Gaming machine
The gaming machine enhances marketability by implementing variable displays with multiple background and object images, fade-in/fade-out effects, and light emission controls to create engaging and clear visual cues for advantageous player states, addressing the lack of enhanced visual effects in existing gaming machines.
Patent Information
- Application Number
- JP2022065986
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-04-13
- Publication Date
- 2025-07-11
- Estimated Expiration
- 2042-04-13
AI Technical Summary
Existing gaming machines lack enhanced marketability through improved visual effects and player engagement in variable displays of identification information.
The gaming machine implements variable displays of identification information with multiple background and object images, fade-in/fade-out effects, and light emission controls to create an advantageous player state, including specific transitions and light modes to enhance visual interest and engagement.
The enhanced visual effects increase player engagement and marketability by providing dynamic and attention-grabbing displays that maintain player interest and provide clear visual cues to advantageous game states.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine capable of performing variable display of specific identification information, and controlling to an advantageous state favorable to a player by deriving a specific display result as a result of the variable display of the specific identification information.
Background Art
[0002] As a pachinko gaming machine typified by a gaming machine, there has been one in which variable display of a plurality of types of decorative identification information (decorative symbols) is performed corresponding to variable display of specific identification information (special symbols) (see, for example, Patent Document 1). Further, in a conventional gaming machine, as a step-up effect of gradually changing an image displayed on a liquid crystal display device, the display screen of the liquid crystal device is regarded as glass, and after displaying a crack (a glass plate as a crack precursor image) on the display screen, there has been one capable of executing an effect of displaying a plurality of fragment images as if the display screen has cracked (see, for example, Patent Document 2).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0004] In a gaming machine having the functions and configurations of Patent Document 1 and Patent Document 2, there was room for improving the marketability.
[0005] The present invention has been conceived in view of such circumstances, and an object thereof is to provide a gaming machine with improved marketability.
Means for Solving the Problems
[0006] (A) A gaming machine capable of variably displaying identification information and controlling to an advantageous state favorable to the player, It is possible to execute a predetermined effect suggesting that it is controlled to the advantageous state, The predetermined effect is an effect of displaying a fragment image corresponding to the crack precursor image after displaying the crack precursor image, A special background image can be displayed as the background image before the fragment image is displayed in the predetermined presentation, As a background image after the fragment image is displayed in the predetermined effect, which is an image different from the special background image, It is possible to display any one of a plurality of background images including a first predetermined background image and a second predetermined background image suggesting that the degree of being controlled to the advantageous state is higher than that of the first predetermined background image, Before displaying the fragment image in the predetermined effect and is an image among the plurality of background images It is possible to display the object image of any one of a plurality of modes of object images, According to the mode of the object image, it is possible to suggest which background image is displayed after the fragment image is displayed in the predetermined effect when the special background image is being displayed. In one effect mode, it is possible to switch and display a plurality of types of Specific background images including a first specific background image and a second specific background image, The specific When switching the background image from the first specific background image to the second specific background image, it is possible to execute a background fade-out display in which the transparency of the first specific background image is gradually increased and a background fade-in display in which the transparency of the second specific background image is gradually decreased, When starting the variable display of the identification information, it is possible to execute an identification information fade-out display in which the transparency of the identification information is gradually increased, When ending the variable display of the identification information, it is possible to execute an identification information fade-in display in which the transparency of the identification information is gradually decreased, It is possible to execute the identification information fade-out display and the background fade-out display at the same time, It is possible to execute the identification information fade-in display and the background fade-in display at the same time, The execution period of the background fade-out display is longer than that of the identification information fade-out display, and the execution period of the background fade-in display is longer than that of the identification information fade-in display. This is the gist.
[0007] Note that the present invention may have only the invention-specific matters described in the claims of the present invention, or may have configurations other than the invention-specific matters together with the invention-specific matters described in the claims of the present invention.
Brief Description of Drawings
[0008]
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Mode for Carrying Out the Invention
[0009] A mode for carrying out the gaming machine according to the present invention will be described below based on the embodiments.
[0010] [Mode 1] (No.1) The gaming machine of Mode 1 is a gaming machine (for example, pachinko gaming machine 1) capable of executing variable display of specific identification information (for example, special symbols) and controlling to an advantageous state (for example, jackpot gaming state) advantageous to the player by deriving a specific display result (for example, jackpot display result) as a result of the variable display of the specific identification information, comprising game control means (for example, CPU 103) and effect control means (for example, effect control CPU 120), the game control means executes variable display of the specific identification information (for example, the part where CPU 103 executes variable display of special symbols in the special symbol process in step S25), the effect control means is capable of performing variable display of a plurality of types of decoration identification information corresponding to the variable display of the specific identification information (for example, the part where the effect control CPU 120 executes variable display of decorative symbols in the effect control process in step S76), is capable of performing variable display of reduced identification information smaller in size than the decoration identification information and corresponding to each of the plurality of types of decoration identification information (for example, the part where the effect control CPU 120 executes variable display of small symbols corresponding to the decorative symbols), the variable display of the decoration identification information includes a moving display (for example, scroll display; see FIG. 21) that moves the decoration identification information, the variable display of the reduced identification information is a switching display (for example, switching display; see FIG. 22(E)) that switches to another reduced identification information without moving the reduced identification information, In the variable display of the reduced identification information, in the variable display of the decorative identification information, one piece of decorative identification information is displayed, and within the period until the display of the one piece of decorative identification information ends, it is possible to switch the reduced identification information a plurality of times (for example, when one decorative pattern is displayed, within the period Ta2 until the display of the decorative pattern ends, the small pattern is switched 5 times to the small patterns of the off combination and each is displayed for a period Ta1 (Ta1 < Ta2). Refer to FIG. 22(E)), The display result of the variable display of the decorative identification information is constituted by the combination of the decorative identification information (for example, combinations of decorative patterns such as "111", "326", etc.), The display result of the variable display of the reduced identification information is constituted by the combination of the reduced identification information (for example, combinations of small patterns such as "111", "326", etc.), When a non-specific combination, which is a combination of the decorative identification information corresponding to a non-specific display result other than the specific display result, is derived as the display result of the variable display of the decorative identification information, before the display result of the variable display of the decorative identification information is derived, the reduced identification information is switched so as not to become the combination of the reduced identification information corresponding to the non-specific combination in the variable display of the reduced identification information (for example, when the production control CPU 120 determines to stop displaying a definite decorative pattern of the off combination (for example, "326"), before starting the variable display of the decorative pattern and before stopping the display of the definite decorative pattern of the off combination (for example, "326"), the switching display is performed so that the small patterns of the off combination of "326" that are the same as the decorative pattern are not displayed. Refer to FIG. 22(E)). It is characterized by this. According to this feature, when a non-specific combination is derived as the display result of the variable display of the decorative identification information, before the display result of the variable display of the decorative identification information is derived, the reduced identification information is switched so as not to become the combination of the reduced identification information corresponding to the non-specific combination in the variable display of the reduced identification information. Therefore, it is not known in advance that a non-specific combination is derived as the display result of the variable display of the decorative identification information from the combination of the reduced identification information in the variable display of the reduced identification information, and a decrease in interest can be prevented.
[0011] [Form 2] (No. 2) The gaming machine of Form 2 is a gaming machine (e.g., pachinko gaming machine 1) capable of performing variable display of specific identification information (e.g., special symbols), and by deriving a specific display result (e.g., jackpot display result) as a result of the variable display of the specific identification information, it can be controlled to an advantageous state (e.g., jackpot gaming state) advantageous to the player, comprising gaming control means (e.g., CPU 103), production control means (e.g., production control CPU 120), and light emitting means (e.g., main lamp 9a, frame lamp 9b, movable body lamp 9d), wherein the gaming control means performs variable display of the specific identification information (e.g., the part where CPU 103 performs variable display of special symbols in the special symbol process in step S25), the production control means is capable of performing variable display of a plurality of types of decoration identification information corresponding to the variable display of the specific identification information (e.g., the part where the production control CPU 120 performs variable display of decorative patterns in the production control process in step S76), the display result of the variable display of the decoration identification information is constituted by a combination of the decoration identification information stopped in the effective display area among the plurality of the decoration identification information displayed in the display area (e.g., the part where a combination of decorative patterns such as "111" and "326" stopped and displayed at the stop positions of the decorative pattern display areas 5L, 5C, and 5R results in a jackpot or a miss), when a non-specific combination, which is a combination of the decoration identification information corresponding to a non-specific display result other than the specific display result, is derived as the display result of the variable display of the decoration identification information, when stopping the decoration identification information in the effective display area, it is possible to display it in a manner of enlarging the decoration identification information from the normal size and then returning it to the normal size (e.g., the part where the production control CPU 120 can execute a variable stop action when temporarily stopping and displaying a decorative pattern in a variable display based on a miss variation pattern. Refer to FIGS. 36 to 38, FIGS. 42, and FIG. 43), When the decorative identification information to be stopped in the effective display area is enlarged and displayed, the decorative identification information not located in the effective display area is not enlarged and displayed (see Modification Example 3 of FIG. 57). During the execution of the variable display of the decorative identification information, predetermined light emission control for causing the light emitting means to emit light in a predetermined light emission mode for a predetermined light emission period is repeatedly performed, and the predetermined light emission control is also continuously performed when the decorative identification information to be stopped in the effective display area is enlarged and displayed (for example, even when the effect control CPU 120 is executing a variable stop action when temporarily stopping the display of the decorative pattern, the loop light emission control of the main lamp 9a, the frame lamp 9b, and the movable body lamp 9d is being performed. See FIGS. 42 and 43). It is characterized by this. According to this feature, when a non-specific combination, which is a combination of decorative identification information corresponding to a non-specific display result, is derived as a display result of the variable display of the decorative identification information, by once enlarging and displaying the decorative identification information stopped in the effective display area, the decorative identification information stopped in the effective display area can be made to attract the player's attention, and even when a non-specific combination that is meaningless to the player is derived, the player's line of sight can be kept in the area where the decorative identification information is displayed. Further, when the decorative identification information stopped in the effective display area is enlarged and displayed, the decorative identification information not located in the effective display area is not enlarged and displayed, so that the player's line of sight can be concentrated on the decorative identification information stopped in the effective area, and the load of display control can also be reduced. Also, since the predetermined light emission control is continuously performed even when the decorative identification information to be stopped in the effective display area is enlarged and displayed, the control of the light emitting means can be simplified.
[0012] [Aspect 3-1] (No. 4-1) The gaming machine of Aspect 3-1 is A gaming machine (for example, a pachinko gaming machine 1) capable of executing variable display of specific identification information (for example, special symbols), and controlling to an advantageous state (for example, a big win gaming state) advantageous to the player by deriving a specific display result (for example, a big win display result) as a result of the variable display of the specific identification information. Game control means (for example, CPU 103), and It is provided with a performance control means (for example, a CPU 120 for performance control), The game control means executes variable display of the specific identification information (for example, the part where the CPU 103 executes variable display of special symbols in the special symbol process in step S25), The performance control means is capable of performing variable display of a plurality of types of decoration identification information corresponding to the variable display of the specific identification information (for example, the part where the performance control CPU 120 executes variable display of decorative patterns in the performance control process in step S76), The variable display of the decoration identification information includes a forward movement display (for example, a scroll display) that moves the decoration identification information while increasing the transparency from the back side to the front side and erases it (see FIGS. 28 to 30), The decoration identification information includes a character image (for example, a character display unit 002SG052) and a numerical image (for example, a numerical display unit 002SG051), During the forward movement display of the decoration identification information, another decoration identification information located on the back side with respect to one decoration identification information becomes visible through the one decoration identification information. While the character image of the other decoration identification information is displayed, the numerical image is not displayed. After the one decoration identification information is erased, the numerical image of the other decoration identification information is displayed (for example, as shown in FIGS. 30(A) and (B), from when it is frame-in displayed to when it is frame-out displayed in the decorative pattern display areas 5L, 5C, and 5R, another decorative pattern (for example, decorative pattern "3") located on the back side so as to partially overlap with one decorative pattern (for example, decorative pattern "2") may become visible through the decorative pattern "2". At this time, the character of the character display unit 002SG052 of the decorative pattern "3" is displayed, while the number ("3") of the numerical display unit 002SG051 becomes difficult to see (or is not displayed). As shown in FIG. 30(C), after the decorative pattern "2" is erased, the number ("3") of the numerical display unit 002SG051 of the decorative pattern "3" is displayed.), It is characterized by this. According to this feature, when performing a forward movement display that moves and erases the decorative identification information while increasing the transparency from the back side to the front side, other decorative identification information located on the back side with respect to one piece of decorative identification information can be visually recognized through the one piece of decorative identification information. At this time, for other decorative identification information located on the back side, while its character image is displayed, the numerical image is not displayed, and after the one piece of decorative identification information is erased, the numerical image of the other decorative identification information is displayed. Therefore, the numerical image of the one piece of decorative identification information and the numerical image of the other decorative identification information do not overlap and be displayed, and it is possible to prevent the numerical image of the one piece of decorative identification information located on the front side from becoming difficult to distinguish.
[0013] [Form 3-2](No.4-2) The gaming machine of Form 3-2 is a gaming machine (for example, pachinko gaming machine 1) capable of executing variable display of specific identification information (for example, special symbols), and controlling to an advantageous state (for example, jackpot gaming state) advantageous to the player by deriving a specific display result (for example, jackpot display result) as a result of the variable display of the specific identification information, comprising a game control means (for example, CPU 103) and a production control means (for example, production control CPU 120), the game control means executes variable display of the specific identification information (for example, the part where CPU 103 executes variable display of special symbols in the special symbol process in step S25), the production control means is capable of performing variable display of a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (for example, the part where the production control CPU 120 executes variable display of decorative patterns in the production control process in step S76), the variable display of the decorative identification information includes a forward movement display (for example, scroll display) that moves and erases the decorative identification information while increasing the transparency from the front side to the back side (see FIGS. 31 and 32), the decorative identification information includes a character image (for example, character display unit 002SG052) and a numerical image (for example, numerical display unit 002SG051), During the hand-forward movement display of the decorative identification information, other decorative identification information located on the back side with respect to one piece of decorative identification information becomes visible through the one piece of decorative identification information. While the character image of the one piece of decorative identification information is displayed, the numeric image is not displayed. After the other decorative identification information is erased, the numeric image of the one piece of decorative identification information is displayed. (For example, as shown in FIGS. 31(G) and (H), in the scroll display, the decorative pattern moves in a curved manner from the front side toward the back side. Therefore, during the period from when the decorative pattern is frame-in displayed to when it is frame-out displayed in the decorative pattern display areas 5L, 5C, and 5R, other decorative patterns (for example, the decorative pattern "2") located on the back side so as to partially overlap with one decorative pattern (for example, the decorative pattern "3") may become visible through the decorative pattern "3". At this time, the character of the character display section 002SG052 of the decorative pattern "2" is displayed, while the number ("2") of the number display section 002SG051 becomes difficult to view (or is not displayed). Modification example 1) It is characterized by this. According to this feature, when performing a hand-forward movement display in which the decorative identification information is moved and erased while increasing the transparency from the front side toward the back side, other decorative identification information located on the back side with respect to one piece of decorative identification information becomes visible through the one piece of decorative identification information. At this time, for the one piece of decorative identification information located on the front side, its character image is displayed while the numeric image is not displayed, and after the other decorative identification information is erased, the numeric image of the one piece of decorative identification information is displayed. Therefore, the numeric image of the other decorative identification information and the numeric image of the one piece of decorative identification information do not overlap and be displayed, and it is possible to prevent the numeric image of the other decorative identification information located on the back side from becoming difficult to understand.
[0014] [Form 4] (No. 5) The gaming machine of Form 5 is a gaming machine (for example, the pachinko gaming machine 1) capable of executing variable display of specific identification information (for example, special symbols) and controlling to an advantageous state (for example, a big win gaming state) advantageous to the player by deriving a specific display result (for example, a big win display result) as a result of the variable display of the specific identification information, A game control means (for example, CPU 103), a presentation control means (for example, a presentation control CPU 120), and a light emitting means (for example, a main lamp 9a, a frame lamp 9b, a movable body lamp 9d). The game control means executes variable display of the specific identification information (for example, the part where the CPU 103 executes variable display of a special symbol in the special symbol process in step S25). The presentation control means is capable of performing variable display of a plurality of types of decoration identification information corresponding to the variable display of the specific identification information (for example, the part where the presentation control CPU 120 executes variable display of a decorative pattern in the presentation control process in step S76). The variable display of the decoration identification information includes a rotation display that rotates the decoration identification information and repeatedly displays the front and back surfaces of the decoration identification information (see FIGS. 33 and 34). During the rotation display, the decoration identification information becomes semi-transparent, and when the rotation display stops, the decoration identification information becomes non-transparent (see FIGS. 33 and 34). The decoration identification information includes a digital image (for example, a digital display unit 002SG051). During the rotation display, the digital image on the front surface side of the decoration identification information that becomes semi-transparent is displayed, while the digital image on the back surface side is not displayed (see FIG. 34). During the execution of the variable display of the decoration identification information, predetermined light emission control for emitting the light emitting means in a predetermined light emission mode for a predetermined light emission period is repeatedly performed, and the predetermined light emission control is also continuously performed during the rotation display (for example, even when variable display of a decorative pattern is being executed in a high base state, a light emission pattern in the order of white, blue, and yellow may be repeatedly executed based on loop light emission control corresponding to the background pattern (see FIG. 24(B)). Modification example. See FIG. 44). It is characterized by this. According to this feature, when performing a rotation display that rotates the decorative identification information and repeatedly displays the front and back surfaces of the decorative identification information, since the decorative identification information is in a semi-transparent state, not only the front side but also the back side of the decorative identification information can be seen through. At this time, while the digital image on the front side of the decorative identification information is displayed, the digital image on the back side is not displayed. Therefore, the digital image on the front side of the decorative identification information and the digital image on the back side do not overlap and be displayed, and it is possible to prevent the digital image on the front side from becoming difficult to understand. Also, since the predetermined light emission control is continuously performed during the rotation display, the control of the light emitting means can be simplified.
[0015] [Form 5](No.6) The gaming machine of Form 5 is a gaming machine (for example, pachinko gaming machine 1) capable of executing variable display of specific identification information (for example, special symbols) and controlling to an advantageous state (for example, jackpot gaming state) advantageous to the player by deriving a specific display result (for example, jackpot display result) as a result of the variable display of the specific identification information, comprising gaming control means (for example, CPU 103) and effect control means (for example, effect control CPU 120), wherein the gaming control means executes variable display of the specific identification information (for example, the part where CPU 103 executes variable display of special symbols in the special symbol process in step S25), the effect control means is capable of performing variable display of a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (for example, the part where the effect control CPU 120 executes variable display of decorative patterns in the effect control process in step S76), the area where the decorative identification information is displayed includes a first area (for example, left decorative pattern display area 5L), a second area (for example, right decorative pattern display area 5R), and a third area (for example, middle decorative pattern display area 5C) located between the first area and the second area, When the specific display result is derived, after the reach state where the same type of the decoration identification information temporarily stops in the first area and the second area, a specific combination (for example, a predetermined jackpot combination) in which the same type of the decoration identification information that forms the reach state stops in the third area, When the reach state is reached, a reach line suggestion image (for example, reach line effect display 002SG250) can be displayed so as to overlap with the decoration identification information temporarily stopped in the first area and the second area and the decoration identification information being variably displayed in the third area, and a reach line suggestion effect of erasing the image can be executed (for example, a part where the effect control CPU 120 can execute the reach line suggestion effect), After the reach state is reached and until the reach line suggestion effect is executed, the decoration identification information being variably displayed in the third area is in a state of being transmitted at a first transparency (for example, a first transmittance F1), and after the reach line suggestion effect is executed, the decoration identification information being variably displayed in the third area is in a state of being transmitted at a second transparency (for example, a second transmittance F2) lower in transparency than the first transparency (see FIG. 52), After the execution of the reach line suggestion effect, the timing at which the decoration identification information being variably displayed in the third area is set to the second transparency is the timing at which the reach line suggestion image is erased from the third area (for example, after the execution of the reach line effect display 002SG250, the timing at which the transmittance (transparency) of the decoration pattern being variably displayed in the middle decoration pattern display area 5C is set to a second transmittance F2 lower in transmittance (transparency) than the first transmittance F1 before the execution of the reach line effect display 002SG250 is the timing after the reach line effect display 002SG250 is erased from the middle decoration pattern display area 5C. See FIGS. 50 to 52). It is characterized by the above. According to this feature, when in the reach state, a reach line suggestion image is displayed so as to overlap with the decorative identification information stopped in the first area and the second area and the decorative identification information being variably displayed in the third area, and when the reach line suggestion image is erased from the third area, the decorative identification information being variably displayed in the third area becomes a second transparency lower than the first transparency, so that the decorative identification information being variably displayed in the third area does not obstruct the reach line suggestion image.
