next release, while if it matches, it is determined that it is not in the waiting state for the next release. If it is in the waiting state for the next release at step 042AKS027 (step 042AKS027; Yes), proceed to step 042AKS023 to update the game control process timer value. The game control process timer value updated at step 042AKS023 is the time set as the waiting time at the start of the jackpot at step 042AKS002 shown in FIG. 10-2, or the time set as the interval time between each round in the post-jackpot release process of step S116 in FIG. 6.
[0180] If it is determined in step 042AKS027 that it is not waiting for the next release (step 042AKS027; No), settings for opening the big winning opening are made corresponding to the set opening control pattern and the count value in the big winning opening release count counter (step 042AKS028). As an example, in the process of step 042AKS028, the big winning opening release time, which is the upper limit of the time for keeping the big winning opening formed by the special variable winning ball device 7 in an open state, is set by, for example, setting a timer initial value determined in advance corresponding to the big winning opening release time in the game control process timer. Also, for example, a setting is made to turn on the solenoid for the big winning opening door so that the big winning opening is in an open state by starting the output of a solenoid drive signal to a predetermined solenoid for the big winning opening door via a predetermined solenoid circuit.
[0181] At this time, for example, regardless of whether the count value in the big winning opening release count counter is any of "1" to "15", a timer initial value corresponding to 29.5 seconds is set in the game control process timer as the big winning opening release time.
[0182] Then, the CPU 103 makes settings for transmitting a big winning opening open designation command to the effect control board 12 (step 042AKS029). After executing the process of step 042AKS029, the big winning opening release count value is updated by adding 1 (step 042AKS030), and after updating the value of the special drawing process flag to a value "5" corresponding to the big hit opening process (step 042AKS031), the pre-big winning opening process ends.
[0183] FIG. 10-4 is a flowchart showing an example of the process executed in step S115 of FIG. 6 as the jackpot opening process. In the jackpot opening process shown in FIG. 10-4, the CPU 103 first determines whether or not there has been a winning of a game ball into the big winning opening, for example, by determining whether or not the count switch 23 has been turned on (step 042AKS041). If there is no winning of a game ball into the big winning opening in step 042AKS041 (step 042AKS041; No), the process proceeds to the process of step 042AKS044.
[0184] On the other hand, if there is a winning of a game ball into the big winning opening in step 042AKS041 (step 042AKS041; Yes), the CPU 103 adds 1 to the winning count value to update it, and sets to transmit a winning designation command indicating that the game ball has won into the big winning opening from the main board 11 to the effect control board 12 (step 042AKS042). Then, the CPU 103 determines whether or not the updated winning count value has reached a predetermined number (for example, 10) (step 042AKS043). If the winning count value has not reached the predetermined number (step 042AKS043; No), after updating by subtracting 1 from the game control process timer value (step 042AKS044), for example, depending on whether or not the game control process timer value matches the timer value corresponding to 29.5 seconds, it is determined whether or not 29.5 seconds have elapsed since the big winning opening was opened (step 042AKS045). At this time, if 29.5 seconds have not elapsed (step 042AKS045; No), the jackpot opening process is terminated as it is.
[0185] When it is determined that the updated winning count value is a predetermined number in step 042AKS043 (step 042AKS043; Yes), or when it is determined that 29.5 seconds have elapsed after the big winning opening is released in step 042AKS045 (step 042AKS043; Yes), for example, by stopping the output of the solenoid drive signal to the solenoid for the big winning opening door via a predetermined solenoid circuit, etc., a setting is made to turn off the solenoid for the big winning opening door to close the big winning opening (step 042AKS046), and the winning count value is cleared (step 042AKS047).
[0186] After executing the process of step 042AKS047, a setting is made to transmit a specified command after the big winning opening to the effect control board 12 (step 042AKS048), and after updating the value of the special drawing process flag to the value "6" corresponding to the process after the big winning opening (step 042AKS049), the process during the big win opening is terminated.
[0187] In this way, by executing the special symbol stop process shown in FIG. 10-2, the process before the big win opening shown in FIG. 10-3, the process during the big win opening shown in FIG. 10-4, etc. (including the process after the big win opening and the process after the big win ends), etc., the transmission settings of various effect control commands such as the start winning specified command, the specified command during the big winning opening, the winning specified command, and the specified command after the big winning opening are made. Then, the command control process of step S27 in FIG. 5 is executed, and the transmitted and set effect control commands are transmitted to the sub-control board such as the effect control board 12, so that on the side of the effect control board 12, the timings such as the start of the big win, the opening (start of the round) and closing (end of the round) of the big winning opening, the winning at the big winning opening, and the end of the big win are grasped.
[0188] FIG. 10-5 is a flowchart showing an example of processing performed in the jackpot middle effect process of step S176 in FIG. 9 as various display processes. In the various display processes shown in FIG. 10-5, the effect control CPU 120 first determines whether or not a jackpot end designation command has been received (step 042AKS051). The jackpot end designation command is a command transmitted from the main board 11 side when it is determined that the number of executions of the round in which the big winning opening is in the open state has reached the set upper limit number of executions in the jackpot release post-process of step S116 in FIG. 6, and is a command for ending the jackpot middle effect and executing the ending effect.
[0189] When it is determined that the jackpot end designation command has not been received (step 042AKS051; No), the effect control CPU 120 determines whether or not a predetermined period has elapsed since the start of the nth R (elapsed predetermined period of the nth R) (step 042AKS052). Note that n is a variable indicating the round number, with an initial value of "1", which is sequentially incremented by 1 in the process of step 042AKS066 described later and cleared to "1" in step 042AKS068. The predetermined period is 0.6 seconds, which is set as a timer value at the start of the round game, and it may be determined that the predetermined period has elapsed since the start of the nth R round when the timer value becomes "0". More specifically, in response to the big winning opening being in a completely open state (detecting that the big winning opening door has moved to a position where it is in a completely open state), a big winning opening open middle designation command is transmitted from the main board 11 side, and the counting of the timer value for the predetermined period may be started from the timing of receiving the command.
[0190] In the feature section 042AK of the present embodiment, as will be described later, after a predetermined period has elapsed since the start of the first-round game, a winning number display, which is a display of the number of winning balls, and a round display indicating the number of rounds are performed. On the side of the effect control board 12, during the period from the occurrence of a big win to the end (the period from the fanfare to the ending), every time a winning designation command indicating that a game ball has won the big winning opening is received, a process of adding 15 to the winning number is continuously performed. On the side of the effect control board 12, when the winning designation command is received, it is necessary to first analyze the command, add the winning number, and perform a series of processes of displaying the added winning number, and a predetermined period is required from winning to display. Therefore, if the predetermined period is made too short, for the winning during the period from the start of the first-round game to the elapse of the predetermined period, the series of processes will not be in time, and "0000" may be displayed as the winning number display, and the process of displaying "0015" may not catch up even though a win has occurred (after "0000" is displayed, it becomes "0015", which gives the player a sense of discomfort). Therefore, in the feature section 042AK of the present embodiment, a predetermined period of 0.6 seconds is provided, and when a game ball existing above the big winning opening at the opening timing wins before the round number display appears after the opening, a period is ensured in which "0015" is directly displayed without "0000" being displayed as the winning number display. On the other hand, in the feature section 042AK of the present embodiment, the predetermined period is set to 0.6 seconds, which is the same as the firing interval when firing continuously. Considering the period from firing to winning the big winning opening, the time interval required for the continuously fired game balls to win the big winning opening is the firing interval. Therefore, the number of balls winning the big winning opening from the opening of the big winning opening until the winning number display is performed is 1. Therefore, by increasing the number of wins in the state before the winning number display and the round number display are performed, it is possible to prevent the winning number display at the timing when the round number display starts from increasing and giving the player a sense of discomfort. Although an example in which the predetermined period in the feature section 042AK of the present embodiment is the same as the firing interval of 0.6 seconds has been shown, the predetermined period is not limited to 0.6 seconds and may be changed as appropriate.
[0191] When it is determined that the predetermined period has not elapsed since the start of the nR (step 042AKS052; No), the effect control CPU 120 determines whether n = 1, that is, whether it is the first round (step 042AKS053). n is a variable indicating the number of rounds, which is stored in a predetermined area of the RAM 122. As described above, with the initial value being "1", it is sequentially incremented by 1 in the process of step 042AKS066 and cleared to "1" in step 042AKS068. In the process of step 042AKS053, by checking the value of n, it is determined whether n = 1.
[0192] When it is determined that n = 1 (step 042AKS053; Yes), the effect control CPU 120 performs a right-hit effect that suggests to the player that they should hit right, and also performs operation control of a fanfare effect that suggests that the jackpot game state has been entered (step 042AKS054). On the other hand, when it is determined that n ≠ 1 (step 042AKS053; No), the effect control CPU 120 performs a round number display corresponding to the (n - 1)R and a display of the number of winnings, and also performs operation control of the jackpot effect during the (n - 1)R (step 042AKS055). In the process of step 042AKS055, for example, when n = 2, a round display indicating that it is the first round and a display of the number of winnings are performed, and operation control of the jackpot effect corresponding to the first round is performed. In the process of step 042AKS055, as the jackpot effect, it is sufficient to display a predetermined image on the image display device 5, cause the game effect lamp 9 to emit light in a pattern corresponding to the jackpot effect, and output a predetermined music or sound from the speakers 8L and 8R. The light emission pattern of the game effect lamp 9 during the jackpot effect may be preset.
[0193] After executing the process of step 042AKS054 or step 042AKS055, the effect control CPU 120 determines whether or not a winning designation command has been received, that is, whether or not a game ball has won a jackpot (step 042AKS056). In the process of step 042AKS056, winning within a predetermined period after starting the nR is determined. If a winning designation command has not been received (step 042AKS056; No), the effect control CPU 120 simply ends various display processes.
[0194] When the winning-specifying command is received, that is, when there is a win in the big winning opening within a predetermined period after starting the nR (step 042AKS056; Yes), the effect control CPU 120 adds "15" to the count value of the obtained medal number (step 042AKS057). Note that the count value of the obtained medal number is stored in advance in a predetermined area of the RAM 122 with an initial value of "0", and "15" is added by the process of step 042AKS057 and the process of step 042AKS063 described later. The obtained medal number is continuously counted during so-called continuous winning, and is cleared to "0" at the timing when the time reduction control ends without the variable display result becoming a "big win", that is, at the end timing of continuous winning. After executing the process of step 042AKS057, the effect control CPU 120 causes the attacker lamp 9c to emit light and outputs a winning sound corresponding to the win (step 042AKS058). Note that the light emission of the attacker lamp 9c in the process of step 042AKS058 (the same applies to step 042AKS064) emits light in a mode (a mode of notifying the win) that is more frequent per unit time than the light emission times of the other game effect lamps 9 that emit light during, for example, the big win effect. Therefore, it becomes easier to visually recognize that the game ball has won in the big winning opening, and the game interest can be improved. Note that the light emission of the attacker lamp 9c may also be in a mode where the number of light emission times per unit time is larger at the time of winning than at the time of the big win effect. When the game ball wins in the big winning opening, in addition to causing the attacker lamp 9c to emit light regardless of whether it is a win within a predetermined period, a winning sound is output. Therefore, it becomes easier to recognize that the game ball has won in the big winning opening, and the game interest can be improved.
[0195] After executing the process of step 042AKS058, the effect control CPU 120 determines whether n = 1, that is, whether it is the first round (the first R), in the same manner as in step 042AKS053 (step 042AKS059). If n = 1, that is, if it is the first round (step 042AKS059; Yes), the various display processes are terminated as they are. On the other hand, if n ≠ 1, that is, if it is not the first round (step 042AKS059; No), the count value of the obtained winning balls added in step 042AKS057 is displayed (the number of winnings is displayed), and after the number of winnings is updated and displayed (step 042AKS060), the various display processes are terminated. In the feature part 042AK of the present embodiment, when performing the update display of the number of winnings in the process of step 042AKS060, instead of directly displaying the count value of the obtained winning balls added in step 042AKS057, as shown in FIGS. 10-12(a-23), a count-up display (notification display that the number of winnings increases) is performed, and then the number of winnings is displayed. Therefore, it becomes easier for the player to recognize that the number of obtained winning balls increases, and the gaming interest can be improved.
[0196] When it is determined that a predetermined period has elapsed since the start of the nR in step 042AKS052 of FIG. 10-5 (step 042AKS052; Yes), the effect control CPU 120 performs the round number display corresponding to the nR and the winning number display, and also performs the operation control of the jackpot effect during the nR (step 042AKS061). When n = 1, that is, in the case of the first round, the round number display and the winning number display are performed for the first time in step 042AKS061. In this case, if there is a winning before the elapse of the predetermined period, the winning number update display is performed in step 042AKS061. Specifically, when a game ball wins the big winning opening before the elapse of the predetermined period, since the winning number is incremented by "15" in step 042AKS057, in step 042AKS061, as shown in FIG. 10-11(a-20), a count-up display (notification display that the winning number increases) is performed, and then, as shown in FIG. 10-11(a-21), a winning number display (display of "0015" as a specific display) different from the predetermined display indicating that the winning number has not increased in this jackpot is performed (if in a consecutive win state, the display obtained by adding "15" to the winning number at the previous jackpot may be performed after the count-up). On the other hand, when a game ball has not won the big winning opening before the elapse of the predetermined period, since the winning number remains "0" and the winning number has not increased in this jackpot, as shown in FIG. 10-11(a-22), as a predetermined display, a winning number display (display of "0000") indicating that the winning number has not increased is performed (if in a consecutive win state, the display of the winning number at the previous jackpot may be performed). Note that, as the winning number display (predetermined display) indicating that the winning number has not increased, in addition to "0000", for example, a display other than numbers such as "----" or "not increased" may be performed. Also, in step 042AKS061, as a jackpot effect, it is sufficient to perform an effect of displaying a predetermined image on the image display device 5, causing the game effect lamp 9 to emit light in a pattern corresponding to the jackpot effect, and outputting a predetermined music or sound from the speakers 8L and 8R. The light emission pattern of the game effect lamp 9 during the jackpot effect may be set in advance.In this way, during a predetermined period after the big winning opening is in an open state, that is, in a situation where the number of winnings is not being displayed, when a game ball wins through the big winning opening, only the attacker lamp 9c lights up. However, in a situation where the number of winnings is being displayed after the elapse of the predetermined period, the effect lamps 9 provided on the multi-game machine frame 3 and the effect lamps 9 provided on the game board 2 are alternately lit, causing more of the effect lamps 9 to emit light than during the predetermined period. Therefore, in order to perform a specific display when a win occurs within the predetermined period, it is possible to prevent a decrease in the gaming interest without giving the player a sense of unease, and it is also possible to enhance the performance after the number of winnings is displayed after the predetermined period and improve the gaming interest. Also, since the effect lamp 9 is caused to emit light at the same timing as the execution timing of the jackpot performance, it is possible to suddenly enhance the performance at the timing when the jackpot performance is executed and improve the gaming interest.