[0016] [Form 6](No.7) The gaming machine of Form 6 is a gaming machine (for example, pachinko gaming machine 1) capable of executing variable display of specific identification information (for example, special symbols), and by deriving a specific display result (for example, jackpot display result) as a result of the variable display of the specific identification information, controlling to an advantageous state (for example, jackpot gaming state) advantageous to the player, including gaming control means (for example, CPU 103), performance control means (for example, performance control CPU 120), and light emitting means, wherein the gaming control means executes variable display of the specific identification information (for example, the part where CPU 103 executes variable display of special symbols in the special symbol process in step S25), the performance control means is capable of performing variable display of a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (for example, the part where the performance control CPU 120 executes variable display of decorative symbols in the performance control process in step S76), the areas where the decorative identification information is displayed include a first area (for example, left decorative symbol display area 5L), a second area (for example, right decorative symbol display area 5R), and a third area (for example, middle decorative symbol display area 5C) located between the first area and the second area, when the specific display result is derived, after the reach state in which the same type of the decorative identification information temporarily stops in the first area and the second area, it becomes a specific combination (for example, a predetermined jackpot combination) in which the same type of the decorative identification information as the decorative identification information forming the reach state stops in the third area, When in the reach state, a reach line suggestion image (for example, reach line effect display 002SG250) is displayed so as to overlap the decoration identification information temporarily stopped in the first region and the second region and the decoration identification information being variably displayed in the third region, and a reach line suggestion effect of erasing the image is executable (for example, the part where the production control CPU 120 can execute the reach line suggestion effect), When executing the reach line suggestion effect, it is possible to execute an enlarged display for enlarging the decoration identification information temporarily stopped in the first region and the second region, and a separation display for separating the decoration identification information after executing the enlarged display (see FIGS. 50 to 52), The second period from the start to the end of the separation display is longer than the first period from the start to the end of the enlarged display (for example, the second period te1 from the start to the end of the separation display is longer than the first period td1 from the start to the end of the enlarged display (td1 < te1). See FIG. 52), The light emitting means includes specific light emitting means (for example, movable body lamp 9d) arranged around the display means, It is possible to execute a lighting-off control for turning off the specific light emitting means during the execution of the reach line suggestion effect (for example, the part for turning off the movable body lamps 9d of the movable bodies 32A and 32B arranged around (in the vicinity of) the display screen of the image display device 5 when changing the display mode of the reach line effect display 002SG250. See FIGS. 50(F) to (H)), It is characterized by this. According to this feature, when in the reach state, a reach line suggestion image is displayed so as to overlap the decoration identification information stopped in the first region and the second region and the decoration identification information being variably displayed in the third region, and after the decoration identification information stopped in the first region and the second region is enlarged and displayed over the first period, it is separated and displayed over the second period longer than the first period, so that the decoration identification information forming the reach state can be recognized by the player. Also, by turning off the specific light emitting means around the display means, the reach line suggestion image can be made to stand out more.
[0017] [Form 7] (No. 8) The gaming machine of Form 7 is a gaming machine (e.g., pachinko gaming machine 1) that can execute variable display of specific identification information (e.g., special symbols), and can be controlled to an advantageous state (e.g., jackpot gaming state) advantageous to the player by deriving a specific display result (e.g., jackpot display result) as a result of the variable display of the specific identification information, equipped with gaming control means (e.g., CPU 103), performance control means (e.g., performance control CPU 120), and light-emitting means, wherein the gaming control means executes variable display of the specific identification information (e.g., the part where CPU 103 executes variable display of special symbols in the special symbol process in step S25), the performance control means can perform variable display of a plurality of types of decoration identification information corresponding to the variable display of the specific identification information (e.g., the part where the performance control CPU 120 executes variable display of decorative symbols in the performance control process in step S76), the area where the decoration identification information is displayed includes a first area (e.g., left decorative symbol display area 5L), a second area (e.g., right decorative symbol display area 5R), and a third area (e.g., middle decorative symbol display area 5C) located between the first area and the second area, when the specific display result is derived, after the same type of the decoration identification information temporarily stops in the first area and the second area in a reach state, the same type of the decoration identification information as the decoration identification information forming the reach state forms a specific combination (e.g., a predetermined jackpot combination) that stops in the third area, when in the reach state, it is possible to execute a reach line suggestion effect that displays a reach line suggestion image (e.g., reach line effect display 002SG250) so as to overlap with the decoration identification information temporarily stopped in the first area and the second area and the decoration identification information being variably displayed in the third area, and then erases it (e.g., the part where the performance control CPU 120 can execute the reach line suggestion effect), The light-emitting means includes specific light-emitting means (for example, the movable body lamp 9d) arranged around the display means, During the execution of the reach line suggestion effect, it is possible to execute a turning-off control for turning off the specific light-emitting means (for example, when changing the display mode of the reach line effect display 002SG250, the movable body lamps 9d of the movable bodies 32A and 32B arranged around (in the vicinity of) the display screen of the image display device 5 are turned off. Refer to FIGS. 50(F)-(H)) which is characterized by the above. According to this feature, when in the reach state, a reach line suggestion image is displayed so as to overlap with the decoration identification information stopped in the first area and the second area and the decoration identification information being variably displayed in the third area, and by turning off the specific light-emitting means around the display means, the reach line suggestion image can be made to stand out more.
[0018] [Aspect 8](No.9) The gaming machine of Aspect 8 is a gaming machine (for example, the pachinko gaming machine 1) capable of executing variable display of specific identification information (for example, special symbols), and controlling to an advantageous state (for example, a big win gaming state) advantageous to the player by deriving a specific display result (for example, a big win display result) as a result of the variable display of the specific identification information, comprising a game control means (for example, the CPU 103), a presentation control means (for example, the presentation control CPU 120), and a light-emitting means (for example, the main lamp 9a, the frame lamp 9b), wherein the game control means executes the variable display of the specific identification information (for example, the part where the CPU 103 executes the variable display of the special symbols in the special symbol process of step S25), and is controllable between a normal state (for example, a low probability and low base state) and a special state (for example, a low probability and high base state or a high probability and high base state) in which variable display is more likely to be executed and the average variable display period is shorter than that in the normal state, and the presentation control means It is possible to perform variable display of a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (for example, the part where the effect control CPU 120 executes variable display of a decorative pattern in the effect control process of step S76). When the variable display of the decorative identification information is temporarily stopped in the normal state, predetermined operation display control for operating the decorative identification information in a predetermined operation mode is repeatedly performed over a first period (for example, when the effect control CPU 120 temporarily stops and displays a decorative pattern at the stop positions in the decorative pattern display areas 5L, 5C, and 5R in the low base state, the part that repeatedly executes the loop action of the decorative pattern until the variable display of the special pattern ends. Refer to FIGS. 23(C), 42, and 43). When the variable display of the decorative identification information is temporarily stopped in the normal state, predetermined light emission control for causing the light emitting means to emit light in a predetermined light emission mode is repeatedly performed over a second period (for example, when the effect control CPU 120 temporarily stops and displays a decorative pattern at the stop positions in the decorative pattern display areas 5L, 5C, and 5R in the low base state, the part that repeatedly executes the loop light emission control of the main lamp 9a, the frame lamp 9b, and the movable body lamp 9d. Refer to FIGS. 24(B), 42, and 43). When the variable display of the decorative identification information is stopped in the special state, the predetermined operation display control is not performed (for example, when the effect control CPU 120 temporarily stops and displays a decorative pattern at the stop positions in the decorative pattern display areas 5L, 5C, and 5R in the high base state, the part that does not execute the loop action of the decorative pattern. Refer to FIG. 44). The second period is longer than the first period (for example, the loop action period Tb3 < the loop light emission period Tb4. Refer to FIG. 24(A)). It is characterized by the above. According to this feature, in the normal state, the predetermined operation display control is repeatedly performed to prompt the player to perform variable display of the decorative identification information. On the other hand, in the special state where variable display is likely to be executed, it is possible to prevent the variable display from being overly prompted and causing annoyance. Also, since the predetermined operation display control is repeatedly performed at a shorter cycle than the predetermined light emission control, the decorative identification information can be preferably highlighted.
[0019] [Form 9] (No. 10) The gaming machine of Form 9 is a gaming machine (e.g., pachinko gaming machine 1) that can execute variable display of specific identification information (e.g., special symbols), and can be controlled to an advantageous state (e.g., jackpot gaming state) advantageous to the player by deriving a specific display result (e.g., jackpot display result) as a result of the variable display of the specific identification information, comprises gaming control means (e.g., CPU 103), and presentation control means (e.g., presentation control CPU 120), wherein the gaming control means executes variable display of the specific identification information (e.g., the part where CPU 103 executes variable display of special symbols in the special symbol process in step S25), can be controlled to a normal state (e.g., low probability and low base state) and a special state (e.g., low probability and high base state or high probability and high base state) in which variable display is more likely to be executed and the average variable display period is shorter than that in the normal state, can store information regarding variable display of special identification information that has not yet started as hold storage information (e.g., the part where CPU 103 stores hold information in a predetermined area of RAM 102 and updates the hold storage count in the start winning determination process in step S101), wherein the presentation control means can perform variable display of a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (e.g., the part where the presentation control CPU 120 executes variable display of decorative symbols in the presentation control process in step S76), the display result of the variable display of the decorative identification information is constituted by the combination of the decorative identification information stopped in the effective display area (e.g., the part where a combination of decorative symbols such as "111" and "326" stopped and displayed at the stop positions in the decorative symbol display areas 5L, 5C, and 5R results in a jackpot or a miss), When, in the normal state, a non-specific combination, which is a combination of the decoration identification information corresponding to a non-specific display result other than the specific display result, is derived as the display result of the variable display of the decoration identification information, when stopping the decoration identification information in the effective display area, according to the number of stored hold memories stored as the hold memory information, after enlarging and displaying the decoration identification information from the normal size, it can be displayed in a manner of returning to the normal size (for example, the part where the effect control CPU 120 can execute a variable stop action when temporarily stopping the display of the decorative pattern. Refer to FIGS. 36 to 39), In the special state, when the non-specific combination is derived as the display result of the variable display of the decoration identification information, when stopping the decoration identification information in the effective display area, regardless of the number of stored hold memories stored as the hold memory information, the decoration identification information is maintained in the normal size (for example, in a high base state where the average variable display period is short and it is difficult to visually recognize the decorative pattern, when variable display based on a shortened variation pattern is executed regardless of the number of stored hold memories, the variable stop action is not executed and the size is maintained while temporarily stopping the display. Refer to FIGS. 39 and 44) It is characterized by this. According to this feature, in the normal state, by giving variations to the movement when the decoration identification information stops according to the number of stored hold memories, the interest is improved. On the other hand, in the special state where the average variable display period is short and it is difficult to visually recognize the decoration identification information, by stopping while maintaining the size, it can be stopped so that the visibility of the decoration identification information is not impaired.
[0020] [Aspect 10] (No. 11) The gaming machine of Aspect 10 is A gaming machine (for example, pachinko gaming machine 1) capable of executing variable display of specific identification information (for example, special symbols), and controlling to an advantageous state (for example, jackpot gaming state) advantageous to the player by deriving a specific display result (for example, jackpot display result) as a result of the variable display of the specific identification information, Game control means (for example, CPU 103), Effect control means (for example, effect control CPU 120), and is provided with The game control means executes variable display of the specific identification information (for example, the part where the CPU 103 executes variable display of special symbols in the special symbol process in step S25), The effect control means can perform variable display of a plurality of types of decoration identification information corresponding to the variable display of the specific identification information (for example, the part where the effect control CPU 120 executes variable display of decorative symbols in the effect control process in step S76), In one effect mode, it is possible to switch and display a plurality of types of background images including a first background image and a second background image (for example, in the first effect mode, as the background image, a first background image 002SG081 showing a view of a daytime street seen from afar (see FIG. 40(A1)) and a first predetermined background image 002SG081A showing a view in the middle of the daytime street (see FIG. 40(A2)) can be switched and displayed), When switching the background image from the first background image to the second background image, a background fade-out display for gradually increasing the transparency of the first background image and erasing it is executed, and while the background fade-out display of the first background image is being executed, a background fade-in display for gradually decreasing the transparency of the second background image can be executed (for example, the part where a cross-fade display in which the fade-out display period A1 of the first background image 002SG081 and the fade-in display period B1 of the first predetermined background image 002SG081A are synchronized is executed. See FIG. 40), When starting the variable display of the decoration identification information, it is possible to execute an identification information fade-out display for gradually increasing the transparency of the decoration identification information and erasing it (for example, the part where the decorative symbol gradually accelerates and becomes a high-speed display after the start of the scroll display, and the transmittance (transparency) also increases in proportion to the increase in speed and is fade-out displayed), When ending the variable display of the decoration identification information, it is possible to execute an identification information fade-in display in which the transparency of the decoration identification information gradually decreases (for example, when the stop timing of the decoration pattern display areas 5L, 5C, and 5R approaches, the decoration patterns in the left decoration pattern display area 5L, the right decoration pattern display area 5R, and the middle decoration pattern display area 5C gradually decelerate in that order and become a low-speed display, and the transmittance (transparency) also decreases in proportion to the decrease in speed and is fade-in displayed). The execution period of the background fade-out display is longer than the execution period of the identification information fade-out display (for example, the fade-out display period A1 during which the fade-out display of the first background image 002SG081 is performed is set to be longer than the fade-out display period A21 from the start of the scroll display of the decoration pattern display areas 5L, 5C, and 5R until it becomes a high-speed display (fade-out display period A1 > fade-out display period A21). Refer to FIGS. 42 and 43). It is characterized by this. According to this feature, since the fade-out display basically gives an impression of disappearing suddenly when executed in a shorter period, when the variable display of the decoration identification information and the background change may be executed at the same time, by executing the identification information fade-out display in a shorter period than the background fade-out display, it is possible to draw attention to the start of the variable display of the decoration identification information.
[0021] [Form 11](No. 12) The gaming machine of Form 11 is A gaming machine (for example, pachinko gaming machine 1) capable of executing a variable display of specific identification information (for example, special symbols) and controlling to an advantageous state (for example, jackpot gaming state) advantageous to the player by deriving a specific display result (for example, jackpot display result) as a result of the variable display of the specific identification information. A game control means (for example, CPU 103), And an effect control means (for example, effect control CPU 120). The game control means executes variable display of the specific identification information (for example, the part where the CPU 103 executes variable display of special symbols in the special symbol process in step S25), The effect control means is capable of performing variable display of a plurality of types of decoration identification information corresponding to the variable display of the specific identification information (for example, the part where the effect control CPU 120 executes variable display of decorative symbols in the effect control process in step S76), In one effect mode, it is possible to switch and display a plurality of types of background images including a first background image and a second background image (for example, in the first effect mode, as the background image, a first background image 002SG081 showing a view of a daytime street seen from afar (see FIG. 40(A1)) and a first predetermined background image 002SG081A showing a view in the middle of the daytime street (see FIG. 40(A2)) can be switched and displayed), When switching the background image from the first background image to the second background image, a background fade-out display for gradually increasing the transparency of the first background image and erasing it is executed, and while the background fade-out display of the first background image is being executed, a background fade-in display for gradually decreasing the transparency of the second background image can be executed (for example, the part where a cross-fade display in which the fade-out display period A1 of the first background image 002SG081 and the fade-in display period B1 of the first predetermined background image 002SG081A are synchronized is executed. See FIG. 40), When starting the variable display of the decoration identification information, it is possible to execute an identification information fade-out display for gradually increasing the transparency of the decoration identification information and erasing it (for example, the part where the decorative symbol gradually accelerates and becomes a high-speed display after the start of the scroll display, and the transmittance (transparency) also increases in proportion to the increase in speed and is fade-out displayed), When ending the variable display of the decoration identification information, it is possible to execute an identification information fade-in display in which the transparency of the decoration identification information gradually decreases (for example, when the stop timing of the decoration pattern display areas 5L, 5C, and 5R approaches, the decoration patterns in the left decoration pattern display area 5L, the right decoration pattern display area 5R, and the middle decoration pattern display area 5C gradually decelerate in that order and become a low-speed display, and the transmittance (transparency) also decreases in proportion to the decrease in speed and is fade-in displayed). The execution period of the identification information fade-out display and the execution period of the background fade-out display are different (for example, the part where the fade-out display period A1 and the fade-out display period A22 are not executed simultaneously. Refer to FIGS. 42 and 43). It is characterized by this. According to this feature, it is possible to prevent the variable display of the decoration identification information from being difficult to understand due to the synchronization of the identification information fade-out display and the background fade-out display.
[0022] [Form 12](No. 13) The gaming machine of Form 12 is A gaming machine (for example, pachinko gaming machine 1) capable of executing variable display of specific identification information (for example, special symbols) and controlling to an advantageous state (for example, jackpot gaming state) advantageous to the player by deriving a specific display result (for example, jackpot display result) as a result of the variable display of the specific identification information. Game control means (for example, CPU 103) and Effect control means (for example, effect control CPU 120), and is provided with The game control means executes variable display of the specific identification information (for example, the part where CPU 103 executes variable display of special symbols in the special symbol process in step S25). The effect control means can perform variable display of a plurality of types of decoration identification information corresponding to the variable display of the specific identification information (for example, the part where the effect control CPU 120 executes variable display of decoration patterns in the effect control process in step S76). In one production mode, it is possible to switch and display a plurality of types of background images including a first background image and a second background image (for example, in the first production mode, as a background image, a first background image 002SG081 showing a view of a daytime town seen from afar (see Fig. 40(A1)) and a first predetermined background image 002SG081A showing a view in the middle of the daytime town (see Fig. 40(A2)) can be switched and displayed). When switching the background image from the first background image to the second background image, a background fade-out display that gradually increases the transparency of the first background image and erases it is executed, and a background fade-in display that gradually decreases the transparency of the second background image while the background fade-out display of the first background image is being executed is possible (for example, a cross-fade display in which the fade-out display period A1 of the first background image 002SG081 and the fade-in display period B1 of the first predetermined background image 002SG081A are synchronized. See Fig. 40). When starting the variable display of the decoration identification information, an identification information fade-out display that gradually increases the transparency of the decoration identification information and erases it is possible (for example, the decorative pattern gradually accelerates and becomes a high-speed display after the start of the scroll display, and the transmittance (transparency) also increases in proportion to the increase in speed and is fade-out displayed). When ending the variable display of the decoration identification information, an identification information fade-in display that gradually decreases the transparency of the decoration identification information is possible (for example, when the stop timing of the decorative pattern display areas 5L, 5C, and 5R approaches, the decorative patterns in the left decorative pattern display area 5L, the right decorative pattern display area 5R, and the middle decorative pattern display area 5C gradually decelerate and become a low-speed display in that order, and the transmittance (transparency) also decreases in proportion to the decrease in speed and is fade-in displayed). The execution period of the background fade-in display is longer than that of the identification information fade-in display (for example, the fade-in display period B1 during which the fade-in display of the first predetermined background image 002SG081A is performed is set to be longer than the fade-in display period B21 from when the deceleration of the display speed starts until the temporary stop display in the scroll display of the decorative pattern display areas 5L, 5C, and 5R (fade-in display period B1 > fade-in display period B21). Refer to FIGS. 42 and 43). It is characterized by this. According to this feature, since the fade-in display basically gives an impression of appearing suddenly when executed in a shorter period, when the variable display of the decorative identification information and the background change may be executed at the same time, by executing the identification information fade-in display in a shorter period than the background fade-in display, it is possible to draw attention to the end of the variable display of the decorative identification information.
[0023] [Form 13](No. 14) The gaming machine of Form 13 is a gaming machine (for example, pachinko gaming machine 1) capable of executing a variable display of specific identification information (for example, special symbols) and controlling to an advantageous state (for example, jackpot gaming state) advantageous to the player by deriving a specific display result (for example, jackpot display result) as a result of the variable display of the specific identification information, comprising game control means (for example, CPU 103) and effect control means (for example, effect control CPU 120), the game control means executes the variable display of the specific identification information (for example, the part where CPU 103 executes the variable display of special symbols in the special symbol process in step S25), the effect control means is capable of performing a variable display of a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (for example, the part where the effect control CPU 120 executes the variable display of decorative symbols in the effect control process in step S76), In one presentation mode, it is possible to switch and display a plurality of types of background images including a first background image and a second background image (for example, in the first presentation mode, as the background image, a first background image 002SG081 showing a view of a daytime street seen from afar (see Fig. 40(A1)) and a first predetermined background image 002SG081A showing a view in the middle of the daytime street (see Fig. 40(A2)) can be switched and displayed). When switching the background image from the first background image to the second background image, a background fade-out display is executed to gradually increase the transparency of the first background image and erase it, and while the background fade-out display of the first background image is being executed, a background fade-in display is executed to gradually decrease the transparency of the second background image (for example, in the part where the fade-out display period A1 of the first background image 002SG081 and the fade-in display period B1 of the first predetermined background image 002SG081A are synchronized for a cross-fade display. See Fig. 40). When starting the variable display of the decoration identification information, an identification information fade-out display is executable to gradually increase the transparency of the decoration identification information and erase it (for example, in the part where the decorative pattern gradually accelerates and becomes a high-speed display after the start of the scroll display, and the transmittance (transparency) also increases in proportion to the increase in speed and is fade-out displayed). When ending the variable display of the decoration identification information, an identification information fade-in display is executable to gradually decrease the transparency of the decoration identification information (for example, when the stop timing of the decorative pattern display areas 5L, 5C, and 5R approaches, the decorative patterns in the left decorative pattern display area 5L, the right decorative pattern display area 5R, and the middle decorative pattern display area 5C gradually decelerate and become a low-speed display in that order, and the transmittance (transparency) also decreases in proportion to the decrease in speed and is fade-in displayed). The execution period of the identification information fade-in display and the execution period of the background fade-in display are different (for example, in the part where the fade-in display period B1 and the fade-in display period B21 are not executed simultaneously. See Figs. 42 and 43). It is characterized by this. According to this feature, it is possible to prevent the fact that it becomes difficult to understand that the variable display of the decorative identification information ends by synchronizing the identification information fade-in display and the background fade-in display.
[0024] [Form 14](No.15) The gaming machine of Form 14 is a gaming machine (for example, pachinko gaming machine 1) capable of executing variable display of specific identification information (for example, special symbols), and by deriving a specific display result (for example, jackpot display result) as a result of the variable display of the specific identification information, controlling to an advantageous state (for example, jackpot gaming state) advantageous to the player, comprising gaming control means (for example, CPU 103), and effect control means (for example, effect control CPU 120), the gaming control means executes variable display of the specific identification information (for example, the part where CPU 103 executes variable display of special symbols in the special symbol process in step S25), the effect control means is capable of performing variable display of a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (for example, the part where the effect control CPU 120 executes variable display of decorative symbols in the effect control process in step S76), it is possible to execute a specific effect of resuming the variable display after temporarily pausing the variable display at a predetermined timing from the start of the variable display of the decorative identification information until the display result is derived and displayed (for example, the effect control CPU 120 determines whether or not the variable display is resumed after the decorative symbol is temporarily paused at a predetermined timing from the start of the variable display of the decorative symbol until the display result is derived and displayed, that is, the part capable of executing "pseudo consecutive announcement" that incites whether or not to make one variable display look like a plurality of variable displays), the decorative identification information has decorative identification information of a plurality of colors (for example, blue, red) including digital images, when resuming the variable display in the specific effect, it is possible to display a number image (for example, pseudo consecutive number display 002SG212) capable of specifying the number of times the variable display has been resumed in a plurality of colors (for example, blue, red) (see FIGS. 48 and 49), In the specific effect, when the digital image of the decoration identification symbol that has been temporarily stopped is the same type as the digital display of the number image when the variable display resumes, and the color of the decoration identification symbol that has been temporarily stopped is different from the color of the number image, it forms a first combination. Also, there is a second combination where both the digital display of the number image when the variable display resumes and the color of the decoration identification symbol that has been temporarily stopped are the same type as the digital image of the decoration identification symbol that has been temporarily stopped. In the specific effect, the ratio of being controlled to the advantageous state is higher when the variable display resumes in the second combination than when it resumes in the first combination. (For example, in a pseudo-consecutive announcement, there are a first combination where the display color of the decoration symbol that has been temporarily stopped is different from the display color of the pseudo-consecutive number display, and a second combination where the display color of the decoration symbol that has been temporarily stopped is the same as the display color of the pseudo-consecutive number display. In the pseudo-consecutive announcement, the ratio of being controlled to the jackpot game state is higher when the variable display resumes in the second combination than when it resumes in the first combination.) It is characterized by this. According to this feature, not only whether the specific effect is executed or not, but also when it is executed, attention can be paid to the combination of the digital image of the decoration identification information that has been temporarily stopped and the number and color of the number image, so the interest of the game is improved.
[0025] [Aspect 15](No.16) The gaming machine of Aspect 15 is A gaming machine (for example, pachinko gaming machine 1) that can execute variable display of specific identification information (for example, special symbols) and control to an advantageous state (for example, jackpot game state) advantageous to the player by deriving a specific display result (for example, jackpot display result) as a result of the variable display of the specific identification information, A game control means (for example, CPU 103), And an effect control means (for example, effect control CPU 120). The game control means executes variable display of the specific identification information (for example, the part where CPU 103 executes variable display of special symbols in the special symbol process in step S25). The performance control means is capable of variably displaying a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (for example, the part where the performance control CPU 120 executes the variable display of the decorative pattern in the performance control process of step S76), is capable of variably displaying reduced identification information that is smaller in size than the decorative identification information and corresponds to each of the plurality of types of decorative identification information (for example, the part where the performance control CPU 120 executes the variable display of the small pattern corresponding to the decorative pattern), is capable of executing a standby performance for displaying a predetermined image when no variable display is being executed (for example, the part where the performance control CPU 120 can execute a "customer waiting demo performance" when a predetermined time (for example, 60 seconds) has elapsed without receiving a control command such as a variable display start designation command after receiving a customer waiting demo designation command output from the main board 11. Refer to FIG. 46), when the standby performance is being executed, while the decorative identification information is not displayed, the display of the reduced identification information is continued (refer to FIG. 46), when the start condition for variable display is satisfied while the standby performance is being executed, after the variable display of the reduced identification information is started before the predetermined image becomes non-displayed, after the predetermined image becomes non-displayed, the decorative identification information is displayed and the variable display is started (for example, when a start winning occurs while the customer waiting demo performance is being executed, the variable display of the small pattern is started before the customer waiting demo performance image 002SG400 becomes non-displayed, and then, after the customer waiting demo performance image 002SG400 becomes non-displayed and is switched to and displayed as the background image corresponding to the performance mode at that time (here, the first background image 002SG081 corresponding to the first performance mode), the decorative pattern is displayed and the scroll display is started. Refer to FIG. 47). is characterized by the above. According to this feature, after a predetermined image becomes non-displayed, the variable display of the decoration identification information starts. By doing so, while making the player recognize that the variable display has started with the establishment of the start condition of the variable display, since the reduced identification information starts the variable display before the predetermined image becomes non-displayed, it is possible to ensure the display corresponding to the variable display of the specific identification information.
[0026] [Form 16](No.17) The gaming machine of Form 16 is a gaming machine (for example, pachinko gaming machine 1) capable of executing variable display of specific identification information (for example, special symbols), and by deriving a specific display result (for example, jackpot display result) as a result of the variable display of the specific identification information, controlling to an advantageous state (for example, jackpot gaming state) advantageous to the player, comprising game control means (for example, CPU 103) and effect control means (for example, effect control CPU 120), wherein the game control means executes variable display of the specific identification information based on a plurality of types of variable display patterns (see FIG. 7) (for example, the part where CPU 103 executes variable display of special symbols in the special symbol process in step S25), is controllable to a normal state (for example, low probability low base state) and a special state (for example, low probability high base state or high probability high base state) in which variable display is more likely to be executed than the normal state and the average variable display period is short, wherein the effect control means is capable of performing variable display of a plurality of types of decoration identification information (for example, decorative symbols) corresponding to the variable display of the specific identification information (for example, the part where the effect control CPU 120 executes variable display of decorative symbols in the effect control process in step S76), is capable of displaying a pending display corresponding to the variable display of special identification information that has not yet started (for example, the part where the effect control CPU 120 performs a process of displaying the first pending display 002SG101 or the second pending display 002SG102 in the pending display update process in step S161 in the special symbol pending storage display area 5U), It is possible to display corresponding display corresponding to the variable display of the special identification information being executed in the corresponding display area (for example, the part where the production control CPU 120 performs the process of displaying the active display 002SG103 in the active display area 5F in the hold display update process of step S161). It is possible to perform a switching display that switches the hold display corresponding to the variable display to the corresponding display along with the start of the variable display of the specific identification information (for example, the part where the production control CPU 120 performs a shift display that moves the first hold display 002SG101 displayed in the leftmost display area in the special figure hold memory display area 5U to the active display area 5F and switches it to the active display 002SG103. See FIG. 25). As the variable display of the decoration identification information, it is possible to perform a moving display that moves the decoration identification information (for example, a scroll display. See FIG. 21) and a pre-operation display that operates the decoration identification information in a mode different from the moving display before starting the moving display (for example, a change start action. See FIG. 23(A)). In the normal state, when the switching display is being performed, the pre-operation display is performed (for example, the first hold display 002SG101 displayed in the leftmost display area in the special figure hold memory display area 5U is moved to the active display area 5F and displayed, and the scroll display (variable display) of the decorative pattern is not started until the hold shift display period until it is switched to the active display 002SG103 ends, the above-described change start action is executed, and after the hold shift display period ends, the scroll display (variable display) of the decorative pattern is started. See FIGS. 26(C) to (F)). Execute the variable display of the decoration identification information based on the variable display pattern information corresponding to a plurality of types of variable display patterns transmitted from the game control means (for example, the part where the production control CPU 120 executes the variable display of the decorative pattern based on the change pattern designation command transmitted from the main board 11 in the production control process of step S76). When variable display is executed based on the first type of variable display pattern information and when variable display is executed based on the second type of variable display pattern information, it is possible to perform the common switching display (for example, when the effect control CPU 120 executes variable display based on the first type of variation pattern designation command (for example, non-reach variation pattern designation command) and when variable display is executed based on the second type of variation pattern designation command (for example, reach variation pattern designation command), the shift display that switches the first hold display 002SG101 or the first hold display 002SG101 to the active display 002SG103 in a common manner is executed. See FIG. 25) It is characterized by this. According to this feature, along with the start of the variable display of the specific identification information, a switching display that switches the hold display corresponding to the variable display to the corresponding display is performed, and while the switching display is being performed, a pre-operation display that operates the decorative identification information in a manner different from the moving display is performed, so that the period required for the switching display can be effectively utilized. In addition, since the pre-operation display is performed when the switching display is being performed in the normal state, the average variable display period is longer compared to the special state, and the interest when the variable display of the decorative identification information starts in the normal state, which is likely to be monotonous, can be increased. Also, since a common switching display is performed even when variable displays based on different types of variable display patterns are executed, the pattern of the switching display can be reduced.
[0027] [Aspect 17](No. 18) The gaming machine of Aspect 17 is A gaming machine (for example, pachinko gaming machine 1) that can execute variable display of specific identification information (for example, special symbols) and control to an advantageous state (for example, jackpot gaming state) advantageous to the player by deriving a specific display result (for example, jackpot display result) as a result of the variable display of the specific identification information, Game control means (for example, CPU 103), Effect control means (for example, effect control CPU 120), and is provided with The game control means is Execute variable display of the specific identification information based on a plurality of types of variable display patterns (refer to FIG. 7) (for example, the part where the CPU 103 executes variable display of the special symbol in the special symbol process in step S25). It is controllable between a normal state (for example, a low probability and low base state) and a special state (for example, a low probability and high base state or a high probability and high base state) in which variable display is more likely to be executed than the normal state and the average variable display period is short. The effect control means It is possible to perform variable display of a plurality of types of decoration identification information (for example, decorative symbols) corresponding to the variable display of the specific identification information (for example, the part where the effect control CPU 120 executes variable display of the decorative symbol in the effect control process in step S76). It is possible to display a pending display corresponding to the variable display of special identification information that has not yet started (for example, the part where the effect control CPU 120 performs a process of displaying the first pending display 002SG101 or the second pending display 002SG102 in the special figure pending storage display area 5U in the pending display update process in step S161). It is possible to display a corresponding display corresponding to the variable display of the special identification information being executed in the corresponding display area (for example, the part where the effect control CPU 120 performs a process of displaying the active display 002SG103 in the active display area 5F in the pending display update process in step S161). When the variable display of the specific identification information starts, it is possible to perform a switching display that switches the pending display corresponding to the variable display to the corresponding display (for example, the part where the effect control CPU 120 performs a shift display that moves the first pending display 002SG101 displayed in the leftmost display area in the special figure pending storage display area 5U to the active display area 5F and switches it to the active display 002SG103. Refer to FIG. 25). As the variable display of the decoration identification information, it is possible to perform a moving display (for example, a scroll display. Refer to FIG. 21) that moves the decoration identification information and a pre-operation display (for example, a variation start action. Refer to FIG. 23(A)) that operates the decoration identification information in a manner different from the moving display before starting the moving display. In the normal state, when the switching display is being performed, the pre-operation display is performed, and the scroll display is not started until the switching display is completed (for example, the first hold display 002SG101 displayed in the leftmost display area in the special figure hold memory display area 5U is moved and displayed to the active display area 5F and switched to the active display 002SG103. The scroll display (variable display) of the decorative pattern is not started until the hold shift display period ends, and the above-described variation start action is executed. After the hold shift display period ends, the scroll display (variable display) of the decorative pattern is started. Refer to FIGS. 26(C) to (F). Execute the variable display of the decoration identification information based on the variable display pattern information corresponding to a plurality of types of variable display patterns transmitted from the game control means (for example, the effect control CPU 120 executes the variable display of the decorative pattern based on the variation pattern designation command transmitted from the main board 11 in the effect control process in step S76). It is possible to perform the common switching display when the variable display is executed based on the first type of variable display pattern information and when the variable display is executed based on the second type of variable display pattern information (for example, the effect control CPU 120, when the variable display is executed based on the first type of variation pattern designation command (for example, non-reach variation pattern designation command) and when the variable display is executed based on the second type of variation pattern designation command (for example, reach variation pattern designation command), performs the shift display for switching the first hold display 002SG101 or the first hold display 002SG101 to the active display 002SG103 in a common manner. Refer to FIG. 25). It is characterized by this. According to this feature, along with the start of the variable display of specific identification information, a switching display is performed to switch the hold display corresponding to the variable display to a corresponding display. While the switching display is being performed, a pre-operation display is performed to operate the decorative identification information in a manner different from the moving display before starting the moving display of the decorative identification information. By doing so, the period required for the switching display can be effectively utilized. Also, since the moving display of the decorative identification information is not started until the switching display is completed and the corresponding display is displayed in the corresponding display area, the discomfort caused by the start of the moving display of the decorative identification information before the corresponding display is displayed can be eliminated. Further, since the pre-operation display is performed while the switching display is being performed in the normal state, the average variable display period is longer compared to the special state, and the interest when the variable display of the decorative identification information starts in the normal state, which tends to be monotonous, can be enhanced. Also, since a common switching display is performed even when variable displays based on different types of variable display patterns are executed, the pattern of the switching display can be reduced.
[0028] [Form 18](No.19) The gaming machine of Form 18 is a gaming machine (e.g., pachinko gaming machine 1) capable of being controlled to an advantageous state (e.g., jackpot gaming state) advantageous to the player by executing a variable display of specific identification information (e.g., special symbol) and deriving a specific display result (e.g., jackpot display result) as a result of the variable display of the specific identification information, comprising a game control means (e.g., CPU 103) and a presentation control means (e.g., presentation control CPU 120), wherein the game control means executes the variable display of the specific identification information based on a plurality of types of variable display patterns (see FIG. 7) (e.g., the part where CPU 103 executes the variable display of the special symbol in the special symbol process of step S25), is controllable between a normal state (e.g., low probability low base state) and a special state (e.g., low probability high base state or high probability high base state) in which variable display is more likely to be executed and the average variable display period is shorter than that in the normal state, and the presentation control means It is possible to perform variable display of a plurality of types of decorative identification information (for example, decorative patterns) corresponding to the variable display of the specific identification information (for example, the part where the production control CPU 120 executes the variable display of the decorative pattern in the production control process of step S76). It is possible to display a hold display corresponding to the variable display of special identification information that has not yet started (for example, the part where the production control CPU 120 performs the process of displaying the first hold display 002SG101 and the second hold display 002SG102 in the hold display update process of step S161 in the special figure hold memory display area 5U). It is possible to display a corresponding display corresponding to the variable display of the special identification information being executed in the corresponding display area (for example, the part where the production control CPU 120 performs the process of displaying the active display 002SG103 in the active display area 5F in the hold display update process of step S161). It is possible to perform a switching display that switches the hold display corresponding to the variable display to the corresponding display along with the start of the variable display of the specific identification information (for example, the part where the production control CPU 120 performs a shift display that moves the first hold display 002SG101 displayed in the leftmost display area in the special figure hold memory display area 5U to the active display area 5F and switches it to the active display 002SG103. See FIG. 25). As the variable display of the decorative identification information, it is possible to perform a moving display that moves the decorative identification information (for example, a scroll display. See FIG. 21) and a pre-operation display that operates the decorative identification information in a mode different from the moving display before starting the moving display (for example, a variation start action. See FIG. 23(A)). In the special state, when the switching display is being performed, the pre-operation display is performed (for example, the first hold display 002SG101 displayed in the leftmost display area in the special figure hold memory display area 5U moves and is displayed up to the active display area 5F, and the scrolling display (variable display) of the decorative pattern is not started until the hold shift display period until it is switched and displayed as the active display 002SG103 ends, the above-described variation start action is executed, and after the hold shift display period ends, the scrolling display (variable display) of the decorative pattern is started. Modification example), Execute the variable display of the decoration identification information based on the variable display pattern information corresponding to a plurality of types of variable display patterns transmitted from the game control means (for example, the effect control CPU 120 executes the variable display of the decorative pattern based on the variation pattern designation command transmitted from the main board 11 in the effect control process of step S76).
[0029] It is possible to perform the common switching display when the variable display is executed based on the first type of variable display pattern information and when the variable display is executed based on the second type of variable display pattern information (for example, the effect control CPU 120, when the variable display is executed based on the first type of variation pattern designation command (for example, non-reach variation pattern designation command) and when the variable display is executed based on the second type of variation pattern designation command (for example, reach variation pattern designation command), the first hold display 002SG101 and the first hold display 002SG101 are switched to the active display 002SG103 in a common manner. See FIG. 25). It is characterized by this. According to this feature, along with the start of the variable display of specific identification information, a switching display is performed to switch the hold display corresponding to the variable display to a corresponding display. While the switching display is being performed, a preliminary operation display is performed to operate the decorative identification information in a manner different from the moving display, thereby effectively utilizing the period required for the switching display. Also, since the preliminary operation display is performed when the switching display is being performed in a special state more advantageous than the normal state, the start of the variable display of the decorative identification information in the special state can be enhanced. Further, since a common switching display is performed even when variable displays based on different types of variable display patterns are executed, the pattern of the switching display can be reduced.
[0030] [Form 19](No.20) The gaming machine of Form 19 is a gaming machine (e.g., pachinko gaming machine 1) capable of executing a variable display of specific identification information (e.g., special symbols) and controlling to an advantageous state (e.g., jackpot gaming state) advantageous to the player by deriving a specific display result (e.g., jackpot display result) as a result of the variable display of the specific identification information, comprising gaming control means (e.g., CPU 103) and performance control means (e.g., performance control CPU 120), wherein the gaming control means executes the variable display of the specific identification information based on a plurality of types of variable display patterns (see FIG. 7) (e.g., the part where CPU 103 executes the variable display of the special symbols in the special symbol process in step S25), is controllable between a normal state (e.g., low probability low base state) and a special state (e.g., low probability high base state or high probability high base state) in which variable display is more likely to be executed and the average variable display period is shorter than that in the normal state, and the performance control means is capable of performing a variable display of a plurality of types of decorative identification information (e.g., decorative symbols) corresponding to the variable display of the specific identification information (e.g., the part where the performance control CPU 120 executes the variable display of the decorative symbols in the performance control process in step S76), It is possible to display a hold display corresponding to a variable display of special identification information that has not yet started (for example, in the hold display update process of step S161, the production control CPU 120 performs a process of displaying the first hold display 002SG101 or the second hold display 002SG102 in the special figure hold memory display area 5U). It is possible to display a corresponding display corresponding to the variable display of the special identification information being executed in the corresponding display area (for example, in the hold display update process of step S161, the production control CPU 120 performs a process of displaying the active display 002SG103 in the active display area 5F). It is possible to perform a switching display that switches the hold display corresponding to the variable display to the corresponding display along with the start of the variable display of the specific identification information (for example, the production control CPU 120 moves the first hold display 002SG101 displayed in the leftmost display area in the special figure hold memory display area 5U to the active display area 5F and performs a shift display to switch to the active display 002SG103. See FIG. 25). As the variable display of the decoration identification information, it is possible to perform a moving display that moves the decoration identification information (for example, a scroll display. See FIG. 21) and a pre-operation display that operates the decoration identification information in a manner different from the moving display before starting the moving display (for example, a change start action. See FIG. 23(A)). In the special state, when the switching display is being performed, the pre-operation display is performed and the moving display is not started until the switching display is completed (for example, the first hold display 002SG101 displayed in the leftmost display area in the special figure hold memory display area 5U is moved to the active display area 5F and switched to the active display 002SG103. The scroll display (variable display) of the decorative pattern is not started until the hold shift display period ends, the above-described change start action is executed, and the scroll display (variable display) of the decorative pattern is started after the hold shift display period ends. Modification example). Execute variable display of the decoration identification information based on variable display pattern information corresponding to a plurality of types of variable display patterns transmitted from the game control means (for example, the part where the effect control CPU 120 executes variable display of the decoration pattern based on the variation pattern designation command transmitted from the main board 11 in the effect control process of step S76).
[0031] It is possible to perform the common switching display when variable display is executed based on the first type of variable display pattern information and when variable display is executed based on the second type of variable display pattern information (for example, when the effect control CPU 120 executes variable display based on the first type of variation pattern designation command (for example, non-reach variation pattern designation command) and when variable display is executed based on the second type of variation pattern designation command (for example, reach variation pattern designation command), the shift display that switches the first hold display 002SG101 or the first hold display 002SG101 to the active display 002SG103 in a common manner is executed. Refer to FIG. 25). It is characterized by this. According to this feature, along with the start of variable display of specific identification information, a switching display that switches the hold display corresponding to the variable display to the corresponding display is performed, and while the switching display is being performed, a pre-operation display that operates the decoration identification information in a manner different from the moving display is performed before starting the moving display of the decoration identification information, so that the period required for the switching display can be effectively utilized. Also, since the moving display of the decoration identification information is not started until the switching display ends and the corresponding display is displayed in the corresponding display area, the discomfort caused by the moving display of the decoration identification information starting before the corresponding display is displayed can be eliminated. Also, since the pre-operation display is performed when the switching display is being performed in a special state more advantageous than the normal state, the start of variable display of the decoration identification information in the special state can be enhanced. Also, since a common switching display is performed even when variable display based on different types of variable display patterns is executed, the pattern of the switching display can be reduced.