[0197] After executing the process of step 042AKS061, the effect control CPU 120 determines whether a winning designation command has been received, that is, whether a game ball has won through the big winning opening (step 042AKS062). If a winning designation command has been received, that is, if there has been a win through the big winning opening (step 042AKS062; Yes), the effect control CPU 120 adds "15" to the count value of the number of balls won (step 042AKS063), causes the attacker lamp 9c to emit light, outputs a winning sound corresponding to the win, and performs a count-up display (a notification display indicating that the number of winnings is increasing) and then performs a winnings update display for displaying the number of winnings (step 042AKS064).
[0198] After executing the process of step 042AKS064, or when the winning designation command has not been received in step 042AKS062 (step 042AKS062; No), the effect control CPU 120 determines whether the (n + 1)R, which is the next round after the nR, has started (step 042AKS065). In step 042AKS065, for example, it may be determined based on whether a big winning opening in - progress designation command indicating the start of the (n + 1)R has been received from the side of the main board 11. When the (n + 1)R has not started, that is, when the big winning opening in - progress designation command has not been received and it remains in the nR (step 042AKS065; No), the effect control CPU 120 simply ends various display processes. On the other hand, when the (n + 1)R has started, that is, when the big winning opening in - progress designation command indicating the start of the (n + 1)R has been received (step 042AKS065; Yes), after adding 1 to n (step 042AKS066), it ends various display processes. For example, when n = 1, that is, in the first round, n becomes 2 in step 042AKS066. Note that even when n = 2 and it is the second round, until a predetermined period has elapsed, it is determined as No in steps 042AKS052 and 053, and in step 042AKS055, the round display corresponding to the first round, which is the (n - 1)R, is performed, and after the predetermined period has elapsed, the round display corresponding to the second round, which is the nR, is performed (displayed in the process of step 042AKS061 after being determined as Yes in step 042AKS052).
[0199] When it is determined in step 042AKS051 that the winning - end designation command has been received (step 042AKS051; Yes), the effect control CPU 120 makes a setting to end the big - win - in - progress effect corresponding to the round in order to perform the ending effect (step 042AKS067), clears n to 1 (step 042AKS068), and ends various display processes.
[0200] Next, the display timing and production operation examples such as the round number display and the number of winnings obtained will be specifically described with reference to FIGS. 10-6 to 10-14. Note that, in the illustrated example, the case where it is not during consecutive wins but a so-called first hit (the first big win) is shown.
[0201] FIG. 10-6 is a timing chart showing the opening timing of the big winning opening and the timing of various displays. FIGS. 10-7 to 10-14 are diagrams showing production operation display examples, the opening and closing states of the big winning opening, and the lighting states of various lamps in the image display device 5. As shown in FIGS. 10-6 and 10-7(a-1), when the combination of decorative symbols constituting the big win stops being displayed, the big win game state is entered. At this stage, as shown in FIG. 10-7(b-1), the big winning opening is in a closed state. Also, in order to notify the player that a big win has occurred, as shown in FIG. 10-7(c-1), various production effect lamps 9 such as the main lamp 9a, the frame lamp 9b, the attacker lamp 9c, the movable body lamp 9d, the speaker lamps 9eL and 9eR, the display device bottom lamp 9f, and the general winning opening vicinity lamp 9g are in a lit state. In the illustrated example, the production effect lamps 9 provided on the upper part of the gaming machine frame 3 and the production effect lamps 9 provided on the game board 2 in the lower part are used.
[0202] When a big win occurs, as shown in FIG. 10-6, a right strike production and a fanfare production for notifying the player that they should strike right are performed during the period until the predetermined period of the first round ends (step 042AKS054 in FIG. 10-5). Note that the period from the big win shown in FIG. 10-6 to the start of the first R is a period that is sufficiently longer than the predetermined period. Specifically, first, as shown in FIG. 10-7(a-2), a fanfare production image is displayed on the image display device 5, and at the same time, as shown in FIG. 10-7(c-2), all the production effect lamps 9 are turned off once. Then, the production effect lamps 9 are lit in order from the lower left side to the upper left side, the central part, the upper right side, and then the lower right side, and a right strike production for largely displaying "Right Strike" on the image display device is performed. Regarding the small right strike display shown in the upper right part of the image display device 5 in FIG. 10-7(a-2), it may be continuously displayed during the big win game state.
[0203] Specifically, in the right-hit effect, as shown in FIGS. 10-7(a-3) to 10-10(a-19), in the image display device 5, the display of "right-hit" is continuously performed superimposed on the fanfare image. Therefore, the lighting sequence of the effect lamp 9 will be described below. When the right-hit effect starts, as shown in FIG. 10-7(c-3), the near general winning opening lamp 9g provided in the lower left of the game area first lights up, and then, as shown in FIG. 10-7(c-4), the lower left lamp 9bL1, which is the frame lamp 9 in the lower left part, lights up. Subsequently, as shown in FIG. 10-7(c-5), among the display device lower lamps 9f provided at the lower position of the image display device 5 on the game board 2, the left display device lower lamp 9fL lights up, and then, as shown in FIG. 10-7(c-6), the upper left lamp 9bL2, which is the frame lamp 9 in the upper left part, lights up, and the speaker lamp 9eL corresponding to the speaker 8L part lights up as shown in FIG. 10-8(c-7). In this way, the effect lamp 9 lights up in order from the lower left side to the upper left side of the pachinko machine 1. Note that, as shown in FIG. 10-8(b-7), since the big winning opening is in the closed state, the launched game media do not win the big winning opening at this stage. The example shown in FIG. 10-8(b-7) shows an example in which the launched game ball passes through the second path in the upper part of the big winning opening door and is guided to the discharge path.
[0204] Next, as shown in FIG. 10-8(c-8), the movable body lamp 9d corresponding to the movable body 32 provided in the upper central part of the game board 2 lights up, and as shown in FIG. 10-8(c-9), when the main lamp 9 at the upper position of the image display device 5 in the game machine frame 3 lights up, the effect lamp 9 provided in the upper central part of the pachinko machine 1 lights up.
[0205] Next, as shown in FIG. 10-8(c-10), the speaker lamp 9eR corresponding to the speaker 8R part lights up. Then, as shown in FIG. 10-8(c-11), the upper right lamp 9bR2, which is the frame lamp 9 in the upper right part, lights up. As shown in FIG. 10-8(c-12), among the display device lower lamps 9f provided at the lower position of the image display device 5 on the pachinko game board 2, the right display device lower lamp 9fR lights up. Subsequently, as shown in FIG. 10-9(c-13), the lower right lamp 9bR1, which is the frame lamp 9 in the lower right part, lights up, and the attacker lamp 9c provided in the vicinity of the special variable winning ball device 7 lights up. In this way, the effect lamps 9 light up in order from the upper right side to the lower right side of the pachinko game machine 1. As a result, by the effect lamps 9 lighting up in order from the lower left side to the upper left side, then the central part, and subsequently from the upper right side to the lower right side of the pachinko game machine 1, a right hitting effect that suggests right hitting to the player is performed in the effect lamps 9. In this example, an example of suggesting right hitting using both the effect lamps 9 provided on the game machine frame 3 and the effect lamps 9 provided on the pachinko game board 2 is shown, but either one may be used. Also, only the effect lamps 9 provided on the game machine frame 3 can be lit from the lower left side to the center and the lower right side direction, and only the effect lamps 9 provided on the pachinko game board 2 can be lit from the lower left side to the center and the lower right side direction, etc. Both can be lit independently, simultaneously, or with a time difference.
[0206] After the right hitting effect in the effect lamps 9 ends, as shown in FIG. 10-9(c-15), all the effect lamps 9 are turned off. As shown in FIG. 10-9(a-15), the right hitting display on the image display device 5 continues (the right hitting effect itself is in progress).
[0207] Next, when it becomes the opening timing of the big winning opening as shown in FIG. 10-6, the first R is started, and as shown in FIG. 10-10(b-16), the big winning opening is opened. At this stage, as shown in FIG. 10-10(a-16), the right-handed display on the image display device 5 is continuously performed, and until a predetermined period elapses, as shown in FIG. 10-10(c-16), all the effect lamps 9 remain turned off (the same applies to FIGS. 10-10(a-19) and (c-19)). Even if not all the effect lamps 9 are turned off, any one of the indicators such as light intensity, brightness, and illuminance may be in a state lower than normal. Also, as shown in FIG. 10-10(b-16), even after the big winning opening is opened, until a predetermined period elapses, as shown in FIGS. 10-7(c-3) to 10-9(c-13), the effect lamps 9 may be sequentially lit to suggest right-handedness. In this case, the lighting speed of each effect lamp may be made faster than before the opening of the big winning opening (the lighting period may be shortened and the transition speed may be increased). Also, when the effect lamps 9 are sequentially lit to suggest right-handedness after the big winning opening is opened, after the lighting of the attacker lamp 9c that is lit last, as shown in FIG. 10-9(c-15), it may not be turned off and may remain lit. According to this, the player can be made aware that the big winning opening has become open.
[0208] When the big winning opening is fully opened as shown in Fig. 10-10(b-17), a count of 0.6 seconds as the predetermined period corresponding to the first R starts. When a game ball wins the big winning opening as shown in Fig. 10-10(b-18), the game ball is detected by the count switch 23, and a winning designation command is transmitted from the main board 11 side to the effect control board 12 side. Regarding the game ball (the early-shot game ball) launched by performing a right-shot effect before the first R starts (before the big winning opening is in the open state), if it exists above the big winning opening at the timing when the big winning opening becomes the open state, it can win within the predetermined period corresponding to the first R. On the side of the effect control board 12, as a result of the process of step 042AKS058 in Fig. 10-5, a winning sound is output as shown in Fig. 10-10(b-18), and the attacker lamp 9c lights up in a manner of notifying that a win has occurred as shown in Fig. 10-10(c-18). As described above, the light emission of the attacker lamp 9c emits light in a manner that is more frequent per unit time than that of the other game effect lamps 9 that emit light, for example, during the big win effect. In the example shown in Fig. 10-10(b-18), an example is shown in which the launched game ball passes through the first path, which is the path in the direction of the big winning opening, and is guided to the winning path where the count switch 23 is provided. The special variable winning ball device 7 is configured such that the time until the game ball existing in the big winning opening door portion is detected by the count switch 23 is 0.6 seconds or less, which is the predetermined period. Therefore, the possibility that the game ball existing above the big winning opening is detected by the count switch 23 within the predetermined period from the opening of the big winning opening can be increased, and it is possible to prevent a decrease in the game interest without giving the player a sense of uneasiness.
[0209] As shown in Fig. 10-10(b-18), after the game ball wins a prize in the big winning opening, or when time has passed without winning from the state shown in Fig. 10-10(b-17) and a predetermined period has elapsed as shown in Figs. 10-10(a-19), (b-19), and (c-19), as shown in Fig. 10-6, it becomes the timing for displaying the number of rounds corresponding to the first R and executing the big win performance, and also becomes the timing for executing the display of the number of winnings. Therefore, the process of step 042AKS061 in Fig. 10-5 is executed.
[0210] Specifically, when a game ball wins a jackpot in the big winning opening before the elapse of a predetermined period, as shown in FIGS. 10-10(b-18), a round number display of "1R" indicating that it is the first round is performed as shown in FIGS. 10-11(a-20), and a count-up display is performed. Also, at the same timing as these displays, as a jackpot middle performance (first round middle performance), as shown in FIGS. 10-11(a-20), the decorative patterns constituting the jackpot are displayed, a display of "BONUS IN", and a character is displayed. Note that although the decorative patterns constituting the jackpot and the display of "BONUS IN" displayed as the jackpot middle performance (first round middle performance) are not shown in the drawings (the same applies to FIG. 10-20 described later), they are displayed in a manner suggesting that one should hit to the right as shown in FIGS. 10-21. Specifically, as shown in FIGS. 10-21(A-1), a fanfare or a right-hitting performance is performed. When a predetermined period elapses after the big winning opening is opened, as a jackpot middle performance, as shown in FIGS. 10-21(A-2), the pattern of "7", which is the decorative pattern constituting the jackpot, is displayed in a manner facing the front, and a star image is displayed above the "B" in the display of "BONUS IN". Next, as shown in FIGS. 10-21(A-3), the pattern of "7", which is the decorative pattern constituting the jackpot, is tilted in the right back direction, and the star image moves above the "O" in the display of "BONUS IN". Subsequently, as shown in FIGS. 10-21(A-4), the pattern of "7", which is the decorative pattern constituting the jackpot, faces the front, and the star image moves above the "N" in the display of "BONUS IN". After that, as shown in FIGS. 10-21(A-5), the pattern of "7", which is the decorative pattern constituting the jackpot, is tilted in the left back direction, and the star image moves above the "U" in the display of "BONUS IN". Then, as shown in FIGS. 10-21(A-6), the pattern of "7", which is the decorative pattern constituting the jackpot, faces the front again, and the star image moves above the "S" in the display of "BONUS IN", and it returns to FIGS. 10-21(A-2). In this way, in the jackpot middle performance, the decorative patterns constituting the jackpot are moved in the right back direction, the front, and the left back direction, and the star image is moved from the left character to the right direction in the display of "BONUS IN" to suggest to the player that one should hit to the right.The operation display of the decorative pattern that constitutes a big win and the transition display of the star-shaped image are referred to as effect displays. In addition to these, the effect displays also include, for example, the rotation display of a predetermined image in a clockwise direction, or the display of a character gradually turning to the right. That is, the effect display may be displayed in a manner that suggests a right hit. According to this, the effect display suggests that a right hit should be made, making it easier to recognize a right hit.
[0211] In addition, during the big win performance, as shown in Fig. 10-11(c-20), the effect lamp 9 lights up according to the preset light emission pattern corresponding to the big win performance. In this example, it is assumed that a light emission pattern is set to alternately light up the effect lamp 9 provided on the game machine frame 3 and the effect lamp 9 provided on the game board 2. Then, as shown in Fig. 10-11(a-21), "0015" is displayed as the number of winnings. In this way, until the big winning opening becomes open and a predetermined period elapses, as shown in Fig. 10-9(c-16) to (c-19), the effect lamp 9 is not lit, and as shown in Fig. 10-11(c-20) and (c-22), after the number of winnings display after the elapse of the predetermined period is displayed, the effect lamp 9 is lit. Therefore, it is possible to suppress the player from hitting early and promote the firing timing.
[0212] On the other hand, when a predetermined period elapses without the game ball winning in the big winning opening, as shown in Fig. 10-11(a-22), "0000" is displayed as the number of winnings without a count-up display. Note that the round number display of "1R" indicating that it is one round is performed, and as the big win performance (performance during the 1st R), the display of the decorative pattern that constitutes the big win, the display of "DURING BONUS", and the display of the character, and the lighting of the effect lamp 9 according to the preset light emission pattern corresponding to the big win performance are common regardless of whether a win is achieved or not.
[0213] Next, as time passes, when the 10th game ball wins the big winning hole in the 1st R as shown in FIGS. 10-12(b-23), it becomes the upper limit period during which the big winning hole can be opened. Along with this winning, the process of step 042AKS064 shown in FIG. 10-5 is executed, a count-up display is performed as shown in FIG. 10-12(a-23), and a winning number display of "0150" is performed as shown in FIG. 10-12(a-24). Also, along with this winning, a winning sound is output as shown in FIG. 10-12(b-23). In addition to the lighting of the effect lamp 9 corresponding to the big win performance, the attacker lamp 9c lights up in a manner of notifying the winning as shown in FIG. 10-12(c-23). Regarding the upper limit period during which the big winning hole can be opened, even if it is counted from after a predetermined period has passed until 10 game balls win, it is a sufficient period. Specifically, the upper limit period is 29.5 seconds after opening, and even after the predetermined period has passed, it is 28.9 seconds. Since the continuous firing interval is 0.6 seconds, the winning of 10 balls is within a sufficient period. Therefore, since sufficient time is guaranteed for winning, it can give the player a sense of security.