[0032] [Form 20] (No. 21) The gaming machine of form 20 is a gaming machine (e.g., pachinko gaming machine 1) that can execute variable display of specific identification information (e.g., special symbols), and can be controlled to an advantageous state (e.g., jackpot gaming state) advantageous to the player by deriving a specific display result (e.g., jackpot display result) as a result of the variable display of the specific identification information, comprising gaming control means (e.g., CPU 103), and effect control means (e.g., effect control CPU 120), wherein the gaming control means executes variable display of the specific identification information (e.g., the part where CPU 103 executes variable display of special symbols in the special symbol process in step S25), and the effect control means can perform variable display of a plurality of types of decoration identification information corresponding to the variable display of the specific identification information (e.g., the part where the effect control CPU 120 executes variable display of decorative symbols in the effect control process in step S76), and can be controlled to any one of a plurality of types of effect modes (e.g., the first to fourth effect modes) including a first effect mode and a second effect mode, and when starting the variable display of the decoration identification information, can execute a fade-out display that gradually increases and then erases the transparency of the decoration identification information (e.g., the part where the decorative symbol gradually accelerates and becomes a high-speed display after the start of the scroll display, and the transmittance (transparency) also increases in proportion to the increase in speed and is fade-out displayed), in the first effect mode, a moving display that moves the decoration identification information is executed as the variable display of the decoration identification information (see FIGS. 20(A1) and (A2)), and in the second effect mode, a special variable display having a different mode from the moving display is executed as the variable display of the decoration identification information (see FIGS. 20(B1) and (B2)), When the fade-out display is executed in the second presentation mode, the execution period of the fade-out display is longer than that when the moving display is executed in the first presentation mode (for example, the fade-out display period A22 when the scroll display is executed in the second presentation mode is longer than the fade-out display period A21 when the scroll display is executed in the first presentation mode (the fade-out display period A21 < the fade-out display period A22. Refer to FIGS. 45(A)(B))) It is characterized by this. According to this feature, in the second presentation mode, not only is the variable display mode of the decoration identification information different from that in the first presentation mode, but also the fade-out display period from the start of the variable display to the erasure of the decoration identification information becomes longer, so that the decoration identification information can be made the focus for a long period of time.
[0033] [Form 21](No.22) The gaming machine of Form 21 is A gaming machine (for example, pachinko gaming machine 1) that can execute variable display of specific identification information (for example, special symbols), and can be controlled to an advantageous state (for example, jackpot gaming state) advantageous to the player by deriving a specific display result (for example, jackpot display result) as a result of the variable display of the specific identification information. Game control means (for example, CPU 103), Presentation control means (for example, presentation control CPU 120), and is provided with The game control means executes variable display of the specific identification information (for example, the part where CPU 103 executes variable display of special symbols in the special symbol process of step S25), The presentation control means Can perform variable display of a plurality of types of decoration identification information corresponding to the variable display of the specific identification information (for example, the part where the presentation control CPU 120 executes variable display of decorative symbols in the presentation control process of step S76), It is possible to control to any one of a plurality of types of presentation modes (for example, the first presentation mode to the fourth presentation mode) including the first presentation mode and the second presentation mode. When starting the variable display of the decoration identification information, it is possible to execute a fade-out display in which the transparency of the decoration identification information is gradually increased and erased (for example, the decorative pattern gradually accelerates and becomes a high-speed display after the start of the scroll display, and the transmittance (transparency) also increases in proportion to the increase in speed and is fade-out displayed). The variable display pattern of the decoration identification information can be determined to any one of a plurality of types of variable display patterns. When a predetermined variable display pattern is determined in the first presentation mode and when the predetermined variable display pattern is determined in the second presentation mode, the execution period of the fade-out display is different (for example, when the non-reach deviation variation pattern PA1-1 is determined in the first presentation mode and when the non-reach deviation variation pattern PA1-1 is determined in the second presentation mode, the fade-out display periods A21 and A22 are different. Refer to FIGS. 45(A) and (B)). It is characterized by this. According to this feature, when controlled in the first presentation mode and when controlled in the second presentation mode, the execution period of the fade-out when a predetermined variable display pattern is determined is different, making it difficult for the player to predict that it is a predetermined variable display pattern, thus improving the interest of the game.
[0034] [Form 22] (No. 23) The gaming machine of Form 22 is A gaming machine (for example, pachinko gaming machine 1) that can execute variable display of specific identification information (for example, special symbols), and by deriving a specific display result (for example, jackpot display result) as a result of the variable display of the specific identification information, can control to an advantageous state (for example, jackpot gaming state) advantageous to the player. It includes gaming control means (for example, CPU 103) and presentation control means (for example, presentation control CPU 120). The game control means executes variable display of the specific identification information (for example, the part where the CPU 103 executes variable display of special symbols in the special symbol process in step S25). The effect control means is capable of performing variable display of a plurality of types of decoration identification information corresponding to the variable display of the specific identification information (for example, the part where the effect control CPU 120 executes variable display of decorative symbols in the effect control process in step S76). The decoration identification information includes a character image (for example, the character display unit 002SG052) and a related information image (for example, the information display unit 002SG053) which is information related to the character of the character image. The variable display period includes a pre-variable display period from when the start condition of the variable display is satisfied until the decoration identification information starts variable display, and a post-variable display period after the decoration identification information starts variable display (for example, the variable display period of the special symbol includes a pre-variable display period from when the variable display of the special symbol and the small symbol starts until the scroll display of the decorative symbol starts, and a post-variable display period after the scroll display of the decorative symbol starts). The character image is displayed in the pre-variable display period and the post-variable display period. The related information image is erased before the post-variable display period starts after being displayed in the pre-variable display period (for example, the name of the character (character-related information) displayed on the information display unit 002SG053 is erased before the post-variable display period starts, that is, before the scroll display of the decorative symbol starts, after being displayed during the pre-variable display period, that is, when the variation start action is being executed. Refer to FIGS. 23(A) and 26). It is characterized by this. According to this feature, by attracting attention to the related information image before the variable display of the decoration identification information starts, that is, when it is stopped and displayed, the player can deepen the understanding of the character. Also, by erasing the related information image before the variable display starts, it is possible to attract attention to the variable display, the preview effect, etc. rather than the related information image.
[0035] Form 23 (No. 24) The gaming machine of Form 23 is a gaming machine (e.g., pachinko gaming machine 1) capable of executing variable display of specific identification information (e.g., special symbols), and controlling to an advantageous state (e.g., jackpot gaming state) advantageous to the player by deriving a specific display result (e.g., jackpot display result) as a result of the variable display of the specific identification information, comprising gaming control means (e.g., CPU 103), and effect control means (e.g., effect control CPU 120), wherein the gaming control means executes variable display of the specific identification information (e.g., the part where CPU 103 executes variable display of special symbols in the special symbol process in step S25), is controllable between a normal state (e.g., low probability and low base state) and a special state in which variable display is more likely to be executed and the average variable display period is shorter than that in the normal state (e.g., low probability and high base state or high probability and high base state), and the effect control means is capable of performing variable display of a plurality of types of decoration identification information corresponding to the variable display of the specific identification information (e.g., the part where the effect control CPU 120 executes variable display of decorative symbols in the effect control process in step S76), in the normal state, is controllable to any one of a plurality of types of effect modes including a first effect mode (e.g., the first effect mode) and a second effect mode (e.g., the second effect mode) (e.g., the first effect mode to the fourth effect mode; see FIG. 20), in the special state, is controllable to an effect mode including a third effect mode (e.g., the third effect mode or the fourth effect mode), the decoration identification information includes a character image (e.g., character display unit 002SG052) and a related information image (e.g., information display unit 002SG053) which is information related to the character of the character image, in the first effect mode, the decoration identification information is displayed in a manner including the character image and the related information image (see FIG. 26), In the second and third presentation modes, decorative identification information is displayed in a manner that does not include the related information image (see FIGS. 28, 29, and 33). It is characterized by this. According to this feature, in the first presentation mode, by displaying the related information image and attracting attention to the related information image, the player can deepen the understanding of the character. On the other hand, in the second and third presentation modes, by eliminating the related information image, it is possible to attract attention to variable displays, advance notice presentations, etc. rather than the related information image.
[0036] [Form 24] (No. 25) The gaming machine of Form 24 is a gaming machine (for example, pachinko gaming machine 1) capable of executing variable display of specific identification information (for example, special symbols), and by deriving a specific display result (for example, jackpot display result) as a result of the variable display of the specific identification information, it can be controlled to an advantageous state (for example, jackpot gaming state) advantageous to the player, comprising game control means (for example, CPU 103), and presentation control means (for example, presentation control CPU 120), The game control means executes variable display of the specific identification information (for example, the part where CPU 103 executes variable display of special symbols in the special symbol process in step S25), and can be controlled between a normal state (for example, low probability and low base state) and a special state (for example, low probability and high base state or high probability and high base state) in which variable display is more likely to be executed and the average variable display period is shorter than that of the normal state, The presentation control means is capable of performing variable display of a plurality of types of decorative identification information corresponding to the variable display of the specific identification information (for example, the part where the presentation control CPU 120 executes variable display of decorative symbols in the presentation control process in step S76), the decorative identification information includes a digital image (for example, digital display unit 002SG061), When the normal background image is being displayed, it is possible to execute a notification effect that notifies whether or not control is in the advantageous state (for example, a part where the effect control CPU 120 can execute an SP reach effect that notifies whether or not a jackpot has occurred), In the notification effect, a specific background image different from the normal background image (for example, the fifth background image 002SG085) is displayed, When the notification effect is executed in a variable display in which the specific display result is derived as a result of the variable display, when the specific background image is being displayed in the notification effect, a combination of decoration identification information corresponding to the specific display result is displayed (for example, in the SP reach effect, when the fifth background image 002SG085 corresponding to the SP reach effect is being displayed as the background image, a combination of jackpot determined symbols (for example, "222") is temporarily stopped and displayed (see Fig. 53(F))), With the end of the notification effect, the specific background image is erased and the normal background image is displayed, and when the normal background image is being displayed, a combination of decoration identification information corresponding to the specific display result is displayed (for example, as shown in Fig. 53(G), with the end of the SP reach effect, the fifth background image 002SG085 becomes non-displayed and the first background image 002SG081 is displayed, and when the first background image 002SG081 is being displayed, a combination of jackpot determined symbols (for example, "222") is temporarily stopped and displayed), A specific image (for example, the specific image 002SG075) is displayed in an operating manner in the vicinity of the digital image of the combination of decoration identification information corresponding to the specific display result that is being displayed when the normal background image is being displayed, In the special state, the specific image is not displayed in an operating manner (for example, in the low base state, while a specific image 002SG075 showing flames is displayed in an operating manner with respect to the digital display unit 002SG051 of the combination of jackpot determined decoration symbols displayed after the end of the SP reach effect (see Figs. 53(H), (I)), in the high base state, a specific image 002SG075 showing flames is not displayed in an operating manner with respect to the digital display unit 002SG051 of the combination of jackpot determined decoration symbols displayed after the end of the SP reach effect (see Figs. 54(P), (S))), which is characterized by the above. According to this feature, in the normal state, by operating and displaying a specific image on the digital image of the decorative identification information displayed after the end of the notification effect, the production effect can be enhanced and enlivened. However, in a special state where the average variable display period is short, by not operating and displaying a specific image on the digital image of the decorative identification information displayed after the end of the notification effect, a sense of speed can be given to the variable display.
[0037] [Form 25] (No. 18-2) The gaming machine of Form 25 is the gaming machine described in Form 17 or Form 18, and the production control means based on the end of the variable display of the specific identification information, when erasing the corresponding display (for example, active display 002SG103) corresponding to the variable display that was being displayed in the corresponding display area (for example, active display area 5F), it is possible to display an erasure effect display (for example, erasure effect 002SG110) that emphasizes the erasure of the corresponding display, when the hold display is being displayed when the erasure effect display is being displayed, the erasure effect display is continuously displayed until the variable display corresponding to the hold display is started (for example, erasure effect 002SG110 is continuously displayed even after active display 002SG103 is erased, and as follows, it is displayed in the leftmost display area until the next variable display corresponding to the first hold display 002SG101 is started and then erased. Refer to Fig. 25(B3)). It is characterized by this. According to this feature, by not creating a blank period in the production until the variable display ends and the next variable display starts, it is possible to prevent the interest of the production from decreasing. Also, by the erasure effect display, while making the player recognize that the corresponding display corresponding to the ended variable display has been erased, it is possible to make the player recognize that a new variable display has started by the display of a new corresponding display.
[0038] [Form 26] (No. 18-3) The gaming machine of form 26 is the gaming machine described in form 17 or form 18, The area where the decoration identification information is displayed includes a first area (for example, the left decorative symbol display area 5L), a second area (for example, the right decorative symbol display area 5R), and a third area (for example, the middle decorative symbol display area 5C) located between the first area and the second area, In the normal state, the third area displays the decoration identification information in a smaller size than the first area and the second area (see, for example, FIG. 19), In the special state, the decoration identification information of the first area, the second area, and the third area is displayed in the same size (see, for example, FIG. 19), In the special state, the third area is arranged closer to the center of the display area of the display means than the third area in the normal state (see, for example, FIG. 19). It is characterized by this. According to this feature, in the normal state, by making the decoration identification information of the first area and the second area look large and shifting the decoration identification information of the third area, a sense of depth is given to improve the interest. However, in the special state where the average variable display period is short, since the decoration identification information is arranged closer to the center of the display area, the recognition degree of the decoration identification information can be increased.
[0039] (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.
[0040] Next, a mode for implementing the gaming machine according to the present invention will be described below with reference to the drawings. In the following description, the front side of FIG. 1 is defined as the front (front face, front) side of the pachinko gaming machine 1, and the back side as the rear (rear face, back) side. The description will be based on the vertical and horizontal directions when the pachinko gaming machine 1 is viewed from the front side. Note that the front face of the pachinko gaming machine 1 in the present embodiment is the facing surface that faces the player who plays the game on the pachinko gaming machine 1. Also, in the description of each step of the flowchart, for example, the part described as "step S1" may be abbreviated as "S1" or "002SGS1", and "normal reach" may be abbreviated as "N reach", and "super reach" may be abbreviated as "SP reach".
[0041] (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.
[0042] 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). Examples of the variation include the updated display of a plurality of symbols, the scroll display of a plurality of symbols, the deformation of one or more symbols, and the enlargement / reduction of one or more symbols. In the variation of the special symbol or the normal symbol described later, a plurality of types of special symbols or normal 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 display of 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 a variation.
[0043] The special symbol that is variably displayed on the first special symbol display device 4A is also referred to as the "first special figure", and the special symbol that is variably displayed on the second special symbol display device 4B is also referred to as the "second special figure". Also, the special figure game using the first special figure is referred to as the "first special figure game", and the special figure game using the second special figure is also referred to as the "second special figure game". Note that there may be one type of special symbol display device that performs variable display of special symbols.
[0044] An image display device 5 is provided near the center of the game area on the game board 2. 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.
[0045] For example, on the screen of the image display device 5, in synchronization with the first special figure game or the second special figure game, variable display of a plurality of types of decorative identification information different from the special symbol, such as a decorative symbol (a symbol indicating a number, etc.), is performed. Here, in synchronization with the first special figure game or the second special figure game, the decorative symbols are variably displayed (for example, scroll display or update display in the vertical direction) in the respective decorative symbol display areas 5L, 5C, 5R of "left", "center", and "right". Note that the special figure game and the variable display of the decorative symbols that are executed in synchronization are collectively referred to simply as variable display.
[0046] Also, a display area 5S for displaying the first hold memory number (for example, the number "0", etc.), the second hold memory number (for example, the number "4", etc.), and a small symbol corresponding to the decorative symbol is provided at the upper left of the display screen of the image display device 5, and the small symbol is variably displayed corresponding to the variable display of the decorative symbol.
[0047] Also, regarding the first reserved memory number, the second reserved memory number, the reserved display, the small handle, an error display (not shown) indicating an error state occurring in the pachinko gaming machine 1, a right-hit notification image 002SG201 (see FIG. 20) prompting the player to perform a right-hit operation, a time-limit remaining display 002SG202 (see FIG. 20) indicating the remaining number of times of time limit, etc., by being displayed on the front side (upper layer) rather than the production image such as a character, it is possible to prevent the production image from overlapping and reducing the visibility of the first reserved memory number, the second reserved memory number, the small handle, and the error display. On the other hand, regarding the decorative symbol, it may be displayed on the back side (lower layer) rather than the production image so as to prevent the decorative symbol from overlapping and reducing the visibility of the production image.
[0048] Also, the above-mentioned small handle is also referred to as the fourth symbol. The fourth symbol is a symbol indicating that a special symbol (the first special symbol, the second special symbol) is variably displayed, and is variably displayed by a certain operation in a manner that can always be visually recognized in a display device such as the image display device 5. When the fourth symbol is variably displayed, an effect is performed such that the production content including the variable display of the decorative symbol disappears from the screen in an instant, or an effect is performed such that the movable bodies 32A and 32B shield all or part of the screen of the image display device 5. Even if the decorative symbol is difficult to recognize, it becomes possible to recognize whether it is currently in a variably displayed state. The production control CPU 120 performs variable display of the fourth symbol corresponding to the first special symbol by operating the image display device 5 based on receiving the first variable display start command. Also, the production control CPU 120 performs variable display of the fourth symbol corresponding to the second special symbol by operating the image display device 5 based on receiving the second variable display start command.
[0049] Also, the symbol displayed on a fourth symbol display device provided at a location other than the image display device 5 (for example, the special variable winning ball device 7 which is a predetermined location on the game board 2), such as the first special-symbol LED and the second special-symbol LED, is also referred to as the fourth symbol.
[0050] At the lower part of the screen of the image display device 5, there are provided display areas (special figure hold memory display area 5U, active display area 5F) for displaying a hold display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display in execution. The hold display and the active display are collectively referred to as a variable display corresponding display corresponding to the variable display. In addition, in the present embodiment, a special figure hold memory display area 5U common to the first special symbol and the second special symbol is provided, but a first special figure hold memory display area in which a first hold display representing a variable display whose execution of the first special symbol is pending is displayed, and a second special figure hold memory display area in which a second hold display representing a variable display whose execution of the second special symbol is pending is displayed may be provided separately.
[0051] At a predetermined position of the game board 2, a first hold display device 25A and a second hold display device 25B each including a plurality of LEDs are provided. The first hold display device 25A displays the first hold memory number according to the number of lit LEDs. The second hold display device 25B displays the second hold memory number according to the number of lit LEDs.
[0052] 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.
[0053] The winning ball device 6A forms, for example, a first starting winning port that is always kept in a certain open state in which 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, 3) of prize balls are paid out, and a first special figure game can be started.
[0054] The variable winning ball device 6B (ordinary electric game device) forms a second starting winning opening that changes between a closed state and an open state by means of a solenoid 81 (see Fig. 2). The variable winning ball device 6B includes, for example, an electric game device having a movable piece that can be opened and closed. When the solenoid 81 is in the off state, the movable piece assumes an upright position, resulting in a closed state where game balls do not enter the second starting winning opening (it is also said that the second starting winning opening is in a closed state). On the other hand, in the variable winning ball device 6B, when the solenoid 81 is in the on state, the movable piece assumes a tilted position, resulting in an open state where game balls can enter the second starting winning opening (it is also said that the second starting winning opening is in an open state). When a game ball enters the second starting winning opening, a predetermined number (for example, 3) of prize balls are paid out, and the second special figure game can be started. Note that the variable winning ball device 6B is not limited to the above as long as it can change between a closed state and an open state.
[0055] 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 opening 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 openings 10, a predetermined number (for example, 10) of game balls are paid out as prize balls.
[0056] A special variable winning ball device 7 having a large winning opening is provided between the winning ball device 6A and the variable winning ball device 6B. The special variable winning ball device 7 includes a large winning opening door that is driven to open and close by a solenoid 82 (see Fig. 2), and forms a large winning opening as a specific area that changes between an open state and a closed state by the large winning opening door.
[0057] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large winning opening door (for the special electric game device) is in the off state, the large winning opening door closes the large winning opening, and game balls cannot enter (pass through) the large winning opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large winning opening door is in the on state, the large winning opening door opens the large winning opening, making it easier for game balls to enter the large winning opening.
[0058] When a game ball enters the large winning opening, a predetermined number (e.g., 14) of game balls are paid out as prize balls. When a game ball enters the large 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.
[0059] When a game ball enters each winning opening including the general winning opening 10, it is also referred to as "winning". In particular, winning in the starting openings (the first start winning opening and the second start winning opening) is also referred to as start winning.
[0060] A normal symbol display 20 is provided at a predetermined position of the game board 2 (in the example shown in FIG. 1, the lower left of the game area). 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 special symbols. The normal symbols are represented by lighting patterns such as numbers indicating "0" to "9" and "-". 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.
[0061] A passage gate 41 through which a game ball can pass is provided to the right of the image display device 5. Based on the game ball passing through the passage gate 41, a normal symbol game is executed.
[0062] A normal symbol hold display 25C is provided below the normal symbol display 20. The normal symbol hold display 25C is composed of, for example, 4 LEDs, and displays the number of normal symbol games whose execution is on hold, that is, the normal symbol hold memory number, by the number of lit LEDs.
[0063] On the surface of the game board 2, in addition to the above configuration, there are provided a windmill for changing the flow direction and speed of the game balls and a large number of obstacle pins. An out opening for taking in game balls that have not entered any of the winning openings is provided at the lowermost part of the game area.
[0064] At the upper left and right positions of the gaming machine frame 3, speakers 8L and 8R for playing and outputting sound effects and the like are provided. At the upper position of the image display device 5 in the gaming 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 gaming area. Further, an attacker lamp 9c is provided in the vicinity of the special variable winning ball device 7 on the game board 2.
[0065] At predetermined positions on the game board 2 (the upper and lower positions of the image display device 5 in FIG. 1), movable bodies 32A and 32B that operate according to the performance are provided. In addition, movable body lamps 9d are provided on the movable bodies 32A and 32B. The movable body lamps 9d, the main lamp 9a, the frame lamps 9b, and the attacker lamp 9c described above may be collectively referred to as the game effect lamp 9. Incidentally, these main lamp 9a, frame lamp 9b, attacker lamp 9c, and movable body lamp 9d are configured to include LEDs.