[0214] When the 10th game ball wins the big winning hole in the 1st R, since it becomes the upper limit period during which the big winning hole can be opened, the big winning hole is controlled to be in a closed state as shown in FIG. 10-12(b-24). After that, until the start of the 2nd R shown in FIG. 10-6, the big winning hole is controlled to be in a completely closed state as shown in FIG. 10-12(b-25). On the other hand, until the predetermined period of the 2nd R has passed (until the predetermined period has passed after n = 2), as shown in FIG. 10-12(a-25), the round number display corresponding to the 1st R and the big win performance continue to be performed (the winning number display is updated according to the winning), and the effect lamp 9 lights up corresponding to the big win performance as shown in FIG. 10-12(c-25).
[0215] In addition, when the 10th game ball wins the jackpot in the first round (1R) and the upper limit period is reached, the jackpot opening is controlled to be in a closed state. At this time, a so-called over-win may occur where the 11th game ball wins the jackpot following the 10th game ball. Even in such an over-win, as shown in FIG. 10-12(a-23), a count-up display is performed, and the number of winning displays of "0165" may be performed. In this case, after the count-up display and the number of winning displays corresponding to the 10th win, the count-up display and the number of winning displays corresponding to the over-win are continuously performed. However, as shown in FIG. 10-12(b-25), after the jackpot opening is completely closed, the count-up display and the number of winning displays corresponding to the over-win are completed within the period until the opening state corresponding to the second round (2R) is reached. Therefore, it is easy for the player to recognize that an over-win has occurred in the 1R, and the gaming interest can be improved. Also, since the update of the number of winning displays in the opening corresponding to the first round does not overlap with the update of the number of winning displays in the opening corresponding to the second round, it becomes easy to determine which round's opening the win corresponds to. Also, for the winning sound corresponding to the over-win, it may be a sound different from the normal winning sound (over-win sound). In this case, the over-win sound may be output when the win is such that the count value exceeds the upper limit value of "10". Also, for the attack lamp 9c, it may be made to emit light in a manner corresponding to the over-win, different from the light emission in the normal winning mode.
[0216] Then, at the timing when the jackpot opening becomes open again as shown in FIG. 10-6 corresponding to the second round (2R), it is controlled so that the jackpot opening becomes open again as shown in FIG. 10-13(b-26). At this time, it is determined as Yes in step 042AKS065 of FIG. 10-5, that is, a jackpot opening in progress designation command indicating the start of the (n + 1)th round is received, and by executing the process of 042AKS066, n = 2. At this stage, since the process of step 042AKS055 of FIG. 10-5 is executed, as shown in FIGS. 10-13(a-26) and (c-26), a big win performance and the round number display corresponding to the 1R are performed (see also FIG. 10-6).
[0217] Next, when the big winning opening is fully opened and the game ball wins the big winning opening as shown in Fig. 10-13(b-27), unlike in the first round (1R), in the process of step 042AKS060 in Fig. 10-5, as shown in Fig. 10-13(a-27), a count-up display is performed, and as shown in Fig. 10-13(a-28), a display of the number of winnings of "0165" is performed. Also, along with this winning, as shown in Fig. 10-13(b-27), a winning sound is output, and in addition to the lighting of the effect lamp 9 corresponding to the big win performance, the attacker lamp 9c lights up as shown in Fig. 10-13(c-27). Thus, in rounds other than the first round (1R), even if it is a winning during a predetermined period, the number of winnings is updated and displayed during the predetermined period. Then, when the predetermined period of the second round (2R) elapses, since the process of step 042AKS061 in Fig. 10-5 is executed, as shown in Fig. 10-14(a-30), a display of the round number of "2R" indicating that it is the second round is performed, and a big win performance corresponding to the second round (2R) is executed. In this case, the digit "1" in the display of the round number of "1R" for the first round is changed to "2". That is, "R" is continuously displayed from the first round. Also, the display of "1R" continues to be displayed until the predetermined period of the second round (2R) elapses. Also, in the characteristic part 042AK of this embodiment, an example is shown in which a common big win performance is executed regardless of the round number (the same applies to the lighting control of the effect lamp 9), but the big win performances executed in each round may be made different. The same applies to the lighting of the effect lamp 9. Thus, since the big winning opening becomes open before the display of the round number indicating that it is the second round, the game balls continuously launched by the player from the first round can be made to win the big winning opening at an early stage. Therefore, in each round of the multi-round game, the possibility of making the continuously launched game balls win the big winning opening that is opened earlier than the round display can be increased.
[0218] On the other hand, as shown in FIGS. 10-13(a-26), (b-26), and (c-26), the big winning opening is controlled to open corresponding to the second R. When a predetermined period has elapsed without the game balls winning after the big winning opening has become completely open as shown in FIGS. 10-13(a-29), (b-29), and (c-29), as shown in FIGS. 10-14(a-31), (b-31), and (c-31), the number-of-wins display acquired in the first R is continuously performed as it is. Thereafter, the same processing is performed until a predetermined final round. When it is determined that the jackpot end designation command is received in step 042AKS051 of FIG. 10-5, setting is performed to end the jackpot-in progress performance corresponding to the round in order to perform the ending effect. In this way, for the rounds after the second round, when no winning occurs during the predetermined period, the number-of-wins display shown in the previous round is continuously displayed. On the other hand, when a winning occurs during the predetermined period, the number of winning balls is added to the number-of-wins display shown in the previous round and then displayed. Therefore, it is possible to make it easier to recognize a winning in the big winning opening even in the rounds after the second round.
[0219] For example, when the 10th game ball wins the jackpot in the final round and the upper limit period is reached, the jackpot opening is controlled to be in a closed state. At this time, as shown in FIGS. 10-15, the 11th game ball may remain sandwiched between the special variable winning ball device 7 (more specifically, between the jackpot door and the glass door frame 3a) when the jackpot game state ends. In this case, when the next jackpot occurs at the start of the first round (when the jackpot opening corresponding to the first round is opened), the game ball will win the jackpot, and a winning of the game ball will occur during the predetermined period of the first round. Also in this case, as shown in FIG. 10-10(c-18), it may be lit in a manner of notifying that the attack lamp 9c has been won. After the elapse of the predetermined period, as shown in FIGS. 10-11(a-20) and (a-21), a count-up display may be performed and then "0015" may be displayed as the number of winnings. Further, in such a case, there is a possibility that the launched game ball may win again during the predetermined period (the possibility that the second ball wins). In that case, after the elapse of the predetermined period, as shown in FIGS. 10-11(a-20) and (a-21), a count-up display may be performed and then, instead of displaying "0000" or "0015" as the number of winnings, "0030" may be directly displayed. According to this, it is possible to give a surprise to the player and improve the game interest.
[0220] As described above, according to the pachinko game machine 1 of the feature part 042AK in this embodiment, the following effects can be obtained.
[0221] After a predetermined period after the start of the first round when the big winning opening of the performance control CPU 120 is in an open state, the number of winnings is displayed in the process of step 042AKS061 of FIG. 10-5. And when a game ball does not win the big winning opening within the predetermined period after the start of the first round, after the predetermined period, a predetermined display indicating that the number of winnings has not increased is performed. When a game ball wins the big winning opening within the predetermined period after the start of the first round, after the predetermined period, the number of winnings is displayed as a specific display different from the predetermined display. According to this, since a specific display is performed when winning within the predetermined period, it is possible to prevent a decrease in the gaming interest without giving the player a sense of uneasiness.
[0222] Also, when a game ball wins the big winning opening within the predetermined period after the start of the first round, the performance control CPU 120 directly displays the number of winnings of "0015" as a specific display without performing the number of winnings display of "0000" as a predetermined display. According to this, it is possible to prevent giving the player confusion and prevent a decrease in the gaming interest.
[0223] Also, when a game ball wins the big winning opening within the predetermined period after the start of the first round, the performance control CPU 120 performs a count-up display as a notification display that the number of winnings increases, and then displays the number of winnings of "0015" as a specific display. According to this, it is possible to make it easier to recognize that there is a win and the number of winnings increases.
[0224] Also, the performance control CPU 120 starts counting the timer value for a predetermined period from the timing when it receives the big winning opening open designation command transmitted from the side of the main board 11 in response to the big winning opening being in an open state, and performs the number of winnings display after the predetermined period has elapsed. According to this, since the predetermined period is appropriately counted and a specific display is performed when winning within the predetermined period, it is possible to prevent a decrease in the gaming interest without giving the player a sense of uneasiness.
[0225] In addition, the pachinko gaming machine 1, by closing the big winning opening door, guides the launched game balls through the second path in the upper part of the big winning opening door to the discharge path, while by opening the big winning opening door, guides the launched game balls through the first path to the big winning opening and causes them to be detected by the count switch 23. And the special variable winning ball device 7 is configured such that the time until the game balls present at the big winning opening door part are detected by the count switch 23 is 0.6 seconds or less, which is a predetermined period. According to this, the possibility that the game balls present above the big winning opening are detected by the count switch 23 within a predetermined period from the opening of the big winning opening can be increased, and it is possible to prevent a decrease in the gaming interest without giving the player a sense of unease.
[0226] In addition, as shown in FIG. 10-6, the effect control CPU 120, during the period from achieving a big win until the big winning opening becomes open, performs a right hitting effect as shown in FIG. 10-7(a-3) to indicate to the player that they should hit right. According to this, since the gaming area where the game balls should be launched during a big win is suggested, the gaming method becomes easier to recognize and the gaming interest can be improved.
[0227] The open state of the big winning opening means that the big winning opening is in a completely open state, that is, the state where the big winning opening door has moved to the position where it is completely open, and in response to detecting that the big winning opening door has moved to the position where it is completely open, a big winning opening open command is transmitted from the side of the main board 11. According to this, since a predetermined period is counted after the big winning opening becomes completely open, it is possible to prevent a decrease in the gaming interest without giving the player a sense of unease.
[0228] Also, for the game balls (the early-shot game balls) launched by performing a right-hitting effect before the start of the first round (before the big winning opening becomes open), if they are present above the big winning opening at the timing when the big winning opening becomes open, they can win within the predetermined period corresponding to the first round. When the effect control CPU 120 wins within the predetermined period, it performs a winning number display as a specific display after the predetermined period. According to this, it is possible to prevent the early-shot game balls from being wasted.
[0229] Also, for example, when the 10th game ball wins the big winning opening and the upper limit period is reached in the final round, the big winning opening is controlled to be in a closed state. At this time, as shown in FIGS. 10-15, the 11th game ball may remain sandwiched between the special variable winning ball device 7 (more specifically, between the big winning door and the glass door frame 3a) when the big win game state ends. In this case, when the next big win occurs at the start of the first round (when the big winning opening corresponding to the first round opens), the game ball will win the big winning opening, and a game ball win will occur during the predetermined period of the first round. The effect control CPU 120 performs a winning number display as a specific display after the predetermined period has elapsed. According to this, it is possible to prevent the dissatisfaction felt by the player when an irregular event occurs.
[0230] Also, the effect control CPU 120 can execute a fanfare effect suggesting that the big win game state has been entered until the big winning opening changes from the closed state to the open state. After the big winning opening becomes open and a predetermined period has elapsed, it performs a round number display together with the winning number display and can execute a big win during effect corresponding to the round game. According to this, it is possible to add a sense of rhythm to the effects and improve the gaming interest.
[0231] In addition, as shown in Fig. 10-10(b-18), when a game ball wins a prize in the big winning opening during a predetermined period after the big winning opening is in an open state, the effect control CPU 120 lights up the attacker lamp 9c as shown in Fig. 10-10(c-18). Also, as shown in Fig. 10-12(b-23), even when a game ball wins a prize in the big winning opening outside the predetermined period, the attacker lamp 9c is lit as shown in Fig. 10-12(c-23). According to this, in order to perform a specific display when winning a prize within the predetermined period, it is possible to prevent a decrease in the game interest without giving the player a sense of uneasiness, and it becomes easier to visually recognize that a prize has been won within the predetermined period.
[0232] In addition, the effect control CPU 120 causes the attacker lamp 9c to emit light (similarly in step 042AKS064) in the process of step 042AKS058 in Fig. 10-5 in a manner where the number of light emissions per unit time is more than that of the other game effect lamps 9 except the attacker lamp 9c that emits light during the big win effect, for example (a manner of notifying that a prize has been won). According to this, it becomes easier to visually recognize that the game ball has won a prize in the big winning opening, and the game interest can be improved.
[0233] In addition, as shown in Fig. 10-10(b-18), when a game ball wins a prize in the big winning opening during a predetermined period after the big winning opening is in an open state, the effect control CPU 120 outputs a winning sound corresponding to the prize. Also, as shown in Fig. 10-12(b-23), even when a game ball wins a prize in the big winning opening outside the predetermined period, the winning sound corresponding to the prize is output. According to this, it becomes easier to recognize that the game ball has won a prize in the big winning opening, and the game interest can be improved.
[0234] In addition, even for rounds after the first round, after a predetermined period after the start of the round, the CPU 120 for effect control performs the round number display corresponding to the round in the process of step 042AKS061 of FIG. 10-5. According to this, since specific display is performed when winning within a predetermined period, it is possible to prevent a decrease in the game interest without giving a sense of uneasiness to the player, and in each round of a plurality of rounds of game play, it is possible to increase the possibility that the game balls continuously launched are won in the big winning opening that is opened earlier than the round display.
[0235] In addition, when a game medium does not win in the big winning opening within a predetermined period after the big winning opening becomes an open state when a round game after the second round is performed, as shown in FIG. 10-14(a-31), while continuously displaying the number of winnings displayed in the previous round game, when the game medium wins in the big winning opening within the predetermined period, as shown in FIG. 10-14(a-30), the number of winning balls awarded corresponding to the winning is added to and displayed from the number of winnings displayed in the previous round game. According to this, it is possible to make it easier to recognize winning in the big winning opening even after the second round.
[0236] In addition, even when an over-win occurs, for example, as shown in FIG. 10-12(a-23), a count-up display is performed and a winning number display of "0165" is performed. In this case, after the count-up display and the winning number display corresponding to the 10th winning, although the count-up display and the winning number display corresponding to the over-win are subsequently performed, as shown in FIG. 10-12(b-25), the count-up display and the winning number display corresponding to the over-win are completed within the period from when the big winning opening is completely closed to before it becomes an open state corresponding to the second R. According to this, since the update of the winning number display at one opening does not overlap with the update of the winning number display at the next opening, it becomes easy to determine which winning corresponds to which opening.
[0237] In addition, during a predetermined period after the big winning opening is in an open state, that is, in a situation where the number of winnings display is not being performed, as shown in FIG. 10-10(c-18), although only the attacker lamp 9c lights up when a game ball wins the big winning opening, in a situation where the number of winnings display is being performed after the elapse of the predetermined period, for example, as shown in FIGS. 10-11(c-20) and (c-21), the effect lamps 9 provided on the multi-game machine frame 3 and the effect lamps 9 provided on the game board 2 are alternately lit to cause more of the effect lamps 9 to emit light than during the predetermined period. According to this, since specific display is performed when winning occurs within the predetermined period, it is possible to prevent a decrease in the gaming interest without giving the player a sense of unease, and it is possible to liven up the performance after the number of winnings display is performed after the predetermined period and improve the gaming interest.
[0238] In addition, as shown in FIG. 10-6, the effect control CPU 120 can execute a right-hit effect and a fanfare effect before the start of the first round. Also, even after the big winning opening is opened, until a predetermined period elapses, as shown in FIGS. 10-7(c-3) to 10-9(c-13), the effect lamps 9 may be sequentially lit to suggest a right-hit. After the elapse of the predetermined period, for example, as shown in FIGS. 10-11(c-20) and (c-21), the effect lamps 9 provided on the multi-game machine frame 3 and the effect lamps 9 provided on the game board 2 are alternately lit. According to this, it is possible to suggest a right-hit using the effect lamps 9. Also, when the effect lamps 9 are sequentially lit to suggest a right-hit after the big winning opening is opened, after the attacker lamp 9c that lights up last lights up, it may remain lit as it is without being turned off as shown in FIG. 10-9(c-15). According to this, it is possible to make the player aware that the big winning opening is in an open state.
[0239] Regarding the upper limit period during which the big winning opening can be opened, it is a sufficient period when counting starts after a predetermined period has elapsed since 10 game balls win. According to this, since sufficient time for winning is ensured, it is possible to give the player a sense of security.
[0240] Further, until the big winning opening is in an open state and a predetermined period has elapsed, that is, until the number of wins is displayed, as shown in FIGS. 10-9(c-16) to (c-19), the effect lamp 9 is not lit, and as shown in FIGS. 10-11(c-20) and (c-22), after the number of wins after the predetermined period has elapsed is displayed, the effect lamp 9 is lit. According to this, it is possible to suppress the player from making early shots and promote the firing timing.
[0241] Further, as shown in FIGS. 10-11(c-20) and (c-22), the effect control CPU 120 lights the effect lamp 9 at the same timing as the execution timing of the big win performance after a predetermined period has elapsed. According to this, it is possible to suddenly enhance the performance at the timing when the big win performance is executed and improve the gaming interest.
[0242] Further, as shown in FIG. 10-21, at the timing when the number of wins is displayed, the effect display for shifting the decorative symbols and star-shaped images constituting the big win is performed in a manner suggesting a right shot. According to this, it is suggested by the effect display that a right shot should be made, and it is possible to make it easier for the player to recognize that a right shot should be made.
[0243] (Modification example of the feature part 042AK) In the above embodiment, as shown in FIGS. 10-9(a-15), (b-15), and (c-15), after the right hitting effect by the effect lamp 9 which suggests that the player should hit right by sequentially lighting the effect lamps 9 is completed, an example was shown in which all the effect lamps 9 are turned off, but this is just an example. For example, after the states shown in FIGS. 10-9(a-15), (b-15), and (c-15), it shifts to the states shown in FIGS. 10-16(a-16A), (b-16A), and (c-16A), and at the timing when the big winning opening becomes the open state (FIG. 10-16(b-16A)), as shown in FIG. 10-16(c-16A), the attacker lamp 9c provided at the position near the special variable winning ball device 7 may be lit. According to this, the player can be easily made to visually recognize that the big winning opening has become the open state. The attacker lamp 9c may continue to be lit until a predetermined period elapses or during the open period.
[0244] Also, in the above embodiment, when updating the round display from the first round to the second round, an example was shown in which the digit "1" in the round number display of "1R" which is the first round is changed to "2", and "R" is continuously displayed from the first round and the display of "1R" continues to be displayed until a predetermined period of the second R elapses, but this is just an example. For example, as shown in FIG. 10-17, at the timing when the open state corresponding to the first round ends, that is, when the big winning opening becomes the closed state, the display of "1" in the display of "1R" may be erased and only the display of "R" may be left. Then, at the timing when the predetermined period of the second R elapses, the display of "2" may be performed and the round display of "2R" indicating that it is the second round may be performed. The same applies to the rounds after the second round. According to this, the end of each round can be visually recognized and the game can be given a sense of rhythm.
[0245] In addition, in the above-described embodiment, an example was shown in which the number of winning prizes that is the upper limit period during which the big winning opening can be opened is 10 (the upper limit number of winning prizes is 10). However, for example, the upper limit winning prize may be set to 1, and if two balls enter during a predetermined period before the display of the number of rounds, it may be set to be an over-winning prize. In this case, as the winning sound for the over-winning prize during the predetermined period, a sound different from the normal winning sound (over-winning sound) may be output, and the attack lamp 9c may also be caused to emit light in a manner indicating the occurrence of an over-winning prize.
[0246] In addition, in the above-described embodiment, an example was shown in which the number of winning balls entering the big winning opening is counted for the display of the number of winning times. In addition to this, the winning of the general winning opening 10 during the big win may also be counted. Since the right hitting is performed during the big win, the general winning opening for the winning prize is the general winning opening 10 provided above the variable winning ball device 6B. FIG. 10-18 is a flowchart showing an example of various display processes in the case where the winning of the general winning opening 10 during the big win is also counted. Note that the description of the same parts as in FIG. 10-5 is omitted.
[0247] In the various display processes shown in FIG. 10-18, when it is determined that the winning designation command has not been received in steps 042AKS056 (step 042AKS056; No), it is further determined whether or not a general winning designation command indicating that a game ball has won the general winning opening 10 has been received (step 042AKS081). When the general winning designation command is received, that is, when there is a winning of the general winning opening 10 (step 042AKS081; Yes), the effect control CPU 120 adds "3" to the count value of the number of obtained balls (step 042AKS082). After executing the process of step 042AKS082, or when the general winning designation command has not been received, that is, when there is no winning of the general winning opening 10 (step 042AKS081; No), the process proceeds to step 042AKS059. In addition, along with the winning of the general winning opening 10, a winning sound (a winning sound different from the case of winning the big winning opening) indicating that a game ball has won the general winning opening 10 may be output.
[0248] Also, in each of the various display processes shown in FIGS. 10 to 18, when it is determined that the winning designation command has not been received in step 042AKS062 (step 042AKS062; No), it is further determined whether or not a general winning designation command indicating that a game ball has won in the general winning opening 10 has been received (step 042AKS083). When the general winning designation command is received, that is, when there is a winning in the general winning opening 10 (step 042AKS083; Yes), the effect control CPU 120 adds "3" to the count value of the obtained balls (step 042AKS083), and updates and displays the number of winnings (step 042AKS085). Even when performing the updated display of the number of winnings in step 042AKS085, the display is incremented (notification display indicating that the number of winnings increases) and then the number of winnings is displayed. After executing the process of step 042AKS085, or when the general winning designation command has not been received, that is, when there is no winning in the general winning opening 10 (step 042AKS083; No), the process proceeds to step 042AKS065. Note that, in accompaniment with the winning in the general winning opening 10, a winning sound (a winning sound different from the case of winning in the big winning opening) indicating that a game ball has won in the general winning opening 10 may be output.
[0249] Next, an example of a production operation when counting the winning of the general winning opening 10 and the like will be described with reference to FIGS. 10-19 and 10-20. FIGS. 10-19 and 10-20 are diagrams showing an example of a production operation display, the opening / closing state of the big winning opening, and the lighting status of various lamps in the image display device 5. (a-16), (b-16), (c-16), (a-17), (b-17), (c-17) shown in FIG. 10-19 are the same as (a-16), (b-16), (c-16), (a-17), (b-17), (c-17) shown in FIG. 10-10. As shown in the figure, when the big winning opening is in the open state, counting for 0.6 seconds as a predetermined period starts. When the game ball wins the general winning opening 10, it shifts to the states shown in FIGS. 10-19(a-18A), (b-18A), (c-18A). Then, after the game ball wins the general winning opening 10 as shown in FIG. 10-19(b-18A), or when time has passed without the game ball winning the big winning opening or the general winning opening 10 from the state shown in FIG. 10-19(b-17), and when a predetermined period has passed as shown in FIGS. 10-19(a-19A), (b-19A), and (c-19A), if the game ball wins the general winning opening 10, it shifts to the states shown in FIGS. 10-20(a-20A), (b-20A), (c-20A). As shown in FIG. 10-20(a-20A), a round number display of "1R" indicating the first round is performed, and a count-up display is performed. Also, at the same timing as these displays, as a big win production (production during the first round), as shown in FIG. 10-20(a-20A), a decorative pattern constituting the big win is displayed, a display of "BONUS" is shown, and a character is displayed. During the big win production, as shown in FIG. 10-20(c-20A), the production effect lamp 9 lights up according to a preset light emission pattern corresponding to the big win production. Then, as shown in FIG. 10-20(a-21A), "0003" is displayed as the number of winnings.
[0250] On the other hand, when a predetermined period has elapsed without the game ball winning in the general winning opening 10, as shown in FIG. 10-20(a-22A), "0000" is displayed as the number of winnings without a count-up display. Note that the round number display of "1R" indicating that it is one round is performed, and as a jackpot middle performance (first round middle performance), the decorative symbols constituting the jackpot are displayed, the display of "BONUS middle", and the character is displayed. Also, the lighting of the effect lamp 9 according to the preset lighting pattern according to the jackpot middle performance is common regardless of whether a win has occurred.
[0251] In this way, even when a game ball wins in the general winning opening 10 during a predetermined period after the big winning opening is in an open state at the start of the first round, similar to the above-described embodiment, after the elapse of the predetermined period, corresponding to the win in the general winning opening 10, "0003" is displayed as the number of winnings. Also, when no game ball wins in the general winning opening 10 during the predetermined period, "0000" is displayed as a predetermined display indicating that no prize balls have been awarded. Therefore, since the number of winnings corresponding to the win of the game ball that has won in the general winning opening 10 during the predetermined period is also displayed, it is possible to prevent giving anxiety to the player.
[0252] (Explanation of the means according to the feature part 042AK) (1) The gaming machine according to the feature part 042AK is a gaming machine (such as the pachinko gaming machine 1) that can be controlled to an advantageous state advantageous to the player, and includes a display means (such as the effect control CPU 120 that instructs the display content on the image display device 5), a variable winning means (such as the special variable winning ball device 7) that can change between a first state where it is easy for the game medium to win and a second state where it is impossible or difficult for the game medium to win, and a control means (such as the CPU 103 that performs the round game) that can execute a plurality of round games in which the variable winning means is changed from the second state to the first state and then changed to the second state when being controlled to the advantageous state. The display means can display an amount display related to the amount of the game value given when the game medium wins the variable winning means (such as performing a number of wins display). When the first round game among the plurality of round games is performed, the amount display is displayed after a predetermined period has elapsed after the variable winning means has changed from the second state to the first state (such as in the first round, performing a number of wins display after a predetermined period has elapsed after the big winning opening has been opened). If the game medium does not win the variable winning means within the predetermined period, a predetermined display corresponding to the fact that the game value has not been given as the amount display is displayed after the predetermined period has elapsed (such as displaying "0000" as the number of wins display). If the game medium wins the variable winning means within the predetermined period, a specific display different from the predetermined display is displayed as the amount display after the predetermined period has elapsed (such as displaying "0015" as the number of wins display). This is the feature.
[0253] According to such a configuration, since a specific display is performed when winning within a predetermined period, it is possible to prevent a decrease in the gaming interest without giving the player a sense of unease.
[0254] (2) In the gaming machine described in (1) above, the display means may be configured to display the specific display without displaying the predetermined display when the game medium wins the variable winning means within the predetermined period (such as displaying "0015" without displaying "0000").
[0255] According to such a configuration, it is possible to prevent giving confusion to the player and prevent a decrease in the gaming interest.
[0256] (3) In the gaming machine according to the above (1) or (2), when the gaming medium wins a prize in the variable winning means within the predetermined period, after performing a count-up display indicating that the gaming value has been imparted, a display corresponding to the gaming value imparted as the specific display may be performed (for example, after performing a count-up display which is a notification display indicating an increase in the number of winnings, "0015" is displayed, etc.).
[0257] According to such a configuration, it is possible to make it easier to recognize that there is a winning and the number of winnings increases.
[0258] (4) In the gaming machine according to any one of the above (1) to (3), the display means starts displaying the imparted amount after the elapse of the predetermined period after receiving a command indicating that the variable winning means has changed from the second state to the first state (for example, starting to count the timer value for a predetermined period from the timing of receiving a big winning opening release designation command transmitted from the side of the main board 11, etc.).
[0259] According to such a configuration, since the predetermined period is preferably counted and a specific display is performed when a prize is won within the predetermined period, it is possible to prevent a decrease in the gaming interest without giving a sense of uneasiness to the player.
[0260] (5) In the gaming machine according to any one of (1) to (4) above, the variable winning means includes a first path that guides the game medium to the winning path by being in the first state (for example, by opening the large winning port door, the fired game ball is guided to the large winning port through the first path), and a second path that guides the game medium to the discharge path by being in the second state (for example, by closing the large winning port door, the fired game ball is guided to the discharge path through the second path in the upper part of the large winning port door). It also includes path forming means and detection means formed in the winning path for detecting the winning of the game medium (such as a count switch 23). The time for the game medium to travel from the path forming means to the detection means is within the predetermined period (for example, the special variable winning ball device 7 is configured such that the time for the game ball existing in the large winning port door part to be detected by the count switch 23 is 0.6 seconds or less, which is the predetermined period).
[0261] According to such a configuration, the possibility that the game ball existing above the large winning port is detected within the predetermined period from the opening of the large winning port can be increased, and it is possible to prevent a decrease in the gaming interest without giving the player a sense of uneasiness.
[0262] (6) In the gaming machine according to any one of (1) to (5) above, an operation promotion display for promoting the player's operation is performed before the variable winning means enters the first state after being controlled to the advantageous state (for example, during the period from achieving a big win to the large winning port being in the open state, as shown in FIG. 10-7(a-3), a right hitting effect is performed to display to the player that they should hit right).
[0263] According to such a configuration, since the operation to be performed during the advantageous state is suggested, the gaming method becomes easier to understand and the gaming interest can be improved.
[0264] (7) In the gaming machine according to any one of (1) to (6) above, the first state is a state in which the variable winning door included in the variable winning means is fully opened (for example, the open state of the big winning opening means that the big winning opening is in a fully open state, that is, the position where the big winning opening door is in a fully open state, and a big winning opening open command is transmitted from the side of the main board 11 in response to detecting that the big winning opening door has moved to the position where it is in a fully open state), and it may be configured in this way.
[0265] According to such a configuration, since a predetermined period is counted after the big winning opening is fully opened, it is possible to prevent a decrease in the gaming interest without giving the player a sense of uneasiness.
[0266] (8) In the gaming machine according to any one of (1) to (7) above, when the game medium launched by the operation promotion display enters the variable winning means before the first round game in the advantageous state is started, the specific display is displayed after the elapse of the predetermined period (for example, a game ball launched by a right strike effect before the start of the first R can win at the timing when the big winning opening is in an open state, and when it wins within the predetermined period, a winning number display as a specific display is performed after the predetermined period), and it may be configured in this way.