[0066] At the lower right position of the gaming machine frame 3, a hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball toward the gaming area by a hitting and launching device is provided.
[0067] At a predetermined position of the gaming machine frame 3 below the gaming area, a hitting supply tray (upper tray) is provided that holds (stores) game balls paid out as winning balls or game balls lent out by a predetermined ball lending machine so as to be supplyable to the hitting and launching device. Incidentally, in addition to the upper tray, the gaming machine frame 3 may be provided with a payout unit (hitting supply tray) for paying out winning balls when the upper tray is full.
[0068] At a predetermined position of the gaming machine frame 3 below the gaming 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. 2).
[0069] At a predetermined position of the gaming machine frame 3 below the gaming area, there is provided a push button 31B that enables a player to perform a predetermined instruction operation by pressing or other means. The operation on the push button 31B is detected by a push sensor 35B (see FIG. 2).
[0070] In the pachinko gaming machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but other detection means may also be provided.
[0071] (Outline of game progress) By rotating the hitting operation handle 30 of the pachinko gaming machine 1 by the player, the game ball is launched toward the gaming area. When the game ball passes through the passing gate 41, the normal symbol game by the normal symbol display 20 is started. In addition, when the game ball passes through the passing gate 41 during the period of the previous normal symbol game execution (when the game ball passes through the passing gate 41 but the normal symbol game based on the passing cannot be executed immediately), the normal symbol game based on the passing is held until a predetermined upper limit number (for example, 4).
[0072] 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 is "normal symbol win", opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period (the second start winning opening becomes open).
[0073] When the 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.
[0074] When the 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.
[0075] During the period when the special figure game is being executed or during the period controlled to the jackpot gaming state described later, if a game ball enters (wins) the start winning opening (a start win occurs but the special figure game based on the start win cannot be executed immediately), the special figure game based on the entry is reserved from execution until a predetermined upper limit number (for example, 4).
[0076] In the special figure game, if a specific special figure (jackpot figure, for example, "7", the actual figure varies according to the jackpot type described later) is stopped and displayed as the determined special symbol, it is a "jackpot", and if a special symbol different from the jackpot figure (losing figure, for example, "-") is stopped and displayed, it is a "loss".
[0077] After the display result in the special figure game becomes a "jackpot", it is controlled to the jackpot gaming state as an advantageous state for the player.
[0078] In the jackpot gaming state, the large winning opening formed by the special variable winning ball device 7 is opened in a predetermined manner. The open state continues until either the timing of the elapse of a predetermined period (for example, 29 seconds or 1.8 seconds) or the timing when the number of game balls entering the large winning opening reaches a predetermined number (for example, 9). The predetermined period is the upper limit period for opening the large winning opening in one round, and hereinafter is also referred to as the opening upper limit period. One cycle in which the large winning opening becomes open in this way is called a round (round game). In the jackpot gaming state, the round can be repeatedly executed until a predetermined upper limit number (15 times or 2 times) is reached.
[0079] In the jackpot gaming state, the player can obtain prize balls by causing the game balls to enter the large winning opening. Therefore, the jackpot gaming state is an advantageous state for the player. The more rounds there are in the jackpot gaming state and the longer the opening upper limit period is, the more advantageous it is for the player.
[0080] Furthermore, a jackpot type is set for the "big win". For example, multiple types are prepared for the opening mode of the big winning opening (number of rounds and opening upper limit period), and the game state after the jackpot game state (normal state, time-saving state, probability variation state, etc.), and the jackpot type is set according to these. As the jackpot type, there may be provided a jackpot type in which a large number of prize balls can be obtained, a jackpot type with few prize balls, or a jackpot type in which almost no prize balls can be obtained.
[0081] After the jackpot game state ends, it may be controlled to a time-saving state or a probability variation state according to the above jackpot type.
[0082] In the time-saving state, control (time-saving control) to shorten the average special symbol variation time (the period for varying the special symbol) compared to the normal state is executed. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for game balls to enter the second start winning opening, such as shortening the average normal symbol variation time (the period for varying the normal symbol) compared to the normal state or improving the probability of "winning in the normal symbol" in the normal symbol game compared to the normal state. Since the time-saving 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.
[0083] In the probability variation state (probability variation state), in addition to the time-saving control, probability variation control in which the probability that the display result becomes a "big win" is higher than in the normal state is executed. Since the probability variation state is a state where the variation efficiency of the special symbol is improved and it is easier to get a "big win" in addition to this, it is an even more advantageous state for the player.
[0084] The time-saving state and the probability variation 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 has a predetermined number of special symbol games being executed as the end condition is also called "running out of times" (time-saving when running out of times, probability variation when running out of times, etc.).
[0085] The normal state refers to a gaming state other than advantageous states such as jackpot gaming states that are advantageous to the player, special states such as time-saving states and probability-variable states, and is a state in which the pachinko gaming machine 1, such as the probability that the display result in the normal diagram game is "normal diagram win" and the probability that the display result in the special diagram game is "jackpot", is controlled to be the same as the initial setting state of the pachinko gaming machine 1 (when, for example, a predetermined return process is not executed after power-on, like when a system reset is performed).
[0086] The state in which probability-variable control is being executed is also referred to as the high-probability state, and the state in which probability-variable control is not being executed is also referred to as the low-probability state. The state in which time-saving control is being executed is also referred to as the high-base state, and the state in which time-saving control is not being executed is also referred to as the low-base state. By combining these, the time-saving state is also said to be the low-probability high-base state, the probability-variable state is the high-probability high-base state, the normal state is 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.
[0087] In addition, the gaming state may change based on the fact that a game ball has passed through a specific area (for example, a specific area within the big winning opening) during the jackpot gaming state. For example, when the game ball passes through the specific area, it may be controlled to the probability-variable state after that jackpot gaming state.
[0088] (Such as the progress of the performance) In the pachinko gaming machine 1, various performances (performances that notify the progress of the game or liven up the game) are executed according to the progress of the game. The said performance will be explained below. In addition, the said performance is carried out by displaying various performance images on the image display device 5, but in addition to or instead of the said display, it may also be carried out as a performance using sound output from the speakers 8L, 8R, lighting or extinguishing of the game effect lamp 9, the movement of the movable bodies 32A, 32B, or any performance device including some or all of these.
[0089] 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).
[0090] 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 refers to 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, and the like.
[0091] In addition, a reach effect is executed corresponding to the reach mode being achieved during the variable display of the decorative symbols. In the pachinko gaming 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 and display result of the variable display of the decorative symbols) becoming "jackpot" according to the effect mode are executed. Examples of the reach effects include a normal reach and a super reach with a higher jackpot reliability than the normal reach.
[0092] 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.
[0093] In the case of a "probability-variable big win" that is controlled to the probability-variable state after the end of the big win gaming state, odd decorative symbols (e.g., "7", etc.) are aligned and stop displaying. In the case of a "non-probability-variable big win (normal big win)" 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 big win" may be executed.
[0094] When the display result of the special symbol game is "loss", 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 "non-reach loss") stops displaying (the display result of the variable display of the decorative symbols becomes "non-reach loss"). Also, when the display result is "loss", 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 "reach loss") may stop displaying (the display result of the variable display of the decorative symbols becomes "reach loss").
[0095] The effects that the pachinko gaming machine 1 can execute also include displaying the above variable display corresponding displays (hold display and active display). Also, as other effects, for example, a preview effect for previewing the big win reliability and the like is executed during the variable display of the decorative symbols. The preview effect includes a preview effect for previewing the big win reliability in the variable display being executed and a pre-read preview effect for previewing the big win reliability in the variable display before execution (the variable display whose execution is on hold). As the pre-read preview effect, an effect for changing the display mode of the variable display corresponding display (hold display and active display) to a mode different from the normal mode may be executed.
[0096] Also, in the image display device 5, a pseudo - continuous effect may be executed to make a single variable display appear to be a plurality of variable displays by temporarily pausing the decorative pattern once during the variable display of the decorative pattern and then resuming the variable display.
[0097] Even during the jackpot game state, a jackpot effect for notifying the jackpot game state is executed. As the jackpot effect, an effect for notifying the number of rounds or a promotion effect indicating that the value of the jackpot game state is improved may be executed.
[0098] 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).
[0099] (Substrate 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. 2. 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.
[0100] A power switch 91 is connected to the power supply board 17. By operating (turning on) the power switch 91, electric power from an AC power supply such as AC100V in an external power supply such as a commercial power supply can be supplied from the power supply board 17 to electrical components including various control boards such as the main board 11 and the performance control board 12. The power supply board 17 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.
[0101] The main board 11 is the control board on the main side and has the function of controlling the progress of the above-mentioned games in the pachinko machine 1 (execution of special figure games (including management of holds), execution of general figure games (including management of holds), jackpot game state, game state, etc.). The main board 11 includes a game control microcomputer 100, a switch circuit 110, an output circuit 111, and the like.
[0102] 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, an I / O (Input / Output port) 105, and a real-time clock 106.
[0103] The CPU 103 performs processing for controlling the progress of the game (processing for realizing the functions of the main board 11) by executing the programs 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. Part or all of the RAM 102 is a backup RAM whose stored content is preserved for a predetermined period even when the power supply to the pachinko machine 1 is stopped. Note that all or part of the programs stored in the ROM 101 may be expanded to the RAM 102 and executed on the RAM 102.
[0104] 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).
[0105] 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).
[0106] The switch circuit 110 captures detection signals (such as detection signals indicating that a game ball has passed or entered and the switch has turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23) and transmits them to the game control microcomputer 100. By transmitting the detection signals, it is detected that a game ball has passed or entered.
[0107] Reset signals, power-off signals, and clear signals from the power supply board 17 are captured by the switch circuit 110 and transmitted to the game control microcomputer 100. The reset signal is an operation stop signal for setting control circuits such as the game control microcomputer 100 to an operation stop state, and it may be output using any of a power supply monitoring circuit, an IC with a watchdog timer built in, 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, for example, in response to a pressing operation on a clear switch 92 provided on the power supply board 17.
[0108] The output circuit 111 transmits solenoid drive signals (such as signals for turning on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for a normal electric accessory or the solenoid 82 for the big winning opening door.
[0109] The main board 11 (the game control microcomputer 100) supplies an effect control command (a command that specifies (notifies) the progress of the game, etc.) to the effect control board 12 as part of controlling 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 (e.g., the display result of the special figure game (including the big win type), the variation pattern used when executing the special figure game (details will be described later)), the game situation (e.g., the start and end of variable display, the opening status of the big winning opening, the occurrence of a win, the number of stored holds, the game state), commands that specify the occurrence of an error, etc.
[0110] The effect control board 12 is a sub-side control board independent of the main board 11. It receives the effect control command and has a function of executing an effect (various effects according to the progress of the game, including driving of the movable bodies 32A and 32B, various notifications such as error notification and power failure recovery notification) based on the received effect control command.
[0111] Mounted on the effect control board 12 are an effect control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0112] By executing the program stored in the ROM 121, the effect control CPU 120 performs processing for executing an effect together with the display control unit 123 (processing for realizing the above functions of the effect control board 12, including determination of the effect to be executed, etc.). At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0113] The effect control CPU 120 may also instruct the display control unit 123 to execute an effect based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals output when an operation by the player is detected, and signals that appropriately indicate the operation content).
[0114] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes an effect based on an effect execution instruction from the effect control CPU 120.
[0115] The display control unit 123 supplies a video signal corresponding to the effect to be executed 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 an effect image. Further, display processing is performed to output the image data in the display image creation area of the VRAM area specified in the display register as a video signal. In the present embodiment, the display image creation area and the drawing area are switched every V blank. For this reason, while the drawing of the area assigned as the drawing area is performed in a certain V blank, in the next V blank, it is switched to the display image creation area, so that the image data drawn in the previous V blank is displayed and output, and during that time, drawing is also performed in the other area.
[0116] In addition, since the display control unit 123 generates an image to be displayed on the image display device 5 by overlapping (compositing) a plurality of layers, in the VRAM area, there are arranged a layer image drawing area for drawing and arranging the images of these respective layers, and a display image creation area for further overlapping (compositing) the images drawn and arranged in each layer image drawing area to generate an image to be displayed on the image display device 5. Note that each layer has the concept of upper, middle, and lower levels, and the image of the upper layer is set to have a higher display priority in the image display device 5, and the image of the lower layer is set to have a lower display priority in the image display device 5.
[0117] In the VRAM area, there are arranged a layer 1 image drawing area for drawing and arranging the image of layer 1, a layer 2 image drawing area for drawing and arranging the image of layer 2, and a layer 3 image drawing area for drawing and arranging the image of layer 3. Also, in the VRAM area, there are arranged a displacement image creation area for creating a displacement image and a display image creation area.
[0118] The displacement image creation area is an area that creates a displacement image by creating, as a displacement target image, an image obtained by superimposing (compositing) the image drawn and arranged in the layer 2 image drawing area and the image drawn and arranged in the layer 3 image drawing area, and applying a displacement image to the displacement target image.
[0119] The display image creation area is an area that creates, as a display image for display on the image display device 5, an image obtained by superimposing (compositing) the image drawn and arranged in the layer 1 image drawing area, the image drawn and arranged in the layer 2 image drawing area, and the image drawn and arranged in the layer 3 image drawing area, or an image obtained by superimposing (compositing) the image drawn and arranged in the layer 1 image drawing area and the displacement image created in the displacement image creation area.
[0120] Note that the image drawn and arranged in the layer 1 image drawing area is the image with the highest display priority (display priority: high) on the image display device 5, the image drawn and arranged in the layer 2 image drawing area is the image with a lower display priority (display priority: medium) than the image drawn and arranged in the layer 1 image drawing area on the image display device 5, and the image drawn and arranged in the layer 3 image drawing area is set as the image with the lowest display priority (display priority: low) on the image display device 5, respectively. That is, layer 1 is the upper layer with the highest image display priority, layer 2 is the middle layer with a lower image display priority than layer 1, and layer 3 is the lower layer with the lowest image display priority.
[0121] The layer 1 image drawing area is a drawing area for drawing, at the lower part of the display area of the image display device 5, a first interface image including a special figure retention memory display area 5U for displaying the first special figure retention count and the second special figure retention count in an identifiable manner, and, at the upper left part of the display area of the image display device 5, these images for displaying a second interface image including a small figure smaller than the decorative figure and a retention count display.
[0122] The layer 2 image drawing area is a drawing area for drawing these left, middle, and right decorative patterns in the central part of the display area of the image display device 5 in order to perform variable display of the decorative pattern.
[0123] And the layer 3 image drawing area is a drawing area for drawing the background image in order to display the background image over the entire display area of the image display device 5.
[0124] In the present embodiment, an image to be displayed in the display area of the image display device 5 can be generated by superimposing each of the images drawn and arranged in these layer 1 image drawing areas (layer 1 images), the images drawn and arranged in the layer 2 image drawing areas (layer 2 images), and the images drawn and arranged in the layer 3 image drawing areas (layer 3 images). In particular, as described above, the images (the first interface image and the second interface image) drawn in the layer 1 image drawing area are set to have the highest display priority, so they are displayed as the topmost images in the image display device 5. The images (decorative patterns) drawn in the layer 2 image drawing area are set to have a lower display priority than the images drawn in the layer 1 image drawing area, so they are displayed as middle-layer images in the image display device 5. The images (background images) drawn in the layer 3 image drawing area are set to have the lowest display priority, so they are displayed as lower-layer images in the image display device 5.
[0125] Note that in the present embodiment, the images drawn and arranged in each image drawing area are set to have a transmittance (transparency) of 0% so that the upper-layer image is not visible to the player at the overlapping portions of the lower-layer image when they are superimposed. However, the present invention is not limited to this, and the transmittance (transparency) of the images drawn and arranged in each image drawing area may be set higher than 0% according to the situation, and images that are displayed transparently or temporarily hidden may be provided in the display area of the image display device 5.
[0126] The display control unit 123 further supplies a sound designation signal (a signal for designating the sound to be output) 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 sound output synchronized with the display of the effect image and the lighting / extinguishing of the game effect lamp 9. Further, the display control unit 123 supplies a signal for operating the movable bodies 32A and 32B to the movable bodies 32A and 32B or a drive circuit that drives the movable bodies 32A and 32B.
[0127] 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 outputs the sound designated by the sound designation signal from the speakers 8L and 8R.
[0128] 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 the sound output and the lighting / extinguishing of the lamp.
[0129] Note that the control of the sound output, the lighting / extinguishing of the lamp (such as the supply of the sound designation signal and the lamp signal), and the control of the movable bodies 32A and 32B (such as the supply of the signal for operating the movable bodies 32A and 32B) may be executed by the effect control CPU 120.
[0130] The random number circuit 124 countably updates numerical data indicating various random values (random numbers for effects) used for executing various effects in a manner that can be updated. The random numbers for effects may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software).
[0131] The I / O 125 mounted on the effect control board 12 includes an input port for capturing effect control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0132] 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 functions like in the pachinko gaming machine 1, or one sub-board may be configured to have a plurality of functions.
[0133] FIG. 3(A) is an explanatory diagram showing an example of the content of the performance control command used in the present embodiment. The performance control command has, for example, a two-byte configuration. The first byte indicates MODE (classification of the command), and the second byte represents EXT (type of the command). The leading bit (bit 7) of the MODE data is always set to "0", and the leading bit of the EXT data is set to "0". Note that the command format shown in FIG. 3(A) is just an example, and other command formats may be used. Also, in this example, the control command is composed of two control signals, but the number of control signals constituting the control command may be 1, or may be a plurality of three or more.
[0134] In the example shown in FIG. 3(A), the command 8001H is the first variable display start command for designating the start of variable display in the special symbol game using the first special symbol in the first special symbol display device 4A. The command 8002H is the second variable display start command for designating the start of variable display in the special symbol game using the second special symbol in the second special symbol display device 4B. The command 81XXH is a variable pattern designation command for designating a variable pattern (variable time (variable display time)), such as a decorative pattern (also referred to as a performance pattern) variably displayed in each of the "left", "center", and "right" decorative pattern display areas 5L, 5C, 5R in the image display device 5 corresponding to the variable display of the special symbol in the special symbol game. Here, XXH indicates an unspecified hexadecimal number, and it may be any value set according to the instruction content by the performance control command. Note that in the variable pattern designation command, different EXT data is set according to the variable pattern to be designated and the like.
[0135] Command 8CXXH is a variable display result specifying command and is an effect control command for specifying variable display results such as special symbols and decorative symbols. In the variable display result specifying command, for example, as shown in FIG. 3(B), different EXT data are set according to the determination result (pre-determined result) as to whether the variable display result (also referred to as the variable display result) is "a loss" or "a big win", or the determination result (big win type determination result) as to which of a plurality of types the big win type is when the variable display result is "a big win".
[0136] In the variable display result specifying command, for example, as shown in FIG. 3(B), command 8C00H is the first variable display result specifying command indicating a pre-determined result that the variable display result is "a loss". Command 8C01H is the second variable display result specifying command notifying a pre-determined result and a big win type determination result that the variable display result is "a big win" and the big win type is "certain change big win A". Command 8C02H is the third variable display result specifying command notifying a pre-determined result and a big win type determination result that the variable display result is "a big win" and the big win type is "certain change big win B". Command 8C03H is the fourth variable display result specifying command notifying a pre-determined result and a big win type determination result that the variable display result is "a big win" and the big win type is "certain change big win C". Command 8C04H is the fifth variable display result specifying command notifying a pre-determined result and a big win type determination result that the variable display result is "a big win" and the big win type is "non-certain change big win".
[0137] Command 8F00H is a symbol confirmation command that specifies the stop (confirmation) of symbol variation in each of the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R in the image display device 5. Command 95XXH is a game state specification command that specifies the current game state in the pachinko game machine 1. In the game state specification command, for example, different EXT data is set according to the current game state in the pachinko game machine 1. As a specific example, command 9500H is set as the first game state specification command corresponding to a game state (low probability low base state, normal state) where neither time shortening control nor probability variation control is performed, and command 9501H is set as the second game state specification command corresponding to a game state (low probability high base state, time shortening state) where time shortening control is performed while probability variation control is not performed. Also, command 9502H is set as the third game state specification command corresponding to a game state (high probability high base state, time shortening with probability variation state) where both time shortening control and probability variation control are performed. Note that the time shortening with probability variation state may sometimes be simply referred to as the "probability variation state".
[0138] Command A0XXH is a jackpot start specification command (also referred to as a "fanfare command") that specifies the display of a production image indicating the start of a jackpot game. Command A1XXH is a big winning opening in - progress notification command that notifies that the big winning opening is in an open state during the jackpot game state. Command A2XXH is a big winning opening after - opening notification command that notifies that the big winning opening has changed from an open state to a closed state during the jackpot game state. Command A3XXH is a jackpot end specification command that specifies the display of a production image at the end of the jackpot game.
[0139] In the hit start designation command and the hit end designation command, different EXT data may be set according to the pre-determined result and the big win type determination result, for example, by setting EXT data similar to the variable display result designation command. Alternatively, in the hit start designation command and the hit end designation command, the correspondence relationship between the pre-determined result and the big win type determination result and the EXT data to be set may be made different from the correspondence relationship in the variable display result designation command. In the big winning opening notification command and the big winning opening post-notification command, for example, different EXT data are set corresponding to the number of times of execution of the round in the big win state described later (for example, "0" to "10").