[0267] According to such a configuration, it is possible to prevent the game medium launched before the start of the round game from being wasted.
[0268] (9) In the gaming machine according to any one of (1) to (8) above, in the last round game among the plurality of round games in the advantageous state, when the variable winning means changes from the first state to the second state, the advantageous state ends with the game medium sandwiched therebetween (for example, in the final round, when the 11th game ball is sandwiched between the special variable winning ball device 7 (more specifically, between the big winning door and the glass door frame 3a) as shown in FIGS. 10-15, the jackpot game state ends while being sandwiched), and when the game medium in the sandwiched state wins the variable winning means when the variable winning means changes from the second state to the first state in the first round game when the advantageous state is controlled again, the specific display is displayed after the elapse of the predetermined period (for example, when the game ball wins the big winning opening at the start of the first R when the next jackpot occurs, and the number of winnings is displayed as a specific display after the elapse of the predetermined period).
[0269] According to such a configuration, it is possible to prevent dissatisfaction felt by the player when an irregular event occurs.
[0270] (10) In the gaming machine according to any one of (1) to (9) above, it is possible to execute a suggestive effect suggesting that the advantageous state has been controlled until the variable winning means changes from the second state to the first state while being controlled in the advantageous state (for example, it is possible to execute a fanfare effect suggesting that the jackpot game state has been entered until the big winning opening changes from the closed state to the open state), and it is possible to execute a round game display capable of specifying the round game being executed and a mid-round effect corresponding to the round game together with the start of the display of the granted amount display after the elapse of the predetermined period (for example, after the big winning opening becomes open and the predetermined period has elapsed, the round number is displayed together with the number of winnings, and it is possible to execute a jackpot mid-round effect corresponding to the round game).
[0271] According to such a configuration, it is possible to add a sense of rhythm to the effects and improve the gaming interest.
[0272] (Description of the means related to the feature part 043AK) The feature part 042AK includes the following feature part 043AK. (1) The gaming machine related to the feature part 043AK is a gaming machine (such as the pachinko gaming machine 1) that can be controlled to an advantageous state favorable to the player, and includes display means (such as the effect control CPU 120 that instructs the display content on the image display device 5), a first state in which the game medium is easy to win, and a variable winning means (such as the special variable winning ball device 7) that can change to a second state in which the game medium cannot win or is difficult to win, Control means (e.g., CPU 103 that conducts a round game) capable of executing a plurality of round games in which, when controlled to the advantageous state, after changing the variable prize means from the second state to the first state, it is then changed back to the second state. The display means can display an award amount display regarding the amount of game value awarded when a game medium wins a prize in the variable prize means (e.g., by displaying the number of winnings). When the first of the plurality of round games is conducted, after a predetermined period has elapsed after the variable prize means changes from the second state to the first state, the award amount display is displayed (e.g., in the first round, after a predetermined period has elapsed after the big winning opening becomes the open state, the number of winnings is displayed). If no game medium wins a prize in the variable prize means within the predetermined period, after the predetermined period has elapsed, a predetermined display corresponding to the fact that no game value has been awarded as the award amount display is displayed (e.g., "0000" is displayed as the number of winnings). If a game medium wins a prize in the variable prize means within the predetermined period, after the predetermined period has elapsed, a specific display different from the predetermined display is displayed as the award amount display (e.g., "0015" is displayed as the number of winnings). It further includes a light emitting means (e.g., effect lamp 9) and light emission control means for controlling the light emitting means (e.g., effect control CPU 120). The light emission control means controls the light emitting means with a light emission pattern corresponding to the game medium winning a prize, depending on whether the game medium wins a prize in the variable prize means after the predetermined period has elapsed or before the predetermined period has elapsed (e.g., when a game ball wins a prize in the big winning opening, the attacker lamp 9c is lit regardless of whether it is a winning within the predetermined period). This is the gist of the invention.
[0273] According to such a configuration, since a specific display is made when a prize is won within a predetermined period, it is possible to prevent a decrease in the game interest without giving the player a sense of uneasiness, and it becomes easier to visually recognize that a prize has been won within the predetermined period.
[0274] (2) In the gaming machine according to (1) above, the light-emitting means includes a specific light-emitting means (for example, the attacker lamp 9c, etc.) located near the variable winning means that emits light when a game medium wins in the variable winning means, and a predetermined light-emitting means other than the specific light-emitting means (for example, the effect lamp 9 other than the attacker lamp 9c, etc.). The light emission of the specific light-emitting means when a game medium wins in the variable winning means has a higher number of light emission times per unit time than the light emission of the predetermined light-emitting means (for example, the light emission of the attacker lamp 9c in the process of step 042AKS058 (the same applies to step 042AKS064) is made to emit light in a manner (a manner of notifying winning) with a higher number of light emission times per unit time than the game effect lamp 9 other than the attacker lamp 9c that emits light in the jackpot middle performance, etc.).
[0275] According to this configuration, it becomes easier to visually recognize that the game ball has won in the big winning opening, and the gaming interest can be improved.
[0276] (3) In the gaming machine according to (1) or (2) above, it further includes a sound output means (for example, speakers 8L, 8R, etc.). The sound output means outputs a winning sound corresponding to the winning when a game medium wins in the variable winning means, and also outputs the winning sound when a game medium wins in the variable winning means after the elapse of the predetermined period and when a game medium wins in the variable winning means before the elapse of the predetermined period (for example, when a game ball wins in the big winning opening, the winning sound is output regardless of whether it is a winning within the predetermined period, etc.).
[0277] According to this configuration, it becomes easier to recognize that the game ball has won in the big winning opening, and the gaming interest can be improved.
[0278] (Explanation of the means according to the feature part 044AK) The feature part 042AK includes the following feature part 044AK. (1) The gaming machine related to the feature part 044AK is a gaming machine (such as the pachinko gaming machine 1, etc.) that can be controlled to an advantageous state advantageous to the player, and includes a display means (such as the effect control CPU 120 that instructs the display content on the image display device 5, etc.), a variable winning means (such as the special variable winning ball device 7, etc.) that can change between a first state where the game medium is easy to win and a second state where the game medium is impossible or difficult to win, and a control means (such as the CPU 103 that performs a round game, etc.) that can execute a plurality of round games to change the variable winning means from the second state to the first state and then to the second state when being controlled to the advantageous state. The display means can display an amount display related to the amount of the game value given when the game medium wins the variable winning means (such as performing a winning number display, etc.), and can display a round game display that can identify the executed round game (such as performing a round number display, etc.). When the first round game among the plurality of round games is performed, after a predetermined period has elapsed after the variable winning means changes from the second state to the first state, the amount display and the round game display corresponding to the first round game are displayed (such as in the first round, after a predetermined period has elapsed after the big winning opening becomes open, the round number display and the winning number display are performed, etc.). When the second and subsequent round games among the plurality of round games are performed, after the predetermined period has elapsed after the variable winning means changes from the second state to the first state, the round game display corresponding to the second and subsequent round games is displayed (such as in the second round, after a predetermined period has elapsed after the big winning opening becomes open, the round number display is performed, etc.). If the game medium does not win the variable winning means within the predetermined period, a predetermined display corresponding to the fact that the game value has not been given is displayed as the amount display after the predetermined period has elapsed (such as displaying "0000" as the winning number display, etc.). If the game medium wins the variable winning means within the predetermined period, a specific display different from the predetermined display is displayed as the amount display after the predetermined period has elapsed (such as displaying "0015" as the winning number display, etc.). This is the feature.
[0279] According to this configuration, since a specific display is performed when a prize is won within a predetermined period, it is possible to prevent a decrease in the gaming interest without giving a sense of uneasiness to the player, and in each round of a plurality of rounds of round games, it is possible to increase the possibility of awarding the game balls continuously launched to the big winning opening that is opened earlier than the round display.
[0280] (2) In the gaming machine according to the above (1), when the round game after the second time is performed, if the game medium does not win the variable winning means within a predetermined period after the variable winning means changes from the second state to the first state, the awarded amount display displayed in the previous round game is continuously displayed (for example, when the round game after the second round is performed, if the game medium does not win the big winning opening within a predetermined period after the big winning opening becomes an open state, as shown in FIG. 10-14(a-31), the number of winning balls display displayed in the previous round game is continuously displayed, etc.), and when the round game after the second time is performed, if the game medium wins the variable winning means within a predetermined period after the variable winning means changes from the second state to the first state, an amount corresponding to the game value awarded corresponding to the winning is added to the awarded amount display displayed in the previous round game and displayed (for example, if the game medium wins the big winning opening within a predetermined period, as shown in FIG. 10-14(a-30), the number of winning balls obtained corresponding to the winning is added to the number of winning balls display displayed in the previous round game and displayed, etc.). This may be done.
[0281] According to this configuration, it is possible to make it easier to recognize winning in the big winning opening even in the round games after the second time.
[0282] (3) In the gaming machine according to the above (1) or (2), the display means can update and display the awarded amount display being displayed in response to the gaming medium winning in the variable winning means, and the update display of the awarded amount display ends once the variable winning means changes from the first state to the second state and until it returns to the first state again (for example, the count-up display and the winning number display corresponding to the over-win are completed within the period from when the big winning opening is completely closed until it becomes the open state corresponding to the second R), and it may be configured in this way.
[0283] According to this configuration, since the update of the winning number display at one opening does not overlap with the update of the winning number display at the next opening, it becomes easy to determine which winning corresponds to which opening.
[0284] (Description of the means according to the feature part 045AK) Feature part 042AK includes the following feature part 045AK. (1) The gaming machine related to feature part 045AK is a gaming machine (such as pachinko gaming machine 1) that can be controlled to an advantageous state advantageous to the player, and includes a display means (such as an effect control CPU 120 that instructs the display content on the image display device 5), a variable winning means (such as a special variable winning ball device 7) that can change between a first state where it is easy for a game medium to win and a second state where it is impossible or difficult for the game medium to win, and a control means (such as a CPU 103 that performs a round game) that can execute a plurality of round games in which the variable winning means is changed from the second state to the first state and then changed to the second state when controlled to the advantageous state. The display means can display an amount display related to the amount of game value granted by the game medium winning the variable winning means (such as displaying the number of winnings). When the first round game among the plurality of round games is performed, the amount display is displayed after a predetermined period has elapsed after the variable winning means has changed from the second state to the first state (such as in the first round, displaying the number of winnings after a predetermined period has elapsed after the big winning opening has been opened). If the game medium does not win the variable winning means within the predetermined period, a predetermined display corresponding to the fact that the game value has not been granted is displayed as the amount display after the predetermined period has elapsed (such as displaying "0000" as the number of winnings). If the game medium wins the variable winning means within the predetermined period, a specific display different from the predetermined display is displayed as the amount display after the predetermined period has elapsed (such as displaying "0015" as the number of winnings). It further includes a plurality of light emitting means (such as an effect lamp 9) and a light emission control means (such as an effect control CPU 120) that controls the light emitting means. The light emission control means performs control to cause more of the light emitting means to emit light when the variable winning means is in the first state and the amount display after the predetermined period has elapsed is being displayed than when the variable winning means is in the first state and the amount display before the predetermined period has elapsed is not being displayed (such as during the predetermined period, that is, in a situation where the number of winnings is not being displayed, as shown in FIG. 10-10(c-18),Although the attacker lamp 9c only lights up when the game ball wins the big winning opening, in the situation where the number of winnings after the expiration of the specified period is being displayed, for example, as shown in FIGS. 10-11 (c-20) and (c-21), the effect lamp 9 provided on the multi-game machine frame 3 and the effect lamp 9 provided on the game board 2 are alternately lit, and more effect lamps 9 emit light than during the specified period), etc., which is characterized by this.
[0285] According to such a configuration, since specific display is performed when winning within the specified period, it is possible to prevent a decrease in the game interest without giving the player a sense of uneasiness, and it is possible to enhance the performance after the number of winnings after the specified period is displayed and improve the game interest.
[0286] (2) In the gaming machine according to (1) above, before the variable winning means reaches the first state after being controlled to the advantageous state, an operation promotion display for prompting the player to operate can be displayed (for example, a right-handed display is performed, etc.). The light-emitting means includes a specific light-emitting means (for example, the attacker lamp 9c, etc.) located near the variable winning means that emits light when a game medium wins the variable winning means, and a predetermined light-emitting means other than the specific light-emitting means (for example, the effect lamp 9 other than the attacker lamp 9c, etc.). When the variable winning means is in the first state, when the amount display before the elapse of the predetermined period is not displayed, the specific light-emitting means emits light while the predetermined light-emitting means emits light in a light-emitting pattern corresponding to the operation promotion display. When the amount display after the elapse of the predetermined period is displayed, the specific light-emitting means and the predetermined light-emitting means emit light in a light-emitting pattern corresponding to the round game (for example, after the big winning opening is opened, until the predetermined period elapses, as shown in FIGS. 10-7(c-3) to 10-9(c-13), the effect lamp 9 is sequentially lit to suggest a right-handed hit. After the predetermined period elapses, for example, as shown in FIGS. 10-11(c-20) and (c-21), the effect lamp 9 provided on the multi-game machine frame 3 and the effect lamp 9 provided on the game board 2 are alternately lit. When the effect lamp 9 is sequentially lit to suggest a right-handed hit after the big winning opening is opened, after the last lit attacker lamp 9c is lit, it is not turned off as shown in FIG. 10-9(c-15) and remains lit, etc.). This may be the case.
[0287] According to this configuration, the operation can be promoted by using the predetermined light-emitting means, and the player can be made aware that the variable winning means has reached the first state.
[0288] (3) In the gaming machine according to the above (1) or (2), in the round game, one round game ends when a specific number of game media wins, and the game shifts to the next round game (for example, when 10 game balls win, it becomes the upper limit period during which the big winning opening can be opened), and the time from after the elapse of the predetermined period until the variable winning means enters the second state is a sufficient time for the game media to win the specific number (for example, for the upper limit period during which the big winning opening can be opened, it is a sufficient period even if counted from after the elapse of the predetermined period for 10 game balls to win), and it may be configured in this way.
[0289] According to this configuration, since sufficient time is ensured for winning, it is possible to give the player a sense of security.
[0290] (4) In the gaming machine according to the above (1), in the round game, one round game ends when a specific number of game media wins, and the game shifts to the next round game (for example, when 10 game balls win, it becomes the upper limit period during which the big winning opening can be opened), and the time from after the elapse of the predetermined period until the variable winning means enters the second state is a sufficient time for the game media to win the specific number (for example, for the upper limit period during which the big winning opening can be opened, it is a sufficient period even if counted from after the elapse of the predetermined period for 10 game balls to win). When the variable winning means is in the first state, when the award amount display before the elapse of the predetermined period is not displayed, the light emission of the light emitting means is restricted, and the light emitting means is made to emit light after the award amount display after the elapse of the predetermined period is displayed (for example, until the big winning opening becomes open and the predetermined period elapses, that is, until the number of winning displays is made, as shown in FIGS. 10-9(c-16) to (c-19), the effect lamp 9 is not made to emit light, and as shown in FIGS. 10-11(c-20) and (c-22), the effect lamp 9 is made to emit light after the number of winning displays after the elapse of the predetermined period is displayed), and it may be configured in this way.
[0291] According to this configuration, it is possible to suppress the player from making early shots and promote the firing timing.
[0292] (5) In the gaming machine according to (4) above, it is possible to execute a suggestive effect that suggests being controlled in the advantageous state until the variable winning means changes from the second state to the first state (for example, it is possible to execute a fanfare effect, etc.), and together with the start of display of the amount display after the elapse of the predetermined period, it is possible to execute a round game display that can identify the round game being executed and an in-round effect corresponding to the round game (for example, display the round number, display the number of winnings, and execute an effect during a big win after the elapse of a predetermined period, etc.), and cause the light-emitting means to emit light at the same timing as the execution timing of the in-round effect (for example, as shown in FIGS. 10-11(c-20) and (c-22), cause the effect lamp 9 to emit light at the same timing as the execution timing of the effect during a big win, etc.).
[0293] According to this configuration, it is possible to boost the effect all at once at the timing when the in-round effect is executed, and improve the amusement of the game.
[0294] (6) In the gaming machine according to any one of (1) to (5) above, the gaming machine further includes general winning means (such as the general winning opening 10) into which a gaming medium can win. The display means can display the amount of gaming value granted when the gaming medium wins the general winning means as the amount display (for example, corresponding to winning the general winning opening 10, displaying the number of winnings obtained, etc.). When the gaming medium does not win the general winning means within the predetermined period, after the lapse of the predetermined period, a predetermined display corresponding to the fact that the gaming value has not been granted as the amount display is displayed (for example, when the gaming ball does not win the general winning opening 10 during the predetermined period, displaying "0000" as a predetermined display indicating that no bonus balls have been granted, etc.). When the gaming medium wins the general winning means within the predetermined period, after the lapse of the predetermined period, a display corresponding to winning the general winning means is made as the amount display (for example, when the gaming ball wins the general winning opening 10 during the predetermined period after the big winning opening is in the open state, after the lapse of the predetermined period, corresponding to winning the general winning opening 10, displaying "0003" as the number of winnings obtained, etc.). This may be the case.
[0295] According to this configuration, regarding winning the general winning means during the predetermined period, a display corresponding to winning the general winning means is made, so that it is possible to prevent giving anxiety to the player.
[0296] (7) In the gaming machine according to any one of (1) to (6) above, the variable winning means is provided in a predetermined area in the gaming area (for example, the special variable winning ball device 7 is provided in the right gaming area, etc.). The display means can display a first image (such as a decorative pattern constituting a big win) at the same timing as the amount display. The first image is effect-displayed at the same timing as the amount display during the advantageous state (for example, performing an effect display of operating the decorative pattern constituting a big win, etc.). The effect display is displayed in a manner suggesting the predetermined area (for example, as an effect display, operating the decorative pattern constituting a big win in the directions of the right back, front, and left back to suggest a right hit, etc.). This may be the case.
[0297] According to this configuration, the game area to be launched is suggested by the effect display, making it easier for the player to recognize the game area to be launched.
[0298] (Description of the first form of the feature unit 20SH) Next, a pachinko game machine related to the first form of the feature unit 20SH will be described with reference to FIGS. 11-1 to 11-4. In the pachinko game machine 1 related to the first form of the feature unit 20SH, it is possible to display the number-of-winnings display related to the number of prize balls awarded in the jackpot game state and the number-of-winnings notification display for notifying that the number of prize balls awarded in the jackpot game state has reached a predetermined number. The characters used for the number-of-winnings display and the number-of-winnings notification display include specific characters in which a specific area surrounded by lines forming the characters is formed. The specific characters used for the number-of-winnings display are such that the jackpot background image is not visible from the specific area. The specific characters used for the number-of-winnings notification display are such that the jackpot background image is visible from the specific area.
[0299] Hereinafter, the pachinko game machine 1 related to the first form of the feature unit 20SH having such features will be described. Note that the description of the parts similar to the above-described parts will be omitted.
[0300] (Background art related to the first form of the feature unit 20SH) FIG. 11-1 is a diagram showing the background art related to the first form of the feature unit 20SH.
[0301] When the pachinko game machine is controlled to be in the jackpot game state, as shown in FIG. 11-1(A), it may display the number-of-winnings display related to the number of prize balls awarded in the jackpot game state. In the example shown in FIG. 11-1(A), corresponding to the fact that the number of winning balls is 120, the number-of-winnings display of "Points 120" is displayed.
[0302] For the obtained number display, numbers for displaying the number of prize balls and characters other than numbers for recognizing that it is an obtained number display are used. The numbers used for the obtained number display are, for example, Arabic numerals, Roman numerals, Chinese numerals, etc. The obtained number display shown in FIG. 11-1(A) uses the character "point" for recognizing that it is an obtained number display and the number "120" for displaying the number of prize balls.
[0303] Among the characters used for the obtained number display, there are characters in which a specific area is formed. Here, the specific area is an area surrounded by the lines forming the character and not communicating with the area outside the lines forming the character. Here, "not communicating with the area outside the lines forming the character" means that the "specific area" is completely separated from the "area outside the lines forming the character" by the "lines forming the character", and the case where the "specific area" is not completely separated from the "area outside the lines forming the character" by the "lines forming the character" but appears to be a different area at first glance. In the following description, the character in which a specific area is formed is referred to as a "specific character".
[0304] For example, in the case of Arabic numerals, "0", "4", "6", "8", "9" correspond to specific characters. That is, in the case of the Arabic numerals "0", "6", "8", "9", a substantially circular area surrounded by the curves forming the character is the specific area. For the Arabic numeral "8", two specific areas are formed. In the case of the Arabic numeral "4", a triangular area surrounded by three straight lines forming the character is the specific area.
[0305] In addition, when the pachinko gaming machine is controlled to be in the jackpot gaming state, as shown in Fig. 11-1(A), a jackpot background video related to the jackpot gaming state is displayed across the entire display area of the image display device. In the example shown in Fig. 11-1(A), a jackpot background video in which a "butterfly" is flying is being displayed. The jackpot background video is a video that is displayed on the back side relative to other displays shown on the image display device in the jackpot gaming state. The jackpot background video contains many lines that represent animation pictures and effects.
[0306] The number of winnings obtained is displayed in a small size in an edge area that does not obstruct the visibility of the jackpot background video in the display area of the image display device. When the jackpot background video changes over time, the lines of the jackpot background video may overlap behind the number-of-winnings display. And when specific characters are displayed in the number-of-winnings display, like the part of the Arabic numeral "0" surrounded by the two-dot chain line in Fig. 11-1(A), if the lines of the jackpot background video overlap behind the specific area of the specific character, the lines of the jackpot background video may assimilate with the lines forming the specific character, and the specific character may appear as a different character from the original character.
[0307] Fig. 11-1(B) is an enlarged view of the part of the Arabic numeral "0" surrounded by the two-dot chain line in Fig. 11-1(A). In the examples shown in Figs. 11-1(A) and (B), the lines of the "butterfly" in the jackpot background video overlap behind the specific area of the specific character "0" used for the number-of-winnings display, and the lines of the "butterfly" in the jackpot background video assimilate with the lines forming the specific character "0", making the specific character "0" appear as the Arabic numeral "8" instead of the Arabic numeral "0".
[0308] In this way, if the characters in the number-of-winnings display are misrecognized as different characters from the original characters, the number of bonus balls awarded in the jackpot gaming state cannot be accurately recognized. However, for example, it is difficult to adjust the positions of the lines included in the jackpot background video so that the lines of the jackpot background video do not overlap the specific areas of the specific characters.
[0309] The first form of the feature portion 20SH is made in view of such a background. Hereinafter, the first form of the feature portion 20SH will be described.
[0310] (Number of acquisitions display in the first form of the feature portion 20SH) FIG. 11-2(A) is a diagram showing an example of a display mode of Arabic numerals used for the number of acquisitions display in the first form of the feature portion 20SH.
[0311] In the first form of the feature portion 20SH, among the Arabic numerals used for the number of acquisitions display, the specific regions 20SHI1 of "0", "4", "6", "8", and "9" corresponding to specific characters are in a display mode that is not transparent and is different from the display mode of the lines 20SHS1 forming the characters. In the example shown in FIG. 11-2(A), while the color of the lines 20SHS1 of the Arabic numerals used for the number of acquisitions display is "black", the specific regions 20SHI1 of "0", "4", "6", "8", and "9" corresponding to specific characters are displayed in "white".
[0312] Further, the display mode of the specific region 20SHI1 is not limited to a color different from the color of the lines 20SHS1 forming the characters, and any display mode with a high contrast to the display mode of the lines 20SHS1 forming the characters is acceptable as long as the specific region 20SHI1 and the lines 20SHS1 forming the characters can be accurately distinguished.
[0313] For example, the color of the specific region 20SHI1 may be a color with a high contrast to the color of the lines 20SHS1 forming the characters. In that case, the brightness of the specific region 20SHI1 may be a brightness with a low contrast to the brightness of the lines 20SHS1 forming the characters. Also, in that case, the texture of the specific region 20SHI1 may be a texture with a low contrast to the texture of the lines 20SHS1 forming the characters. Also, in that case, the texture of the specific region 20SHI1 may be a texture with a low contrast to the texture of the lines 20SHS1 forming the characters.
[0314] Further, for example, the brightness of the specific region 20SHI1 may be a brightness with high contrast to the brightness of the line 20SHS1 forming the character. In that case, the color of the specific region 20SHI1 may be a color with low contrast to the color of the line 20SHS1 forming the character. Also, in that case, the texture of the specific region 20SHI1 may be a texture with low contrast to the texture of the line 20SHS1 forming the character. Also, in that case, the texture of the specific region 20SHI1 may be a texture with low contrast to the texture of the line 20SHS1 forming the character.
[0315] Further, for example, the texture of the specific region 20SHI1 may be a texture with high contrast to the texture of the line 20SHS1 forming the character. In that case, the color of the specific region 20SHI1 may be a color with low contrast to the color of the line 20SHS1 forming the character. Also, in that case, the brightness of the specific region 20SHI1 may be a brightness with low contrast to the brightness of the line 20SHS1 forming the character. Also, in that case, the texture of the specific region 20SHI1 may be a texture with low contrast to the texture of the line 20SHS1 forming the character.
[0316] Further, for example, the texture of the specific region 20SHI1 may be a texture with high contrast to the texture of the line 20SHS1 forming the character. In that case, the color of the specific region 20SHI1 may be a color with low contrast to the color of the line 20SHS1 forming the character. Also, in that case, the brightness of the specific region 20SHI1 may be a brightness with low contrast to the brightness of the line 20SHS1 forming the character. Also, in that case, the texture of the specific region 20SHI1 may be a texture with low contrast to the texture of the line 20SHS1 forming the character.
[0317] Among the characters used for the obtained number display, the numbers other than the Arabic numerals for displaying the number of prize balls, and the specific characters among the characters other than numbers for recognizing that it is an obtained number display are also displayed in a display mode in which the specific area is not transparent, like the Arabic numerals shown in FIG. 11-2(A), and is different from the display mode of the lines forming the characters.
[0318] (Obtained number notification display in the first form of the feature unit 20SH) FIG. 11-2(A) is a diagram showing an example of the display mode of the Arabic numerals used for the obtained number notification display in the first form of the feature unit 20SH.
[0319] The pachinko gaming machine 1 displays an obtained number notification display for notifying that the number of prize balls awarded in the jackpot gaming state has reached a predetermined number when this occurs.
[0320] Here, the time shortening control and the probability variation control executed after the end of the jackpot gaming state end when a predetermined number of special figure games are executed, or when a jackpot gaming state occurs before a predetermined number of special figure games are executed. However, for example, the number of times of the time shortening control and the probability variation control may be different for each jackpot type, or in the case of a specific jackpot type, the high probability control and the time shortening control executed after the end of the jackpot gaming state may be continuously executed until a jackpot occurs again after the end of the jackpot gaming state. In such a case, a so-called continuous winning state occurs in which the jackpot gaming states occur continuously without passing through the normal state.
[0321] When the pachinko gaming machine 1 is in the continuous winning state, when the number of prize balls awarded in a plurality of jackpot gaming states in the continuous winning state reaches a predetermined number, the pachinko gaming machine 1 displays an obtained number notification display for notifying that fact.
[0322] For the obtained number notification display, when the number of prize balls awarded in the jackpot game state reaches a certain number, numbers for displaying that predetermined number and characters other than numbers for recognizing that it is the obtained number notification display are used. The numbers used for the obtained number notification display are, for example, Arabic numerals, Roman numerals, Chinese numerals, etc.
[0323] Among the characters used for the obtained number notification display, there are also characters corresponding to specific characters. In the first form of the feature unit 20SH, as shown in FIG. 11-2(B), the specific area of the specific characters used for the obtained number notification display is displayed in a transparent display mode. In the example shown in FIG. 11-2(B), among the Arabic numerals used for the obtained number notification display, the specific areas 20SHI2 of "0", "4", "6", "8", and "9" corresponding to the specific characters are displayed in a transparent display mode.
[0324] Among the characters used for the obtained number notification display, when the number of prize balls awarded in the jackpot game state reaches a certain number, numbers other than Arabic numerals for displaying that predetermined number and specific characters among the characters other than numbers for recognizing that it is the obtained number notification display are also displayed with specific areas in a transparent display mode, like the Arabic numerals shown in FIG. 11-2(B).
[0325] (Appearance of the obtained number display in the first form of the feature unit 20SH) FIG. 11-3(A) is a diagram showing the appearance of the obtained number display in the first form of the feature unit 20SH. FIG. 11-3(B) is an enlarged view of the "0" part of the Arabic numerals surrounded by a two-dot chain line in FIG. 11-1(A).
[0326] In the examples shown in FIGS. 11-3(A) and (B), although the line of "BUTTERFLY" in the jackpot middle background image overlaps with the back of the specific area of the specific character "0" used in the winning number display 20SHK, since the specific area 20SHI1 is displayed in "white", the jackpot middle background image cannot be visually recognized from the specific area 20SHI1. Therefore, in the specific area 20SHI1, the line 20SHHS of "BUTTERFLY" in the jackpot middle background image does not assimilate with the line 20SHS1 forming the specific character "0", and the specific character "0" can be accurately recognized as the Arabic numeral "0".
[0327] In addition to the winning number display 20SHK, the image display device 5 also displays a jackpot display 20SHO for recognizing that it is controlled to be in a jackpot gaming state, an ornament pattern display 20SHZ showing a determined ornament pattern that becomes a jackpot combination derived and displayed when controlled to be in a jackpot gaming state, a round number display 20SHR showing the number of rounds of the round game in the jackpot gaming state, and a right hit display 20SHM suggesting that the player should hit the right. The jackpot display 20SHO, the ornament pattern display 20SHZ, the round number display 20SHR, and the right hit display 20SHM are also displayed small in an end area that does not inhibit the visibility of the jackpot middle background image in the display area of the image display device 5, similar to the winning number display 20SHK.