[0140] Command B100H is a first start port winning designation command for notifying that the first start condition for executing a special symbol game using the first special symbol in the first special symbol display device 4A is satisfied based on the fact that a game ball that has passed (entered) through the first start winning port formed by the winning ball device 6A is detected by the first start port switch 22A and a start winning (first start winning) has occurred. Command B200H is a second start port winning designation command for notifying that the second start condition for executing a special symbol game using the second special symbol in the second special symbol display device 4B is satisfied based on the fact that a game ball that has passed (entered) through the second start winning port formed by the variable winning ball device 6B is detected by the second start port switch 22B and a start winning (second start winning) has occurred.
[0141] Command C1XXH is the first reserved memory number notification command that notifies the first special figure reserved memory number in order to identify the special figure reserved memory number. Command C2XXH is the second reserved memory number notification command that notifies the second special figure reserved memory number in order to identify the special figure reserved memory number. The first reserved memory number notification command is transmitted from the main board 11 to the effect control board 12 when, for example, based on the fact that a game ball has passed (entered) the first start winning opening and the first start condition has been satisfied, and the first start opening winning designation command is transmitted. The second reserved memory number notification command is transmitted from the main board 11 to the effect control board 12 when, for example, based on the fact that a game ball has passed (entered) the second start winning opening and the second start condition has been satisfied, and the second start opening winning designation command is transmitted. Also, the first reserved memory number notification command and the second reserved memory number notification command may be transmitted in response to, for example, the start of execution of the special figure game when either the first start condition or the second start condition is satisfied (when the reserved memory number decreases).
[0142] Instead of the first reserved memory number notification command and the second reserved memory number notification command, a total reserved memory number notification command that notifies the total reserved memory number may be transmitted. That is, a total reserved memory number notification command for notifying an increase (or decrease) in the total reserved memory number may be used.
[0143] Note that the commands shown in FIG. 3(A) are merely examples, and it is possible to not have some of these commands, use different commands instead of these commands, or add commands different from these commands. For example, a prize ball number notification command for identifying the number of prize balls paid out based on a game ball winning at each winning opening, a gate passage notification command for notifying that a game ball has passed through gate 41, a notification command for notifying the remaining number of variable display times during which probability variable control or time shortening control is executed, etc. may be provided.
[0144] FIG. 4 is an explanatory diagram illustrating random values counted on the side of the main board 11. As shown in FIG. 4, on the side of the main board 11, numerical data indicating each of the random value MR1 for special figure display result determination, the random value MR2 for jackpot type determination, the random value MR3 for variation pattern determination, and the random value MR4 for normal figure display result determination is controlled to be countable. Incidentally, in order to enhance the game effect, random values other than these may be used. The random numbers used to control the progress of such games are also referred to as game random numbers.
[0145] The random number circuit 104 may be any that counts numerical data indicating some or all of these random values MR1 to MR4. The CPU 103 may update various numerical data by software using a random counter different from the random number circuit 104, such as a random counter provided in a game control counter setting unit (not shown), to count the numerical data indicating some of the random values MR1 to MR4.
[0146] The random value MR1 for special figure display result determination is a random value used to determine whether to control the variable display result such as a special symbol in the special figure game to the jackpot game state as a "jackpot", and takes a value in the range of, for example, "0" to "65536". The random value MR2 for jackpot type determination is a random value used to determine the jackpot type to any one of "certain variable jackpot A", "certain variable jackpot B", "certain variable jackpot C", and "non-certain variable jackpot" when the variable display result is a "jackpot", and takes a value in the range of, for example, "0" to "100".
[0147] The random value MR3 for variation pattern determination is a random value used to determine the variation pattern in the variable display of the special symbol or the decorative symbol to any one of a plurality of types prepared in advance, and takes a value in the range of, for example, "0" to "997".
[0148] The random value MR4 for determining the normal symbol display result is a random value used to make decisions such as whether the variable display result in the normal symbol game by the normal symbol display 20 is a "normal symbol win" or a "normal symbol miss", and takes a value in the range of, for example, "3" to "13".
[0149] Figure 5 shows a configuration example of the display result determination table stored in the ROM 101. In the present embodiment, a common display result determination table is used for the first special symbol and the second special symbol as the display result determination table, but the present invention is not limited to this, and individual display result determination tables may be used for the first special symbol and the second special symbol.
[0150] The display result determination table is a table referred to for determining whether to control the variable display result as a "big win" and enter the big win game state based on the random value MR1 for determining the special symbol display result, before the definite special symbol that becomes the variable display result is derived and displayed in the special symbol game using the first special symbol by the first special symbol display device 4A or the special symbol game using the second special symbol by the second special symbol display device 4B.
[0151] In the display result determination table, the value (determination value) compared with the random value MR1 for determining the special symbol display result is assigned to the special symbol display results of "big win" or "miss" according to whether the game state in the pachinko machine 1 is a normal state or a time-limited state (low probability state), or a probability-variable state (high probability state).
[0152] In the display result determination table, the table data indicating the determination value compared with the random number value MR1 for special figure display result determination is the determination data assigned to the determination result of whether to control the jackpot game state with the special figure display result as "jackpot". 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 "jackpot" than when it is in the normal state or the time shortening state (low probability state). Thereby, in the probability variable state (high probability state) where probability variable control is performed in the pachinko gaming machine 1, compared with the probability (about 1 / 300 in this embodiment) of determining to control the special figure display result as "jackpot" and entering the jackpot game state when it is in the normal state or the time shortening state (low probability state), the probability of determining to control the special figure display result as "jackpot" and entering the jackpot game state becomes higher (about 1 / 30 in this embodiment). That is, in the display result determination table, the determination data is assigned to the determination result of whether to control the jackpot game state so that the probability of determining to control the jackpot game state is higher when the game state in the pachinko gaming machine 1 is the probability variable state (high probability state) than when it is in the normal state or the time shortening state.
[0153] FIG. 6(A) shows a configuration example of the jackpot type determination table stored in the ROM 101. The jackpot type determination table in this embodiment is a table referred to for determining one of a plurality of jackpot types based on the random number value MR2 for jackpot type determination when it is determined to control the jackpot game state with the special figure display result as "jackpot". In the jackpot type determination table, according to whether the special symbol that has undergone variable display (fluctuating display) in the special figure game is the first special figure (the special figure game by the first special symbol display device 4A) or the second special figure (the special figure game by the second special symbol display device 4B), the numerical value (determination value) compared with the random number value MR2 for jackpot type determination is assigned to a plurality of jackpot types such as "non-probability variable jackpot", "probability variable jackpot A", "probability variable jackpot B", and "probability variable jackpot C".
[0154] Here, regarding the jackpot types in the present embodiment, referring to FIG. 6(B), in the present embodiment, as jackpot types, there are "Probability Variable Jackpot A", "Probability Variable Jackpot B", and "Probability Variable Jackpot C" in which probability variable control and time shortening control are executed after the end of the jackpot gaming state and the game shifts to a high probability high base state, and "Non-Probability Variable Jackpot" in which only time shortening control is executed after the end of the jackpot gaming state and the game shifts to a low probability high base state.
[0155] The jackpot gaming state by "Probability Variable Jackpot A" is a normal open jackpot in which the round that changes the special variable winning ball device 7 to the first state advantageous to the player is repeated 10 times (so-called 10 rounds). On the other hand, the jackpot gaming state by "Probability Variable Jackpot B" is a normal open jackpot in which the round that changes the special variable winning ball device 7 to the first state advantageous to the player is repeated 5 times (so-called 5 rounds). The jackpot gaming state by "Probability Variable Jackpot C" is a normal open jackpot in which the round that changes the special variable winning ball device 7 to the first state advantageous to the player is repeated 2 times (so-called 2 rounds). Also, the jackpot gaming state by "Non-Probability Variable Jackpot" is a normal open jackpot in which the round that changes the special variable winning ball device 7 to the first state advantageous to the player is repeated 5 times (so-called 5 rounds). Therefore, "Probability Variable Jackpot A" may be called a 10-round (10R) probability variable jackpot, "Probability Variable Jackpot B" may be called a 5-round (5R) probability variable jackpot, and "Probability Variable Jackpot C" may be called a 2-round (2R) probability variable jackpot.
[0156] The probability variation control and the time shortening control that are started after the end of the jackpot game state of the probability variation jackpot A to the probability variation jackpot C are terminated on the condition that they are controlled to the jackpot game state. Further, the time shortening control that is started after the end of the jackpot game state of the non-probability variation jackpot is terminated on the condition that 100 variable displays are completed or that it is controlled to the jackpot game state until the 100 variable displays are completed. Therefore, when the newly occurred jackpot is any one of the probability variation jackpot A to the probability variation jackpot C, the probability variation control and the time shortening control are executed again after the end of the jackpot game state, so that the jackpot game state continuously occurs without passing through the normal state, that is, a so-called consecutive winning state. That is, the probability variation state in the present embodiment is a game state that continues until the variable display result becomes a jackpot regardless of the number of variable displays, while the time shortening state in the present embodiment is a game state that is controlled to the normal state by executing 100 variable displays if the variable display result does not become a jackpot. For this reason, the time shortening state is also a game state that is controlled when the consecutive winning state can end.
[0157] In the setting example of the jackpot type determination table shown in FIG. 6(A), depending on whether the variable display special figure is the first special figure or the second special figure, the assignment of determination values for the jackpot types of "certain change jackpot A", "certain change jackpot B", "certain change jackpot C", and "non-certain change jackpot" is different. That is, when the variable display special figure is the first special figure, the determination values within a predetermined range (values in the range of "81" to "100") are assigned to the jackpot types of "certain change jackpot B" and "certain change jackpot C" with fewer rounds, while when the variable display special figure is the second special figure, no determination values are assigned to the jackpot types of "certain change jackpot B" and "certain change jackpot C". With such a setting, when determining the jackpot type to be one of multiple types based on the establishment of the first start condition for starting the special figure game using the first special figure by the first special display device 4A, and when determining the jackpot type to be one of multiple types based on the establishment of the second start condition for starting the special figure game using the second special figure by the second special display device 4B, the ratio of determining the jackpot type to "certain change jackpot B" or "certain change jackpot C" with fewer rounds can be made different. In particular, in the special figure game using the second special figure, it is determined that the jackpot type will not be controlled to a jackpot state with fewer rounds as "certain change jackpot B" or "certain change jackpot C". Therefore, for example, in a game state where it is easy for game balls to enter the second start winning opening formed by the variable winning ball device 6B due to high release control associated with time shortening control, it is possible to prevent the frequent occurrence of a jackpot state with few winning balls obtained, thereby preventing the decline of game interest.
[0158] In addition, in the setting example of the jackpot type determination table shown in FIG. 6(A), the assignment of the determination value for the "non-certain change" jackpot type is the same regardless of whether it is the special figure game of the first special figure or the second special figure. Therefore, the probability of becoming a non-certain change jackpot and the probability of becoming a certain change jackpot are the same regardless of whether it is the special figure game of the first special figure or the second special figure.
[0159] Therefore, as described above, according to the fact that the assignment of the determination values for "Probability Variable Big Win B" and "Probability Variable Big Win C" differs depending on whether it is the specific figure game of the First Specific Figure or the Second Specific Figure, the assignment of the determination value for "Probability Variable Big Win A" also differs depending on whether it is the specific figure game of the First Specific Figure or the Second Specific Figure. For "Probability Variable Big Win A" with a large number of rounds, it is set so that it is more likely to be determined in the case of the specific figure game of the Second Specific Figure than in the case of the specific figure game of the First Specific Figure.
[0160] In addition, even in the case of the specific figure game of the Second Specific Figure, a determination value within a predetermined range different from that in the case of the specific figure game of the First Specific Figure may be assigned to the big win type of "Probability Variable Big Win B" or "Probability Variable Big Win C". For example, in the case of the specific figure game of the Second Specific Figure, a smaller determination value may be assigned to the big win type of "Probability Variable Big Win B" or "Probability Variable Big Win C" than in the case of the specific figure game of the First Specific Figure. Alternatively, regardless of whether it is the specific figure game of the First Specific Figure or the Second Specific Figure, common table data may be referred to for determining the big win type.
[0161] FIG. 7 shows the variation patterns in the present embodiment. In the present embodiment, a plurality of variation patterns are prepared in advance corresponding to each of the cases where the variable display result is "loss", specifically for the cases where the variable display mode of the decorative symbol is "non-reach" and "reach", and also corresponding to the case where the variable display result is "big win". In addition, the variation pattern corresponding to the case where the variable display result is "loss" and the variable display mode of the decorative symbol is "non-reach" is referred to as a non-reach variation pattern (also referred to as a "non-reach loss variation pattern"), and the variation pattern corresponding to the case where the variable display result is "loss" and the variable display mode of the decorative symbol is "reach" is referred to as a reach variation pattern (also referred to as a "reach loss variation pattern"). Further, the non-reach variation pattern and the reach variation pattern are included in the loss variation patterns corresponding to the case where the variable display result is "loss". The variation pattern corresponding to the case where the variable display result is "big win" is referred to as a big win variation pattern.
[0162] For the big win variation pattern and the reach variation pattern, there are a normal reach variation pattern in which the reach effect of the normal reach is executed and a super reach variation pattern in which the reach effect of the super reach is executed. In the present embodiment, one type of normal reach variation pattern is provided, but the present invention is not limited thereto, and two or more types of normal reach variation patterns may be provided. Further, in the present embodiment, as the super reach variation pattern, three variation patterns of super reach (without pseudo consecutive), super reach (pseudo consecutive once), and super reach (pseudo consecutive twice) are provided, but the present invention is not limited thereto, and four or more or two or less types of super reach variation patterns may be provided.
[0163] In addition, the super reach variation pattern in the present embodiment is a variation pattern (PA2-2) that deviates from the variation pattern (PB1-2) in which the variable display result is a big win as the variation pattern of super reach (without pseudo consecutive), a variation pattern (PA2-3) that deviates from the variation pattern (PB1-3) in which the variable display result is a big win as the variation pattern of super reach (pseudo consecutive once), and a variation pattern (PA2-4) that deviates from the variation pattern (PB1-4) in which the variable display result is a big win as the variation pattern of super reach (pseudo consecutive twice).
[0164] As shown in FIG. 7, the special figure variation time of the normal reach variation pattern in which the reach effect of the normal reach in the present embodiment is executed is set shorter than that of the super reach variation pattern.
[0165] In addition, in the present embodiment, since the big win expectancy in which the variable display result becomes "big win" is set to increase in the order of super reach, normal reach, and non-reach, in the normal reach variation pattern and the super reach variation pattern, the longer the special figure variation time, the higher the big win expectancy.
[0166] Also, in this embodiment, as will be described later, these variation patterns are determined using only the random number value MR3 for variation pattern determination. However, the present invention is not limited to this. For example, in addition to the random number value MR3 for variation pattern determination, a random number value for variation pattern type determination may be provided, and the type of variation pattern may be determined first from these random number values for variation pattern type determination, and then the variation pattern belonging to the determined type may be determined.
[0167] FIG. 8 is an explanatory diagram of the method for determining the variation pattern in this embodiment. In this embodiment, the variation pattern determination table to be selected is varied according to the display result of the variable display to be executed, the number of stored items, the game state, and the like.
[0168] Specifically, as shown in FIG. 8, when the variable display result is a non-probabilistic big win, the big win variation pattern determination table A is selected, and using this big win variation pattern determination table A, the variation patterns are determined from PB1-1 (variation pattern of normal reach big win), PB1-2 (variation pattern of super reach (without pseudo continuous effect) big win), PB1-3 (variation pattern of super reach (with 1 pseudo continuous effect) big win), and PB1-4 (variation pattern of super reach (with 2 pseudo continuous effects) big win). More specifically, in the big win variation pattern determination table A, PB1-1 is determined at a rate of 5%, PB1-2 is determined at a rate of 20%, PB1-3 is determined at a rate of 35%, and PB1-4 is determined at a rate of 40%.
[0169] Also, when the variable display result is a certain jackpot A - C, select the variable pattern determination table B for jackpot, and use the variable pattern determination table B for jackpot to determine the variable patterns from PB1 - 1 (variable pattern of normal reach jackpot), PB1 - 2 (variable pattern of super reach (without pseudo - continuous performance) jackpot), PB1 - 3 (variable pattern of super reach (with 1 - time pseudo - continuous performance) jackpot), PB1 - 4 (variable pattern of super reach (with 2 - times pseudo - continuous performance) jackpot). More specifically, in the variable pattern determination table B for jackpot, PB1 - 2 is determined at a rate of 10%, PB1 - 3 is determined at a rate of 20%, and PB1 - 4 is determined at a rate of 70%.
[0170] Also, when the gaming state is in the low - base state (normal state), the variable display result is a loss, and the number of reserved memories in the variable feature diagram is 1 or less, select the variable pattern determination table A for loss, and use the variable pattern determination table A for loss to determine the variable patterns from PA1 - 1 (variable pattern of non - reach loss without shortening), PA2 - 1 (normal reach loss), PA2 - 2 (variable pattern of super reach (without pseudo - continuous performance) loss), PA2 - 3 (variable pattern of super reach (with 1 - time pseudo - continuous performance) loss), PA2 - 4 (variable pattern of super reach (with 2 - times pseudo - continuous performance) loss). More specifically, in the variable pattern determination table A for loss, PA1 - 1 is determined at a rate of 50%, PA2 - 1 is determined at a rate of 40%, PA2 - 2 is determined at a rate of 5%, PA2 - 3 is determined at a rate of 3%, and PA2 - 4 is determined at a rate of 2%.
[0171] Also, when the game state is the low-base state (normal state), the variable display result is a miss, and the number of stored memories in the variation special figure is 2, select the miss-use variation pattern determination table B, and use this miss-use variation pattern determination table B to determine the variation pattern from PA1-2 (variation pattern of shortened non-reach miss), PA2-1 (normal reach miss), PA2-2 (variation pattern of super reach (without pseudo continuous performance) miss), PA2-3 (variation pattern of super reach (with 1 pseudo continuous performance) miss), and PA2-4 (variation pattern of super reach (with 2 pseudo continuous performances) miss). More specifically, in the miss-use variation pattern determination table B, PA1-2 is determined at a rate of 60%, PA2-1 is determined at a rate of 30%, PA2-2 is determined at a rate of 5%, PA2-3 is determined at a rate of 3%, and PA2-4 is determined at a rate of 2%.
[0172] Also, when the game state is the low-base state (normal state), the variable display result is a miss, and the number of stored memories in the variation special figure is 3, select the miss-use variation pattern determination table C, and use this miss-use variation pattern determination table C to determine the variation pattern from PA1-3 (variation pattern of shortened non-reach miss), PA2-1 (normal reach miss), PA2-2 (variation pattern of super reach (without pseudo continuous performance) miss), PA2-3 (variation pattern of super reach (with 1 pseudo continuous performance) miss), and PA2-4 (variation pattern of super reach (with 2 pseudo continuous performances) miss). More specifically, in the miss-use variation pattern determination table C, PA1-3 is determined at a rate of 70%, PA2-1 is determined at a rate of 20%, PA2-2 is determined at a rate of 5%, PA2-3 is determined at a rate of 3%, and PA2-4 is determined at a rate of 2%.
[0173] Also, when the game state is in the high base state (time-shortened state or probability-variable state), the losing-variation pattern determination table D is selected, and using this losing-variation pattern determination table D, the variation patterns are determined from PA1-3 (variation pattern of shortened non-reach loss), PA2-1 (normal reach loss), PA2-2 (variation pattern of super reach (without pseudo continuous effect) loss), PA2-3 (variation pattern of super reach (with 1 pseudo continuous effect) loss), and PA2-4 (variation pattern of super reach (with 2 pseudo continuous effects) loss). More specifically, in the losing-variation pattern determination table C, PA1-3 is determined at a rate of 80%, PA2-1 is determined at a rate of 10%, PA2-2 is determined at a rate of 5%, PA2-3 is determined at a rate of 3%, and PA2-4 is determined at a rate of 2%.
[0174] In addition, in the present embodiment, an example is shown in which when the variable display result is a big win, the variation pattern is determined according to the big win type. However, the present invention is not limited to this, and the selection ratio of any one of the plurality of variation patterns for big wins (PB1-1 to PB1-4) may be made different according to the game state, for example, regardless of the big win type. By doing so, variable display is performed with a variation pattern suitable for the game state, so the game interest can be improved.
[0175] The RAM 102 included in the game control microcomputer 100 shown in FIG. 2 may be a backup RAM in which part or all of it is backed up by a backup power supply created on a predetermined power supply board. That is, even if the power supply to the pachinko gaming machine 1 stops, for a predetermined period (until the capacitor as the backup power supply discharges and the backup power supply becomes unable to supply power), part or all of the contents of the RAM 102 are saved. In particular, at least the data corresponding to the game state, that is, the control state of the game control means (such as the special figure process flag) and the data indicating the number of non-paid-out prize balls may be saved in the backup RAM. The data corresponding to the control state of the game control means is data necessary to restore the control state to before the occurrence of a power failure or the like based on that data when recovery occurs after a power failure or the like. Also, the data corresponding to the control state and the data indicating the number of non-paid-out prize balls are defined as data indicating the progress state of the game.
[0176] In such a RAM 102, as an area for holding various data used to control the progress of the game in the pachinko gaming machine 1, for example, a game control data holding area 002SG150 as shown in FIG. 9 is provided. The game control data holding area 002SG150 shown in FIG. 9 includes a first special figure hold memory section 002SG151A, a second special figure hold memory section 002SG151B, a general figure hold memory section 002SG151C, a game control flag setting section 002SG152, a game control timer setting section 002SG153, a game control counter setting section 002SG154, and a game control buffer setting section 002SG155.
[0177] The first special figure hold memory section 002SG151A stores, in the order of winning, the hold data of a special figure game (a special figure game using the first special figure in the first special figure display device 4A) that has not yet started although a first start winning (a first start winning) has occurred when a game ball has passed through (entered) the first start winning port formed by the winning ball device 6A.