[0328] The characters used for the big win display 20SHO, the decorative symbol display 20SHZ, the round number display 20SHR, and the right-handed display 20SHM may include the same type of characters as those used for the win count display 20SHK and the win count notification display, and different types of characters from those used for the win count display 20SHK and the win count notification display. In this embodiment, as shown in FIG. 11-4, "numbers" and "katakana" are used for the characters of the win count display 20SHK and the win count notification display 20SHKH. On the other hand, "alphabets" and "Chinese characters", which are different types of characters from those used for the win count display 20SHK and the win count notification display, are used for the big win display 20SHO. Also, "numbers", which are the same type of characters as those used for the win count display 20SHK and the win count notification display, are used for the decorative symbol display 20SHZ. Further, "numbers", which are the same type of characters as those used for the win count display 20SHK and the win count notification display, and "alphabets", which are different types of characters from those used for the win count display 20SHK and the win count notification display, are used for the round number display 20SHR. Also, "Chinese characters", "hiragana", and "symbols", which are different types of characters from those used for the win count display 20SHK and the win count notification display, are used for the right-handed display 20SHM.
[0329] Among the characters used for the big win display 20SHO, the decorative symbol display 20SHZ, the round number display 20SHR, and the right-handed display 20SHM, regardless of the type of the characters, there are characters corresponding to the specific characters. The specific areas of the specific characters used for the big win display 20SHO, the decorative symbol display 20SHZ, the round number display 20SHR, and the right-handed display 20SHM are also in a non-transparent display mode, similar to the specific area 20SHI1 of the win count display 20SHK, and are displayed in a display mode different from the display mode of the line 20SHS1 forming the characters. Therefore, the big win background image is not visible from the specific area 20SHI1.
[0330] (Example of the production operation of the win count display and the win count notification display in the first form of the feature unit 20SH) FIG. 11-4 is a diagram showing an example of the production operation of the win count display and the win count notification display.
[0331]
[0331] In this embodiment, as shown in FIG. 11-4(A), the display area of the image display device 5 is distinguished into a first display area 20SH51 and a second display area 20SH52 that is an area around the first display area 20SH51 and is narrower than the first display area 20SH51, and various displays are performed. In the example shown in FIG. 11-4(A), the area inside the two-dot chain line is defined as the first display area 20SH51, and the area outside the two-dot chain line is defined as the second display area 20SH52.
[0332] As shown in FIG. 11-4(A), the effect control CPU 120 displays a jackpot middle background image in the first display area 20SH51 and the second display area 20SH52 of the image display device 5. Further, the effect control CPU 120 displays a number of acquired balls display 20SHK in front of the jackpot middle background image in the second display area 20SH52 of the image display device 5. Also, as shown in FIG. 11-4(A), a jackpot display, a decoration symbol display, a round number display, and a right hit display are also displayed in the second display area 20SH52.
[0333] Here, as described above, in this embodiment, when a game ball enters the big winning opening, 15 game balls are paid out as prize balls. In FIG. 11-4(A), since the number of acquired balls display 20SHK indicating "point 990" is displayed, it can be recognized that 990 game balls have been paid out as prize balls in the jackpot game state. The effect control CPU 120 updates the number of the number of acquired balls display 20SHK each time a game ball is paid out in the jackpot game state.
[0334]
[0332] In such a situation, it is assumed that a game ball enters the big winning opening and 15 game balls are paid out as prize balls.
[0335] The performance control CPU 120, in response to the payout of 15 game balls, counts up the numbers of the winning count display 20SHK one by one from "990" to "1005" as shown in FIGS. 11-4(B) to (G). In that case, the numbers of the winning count display 20SHK will pass through a so-called "kiriban", which is a nice round number of "1000". In other words, it means that the number of prize balls awarded in the jackpot game state has reached "1000".
[0336] Here, the performance control CPU 120 displays a winning count notification display each time "1000" game balls are paid out in the jackpot game state. For example, when the number of prize balls in the jackpot game state reaches "1000", the performance control CPU 120 displays a winning count notification display of "1000 OVER", and when the number of prize balls in the jackpot game state reaches "2000", the performance control CPU 120 displays a winning count notification display of "2000 OVER".
[0337] When the number of the winning count display 20SHK becomes the kiriban's "1000", the performance control CPU 120 displays a part of the winning count notification display 20SHKH at the right end of the display area of the image display device 5 as shown in FIG. 11-4(D). Then, as shown in FIGS. 11-4(E) to (G), the performance control CPU 120 moves the display position of the winning count notification display 20SHKH displayed in each frame of the video while the number of the winning count display 20SHK changes from "1000" to "1005" from the right end of the display area of the image display device 5 toward the center of the first display area 20SH51. When the number of the winning count display 20SHK becomes "1005", the performance control CPU 120 stops and displays the winning count notification display 20SHKH at the center of the first display area 20SH51 of the image display device 5 as shown in FIG. 11-4(G). At this time, the winning count notification display 20SHKH only needs to be displayed at least in the first display area 20SH51, and it may be displayed across the first display area 20SH51 and the second display area 20SH52.
[0338] With such display control, the acquired number notification display 20SHKH is displayed so as to frame in from the outside to the inside of the display area of the image display device 5.
[0339] Then, when a predetermined period has elapsed since the start of the display of the acquired number notification display 20SHKH, the effect control CPU 120 ends the display of the acquired number notification display 20SHKH. In the example shown in FIG. 11-4(H), the effect control CPU 120 moves the display position of the acquired number notification display 20SHKH displayed in each frame of the video from the center of the first display area 20SH51 of the image display device 5 toward the left end of the display area.
[0340] With such display control, the acquired number notification display 20SHKH is displayed so as to frame out from the inside to the outside of the display area of the image display device 5, and the display ends when it is no longer displayed in the display area of the image display device 5.
[0341] The effect control CPU 120 may consider that the display of the acquired number notification display 20SHKH has started when a part of the acquired number notification display 20SHKH is displayed when the number of the acquired number display 20SHK becomes "Kiriban", and perform display control to end the display of the acquired number notification display 20SHKH when a predetermined period has elapsed from that timing. Further, the effect control CPU 120 may consider that the display of the acquired number notification display 20SHKH has started when the acquired number notification display 20SHKH is stopped and displayed in the first display area 20SH51 of the image display device 5, and perform display control to end the display of the acquired number notification display 20SHKH when a predetermined period has elapsed from that timing.
[0342] As described above, the specific area of the specific characters used for the winning number notification display 20SHKH is displayed in a transparent display mode. Therefore, as shown in FIGS. 11-4(E) to (H), the jackpot middle background video is visible from the specific area of the specific characters used for the winning number notification display 20SHKH. For example, in the examples shown in FIGS. 11-4(E) to (H), the jackpot middle background video can be seen from the specific area of the Arabic numeral "0", which is a specific character used for the winning number notification display 20SHKH.
[0343] Also, as shown in FIGS. 11-4(D) to (H), the characters used for the winning number notification display 20SHKH are characters with a larger size than the characters used for the winning number display 20SHK.
[0344] Note that the production mode when stopping and displaying the winning number notification display 20SHKH in the first display area 20SH51 is not limited to the mode of frame-in, stopping, and then frame-out of the winning number notification display 20SHKH. For example, instead of the production of frame-in of the winning number notification display 20SHKH, it may be a production such that the winning number notification display 20SHKH jumps out from the back side to the front side of the screen, or a production such that the winning number notification display 20SHKH gradually emerges, or a production such that the winning number notification display 20SHKH is displayed in a speech bubble where a character appears and shows the character's lines. Also, instead of the production of frame-out of the winning number notification display 20SHKH, it may be a production such that the winning number notification display 20SHKH is sucked from the front side to the back side of the screen, or a production such that the winning number notification display 20SHKH gradually disappears, or a production such that when the winning number notification display 20SHKH is displayed in a speech bubble where a character shows the character's lines, the character leaves.
[0345] As described above, the pachinko gaming machine 1 related to the first form of the feature unit 20SH can be controlled to be in a jackpot gaming state. The pachinko gaming machine 1 is provided with an image display device 5. The display area of the image display device 5 includes a first display area 20SH51 and a second display area 20SH52 that is an area around the first display area 20SH51 and is narrower than the first display area 20SH51. The image display device 5 can display a jackpot middle background video corresponding to the jackpot gaming state in the first display area 20SH51 and the second display area 20SH52. Also, the image display device 5 can display a number-of-winnings display 20SHK regarding the number of awarded bonus balls on the front side of the jackpot middle background video in the second display area 20SH52. Further, the image display device 5, at least in the first display area 20SH51, serves as a number-of-winnings notification display 20SHKH for notifying that the number of bonus balls awarded in the jackpot gaming state has reached the number of "Kiriban", and can display a number-of-winnings notification display such as "Over 1000" when the number of bonus balls awarded in the jackpot gaming state reaches "1000", and can display a number-of-winnings notification display such as "Over 2000" when the number of bonus balls awarded in the jackpot gaming state reaches "2000". The number-of-winnings display 20SHK is updated each time a game ball is paid out as a bonus ball in the jackpot gaming state. On the other hand, the number-of-winnings notification display 20SHKH ends the display when a predetermined period has elapsed since the start of the display. The characters used for the number-of-winnings notification display 20SHKH are characters of a size larger than the characters used for the number-of-winnings display 20SHK. The characters used for the number-of-winnings display 20SHK and the number-of-winnings notification display 20SHKH include specific characters in which a specific area surrounded by lines forming the characters is formed. The specific characters used for the number-of-winnings display 20SHK are such that the jackpot middle background video is not visible from the specific area. On the other hand, the specific characters used for the number-of-winnings notification display 20SHKH are such that the jackpot middle background video is visible from the specific area.
[0346] According to such a configuration, the obtained number display 20SHK and the obtained number notification display 20SHKH including specific characters can be suitably displayed in relation to the jackpot background video. For example, when a player checks the number of prize balls in the jackpot gaming state, the player checks the obtained number display 20SHK. However, the obtained number display 20SHK is displayed in small-sized characters in the narrow second display area 20SH52, and there is a possibility that the specific characters may look like different characters from the original characters if the jackpot background video can be seen from the specific area of the specific characters. By making the jackpot background video invisible from the specific area of the specific characters, the specific characters can be accurately recognized. Also, the obtained number notification display 20SHKH is not always displayed in the jackpot gaming state like the obtained number display 20SHK, but is displayed only for a predetermined period to bless the player when the number of prize balls given in the jackpot gaming state reaches the number of "Kiriban", and since it is displayed in large-sized characters in the wide first display area 20SH51, by making the jackpot background video visible from the specific area of the specific characters, it becomes possible to show the jackpot background video a little at the prominent display position called the first display area.
[0347] Also, as described above, the specific characters include the Arabic numerals "0", "4", "6", "8", "9".
[0348] According to such a configuration, the obtained number display 20SHK and the obtained number notification display 20SHKH using Arabic numerals can be suitably displayed in relation to the jackpot background video.
[0349] Also, as described above, when the image display device 5 is displaying the obtained number display 20SHK, it displays the obtained number notification display 20SHKH.
[0350] According to such a configuration, even when the obtained number notification display 20SHKH is being displayed, the number of prize balls in the jackpot gaming state can be accurately grasped by the obtained number display 20SHK.
[0351] Also, as described above, the image display device 5 can display the acquired number notification display 20SHKH in the first display area 20SH51 and the second display area 20SH52.
[0352] According to such a configuration, the acquired number notification display 20SHKH becomes more likely to catch the player's eye, and it is possible to suitably notify that the number of prize balls awarded in the big win gaming state has reached the number of "Kiriban".
[0353] Also, as described above, the image display device 5 can display the big win display 20SHO, the decoration symbol display 20SHZ, the round number display 20SHR, and the right hit display 20SHM on the front side of the big win background video in the second display area 20SH52. The characters used for the big win display 20SHO, the decoration symbol display 20SHZ, the round number display 20SHR, and the right hit display 20SHM include the same type of characters as those used for the acquired number display 20SHK and the acquired number notification display 20SHKH, and different types of characters from those used for the acquired number display 20SHK and the acquired number notification display 20SHKH, and any type of characters includes specific characters in which a specific area surrounded by lines forming the characters is formed. And the specific characters used for the big win display 20SHO, the decoration symbol display 20SHZ, the round number display 20SHR, and the right hit display 20SHM are not visible from the specific area to the big win background video.
[0354] According to such a configuration, it is also possible to accurately recognize the specific characters for the big win display 20SHO, the decoration symbol display 20SHZ, the round number display 20SHR, and the right hit display 20SHM.
[0355] Also, as described above, the image display device 5 can stop and display the acquired number notification display 20SHKH in the first display area 20SH51, and when a predetermined period has elapsed after the acquired number notification display 20SHKH is frame-in to the stop position in the first display area 20SH51, the acquired number notification display 20SHKH is frame-out.
[0356] According to such a configuration, the production effect when the obtained number notification display 20SHKH is displayed can be improved.
[0357] (Second form of the feature part 20SH) Next, a pachinko gaming machine related to the second form of the feature part 20SH will be described with reference to FIGS. 11-5 to 11-7. In the pachinko gaming machine 1 related to the second form of the feature part 20SH, the specific characters used for the obtained number notification display 20SHKH have a smaller ratio of the size of the specific area part to the area of the line forming the characters than the specific characters used for the obtained number display 20SHK.
[0358] Hereinafter, the pachinko gaming machine 1 related to the second form of the feature part 20SH having such features will be described. Note that the description of the parts similar to the above-described parts will be omitted.
[0359] (Obtained number notification display in the second form of the feature part 20SH) FIG. 11-5(A) is a diagram showing an example of the display mode of Arabic numerals used for the obtained number notification display in the second form of the feature part 20SH.
[0360] The pachinko gaming machine 1 related to the second form of the feature part 20SH uses three-dimensional characters for the obtained number notification display. Here, the three-dimensional characters are a character format that makes the characters appear to protrude to the front side. The area of the line forming the three-dimensional characters includes an area 20SHS21 that represents the area of the characters and an area 20SHS22 that represents the depth of the three-dimensional characters.
[0361] Among such three-dimensional characters, there are characters corresponding to the specific characters. In the example shown in FIG. 11-5(A), among the three-dimensional Arabic numerals used for the obtained number notification display, the specific areas 20SHI3 of "0", "4", "6", "8", and "9" corresponding to the specific characters are displayed in a transparent display mode, and when displayed in front of the jackpot middle background image, the jackpot middle background image can be visually recognized from the specific area 20SHI3.
[0362] (Comparison between non-three-dimensional characters and three-dimensional characters) FIG. 11-5(B) is an explanatory diagram comparing non-stereoscopic characters used for the winning number display and stereoscopic characters used for the winning number notification display.
[0363] When comparing the non-stereoscopic characters used for the winning number display and the stereoscopic characters used for the winning number notification display, the size of the area 20SHI1 of the line forming the non-stereoscopic characters is the same as the size of the area 20SHS21 of the line forming the stereoscopic characters that represents the characters. And for the non-stereoscopic specific characters, the area surrounded by the outline of the inner circumference of the area 20SHI1 of the line forming the characters becomes the specific area 20SHI1. On the other hand, for the stereoscopic specific characters, since the area of the line forming the characters includes the area 20SHS22 that represents the depth of the characters, the area surrounded by the outline of the inner circumference of the area 20SHS21 that represents the characters and the outline of the area 20SHS22 that represents the depth of the characters located on the inner circumference side becomes the specific area 20SHI3. Therefore, the stereoscopic specific characters used for the winning number notification display have a smaller specific area size by the size of the area 20SHS22 that represents the depth of the characters on the inner circumference side of the area 20SHS21 that represents the characters compared to the non-stereoscopic specific characters used for the winning number display, and the ratio of the specific area size to the size of the area of the line forming the characters is smaller.
[0364] (Modification example of the winning number notification display in the second form of the feature part 20SH) FIG. 11-6(A) is a diagram showing Modification example 1 of the display mode of Arabic numerals used for the winning number notification display in the second form of the feature part 20SH.
[0365] In the example shown in FIG. 11-6(A), among the stereoscopic Arabic numerals used for the winning number notification display, the specific areas 20SHI4 of "0", "4", "6", "8", and "9" corresponding to the specific characters are displayed in "white", and when displayed in front of the big win background video, the big win background video becomes invisible from the specific area 20SHI3.
[0366] (Comparison between non-stereoscopic characters and stereoscopic characters in Modification example 1) FIG. 11-6(B) is an explanatory diagram comparing the non-stereoscopic characters used for the number-of-acquisitions display and the stereoscopic characters used for the number-of-acquisitions notification display in Modification 1.
[0367] Also in Modification 1, when comparing the non-stereoscopic characters used for the number-of-acquisitions display and the stereoscopic characters used for the number-of-acquisitions notification display, the size of the region 20SHI1 of the line forming the non-stereoscopic characters and the size of the region 20SH31 expressing the characters among the regions of the lines forming the stereoscopic characters are the same size. And in the non-stereoscopic specific characters, the region surrounded by the outline of the inner circumference of the region 20SHI1 of the line forming the characters becomes the specific region 20SHI1. On the other hand, in the stereoscopic specific characters, since the region of the line forming the characters includes the region 20SH32 expressing the depth of the characters, the region surrounded by the outline of the inner circumference of the region 20SH31 expressing the characters and the outline of the region 20SH32 expressing the depth of the characters on the inner circumference side thereof becomes the specific region 20SHI4. Therefore, the stereoscopic specific characters used for the number-of-acquisitions notification display are smaller in the size of the specific region by the size of the region 20SH32 expressing the depth of the characters located on the inner circumference side of the region 20SH31 expressing the characters than the non-stereoscopic specific characters used for the number-of-acquisitions display, and the ratio of the size of the specific region to the size of the region of the line forming the characters is smaller.
[0368] (Modification of the number-of-acquisitions notification display in the second form of the feature portion 20SH) FIG. 11-7(A) is a diagram showing Modification 2 of the display mode of Arabic numerals used for the number-of-acquisitions notification display in the second form of the feature portion 20SH.
[0369] In Modification 2, as shown in FIG. 11-7(A), the characters used for the number-of-acquisitions notification display are displayed with a three-color gradation in the region of the line forming the characters, and are displayed in any one of the display modes A to G with different combinations of the three-color gradations.
[0370] The area of the line forming the characters in display mode A is colored with a three-color gradient where the upper area 20SHSU is "red", the central area 20SHSC is "orange", and the lower area 20SHSD is "yellow". The area of the line forming the characters in display mode B is colored with a three-color gradient where the upper area 20SHSU is "orange", the central area 20SHSC is "yellow", and the lower area 20SHSD is "green". The area of the line forming the characters in display mode C is colored with a three-color gradient where the upper area 20SHSU is "yellow", the central area 20SHSC is "green", and the lower area 20SHSD is "light blue". The area of the line forming the characters in display mode D is colored with a three-color gradient where the upper area 20SHSU is "green", the central area 20SHSC is "light blue", and the lower area 20SHSD is "blue". The area of the line forming the characters in display mode E is colored with a three-color gradient where the upper area 20SHSU is "light blue", the central area 20SHSC is "blue", and the lower area 20SHSD is "purple". The area of the line forming the characters in display mode F is colored with a three-color gradient where the upper area 20SHSU is "blue", the central area 20SHSC is "purple", and the lower area 20SHSD is "red". The area of the line forming the characters in display mode G is colored with a three-color gradient where the upper area 20SHSU is "purple", the central area 20SHSC is "red", and the lower area 20SHSD is "yellow".
[0371] The image display device 5 displays the mode of the characters used for the acquired number notification display by changing it over time in the order of display mode A → display mode B → display mode C → display mode D → display mode E → display mode F → display mode G → display mode A → ···.
[0372] Fig. 11-7(B) is a diagram showing an example of the color change accompanying the operation of the acquired number notification display in Modification 2.
[0373] In Modification 2, as shown in FIG. 11-7(B), the speed at which the display mode of the acquired number notification display changes is different when the acquired number notification display stops in the first display area 20SH51 of the image display device 5 and when the acquired number notification display is moving (frame-in / frame-out).
[0374] In the example shown in FIG. 11-7(B), while the acquired number notification display moves (frame-in) from the right end of the display area of the image display device 5 to the center of the first display area 20SH51 over 0.35 seconds, the display mode changes in order from display mode A to display mode D. Thereafter, while the acquired number display stops and is displayed at the center of the first display area 20SH51 of the image display device 5 for 1 second, the display mode changes in order from display mode D to display mode G. Thereafter, while the acquired number notification display moves (frame-out) from the center of the first display area 20SH51 to the left end of the display area of the image display device 5 over 0.35 seconds, the display mode changes in order from display mode G to display mode C.
[0375] As described above, the pachinko gaming machine 1 related to the second form of the feature portion 20SH can be controlled to a jackpot gaming state. The pachinko gaming machine 1 includes an image display device 5. The display area of the image display device 5 includes a first display area 20SH51 and a second display area 20SH52 which is an area around the first display area 20SH51 and is narrower than the first display area 20SH51. The image display device 5 can display a jackpot background video corresponding to the jackpot gaming state in the first display area 20SH51 and the second display area 20SH52. Also, the image display device 5 can display a number-of-winnings display related to the number of bonus balls awarded on the front side of the jackpot background video in the second display area 20SH52. Further, the image display device 5, at least in the first display area 20SH51, on the front side of the jackpot background video, as a number-of-winnings notification display for notifying that the number of bonus balls awarded in the jackpot gaming state has reached the number of "Kiriban", can display a number-of-winnings notification display of "Over 1000" when the number of bonus balls awarded in the jackpot gaming state reaches "1000", and can display a number-of-winnings notification display of "Over 2000" when the number of bonus balls awarded in the jackpot gaming state reaches "2000". The number-of-winnings display is updated each time a game ball is paid out as a bonus ball in the jackpot gaming state. On the other hand, the number-of-winnings notification display ends when a predetermined period has elapsed since the start of the display. The characters used for the number-of-winnings notification display are characters of a size larger than the characters used for the number-of-winnings display. The characters used for the number-of-winnings display and the number-of-winnings notification display include specific characters in which a specific area surrounded by lines forming the characters is formed. The specific characters used for the number-of-winnings display are such that the jackpot background video is not visible from the specific area. The specific characters used for the number-of-winnings notification display have a smaller ratio of the size of the specific area to the size of the area of the lines forming the characters than the specific characters used for the number-of-winnings display.
[0376] According to such a configuration, the number of winnings display or the number of winnings notification display including specific characters can be suitably displayed in relation to the jackpot background video. For example, when a player checks the number of prize balls in the jackpot gaming state, the player checks the number of winnings display. However, the number of winnings display is shown in small-sized characters in the narrow second display area 20SH52. There is a possibility that if the jackpot background video can be seen from a specific area of the specific characters, the specific characters may look like different characters from the original characters. By making the jackpot background video invisible from the specific area of the specific characters, the specific characters can be accurately recognized.
[0377] Also, the characters used for the number of winnings notification display are three-dimensional characters. And the area of the lines forming the three-dimensional characters includes an area for expressing the characters and an area for expressing the depth of the characters.
[0378] According to such a configuration, the production effect by the number of winnings notification display can be enhanced.
[0379] Also, as described above, the specific characters used for the number of winnings notification display are visible from the jackpot background video in the specific area 20SHI3.
[0380] According to such a configuration, the number of winnings notification display is not always displayed in the jackpot gaming state like the number of winnings display. Instead, it is displayed only for a predetermined period in the meaning of blessing the player when the number of prize balls given in the jackpot gaming state reaches the number of "Kiriban". It is displayed in large-sized characters in the wide first display area 20SH51. Since the ratio of the size of the specific area 20SHI3 to the size of the areas 20SHS21 and 20SHS22 of the lines forming the characters is small, not only can the risk of misrecognizing the characters be suppressed even if the jackpot background video is visible from the specific area 20SHI3 of the specific characters, but also the production effect can be enhanced by making the jackpot background video visible from the specific area 20SHI3 of the specific characters.
[0381] Also, as described above, the specific characters used for the winning number notification display in Modification 1 are such that the jackpot background video is not visible from the specific area 20SHI4.
[0382] According to such a configuration, the winning number notification display is not constantly displayed in the jackpot gaming state like the winning number display, but is displayed only for a predetermined period in the sense of blessing the player when the number of prize balls awarded in the jackpot gaming state reaches the number of "Kiriban". It is displayed in large-sized characters in the wide first display area 20SH51, and since the ratio of the size of the specific area to the size of the area forming the characters is small, not only can the discomfort be suppressed even if the jackpot background video is not visible from the specific area of the specific characters, but also the characters can be prevented from being misrecognized by making the jackpot background video not visible from the specific area of the specific characters.
[0383] Also, as described above, the characters used for the winning number notification display in Modification 2 are such that the area forming the characters is displayed in a three-color gradation. And the image display device 5 displays the mode of the characters used for the winning number notification display in the order of display mode A → display mode B → display mode C → display mode D → display mode E → display mode F → display mode G → display mode A → ···, changing over time. And the speed at which the display mode of the winning number notification display changes is different when the winning number notification display stops in the first display area 20SH51 of the image display device 5 and when the winning number notification display is moving (frame-in / frame-out).
[0384] According to such a configuration, since the display mode changes according to the moving speed of the winning number notification display, the production effect can be enhanced.
[0385] (Explanation regarding the third form of the feature part 20SH) Next, a pachinko gaming machine related to the third form of the feature part 20SH will be described with reference to FIGS. 11-8 to 11-11. In the pachinko gaming machine 1 related to the third form of the feature part 20SH, the specific characters used for the result display are such that the ending background video is visible from the specific area.
[0386] Next, the pachinko gaming machine 1 related to the third form of the feature unit 20SH having such features will be described. Note that descriptions of the same parts as those described above will be omitted.
[0387] (Arabic numerals used for result display) FIG. 11-8 is a diagram showing an example of a display mode of Arabic numerals used for result display in the third form of the feature unit 20SH.
[0388] When the pachinko gaming machine 1 finishes the round game of the final round, it executes an ending effect corresponding to the end of the jackpot gaming state. At this time, the image display device 5 displays an ending background video. Further, when the image display device 5 is displaying the ending background video, it displays a result display for notifying the total number of prize balls awarded in the jackpot gaming state.
[0389] For the result display, numbers for displaying the total number of prize balls awarded in the jackpot gaming state and characters other than numbers for recognizing that it is a result display are used. The numbers used for the result display are, for example, Arabic numerals, Roman numerals, Chinese numerals, etc.
[0390] Among the characters used for the result display, there are characters corresponding to specific characters. In the third form of the feature unit 20SH, as shown in FIG. 11-8, the specific area of the specific characters used for the result display is displayed in a transparent display mode. In the example shown in FIG. 11-8, among the Arabic numerals used for the result display, the specific areas 20SHI5 of "0", "4", "6", "8", and "9" corresponding to the specific characters are displayed in a transparent display mode.
[0391] Among the characters used for the result display, numbers other than Arabic numerals for displaying the total number of prize balls awarded in the jackpot gaming state and characters other than numbers for recognizing that it is a result display are also displayed in a transparent display mode like the Arabic numerals shown in FIG. 11-8.
[0392] (Various effects in the big win gaming state) FIG. 11-9 is a diagram showing an example of the effect period of various effects in the big win gaming state. FIG. 11-10 is a diagram showing an example of the effect operation of various effects in the big win gaming state.
[0393] When the effect control CPU 120 has hold information stored in the big win gaming state, it can execute a hold inner consecutive win preview suggesting that it is controlled to the big win gaming state corresponding to the stored hold information. For example, in the case of a big win gaming state of a total of 10 rounds, the effect control CPU 120 starts the hold inner consecutive win preview at the timing T1 when the 9-round round game ends and the 10-round round game, which is the final round, starts, as shown in FIGS. 11-9 and 11-10(A) to (B).
[0394] When the hold inner consecutive win preview is executed, on the front side of the big win background video corresponding to the progress of the round game in the big win gaming state, an effect video of the hold inner consecutive win preview is displayed in the second display area 20SH52 of the image display device 5, as shown in FIG. 11-10(B). In the example shown in FIG. 11-10(B), an effect video 20SHE of "flame" is displayed as the effect video of the hold inner consecutive win preview.
[0395] Here, in the example shown in FIG. 11-10(B), the line of the "flame" of the effect video overlaps the back side of the specific area of the specific character "0" used for the win number display 20SHK. However, since the specific area is displayed in "white", the effect video cannot be visually recognized from the specific area. Therefore, the line of the "flame" of the effect video does not assimilate with the line forming the specific character "0", and the specific character "0" can be accurately recognized as the Arabic numeral "0".
[0396] Then, as shown in FIGS. 11-9 and 11-10(B) to (C), when the timing T2 to end the round game of the final round and start the ending effect comes, the effect control CPU 120 ends the suspended consecutive big win announcement and starts the ending effect. When the ending effect is started, in the first display area 20SH51 of the image display de...
Claims
【Claim 1】 A gaming machine that can be controlled to an advantageous state advantageous to a player, display means, a movable body, effect execution means capable of executing an effect, comprising: The effect execution means is capable of executing a special effect that notifies that it is controlled to the advantageous state, is capable of executing a specific effect before the special effect is executed, is capable of executing a movable body effect that moves the movable body, The display means is capable of moving and displaying a specific pseudo-movable body display in the specific effect and a special pseudo-movable body display in the special effect, When moving and displaying the specific pseudo-movable body display in the specific effect, after moving and displaying the specific pseudo-movable body display from a specific first display position to a specific second display position, it is possible to make it non-displayed without moving and displaying it from the specific second display position, and a suggestion image suggesting the execution of the special effect can be displayed in a display area including the specific second display position, When moving and displaying the special pseudo-movable body display in the special effect, after moving and displaying the special pseudo-movable body display from a special first display position to a special second display position, it is possible to move and display it from the special second display position to the special first display position and then make it non-displayed, When the movable body effect is executed in the special effect, the special pseudo-movable body display is not moved and displayed during the period in which the movable body effect is executed, It is possible to display an effect display that emphasizes the specific pseudo-movable body display and the special pseudo-movable body display in the vicinity of the specific pseudo-movable body display and the special pseudo-movable body display, It is possible to display a specific display in the first layer, It is possible to display a specific character display in a second layer on the front side of the first layer, The specific character display includes a specific area surrounded by lines forming characters, The specific display is not visible from the specific area of the specific character display, A gaming machine characterized by the above.
Citation Information
Patent Citations
Game machine
JP2016209476A
Game machine
JP2019092949A