[0178] The second special figure hold memory unit 002SG151B stores, in the order of winning, the hold data of a special figure game (a special figure game using the second special figure on the second special figure display device 4B) that has not yet started although a winning entry (second starting winning entry) has occurred when a game ball has passed (entered) through the second starting winning opening formed by the variable winning ball device 6B.
[0179] As an example, the first special figure hold memory unit 002SG151A stores, in association with a hold number in the order of winning (detection order of game balls) at the first starting winning opening, numerical data indicating the random number value MR1 for variable display result determination, the random number value MR2 for winning type determination, and the random number value MR3 for variation pattern determination, which are extracted from the random number circuit 104 or the like by the CPU 103 based on the establishment of the first starting condition when the game ball passes (enters), as hold data until the number of stored data reaches a predetermined upper limit value (for example, "4"). Similarly, the second special figure hold memory unit 002SG151B stores, in association with a hold number in the order of winning (detection order of game balls) at the second starting winning opening, numerical data indicating the random number value MR1 for variable display result determination, the random number value MR2 for winning type determination, and the random number value MR3 for variation pattern determination, which are extracted from the random number circuit 104 or the like by the CPU 103 based on the establishment of the first starting condition when the game ball passes (enters), as hold data until the number of stored data reaches a predetermined upper limit value (for example, "4").
[0180] In this way, the hold data stored in the first special figure hold memory unit 002SG151A and the second special figure hold memory unit 002SG151B indicates that the execution of the special figure game using the first special figure and the special figure game using the second special figure is on hold, and it becomes hold information that enables determination of whether a big win occurs or not based on the variable display result (special figure display result) in these special figure games.
[0181] Further, in the present embodiment, when storing the hold information (first hold information) based on the establishment of the first start condition due to the passage (entry) of the game ball through the first start winning opening and the hold information (second hold information) based on the establishment of the second start winning due to the passage (entry) of the game ball through the second start winning opening in an individual hold memory unit in association with a hold number, variable display based on the second hold memory information is executed with priority over variable display based on the first hold information.
[0182] The general pattern hold memory unit 002SG151C stores hold information of a general pattern game that has not yet been started by the general pattern display device 20 even though the game ball has been detected by the gate switch 21. For example, the general pattern hold memory unit 002SG151C stores, in association with a hold number in the order in which the game balls are detected by the gate switch 21, numerical data indicating a random number value MR4 for determining a general pattern display result extracted from a random number circuit 104 or the like by the CPU 103 based on the passage of the game ball as hold data until the number reaches a predetermined upper limit value (for example, "4").
[0183] The game control flag setting unit 002SG152 is provided with a plurality of types of flags whose states can be updated according to the progress status of the game in the pachinko machine 1. For example, the game control flag setting unit 002SG152 stores data indicating the value of each of the plurality of types of flags and data indicating an on state or an off state.
[0184] The game control timer setting unit 002SG153 is provided with various timers used for controlling the progress of the game in the pachinko machine 1. For example, the game control timer setting unit 002SG153 stores data indicating the timer value of each of the plurality of types of timers.
[0185] The game control counter setting unit 002SG154 is provided with a plurality of types of counters for counting count values used to control the progress of the pachinko game in the pachinko game machine 1. For example, data indicating the count values in each of the plurality of types of counters is stored in the game control counter setting unit 002SG154. Here, the game control counter setting unit 002SG154 may be provided with a random counter for the CPU 103 to count some or all of the game random numbers in a software-updatable manner.
[0186] In the random counter of the game control counter setting unit 002SG154, numerical data indicating random number values not generated by the random number circuit 104, for example, the numerical values MR1 to MR4, is stored as random count values, and in response to the execution of software by the CPU 103, the numerical data indicating each random number value is updated periodically or irregularly. The software executed by the CPU 103 to update the random count value may be for updating the random count value separately from the update operation of the numerical data in the random number circuit 104, or may be for updating the random count value by performing predetermined processes such as scrambling processing or arithmetic processing on all or part of the numerical data extracted from the random number circuit 104.
[0187] The game control buffer setting unit 002SG155 is provided with various buffers for temporarily storing data used to control the progress of the pachinko game in the pachinko game machine 1. For example, data indicating the buffer values in each of the plurality of types of buffers is stored in the game control buffer setting unit 002SG155.
[0188] In addition to the program for effect control, various data tables and the like used to control the effect operation are stored in the ROM 121 mounted on the effect control board 12 shown in FIG. 2. For example, table data constituting a plurality of determination tables prepared for the effect control CPU 120 to perform various determinations, decisions, and settings, pattern data constituting various effect control patterns, and the like are stored in the ROM 121.
[0189] As an example, the ROM 121 stores a plurality of types of production control pattern tables storing production control patterns used by the production control CPU 120 to control production operations by various production devices (for example, the image display device 5, speakers 8L and 8R, game effect lamps 9, decorative LEDs, production models, etc.). The production control pattern is composed of data indicating its control content, etc., corresponding to various production operations executed according to the progress of the game in the pachinko game machine 1. The production control pattern table may store, for example, a production control pattern during special figure variable display, a preview production control pattern, various production control patterns, etc.
[0190] In the RAM 122 mounted on the production control board 12 shown in FIG. 2, as an area for holding various data used to control production operations, for example, a production control data holding area 002SG190 as shown in FIG. 10(A) is provided. The production control data holding area 002SG190 shown in FIG. 10(A) includes a production control flag setting unit 002SG191, a production control timer setting unit 002SG192, a production control counter setting unit 002SG193, and a production control buffer setting unit 002SG194.
[0191] The production control flag setting unit 002SG191 is provided with a plurality of types of flags whose states can be updated according to, for example, production operation states such as the display state of the production image on the screen of the image display device 5, and production control commands transmitted from the main board 11. For example, for each of the plurality of types of flags in the production control flag setting unit 002SG191, data indicating the value of the flag and data indicating the on state or the off state are stored.
[0192] The production control timer setting unit 002SG192 is provided with a plurality of types of timers used to control the progress of various production operations, such as the display operation of production images on the screen of the image display device 5. For example, the production control timer setting unit 002SG192 stores data indicating the timer values for each of the plurality of types of timers.
[0193] The production control counter setting unit 002SG193 is provided with a plurality of types of counters used to control the progress of various production operations. For example, the production control counter setting unit 002SG193 stores data indicating the count values for each of the plurality of types of counters.
[0194] The production control buffer setting unit 002SG194 is provided with various buffers for temporarily storing data used to control the progress of various production operations. For example, the production control buffer setting unit 002SG194 stores data indicating the buffer values for each of the plurality of types of buffers.
[0195] In this embodiment, data constituting the start winning reception command buffer 002SG194A as shown in FIG. 10(B) is stored in a predetermined area of the effect control buffer setting unit 002SG194. The start winning reception command buffer 002SG194A is provided with a storage area corresponding to the maximum value of the total number of reserved memories in the first special figure reserved memory (for example, "4") (areas corresponding to buffer numbers "1-1" to "1-4") and a storage area corresponding to the first special figure during variable display (area corresponding to buffer number "1-0"). Further, the start winning reception command buffer 002SG194A is provided with a storage area corresponding to the maximum value of the total number of reserved memories in the second special figure reserved memory (for example, "4") (areas corresponding to buffer numbers "2-1" to "2-4") and a storage area corresponding to the second special figure during variable display (area corresponding to buffer number "2-0"). When a start winning occurs at the first start winning opening or the second start winning opening, two commands, namely, a start opening winning designation command (the first start opening winning designation command or the second start opening winning designation command) and a reserved memory number notification command (the first reserved memory number notification command or the second reserved memory number notification command), are transmitted as a set from the main board 11 to the effect control board 12. Storage areas (entries) for storing the start opening winning designation commands and the reserved memory number notification commands in association with each other and separately storing them in the first special figure reserved memory and the second special figure reserved memory are secured in the storage areas corresponding to the first special figure reserved memory and the second special figure reserved memory in the start winning reception command buffer 002SG194A.
[0196] When the start condition is satisfied and the variable display of the topmost reserved memory (buffer number "1-1" or buffer number "2-1") starts, the stored contents of these storage areas (entries) are shifted one by one upward as described later. Also, the stored contents of buffer number "1-0" or buffer number "2-0" that store the contents of the reserved memory for which the start condition is satisfied are cleared in the waiting process per special figure executed when the variable display ends.
[0197] When the performance control dedicated CPU 120 wins a start-up prize at the first start-up winning port, it stores the commands starting from the head (the entry with the youngest buffer number) in the empty entry corresponding to the first special figure reserved memory of the start-up winning reception command buffer 002SG194A. When it wins a start-up prize at the second start-up winning port, it stores the commands starting from the head (the entry with the youngest buffer number) in the empty entry corresponding to the second special figure reserved memory of the start-up winning reception command buffer 002SG194A. At the time of winning a start-up prize, the commands from the start-up port winning designation command to the reserved memory number notification command are sequentially transmitted. Therefore, when a command is received, it will be stored in the storage areas corresponding to the last digits "0" to "4" of the buffer numbers corresponding to the first special figure reserved memory or the second special figure reserved memory, in the order of the start-up port winning designation command and the reserved memory number notification command.
[0198] The commands stored in the start-up winning reception command buffer 002SG194A shown in FIG. 10(B) are deleted for each start of the variable display of the decorative pattern in the entry corresponding to the reserved memory of the variable display that ended immediately before (the entry with buffer number "1-0" or "2-0"), and at the same time, the commands stored in the entry corresponding to the reserved memory of the variable display to be started (the entry corresponding to buffer number "1-1" or "2-1") and the memory contents of the entries after the reserved memory of the variable display to be started are shifted. For example, when the variable display of the decorative pattern in the first special figure reserved memory ends in the storage state shown in FIG. 10(B), each command stored in buffer number "0" is deleted, each command stored in buffer number "0" is shifted to buffer number "0", each command stored in the area corresponding to buffer number "2" is shifted to the area corresponding to buffer number "0", and each command stored in the areas corresponding to buffer numbers "3" and "4" is shifted to the areas corresponding to buffer numbers "2" and "3". Therefore, buffer number "0" becomes the area (entry) for storing each command related to the reserved memory being variably displayed at that time.
[0199] (Operation) Next, the operation (function) of the pachinko gaming machine 1 will be described.
[0200] (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. 11 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.
[0201] In the game control main process shown in FIG. 11, 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 for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and settings to make the RAM 102 accessible.
[0202] 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 power supply to the pachinko gaming machine 1 is started, if, for example, 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. In such a case where the on-state clear signal is input, it may be determined in step S3 that the recovery condition is not satisfied. The backup data may be stored in the RAM 102 which serves as the backup RAM for game control. In step S3, it suffices to confirm or inspect the presence or absence of backup data and data errors, etc., and determine whether the recovery condition can be satisfied.
[0203] When the recovery condition is satisfied (step S3; Yes), after executing the recovery process (step S4), the random number circuit setting process (step S8) 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 is sufficient that the change of the special symbol can be resumed from the state before the stop.
[0204] On the other hand, when the recovery condition is not satisfied (step S3; No), after executing the initialization process (step S6), the random number circuit setting process (step S8) is executed. The initialization process in step S6 includes a clearing process for clearing the flags, counters, and buffers stored in the RAM 102. By executing the clearing process, initial values are set in the work area.
[0205] After executing the random number circuit setting process (step S8), the CPU 103 sets the register of the CTC built in the game control microcomputer 100 so that a timer interrupt occurs periodically every predetermined time (for example, 2 ms) (step S9), and enables the interrupt (step S10). Then, it enters a loop process. 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 the timer interrupt process periodically.
[0206] 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 the game control timer interrupt processing shown in the flowchart of FIG. 12. When starting the game control timer interrupt processing shown in FIG. 12, the CPU 103 first executes a predetermined switch process to determine whether detection signals are received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Subsequently, by executing a predetermined main-side error process, an abnormality diagnosis of the pachinko gaming machine 1 is performed, and a warning can be generated if necessary according to the diagnosis result (step S22). After that, by executing a predetermined information output process, 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 of entering the probability variation state, etc.) supplied to a hall management computer installed outside the pachinko gaming machine 1, for example, is output (step S23).
[0207] Following the information output process, 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 a special symbol process (step S25). By the CPU 103 executing the special symbol process for each timer interrupt, execution and reservation management of the special symbol game, control of the jackpot game state, control of the game state, etc. are realized.
[0208] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process for each timer interrupt, 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), opening control of the variable prize ball device 6B based on "normal symbol win", etc. are enabled. 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.
[0209] After executing the normal symbol process, as part of the game control timer interrupt process, processes such as the process when a power failure occurs and the process for paying out prize balls may be performed. Then, 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, a process 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.
[0210] (Special symbol process) FIG. 13 is a flowchart showing an example of the process executed in step S25 shown in FIG. 12 as the special symbol process. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
[0211] In the start winning determination process, a process of detecting the occurrence of a start winning, storing reservation information in a predetermined area of the RAM 102, and updating the reservation storage count is 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 reservation information. Further, a process of pre-reading and determining the display result and the variation pattern based on the extracted random number value may be executed. After storing the reservation information and the reservation storage count, transmission setting for transmitting an effect control command for designating the determination results such as the occurrence of a start winning, the reservation storage count, and the pre-reading determination to the effect control board 12 is performed. The effect control command at the time of 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 process of step S27 shown in FIG. 12 is executed.
[0212] After executing the start winning determination process in step S101, the CPU 103 selects and executes any one of the processes in steps S110 to S117 according to the value of the special drawing process flag provided in the RAM 102. In addition, in each process (steps S110 to S117) of the special symbol process, transmission settings for transmitting the effect control command corresponding to each process to the effect control board 12 are performed.
[0213] 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, etc. Also, in the special symbol normal process, based on the random number value for determining the display result, whether to make the display result of the special symbol and the decorative symbol a "big win" or not, and the big win type in the case of a "big win" are 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 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. In the present embodiment, the special drawing game using the second special drawing is executed with priority over the special drawing game using the first special drawing (also referred to as special drawing 2 priority digestion). Also, the winning order of the game balls into the first start winning opening and the second start winning opening may be memorized, and the start conditions of the special drawing game may be made to hold in the winning order (also referred to as winning order digestion).
[0214] 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 values 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.
[0215] The variable pattern setting process in step S111 is executed when the value of the special drawing 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 preliminary determination result as to whether the display result is a "big win" or not. In the variable pattern setting process, when the variable pattern is determined, the value of the special drawing process flag is updated to "2", and the variable pattern setting process ends.
[0216] The variable pattern specifies the execution time of the special drawing game (special drawing variable time) (which is also the execution time of the variable display of the decorative symbols), the mode of the variable display of the decorative symbols (such as the presence or absence of a reach), and the production content during the variable display of the decorative symbols (such as the type of reach production), and is also called a variable display pattern.
[0217] The special symbol variation process in step S112 is executed when the value of the special drawing 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, etc. Also, a determination is made as to whether the measured elapsed time has reached the special drawing variable time corresponding to the variable pattern. When the elapsed time since the start of the variation of the special symbol reaches the special drawing variable time, the value of the special drawing process flag is updated to "3", and the special symbol variation process ends.
[0218] The special symbol stop process in step S113 is executed when the value of the special drawing process flag is "3". This special symbol stop process includes a process of stopping the variation of the special symbol in the first special symbol display device 4A and the second special symbol display device 4B, and making settings for stopping the display (deriving) of the determined special symbol that becomes the display result of the special symbol. When the display result is a "big win", the value of the special drawing process flag is updated to "4". When the display result is a "loss", and when it is in a time-saving state or a probability-variable state and the end of the count-down is established, the game state is also updated. When the value of the special drawing process flag is updated, the special symbol stop process ends.
[0219] The jackpot release pre - processing in step S114 is executed when the value of the special figure process flag is "4". This jackpot release pre - processing includes processes such as starting the execution of a round in the jackpot gaming state and setting to open the big winning port based on the fact that the display result is "jackpot", etc. When setting the big winning port to the open state, 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, corresponding to the type of jackpot, the upper limit period for opening the big winning port and the upper limit number of times of round execution are set. When these settings are completed, the value of the special figure process flag is updated to "5", and the jackpot release pre - processing ends.
[0220] The jackpot release in - processing in step S115 is executed when the value of the special figure process flag is "5". This jackpot release in - processing includes processes such as measuring the elapsed time since the big winning port was set to the open state, and determining whether it is time to return the big winning port 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 port to the closed state, after executing a process of stopping the supply of the solenoid drive signal to the solenoid 82 for the big winning port door, the value of the special figure process flag is updated to "6", and the jackpot release in - processing ends.
[0221] The jackpot release post - processing in step S116 is executed when the value of the special figure process flag is "6". This jackpot release post - processing includes processes such as determining whether the number of times of round execution for setting the big winning port to the open state has reached the set upper limit number of times, and setting to end the jackpot gaming state when the upper limit number of times is reached. When the number of times of round execution has not reached the upper limit number of times, the value of the special figure process flag is updated to "5", while when the number of times of round execution has reached the upper limit number of times, the value of the special figure process flag is updated to "7". When the value of the special figure process flag is updated, the jackpot release post - processing ends.
[0222] 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 a process of waiting until a waiting time corresponding to the period during which an ending effect as an effect operation for notifying the end of the jackpot game state is executed, and a process of performing various settings for starting 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.
[0223] (Start winning determination process) FIG. 14 is a flowchart showing the start winning determination process (S101) shown in FIG. 13. In the start winning determination process, the CPU 103 first determines whether the first start port switch 22A is on based on a detection signal from the first start port switch 22A provided corresponding to the first start winning port formed by the winning ball device 6A (002SGS101). At this time, if the first start port switch 22A is on (002SGS101; Y), it is determined whether the first special figure reserved memory number, which is the reserved memory number of the special figure game using the first special figure, has reached a predetermined upper limit value (for example, "4" as the upper limit memory number) (002SGS102). The CPU 103 can identify the first special figure reserved memory number, for example, by reading the first reserved memory number count value, which is the stored value of the first reserved memory number counter provided in the game control counter setting unit 002SG154. When the first special figure reserved memory number is not the upper limit value in 002SGS102 (002SGS102; N), for example, the stored value of the start port buffer provided in the game control buffer setting unit 002SG155 is set to "0" (002SGS103).
[0224] When the first start port switch 22A is off at 002SGS101 (002SGS101;N), or when the first special figure reserved memory number reaches the upper limit at 002SGS102 (002SGS102;Y), it is determined whether the second start port switch 22B is on or off based on the detection signal from the second start port switch 22B provided corresponding to the second start winning port formed by the variable winning ball device 6B (002SGS104). At this time, if the second start port switch 22B is on (002SGS104;Y), it is determined whether the second special figure reserved memory number, which is the reserved memory number of the special figure game using the second special figure, has reached a predetermined upper limit value (for example, "4" as the upper limit memory number) (002SGS105). The CPU 103 can identify the second special figure reserved memory number, for example, by reading the second reserved memory number count value, which is the stored value of the second reserved memory number counter provided in the game control counter setting unit 002SG154. When the second special figure reserved memory number is not the upper limit value at 002SGS105 (002SGS105;N), the stored value of the start port buffer provided in the game control buffer setting unit 002SG155 is set to "2" (002SGS106).
[0225] After executing either the process of 002SGS103 or 002SGS106, update it so as to add 1 to the number of special figure retention memories corresponding to the start port buffer value, which is the stored value in the start port buffer (002SGS107). For example, when the start port buffer value is "0", add 1 to the first retention memory count value, while when the start port buffer value is "2", add 1 to the second retention memory count value. In this way, the first retention memory count value is updated to increase by 1 when the game ball passes through (enters) the first start winning port and the first start condition corresponding to the special figure game using the first special figure is satisfied. Also, the second retention memory count value is updated to increase by 1 when the game ball passes through (enters) the second start winning port and the second start condition corresponding to the special figure game using the second special figure is satisfied. At this time, update it so as to add 1 to the total retention memory as well (002SGS108). For example, the total retention memory count value, which is the stored value in the total retention memory counter provided in the game control counter setting unit 002SG154, may be updated to add 1.
[0226] After executing the process of 002SGS108, the CPU 103 extracts numerical data indicating the random number value MR1 for special figure display result determination, the random number value MR2 for jackpot type determination, and the random number value MR3 for variation pattern determination from among the numerical data updated by the random number circuit 104 and the random counters of the game control counter setting unit 002SG154 (002SGS109). The numerical data indicating each of the thus extracted random number values and the start port buffer value are stored by being set as retention information at the head of the empty entry in the special figure retention memory unit (002SGS110).
[0227] Numerical data indicating the random value MR1 for special figure display result determination and the random value MR2 for jackpot type determination is used to determine whether the variable display result of the special symbol or the decorative symbol is a "jackpot", and further to determine the jackpot type when the variable display result is a "jackpot". The random value MR3 for variation pattern determination is used to determine the variation pattern including the variable display time of the special symbol or the decorative symbol. By executing the process of 002SGS109, the CPU103 extracts numerical data indicating all of the random values used for determining the variable display mode including the variable display result and the variable display time of the special symbol or the decorative symbol.
[0228] Following the process of 002SGS110, transmission settings for the start port winning designation command according to the start port buffer value are performed (002SGS111). For example, when the start port buffer value is "0", the storage address of the first start port winning designation command table in the ROM101 is stored in the buffer area specified by the transmission command pointer in the transmission command buffer, etc., to perform settings for transmitting the first start port winning designation command to the effect control board 12. On the other hand, when the start port buffer value is "2", the storage address of the second start port winning designation command table in the ROM101 is stored in the buffer area of the transmission command buffer, etc., to perform settings for transmitting the second start port winning designation command to the effect control board 12. The start port winning designation command set in this way is transmitted from the main board 11 to the effect control board 12, for example, after the special symbol process is completed, by executing the command control process of S27 shown in FIG. 12.
[0229] Following the processing of 002SGS111, the CPU 103 sets up to send a pending storage number notification command to the effect control board 12, for example, by storing the memory address of the pending storage number notification command table in the ROM 101 in the buffer area specified by the transmission command pointer in the transmission command buffer (002SGS113). The pending storage number notification command thus set is transmitted from the main board 11 to the effect control board 12, for example, when the special symbol process is completed and the command control process of S27 shown in FIG. 12 is executed.
[0230] After executing the processing of 002SGS113, it is determined whether the start port buffer value is "0" (002SGS114). At this time, if the start port buffer value is "0" (Y in 002SGS114), the start port buffer is cleared, its stored value is initialized to "0", and then the process proceeds to the processing of 2390SGS104. On the other hand, when the start port buffer value is "2" (N in 002SGS114), the start port buffer is cleared, its stored value is initialized to "0", and then the start winning process is terminated. Thus, even when both the first start port switch 22A and the second start port switch 22B detect a valid start winning of a game ball simultaneously, the processing based on the detection of both valid start winnings can be surely completed.
[0231] (Special symbol normal process) FIG. 15 is a flowchart showing an example of the processing executed at S110 in FIG. 13 as the special symbol normal process. In the special symbol normal process shown in FIG. 15, the CPU 103 first determines whether the second special symbol pending storage number is "0" (step 002SGS141). The second special symbol pending storage number is the pending storage number of the special symbol game using the second special symbol by the second special symbol display device 4B. For example, in the processing of step 002SGS141, the second pending storage number count value stored in the game control counter setting unit is read out, and it is determined whether the read value is "0".
[0232] When the number of reserved memories in the second special figure is other than "0" in step 002SGS141 (step 002SGS141; N), as the reserved data stored corresponding to the reserved number "0" in the second special figure reserved memory unit, the random number value MR1 for special figure display result determination, the random number value MR2 for jackpot type determination, and the random number value MR3 for variation pattern determination are read out respectively (step 002SGS142). The numerical data read at this time may be stored in, for example, a random number buffer for variation and temporarily stored.
[0233] Following the process of step 002SGS142, the number of reserved memories in the second special figure and the total number of reserved memories are updated by subtracting 1, such as by subtracting 1 from the count value of the number of reserved memories in the second special figure and the total count value of reserved memories, and the data in the second special figure reserved memory unit is updated. Specifically, the reserved data indicating the random number values MR1 to MR3 stored in the entries lower than the reserved number "0" in the second special figure reserved memory unit (for example, the entries corresponding to the reserved numbers "2" to "4") is shifted upward by one entry (step 002SGS143).
[0234] Thereafter, after updating the variation special figure designated buffer value, which is the stored value in the variation special figure designated buffer, to "2" (step 002SGS144), the process proceeds to step 002SGS149.
[0235] On the one hand, when the reserved memory number of the second special figure is "0" in step 002SGS141 (step 002SGS141; Y), it is determined whether the reserved memory number of the first special figure is "0" (step 002SGS145). The reserved memory number of the first special figure is the reserved memory number of the special figure game using the first special figure by the first special symbol display device 4A. For example, in the process of step 002SGS145, the first reserved memory count value stored in the first reserved memory counter by the game control counter setting unit may be read out, and it may be determined whether the read value is "0". In this way, the process of step 002SGS145 is executed when it is determined in step 002SGS141 that the reserved memory number of the second special figure is "0", and it is determined whether the reserved memory number of the first special figure is "0". Thereby, the special figure game using the second special figure will start to be executed prior to the special figure game using the first special figure.
[0236] In addition, the special figure game using the second special figure is not limited to being executed prior to the special figure game using the first special figure. For example, the execution of the special figure game may be started in the order in which the game balls enter (pass through) the first start winning opening or the second start winning opening and a start winning occurs. In this case, a table for storing data capable of specifying the order in which the start winning occurred may be provided, and it may be sufficient to determine from the stored data whether to start the execution of the special figure game using the first special figure or the second special figure.
[0237] When the reserved memory number of the first special figure is other than "0" in step 002SGS145 (step 002SGS145; N), as the reserved data stored corresponding to the reservation number "0" in the first special figure reserved memory unit, the numerical data indicating the random number value MR1 for special figure display result determination, the random number value MR2 for big win type determination, and the random number value MR3 for variation pattern determination are respectively read out (step 002SGS146). The numerical data read at this time may be stored, for example, in a random number buffer for variation and temporarily stored.
[0238] Following the processing of step 002SGS146, the first special figure reserved memory count value and the total reserved memory count value are each decremented by 1 and updated. In this way, the first special figure reserved memory count and the total reserved memory count are updated to be decremented by 1, and the data in the first special figure reserved memory unit is updated. Specifically, the reserved data indicating the random values MR1 to MR3 stored in the entries lower than the reserved number "0" (for example, the entries corresponding to the reserved numbers "2" to "4") in the first special figure reserved memory unit is shifted upward by one entry each (step 002SGS147).
[0239] After that, after updating the variable special figure designation buffer value, which is the stored value in the variable special figure designation buffer, to "0" (step 002SGS148), the process proceeds to step 002SGS149.
[0240] In step 002SGS149, the display result determination table shown in FIG. 5 is selected and set as the use table for determining whether the special figure display result, which is the variable display result of the special symbol, is a "big win" or a "loss". Subsequently, the numerical data indicating the random value MR1 for special figure display result determination stored in the variable random number buffer is compared with the determination values assigned to each of the special figure display results of "big win" and "loss" to determine whether the special figure display result is a "big win" or a "loss" (step 002SGS150). In this step 002SGS150, if the game state at that time is a high probability state (probability variable state) where the probability variable flag is on, if the random value MR1 for special figure display result determination falls within the range of 10,000 to 12,180 corresponding to the high probability state (probability variable state), it is determined as a "big win", and if it does not fall within this range, it is determined as a "loss". Also, if the game state is a low probability state (low probability low base state in this feature part) where the probability variable flag is off, if the random value MR1 for special figure display result determination falls within the range of 1 to 219, it is determined as a "big win", and if it does not fall within this range, it is determined as a "loss".
[0241] Thus, in the display result determination table selected in step 002SGS149, different determination values are assigned to "big win" corresponding to the game state (high probability, low probability) at that time. Therefore, in the process of step 002SGS150, depending on whether the game state at the start of variable display such as special figure games is in the high probability state, it is determined whether to regard the special figure display result as "big win" using different determination data (determination values). When the game state is in the high probability state, it is determined (decided) as "big win" with a higher probability than when it is in the low probability state.
[0242] If it is determined to be "big win" in step 002SGS150 (step 002SGS150; Y), the big win flag is set to the on state (step 002SGS152). At this time, as a use table for determining one of a plurality of big win types, the big win type determination table shown in FIG. 6(A) is selected and set (step 002SGS153). By referring to the big win type determination table thus set, according to whether the numerical data indicating the random number value MR2 for big win type determination stored in the variable random number buffer matches any of the determination values assigned to each big win type of "non-probability variable big win", "probability variable big win A", "probability variable big win B", and "probability variable big win C" in the big win type determination table, it is determined which of the plurality of big win types to be (step 002SGS154).
[0243] By determining the jackpot type in the process of step 002SGS154, it is determined before the derivation of the fixed special symbol as the variable display result whether the game state after the end of the jackpot game state is controlled to a time-saving state (low probability high base state) or a probability variable state (high probability high base state) which is more advantageous to the player than the time-saving state. In response to the jackpot type thus determined, for example, the jackpot type buffer value, which is the stored value of the jackpot type buffer provided in the game control buffer setting unit, is set (step 002SGS155), and the determined jackpot type is stored. As an example, if the jackpot type is a "non-probability variable jackpot" corresponding to a non-probability variable jackpot, the jackpot type buffer value is set to "0", if it is a "probability variable A" corresponding to a probability variable jackpot A, it is set to "0", if it is a "probability variable B" corresponding to a probability variable jackpot B, it is set to "2", and if it is a "probability variable C" corresponding to a probability variable jackpot C, it is set to "3". After the processing of step 002SGS155, the process proceeds to step 002SGS156.
[0244] Moreover, if it is determined in step 002SGS150 that the result is a "miss" (step 002SGS150; N), the process of step 002SGS156 is executed without executing the processes of steps 002SGS152 to 002SGS155.
[0245] In step 002SGS156, the CPU 103 sets a determined special symbol corresponding to the pre-determined result of whether to control to a big win gaming state (whether the big win flag is in an on state) and the determined result of the big win type when in the big win gaming state. As an example, corresponding to the pre-determined result that the special symbol display result is "loss", a special symbol showing the symbol "-" which is a loss symbol is set as the determined special symbol. Also, when it is determined in step 002SGS150a that the special symbol display result is "big win", if the big win type in step 002SGS154 is "probability-variable big win A", a special symbol showing the number "7" is set as the determined special symbol. Also, if the big win type is "probability-variable big win B", a special symbol showing the number "5" is set as the determined special symbol. Also, if the big win type is "non-probability-variable big win", a special symbol showing the number "3" is set as the determined special symbol. Also, if the big win type is "probability-variable big win C", a special symbol showing the number "0" is set as the determined special symbol. Note that these determined special symbols are just examples, and other determined special symbols may be set, or multiple types of symbols may be set as the determined special symbols.
[0246] After setting the determined special symbol in step 002SGS156, the value of the special symbol process flag is updated to "1" which is a value corresponding to the variable pattern setting process (step 002SGS157), and then the special symbol normal process ends.
[0247] If the number of suspended memories of the special drawing game using the first special drawing in step 002SGS145 is "0" (step 002SGS145; Y), after performing a predetermined demonstration display setting (step 002SGS158), the special symbol normal process is terminated. In this demonstration display setting, for example, an effect control command (customer waiting demonstration designation command) that designates a demonstration display (demo screen display) by displaying a predetermined effect image on the image display device 5 or the like is determined as to whether it has already been transmitted from the main board 11 to the effect control board 12. At this time, if the customer waiting demonstration designation command has already been transmitted, the demonstration display setting is terminated as it is. On the other hand, if it has not been transmitted, after performing the setting for transmitting the customer waiting demonstration designation command, the demonstration display setting is terminated.
[0248] (Main operations of the effect control board 12) Next, the main operations in the effect control board 12 will be described. In the effect control board 12, when the power supply voltage is supplied from the power supply board or the like, the effect control CPU 120 is activated and executes an effect control main process as shown in the flowchart of FIG. 16. When starting the effect control main process shown in FIG. 16, the effect control CPU 120 first executes a predetermined initialization process (step S71) to clear the RAM 122, set various initial values, and set the registers of the CTC (counter / timer circuit) mounted on the effect control board 12.
[0249] 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 (for example, 2 milliseconds) elapses based on the register setting of the CTC, for example. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and waiting is performed.
[0250] 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 the 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, 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 among the input ports included in the I / O 125. 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.
[0251] 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 the command analysis process is executed (step S75). In the command analysis process, for example, after reading out 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, settings and controls corresponding to the read effect control commands are performed. For example, the read 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. Further, 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.
[0252] 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 is performed to operate various effect devices 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 bodies 32A and 32B. 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.
[0253] Subsequent to 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. Further, after the effect random number value update process (step S77), a demo effect control process (step S78) for executing a demo effect in the pachinko game machine 1, a background display update process (step S79) for updating the background image displayed on the image display device 5 to another background image, and a menu display process (step S80) for displaying a menu screen on the image display device 5 in the game standby state are executed. Then, the process returns to step S73. Before returning to the process of step S73, other processes may be executed.
[0254] In addition, in the background display update process of the present embodiment, any one of a first background image corresponding to the first effect mode, a second background image corresponding to the second effect mode, a third background image corresponding to the third effect mode, and a fourth background image corresponding to the fourth effect mode is selectively displayed. The first background image and the second background image can be displayed when the game state is the normal state, the third background image can be displayed when the game state is the low-probability high-base state, and the fourth background image can be displayed when the game state is the high-probability high-base state. Also, the switching between the first background image and the second background image switches when switching display conditions such as when the variable display of the SP reach is executed or when one of the background images is continuously displayed for a predetermined period is satisfied.
[0255] The menu display process includes, in addition to the process of displaying the menu screen on the image display device 5 in the game standby state, the process of adjusting the volume output from the speakers 8L and 8R and the process of adjusting the light quantity (brightness) of the game effect lamp 9 according to the operation of the player's push button 31B or the like in the state where the menu screen is being displayed.
[0256] In addition, in the demo effect control process, the effect control CPU 120 may, for example, set a timer until the start of the customer waiting demo effect such as the customer waiting demo start waiting timer based on receiving a customer waiting demo designation command, and start the customer waiting demo effect based on the timer timing out without the start of variable display. In addition, if variable display is started during the operation of the customer waiting demo start waiting timer or during the execution of the customer waiting demo effect, the customer waiting demo start waiting timer may be cleared, the customer waiting demo effect may be interrupted, and the display of the image display device 5 may be switched to the variable display of the decoration symbols.
[0257] (Effect control process) FIG. 17 is a flowchart showing an example of the process executed in step S76 of FIG. 16 as the effect control process. In the effect control process shown in FIG. 17, the effect control CPU 120 first executes a reserved display update process of updating the reserved display (the first reserved display 002SG101 or the second reserved display 002SG102) in the special figure reserved memory display area 5U of the image display device 5 to a display according to the stored content of the start winning reception command buffer 002SG194A, and performing a shift display or the like to be described later (step S161). After the execution of the reserved display update process, depending on the value of the effect process flag provided in the RAM 122, for example, one of the processes in steps S170 to S175 below is selected and executed.
[0258] Also, in step S161, a pre-reading notice setting process for making a determination, decision, setting, etc. for executing a pre-reading notice effect (for example, an effect of changing the display color of the hold display, etc.) based on the effect control command at the start winning transmitted from the main board 11 may be executed together with the above hold display update process.
[0259] The variable display start waiting process in step S170 is a process executed when the value of the effect process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether to start the variable display of the decorative pattern in the image display device 5 based on whether a command specifying the start of the variable display is received from the main board 11 or not. When it is determined to start the variable display of the decorative pattern in the image display device 5, the value of the effect process flag is updated to "1", and the variable display start waiting process ends.
[0260] The variable display start setting process in step S171 is a process executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result (determined decorative pattern) of the variable display of the decorative pattern, the mode of the variable display of the decorative pattern, the presence or absence and mode and execution start timing of various effects such as the reach effect and various notice effects are determined. Then, an effect control pattern (a collection of control data for instructing the execution of the effect to the display control unit 123) reflecting the determination result, etc. is set. After that, based on the set effect 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 effect 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 the instruction to start the execution of the variable display of the decorative pattern.
[0261] The variable display performance process in step S172 is a process 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 moving bodies 32A and 32B, output sounds and sound effects from the speakers 8L and 8R by outputting commands (sound effect signals) to the sound control board 13, and turn on / off / blink the game effect lamp 9 and the decorative LEDs by outputting commands (decoration signals) to the lamp control board 14, and execute various performance controls during the variable display of the decorative symbols. After performing such performance controls, for example, in response to the fact that an end code indicating the end of the variable display of the decorative symbols is read from the performance control pattern, or a command for 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.
[0262] The waiting process per special symbol in step S173 is a process executed when the value of the performance process flag is "3". In this waiting process per special symbol, the performance control CPU 120 determines whether or not a performance control command for specifying to start the big win gaming state is received from the main board 11. And when a performance control command for specifying to start the big win gaming state is received, the value of the performance process flag is updated to "4". Also, when the reception waiting time for the command for specifying to start the big win gaming state has elapsed without receiving the command, it is determined that the display result in the special symbol game is "a miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the waiting process per special symbol ends.
[0263] The jackpot-in performance process in step S174 is a process executed when the value of the performance process flag is "4". In this jackpot-in performance process, the performance control CPU 120 sets, for example, a performance control pattern corresponding to the performance content in the jackpot game state, and executes various performance controls in the jackpot game state based on the set content. Also, in the jackpot-in performance process, for example, in response to receiving a command specifying the end of the jackpot game state from the main board 11, the value of the performance process flag is updated to "5", which is a value corresponding to the ending performance process, and the jackpot-in performance process is terminated.
[0264] The ending performance process in step S175 is a process executed when the value of the performance process flag is "5". In this ending performance process, the performance control CPU 120 sets, for example, a performance control pattern corresponding to the end of the jackpot game state, etc., and executes various performance controls of the ending performance at the end of the jackpot game state based on the set content. Then, the value of the performance process flag is updated to the initial value "0", and the ending performance process is terminated.
[0265] (Variable display start setting process) Next, the operation of the performance control CPU 120 will be described. FIG. 18 is a flowchart showing the variable display start setting process (step S171) in the performance control process shown in FIG. 17. In the variable display start setting process, the performance control CPU 120 first determines whether the first variable display start command reception flag is in the on state (step 002SGS271). If the first variable display start command reception flag is in the on state (step 002SGS271; Y), for example, various command data and various flags stored in association with the buffer numbers "1-0" to "1-4" of the first special figure hold memory in the start winning reception command buffer are shifted upward by one buffer number (step 002SGS272). Note that the content of the buffer number "1-0" cannot be shifted because there is no destination for shifting, so it is deleted.
[0266] Also, if the first variable display start command reception flag is off in step 002SGS271 (step 002SGS271; N), it is determined whether the second variable display start command reception flag is on (step 002SGS273). If the second variable display start command reception flag is off (step 002SGS273; N), the variable display start setting process is terminated. If the second variable display start command reception flag is on (step 002SGS273; Y), for example, various command data and various flags stored in association with the buffer numbers "2-0" to "2-4" of the second special figure reservation memory in the start winning reception command buffer are shifted upward by one buffer number each (step 002SGS274). Note that the content of buffer number "2-0" cannot be shifted because there is no destination for shifting, so it is deleted.
[0267] After the execution of step 002SGS272 or step 002SGS274, the effect control CPU 120 reads the variable pattern specification command from the variable pattern specification command storage area (step 002SGS275).
[0268] Next, the display result (stop symbol) of the decoration symbol is determined according to the data stored in the display result specification command storage area (that is, the received display result specification command) and the variable pattern (step 002SGS276). In this case, the effect control CPU 120 determines the stop symbol of the decoration symbol corresponding to the display result specified by the display result specification command, and stores the data indicating the determined stop symbol of the decoration symbol in the decoration symbol display result storage area.
[0269] Further, in the present embodiment, when the received variable display result designation command is the second variable display result designation command corresponding to the certain jackpot A, the effect control CPU 120 determines, for example, a combination of decorative symbols (jackpot symbols) in which three symbols are aligned as "7" as the stop symbols. Further, when the received variable display result designation command is the third variable display result designation command to the fourth variable display result designation command corresponding to the certain jackpot B to the certain jackpot C, as the stop symbols, it is determined from a plurality of combinations of odd symbols other than "7" (for example, combinations of decorative symbols such as "111", "333", "555", "999"). Further, when the received variable display result designation command is the fifth variable display result designation command corresponding to the non-certain jackpot, the effect control CPU 120 determines, for example, a combination of decorative symbols in which three symbols are aligned with even numbers as the stop symbols.
[0270] Further, when the received variable display result designation command is the fifth variable display result designation command corresponding to the non-certain jackpot, similar to the case where the received variable display result designation command is the third variable display result designation command to the fourth variable display result designation command corresponding to the certain jackpot B to the certain jackpot C, a case may be provided in which it is determined from a plurality of combinations of odd symbols other than "7" (for example, combinations of decorative symbols such as "111", "333", "555", "999") as the stop symbols. In this case, by further making the effects during the variable display in the jackpot game or the certain change state more common, whether the game state is in the certain change state or the time-saving state until the variable display is executed 100 times, and further, whether the time-saving state ends with 100 variable displays or continues until 10,000 variable displays can be made noticeable to the player, and the interest can be impro...
Claims
【Claim 1】 A gaming machine capable of variably displaying identification information and controllable to an advantageous state favorable to a player, capable of executing a predetermined effect suggesting that it is controlled to the advantageous state, wherein the predetermined effect is an effect of displaying a fracture precursor image and then displaying a fragment image corresponding to the fracture precursor image, a special background image can be displayed as a background image before the fragment image is displayed in the predetermined effect, as a background image after the fragment image is displayed in the predetermined effect, an image different from the special background image, including a first predetermined background image and a second predetermined background image suggesting a higher expectation of being controlled to the advantageous state than the first predetermined background image, any one of the plurality of background images can be displayed, any one of the object images in a plurality of modes can be displayed when the special background image is being displayed before the fragment image is displayed in the predetermined effect, depending on the mode of the object image, it is possible to suggest which of the plurality of background images will be displayed after the fragment image is displayed in the predetermined effect, in one effect mode, a plurality of types of specific background images including a first specific background image and a second specific background image can be switched and displayed, when switching the specific background image from the first specific background image to the second specific background image, a background fade-out display that gradually increases the transparency of the first specific background image is executed, and a background fade-in display that gradually decreases the transparency of the second specific background image can be executed, when starting the variable display of the identification information, an identification information fade-out display that gradually increases the transparency of the identification information can be executed, when ending the variable display of the identification information, an identification information fade-in display that gradually decreases the transparency of the identification information can be executed, the identification information fade-out display and the background fade-out display can be executed at a common time, the identification information fade-in display and the background fade-in display can be executed at a common time, the execution period of the background fade-out display is longer than the execution period of the identification information fade-out display, the execution period of the background fade-in display is longer than the execution period of the identification information fade-in display, A gaming machine characterized by the above.
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